OrkoMondo.pdf

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What’s that?
Kidult G AME – S TAMPALI E GIOCA
2/6
W HAT S THAT ?
A boardgame where you have
to dominate the territory
through your own garrisons,
recruiting new troops to
become the dominating race:
orks, dwarves, humans or
The player can place one of its garrisons either on one main land
corresponding to the coordinates or on another next his territory in
horizontal or vertical direction.
E XAMPLE 1
The score 2 - 3 means the human player can
choose to siege either one of the two main lands
showed in the picture on the left or even one of
the 6 territories next in horizontal or vertical
direction.
A territory cannot be garrisoned if it is garrisoned
by the ennemy; on the other hand there can be
up to 3 garrisons for the same player on one
same territory. We’ll see later how useful can be
for a player’s strategy to arrive and place
garrisons on one same territory.
Building on main lands is free, on the next
territories it costs 3 Shield Scores if the land is
crossed by the river, 1 Shield Score for all other
territories.
5’/15’
elves.
E LEMENTS
A playing board
72 markers to cut out representing the
Garrisons for the 4 different races
108 markers to cut out, representing the
Shield Scores needed for paying fees.
P REPARATION
Place the board on the table and distribute either 18 garrison markers
for each player if there are 2 , or 15 if there are three or four players .
Also distribute 100 Shield Scores for each player . You can choose the
following distribution: 1 shield for 50 scores, 2 for 10, 5 for 5, 5 for 1.
Throw dice to determine the game starter then go on clockwise.
G ARRISONED TERRITORY
If by throwing dice the player up obtains the coordinates of a territory
besieged by his own garrisons he exacts a Shield Score by each one
diposing of presides in the territories next horizontally or vertically
(example 2). If the Garrison is located along the river the player has the
right to ask for one Shield Score fee per opponent’s Garrison being
along his horizontal and vertical coordinate lines (example 3).
T HE P LAYING B OARD
The board is divided in 6 rows with 6 boxes. Each
box standing for a “territory”.
On the top and left side some 1 to 6 numbers are
marked to determine the territory “coordinates”,
similarly to what happens in the boat fight.
According to the Rules coordinates are written
always by indicating the number on top first .
The board is crossed through by a river passing by
the six territories. These six territories peculiarly
correspond to double scores (1-1, 2-2, 3-3, 4-4, 5-5
e 6-6) and as we’ll see later they have a special
worth.
E XAMPLE 2
It’s up to the “human” player who gets 4-2 with
dice, a score exactly corresponding to the
coordinates of one garrison of his own. The
player has the right to pretend a Shield Score to
Orks Commander (for garrison in 3-2). By paying
a Shield Score the human Commander decides
to settle one garrison of his in 4-3 (a territory
next to the main land). As we’ll understand later
that’s a move which may turn useful in the future
to hurdle the elf garison in 4-4. The player could
also have chosen to reinforce his own position in
4-2 by placing there his second Garrison “ free of
charge”, in that that would have been a Main
land.
H OW TO PLAY
The player whomj it’s up to throws the two dice and determines a territory
coordinates. Apart from double scores, which all inevitably correspond to
the territories along the river any other result can lead to two different
coordinates: for instance the score 2-3 may also determine 3-2
coordinates. These two peculiar territories are called “main” lands.
© Copyright 2001 Kidult G AME srl – www.KidultGame.com
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Kidult G AME – S TAMPALI E GIOCA
E XAMPLE 3
E XAMPLE 5
the elf player gets 4-4 perfectly corresponding to
the river territory garrisoned by himself. Such a
privileged position allows him to ask for a Shield
Score fee per ennemy’s garrison located along
his horizontal and vertical coordinate lines. So the
elf player gains 4 Shield Scores for the
garrisons located in 4-2, 4-3, 1-4 e 3-4.
On the right : the elf Commander (with 2
Garrisons in 4-4) gets 1 and 4 , so he has two
chances: the first is to use 1-4 coordinates
(corresponding to a ground besieged by dwarves),
paying 1 shield and placing his Garrison on the
next territory in 2-4; in that way he would trap
the orks’ Garrison located in 3-4. The second
chance is instead to garrison 4-1 free of charge
eliminating the two human garrisons in 4-2 and
4-3 (the overall garrisons number a player can
trap ennemies with is 3 vs 2).
E LIMINATION OF E NNEMY S G ARRISONS
If you place two Garrisons to trap each opponent’s Garrison (both in
horizzontal and vertical direction but NOT on the bias), you can get it out
of the playing board. To eliminate one (or several) ennemy’s Garrisons it
is yet necessary to have a numerical majority.
All eliminated Garrisons are given back to their legal owners, so that they
can use them again later.
With just one move you can trap up to several ennemy’s Garrisons or
even a whole raw, provided the overall Garrisons “attacking” are more
numerous than the “attacked” ones (examples 4 - 5).
G AME C ONCLUSION
The game ends up when the player up lays on the board his last
garrison . When possible, siege is compulsory: if a player has no
possibility to siege he shall pay a 5 Shield Score fine which are
discarded . All Shields discarded during the game build up the Treasure .
The one who “closes” the game gains all Shield Score of the Treasure
The winner is the player possessing more Shield Scores at the end of the
game.
If a player runs out of his Shield Scores that means he can no longer
enrole troops and is out of the game.
E XAMPLE 4
the Orks Commander gets 4-4 , corresponding to
a territory garrisoned by an opponent (elf). Since
he cannot garrison any territory “free of charge”
he spends one Shield Score placing his Garrison
in the territory next in 5-4 . In that way he has
trapped the elf garrison in 4-4 getting it out of
the plancia. In case there are 2 elfici garrisons on
4-4 ground, the catch is impossible, for the
number of orks’ Garrisons is not higher than elf
Garrisons .
© Copyright 2001 Kidult G AME srl – www.KidultGame.com
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Kidult G AME S TAMPALI E GIOCA
Playing Board
H ERE ARE THE 72 G ARRISON M ARKERS REPRESENTING THE 4 RACES YOU NEED TO PLAY O RKO M ONDO , AS FOR THE
PLAYING B OARD YOU CAN PASTE THE PAPER ON CARDBOARD AS THICK AS YOU LIKE AND THEN CUT OUT THE 72
G ARRISON M ARKERS . A N EXCELLENT ALTERNATIVE IS HERE ALSO TO PRINT EVERYTHING ON A LIGHT CARDBOARD
DIRECTLY ( BY PRINTER –200 G PER SQ . MT )
© Copyright 2001 Kidult G AME srl – www.KidultGame.com
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Kidult G AME S TAMPALI E GIOCA
Garrison Markers
H ERE ARE THE 72 G ARRISON M ARKERS REPRESENTING THE 4 RACES YOU NEED TO PLAY O RKO M ONDO , AS FOR THE
PLAYING B OARD YOU CAN PASTE THE PAPER ON CARDBOARD AS THICK AS YOU LIKE AND THEN CUT OUT THE 72
GARRISON M ARKERS . A N EXCELLENT ALTERNATIVE IS HERE ALSO TO PRINT EVERYTHING ON A LIGHT CARDBOARD
DIRECTLY ( BY PRINTER –200 G PER SQ . MT )
© Copyright 2001 Kidult G AME srl – www.KidultGame.com
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Kidult G AME S TAMPALI E GIOCA
Shield Markers
H ERE ARE YOUR 90 S HIELD MARKERS , THE COIN YOU WILL USE WHEN PLAYING O RKO M ONDO ; AS FOR THE P LAING
B OARD YOU CAN PASTE THE PAPER ON CARDBOARD AS THICK AS YOU LIKE AND THEN CUT OUT THE 90 S HIELD
M ARKERS . A N EXCELLENT ALTERNATIVE IS HERE ALSO TO PRINT EVERYTHING ON A LIGHT CARDBOARD DIRECTLY ( BY
PRINTER –200 G PER SQ . MT )
© Copyright 2001 Kidult G AME srl – www.KidultGame.com
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