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A ”heavy“ Tactical Game For 2 To 4 Players - Chili

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A ” H E AV Y “ T A C T I C A L G A M E F O R 2 T O 4 P L AY E R S by Klaus Zoch Translated by Daniel Danzer with the supprt of Becca Alviani, Karl Hanf, W. Eric Martin, Hank Panethiere, Shawn Simas and Jonathan Takagi S P I E L E Twas ever thus: In the olden days, long before televison or soccer, the Gaul tribes spent their spare time gambling and betting on sports. Antique disciplines like “tug of war” or “dwarf tossing” still known today are evidence of this long tradition. After very long fights on the battlefield or in the political arena with no winner in sight, the wise druids would call out “Hinkel & Stein!”, summoning the opponents to the big seesaw-like scale near the closest stone circle. Each tribe would bring five unique stones in the style of their home country to the competition, and since these stones were all quite different from one another, the druids set up special rules for each of them: The Romans, for example, who were allowed to take part in the later days, had trouble carrying more than two of their columns over the Alps and were therefore given special benefits, such as the right to start the games. And of course, all participants were required to pay an entry fee: The Gauls decided that the newly invented vertical wooden discs used to improve transportation would be an appropriate currency, so these so-called “wheels” were used as a wager during the game. COMPONENTS: • 4 Types of stones: 5 Menhirs, 5 Quartz Stones, 5 Boulders, 2 Columns • 1 Stone of Destiny • 1 Seesaw scale (2 wooden board pieces and a wedge) • 4 Stone cards • 50 Wooden discs Cards describing (in German) the special features of each type of stone Cloth bag with 50 wooden discs Placement spaces The assembled scale with the „Stone of Destiny” Placement spaces Menhirs Columns Quartz Stones Boulders 2 All images in these rules are samples - actual game components might differ from these images. SETUP: • Assemble the two tongue-and-groove board pieces to form a long board with two spaces on the top of each end (see pictures) and three notches in the centre of the bottom side. • Place this assembled board on the wedge fitting this into the central bottom notch. This scale is meant to touch the table on one end - it doesn`t have to be balanced. • Place the “Stone of Destiny” anywhere in the central area of the scale - do not place it in any of the placement spaces or touching their borders. Again, this is not to balance the scale, but to create a different starting situation for each game. • Place the wooden discs in the centre of the table as a general supply for prizes and wagers. THE BASIC IDEA: With all numbers of players, the game lasts several “matches” consisting of five rounds. Through tactical placement of their stones onto the scale the players try to win as many wooden discs (“wheels”) as possible. At the beginning of each round, the current Chief determines whether the lighter or the heavier side of the scale will win the round. Furthermmore, during the course of the round the Chief determines the order in which the players place their stones. Each round consists of the following consecutive actions: 1. 2. 3. 4. Place the basic prize and define the winning condition. Add discs to the prize and place stones. Pay the winners. Select the Chief for the next round and remove stones from the game After five rounds, all stones will have been placed and the match ends. This sounds simple, but is actually quite tricky as each type of stone offers different ways for a player to influence the game (see page 4)! Therefore, before each new match, the type of stone changes hands, so each player will have had the opportunity to use each feature once by the last match. The order of actions and the special features of the stones are always the same, but each player count - two, three or four - offers its own charm and challenge! The four-player game is the easiest, so we recommend starting with this, if possible. 3 SPECIAL FEATURES OF THE STONES: Each type of stone allows a player to influence the game in a unique way. These features are always the same, no matter how many players are playing. Menhirs: • You may move the scale so that the wedge fits into a bottom notch of your choice. You may take this action only once during a match. You may take this action in the round of your choice but you must do it before you place your menhir on the scale. At the beginning of the next round, reset the wedge to the central notch. Columns: • A placed column is not removed from the game at the end of a round, but returned to you. Thus, you can place the same column multiple times over the rounds of a match. • Once during a match you may place both columns at the same time. When doing so, you must place both columns on the same space (you must announce doing this before placing the first column). After doing this you must remove the bigger column from the game at the end of that round, using only the small column for the rest of the match. Quartz stones: • Whenever it is your turn, you may add up to four wooden discs to the prize, while everyone else is only allowed to add up to two discs. (If you’d rather take a disc for yourself, you may still take only one disc, like the other players.) Boulders: • • At the end of a round of your choice, after all spaces are occupied, you may additionally place the smallest boulder (if not yet placed) on the space that already contains a boulder. After the scoring for this round, reclaim one of these stones (your choice) for future use and remove the other one from the game. If you have already placed the smallest boulder, this action is no longer possible. • At the end of a round of your choice, after all spaces are occupied, you may move the “Stone of Destiny”. You may place it anywhere in the central area of the scale but not onto the spaces or on their borders. After scoring, return the “Stone of Destiny” to its previous location. You may take each of these two special actions only once during a match. You may take them during the same round or different rounds. 4 THE 4 HINKEL - & P L AY E R STEIN GAME WITH FOUR P L AY E R S : Shuffle the stone cards face down. Each player draws one card, takes the stones shown on it and places these on the card. The player who gets the columns is the first Chief. Each round, the current Chief decides on the winning condition and the turn order. COURSE OF THE GAME: The game is played in four matches of five rounds each. Each round consists of the following actions in this order:: 1. Place the basic prize and define the winning condition: At the beginning of each round, place two wooden discs from the supply in the middle of the table as the basic prize to be won. The Chief determines whether the team on the lighter or the heavier side of the scale will win this round. 2. Add discs to the prize and place stones: The Chief names the player to start the round (possibly the Chief himself). This player may either either add one or two discs from the general supply to the prize or (if he sees no chance of winning this round) take one disc from the supply for himself. If a player takes a disc for himself, he may in no case share the prize at the end of this round, even if he is part of the winning team. Then the selected player chooses one of his pieces* and places it on a free space of his choice on the scale. He can use the special features of his stone type (* Columns and Boulders allow to once place a second stone - see page 4). Once a player has placed his stone(s) and optionally made use of the stone`s special feature, his turn ends. The Chief now chooses the next player to place discs and stone(s). This process continues until all players, including the Chief, have placed their stones and the round ends. 3. Pay the winners The two players who have placed their stones on the winning side of the scale - the lighter or heavier side, as determined by the Chief at the start of the round - divide the prize among themselves equally. If the number of discs is odd, leave one disc in the middle on the table as part of the prize for the next round. If one of the winners took a disc for himself during the round instead of contributing to the prize, his partner gets the whole prize. If both winners took discs for themselves, all discs stay in the middle of the table as part of the prize for the next round. 5 THE 4 - P L AY E R GAME 4. Select the Chief for the next round and remove stones from the game At the end of each round determine the new Chief for the next round as follows: The player of the losing team whose stone is placed on the outer end of the scale will be the new Chief. A player can be Chief in multiple consecutive rounds. Now remove all stones placed in this round from the game. For Columns and Boulders, special rules may apply at this time (see page 4). End of a match and intermediate scoring: After five rounds, one match is completed and an intermediate scoring takes place. All players count their wooden discs, then the one with the fewest discs returns all of them to the general supply. All other players return the same amount of discs, so that the difference between the players remains the same. Now each player hands his stone card to the player on his left, who also takes the corresponding stones. The next match can start. The player whose stone was placed on the outer end of the losing side of the scale in the last round of the previous match is the first Chief of the new match. End of game and final scoring: After four matches, each player has played with each type of stones once and the game ends. The player with the most wooden discs wins. NOTE FOR ALL To prevent the scale from moving while placing a stone, hold the low side down until you have finished placing your stone. 6 NUMBERS OF P L AY E R S : THE 3 HINKEL - & P L AY E R STEIN GAME WITH THREE P L AY E R S : Place the “Quartz“ stone card to the side with the quartz stones on it; they will also be used during the game, but their special feature is ignored. Shuffle the other three stone cards face down. Each player draws one card, takes the stones shown on it and places these on the card. The player who gets the columns is the first Chief. At the beginning of each round, the current Chief must choose between two options: • Chief solo: The Chief plays alone against the other two players who work as a team. (One of these players will place the Quartz stones, as described below.) If the Chief`s stone is on the winning side at the end of the round, he wins solely and takes the whole prize. If his stone is on the losing side, both other players win and share the prize, no matter on which side their stones are placed. • Chief partnership: The Chief offers a partnership to one of the other players (if, for instance, he thinks he cannot win on his own). If the other player accepts the offer, the third player plays alone. This player additionally places one of the Quartz stones - that is, he has two turns this round, with the Chief deciding, when he places one of his own and when he places a Quartz stone. If an offered partnership is refused, the Chief must play solo (see above). COURSE OF THE GAME:: The game is played in tree matches of five rounds each. At the beginning of each round the current Chief may decide to offer a partnership to another player, as described above. Each round consists of the following actions in this order: 1. Place the basic prize and define the winning condition: At the beginning of each round place two wooden discs from the supply in the middle of the table as the basic prize to be won. The Chief determines whether the team on the lighter or the team on the heavier side of the scale will win this round. 2. Add discs to the prize and place stones: The Chief names the player to start the round (possibly the Chief himself). When he names another player, he also decides whether that player places one of his own stones or a Quartz stone. The Chief (or his partner) is never allowed to place a Quartz stone. • When the player has to place his own stones, he first chooses wether to add one or two discs from the general supply to the prize or to take one disc from the supply for himself. If a player takes a disc for himself, he may in no case share the prize at the end of this round. Then the selected player chooses one of his pieces and places it on a free space of his choice on the scale. He can use the special features of his stone type (see page 4). 7 THE 3 - P L AY E R GAME • When the player has to place a Quartz stone, he chooses one of the Quartz stones and places it on a free space of his choice on the scale. He may not add any discs to the prize or take a disc. The Chief then names one of the other players (possibly himself) to perform his turn. This continues until all spaces are occupied and all types of stones - including the Quartz stones - have been placed. 3. Pay the winners • Winning a Chief solo: The Chief takes the whole prize. An opponent with a stone on the winning side earns nothing. If, however, the Chief took a disc for himself, he also leaves empty-handed and all discs stay in the middle of the table as part of the prize for the next round. • Losing a Chief solo: Both opponents win, no matter on which side they placed their stones. They divide the prize among themselves equally. If the number of discs is odd, leave one disc in the middle on the table as part of the prize for the next round. If one winner took a disc for himself, his partner takes the whole prize. If both winners took a disc, all discs stay in the middle of the table as part of the prize for the next round. • Winning a Chief partnership: The Chief splits the prize equally with his parter, no matter where his partner placed his stone - even if his stone is on the losing side. If the number of discs is odd, leave one disc in the middle on the table as part of the prize for the next round. If one of the partners took a disc for himself, the other partner takes the whole prize. If both winners took a disc, all discs stay in the middle of the table as part of the prize for the next round. • Losing a Chief partnership: Having the Chief`s own stone on the loser`s side of the scale, the third player gets the whole prize. If, however, he took a disc for himself, he also leaves empty-handed and all discs stay in the middle of the table as part of the prize for the next round. 4. Select the Chief for the next round and remove stones from the game At the end of each round, determine a new Chief for the next round as follows: The player whose stone is placed on the outer end of the losing side of the scale will be the new Chief. If this stone is a Quartz, then the player who placed it will be the new Chief. A player can be Chief in multiple consecutive rounds. Now remove all stones placed in this round from the game. For Columns and Boulders, special rules may apply at this time (see page 4). End of a match and intermediate scoring: After five rounds, one match is completed and an intermediate scoring takes place. All players count their wooden discs, then the one with the fewest discs returns all of them to the general supply. All other players return the same amount of discs, so that the difference between the players remains the same. Now each player hands his stone card to the player on his left, who also takes the corresponding stones. The next match can start. The player whose stone was placed on the outer end of the losing side of the scale in the last round of the previous match is the first Chief of the new match. End of game and final scoring: After three matches, the game ends. The player with the most wooden discs wins. 8 THE 2 HINKEL - & P L AY E R STEIN GAME WITH TWO P L AY E R S : Shuffle the four stone cards face down. Each player draws two cards, places them in front of him one to the right and one to the left - takes the stones shown on them and places these on the corresponding cards. The player who gets the columns is the first Chief. Thus, each player plays with two types of stones. One of these is played actively, one passively. Only a stone played actively can win a round for a player. The Chief must play actively the type of stones that made him Chief. Thus, at the start of the game, the Chief plays Columns actively. • Active Play: The player may either add one or two discs from the general supply to the prize or take one disc from the supply for himself. If a player takes a disc for himself, he may in no case share the prize. Then the player chooses one of his pieces and places it on a free space of his choice on the scale. He can make use of the special features of his current stones (see page 4). • Passive Play: The player cannot use the special features of the stones played passively this round. The player may neither add to the prize, nor take one disc from the general supply. Furthermore, it does not matter for winning a round whether the passively played stone is on the winning or losing side of the scale. A passively played stone never wins you a round. COURSE OF THE GAME: The game is played in four matches of five rounds each. Each round consists of the following actions in this order: 1. Place the basic prize and define the winning condition: At the beginning of each round place two wooden discs from the supply in the middle of the table as the basic prize to be won. The Chief determines whether the actively played stones on the lighter or on the heavier side of the scale will win this round. 2. Add discs to the prize and place stones: The Chief names a player to start the round (possibly himself). If the opponent is named, that player chooses which type of stones he wants to place and whether to play this stone actively or passively. Based on his choice, he may add one or two discs to the prize or take one disc from the general supply before placing one of his stones of the chosen type on a free space on the scale. If he plays actively, he can use the special features of this type of stone (see page 4). A player may use both special features during a match by playing both types of stones actively in different rounds. The Chief now names the next player who will place a stone - possibly the same player as before. This continues, until all types of stones have been placed, with both players taking two turns (one played actively, one passively). 9 THE 2 - P L AY E R GAME 3. Pay the winner • If only one actively played stone is on the winning side of the scale, the owner of this stone takes the whole prize. If, however, he took a disc for himself, all discs stay in the middle of the table as part of the prize for the next round. • If two actively played stones are on the winning side of the scale, both players divide the prize among themselves equally. If the number of discs is odd, leave one disc in the middle on the table as part of the prize for the next round. If one of the players took a disc for himself, his opponent takes the whole prize. If both players took discs, all discs of the prize stay in the middle of the table as part of the prize for the next round. 4. Select the Chief for the next round and remove stones from the game At the end of each round, determine a new Chief for the next round as follows: The player whose stone is placed on the outer end of the losing side of the scale will be the new Chief. A player can be Chief in multiple consecutive rounds. Now remove all stones placed in this round from the game. For Columns and Boulders, special rules may apply at this time (see page 4). End of a match and intermediate scoring: After five rounds, one match is completed and an intermediate scoring takes place. The player with fewer discs returns all of them to the general supply. The other player returns the same number of discs to the supply, keeping the rest. All stone cards now move in a clockwise order: Each player hands his left stone card to his opponent, who lays it on his right hand side, moving the card laying there to his left hand side. Place the corresponding stones on the cards, then start the next match. The player whose stone was placed on the outer end of the losing side of the scale in the last round of the previous match is the first Chief of the new match. End of game and final scoring: After four matches, each player has played with each type of stones twice and the game is over. The player with the most wooden discs wins. 10 GENERAL FURTHER NOTES · FAQ QUESTIONS? Must the scale be balanced at the beginning of the game? • No, one end of the empty scale may touch the table. How do you have to place the stones? • In general stones may be placed only on free spaces on the scale. If there are several free spaces, the active player chooses where to place his stone. • Usually one stone of each type is placed per roud, with exceptions for the columns and boulders: Once per match, two of these may placed in one round (see page 4). • All stones must be placed so that they do not protrude beyond the boundaries of the spaces (crossing a line or the edge of the scale). When two boulders are placed in the same space, they may protrude over the sides of the scale, but never over the end. • When placing a stone, hold the currently low side of the scale down until the new stone has been placed. Then release the scale to see if the scale moves. Example: At the beginning of the round, the current Chief decided that the heavier side of the scale will win the round. The last stone for the round is to be placed and there is only one free space on the higher side of the scale. The active player wins only if his stone is lifting the opposite side in the moment the scale is released.. I have not contributed anything to the prize, but my stone is on the winning side of the scale at the end of the round. Do I get a share from the prize? • No. A player who takes one disc from the general supply instead of contributing to the prize, never takes a share of the prize, even if his stone is on the winning side. Who will be the first Chief in a new match? • Follow the same procedure as between two rounds of one match: The player whose stone was placed on the outer end of the losing side of the scale in the last round of the previous match will be the first Chief of the new match. What happens if there are not enough discs in the supply? • In this case, all players refill the supply by returning as many discs as the "poorest" player owns at this moment. Thus, the player with the fewest discs returns all discs in his possession. What types of stones come with the game? • The playing stones are made of THETA-stone, each having the same specific weight. More information regarding this material can be found at www.theta.de. • Note: The bottom side of the stones is a bit rough and may scratch sensitive surfaces. Therefore, always place these stones on the stone cards or similar mats. 11 S P I E L E