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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
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
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
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
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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amorek261
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