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How To Play - Beholder Games

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HOW TO PLAY Instructions, rules, and how to blow stuff up. B FI Y E A U Y D U R T N O SETUP 1 LAYOUT LAYOUT Place a 4-way tunnel, with the Diamond card atop it, in the center of the playing surface (a table is greatly recommended). Set a Home for each player 5 cards from the Diamond (4 cards between them). These can be a straight line or in steps. 2 STARTING PLAYERS PLAYERS There should be a maximum of 4 players, as the game becomes too taxed, difficult, and confusing with more players. DEALING DEALING Deal 7 cards to each player. There should be no asking for new hands. BEGINNING BEGINNING THE THE GAME GAME The Dealer (in this case, the player that set the Home cards and dealt the cards) should go first. Rotate the Dealer in subsequent games. A variant, if you wish, is to have the youngest player go first. WHAT TO DO 3 DRAWING DRAWING At the beginning of each of your turns, draw a single card. There is no way to draw multiple cards per turn. ACTIONS On each turn, you may usually perform 3 Actions. You may not perform any Actions on other players’ turns. Laying Tunnel cards, playing Power cards, and moving your Token cost 1 Action per card or moved tile. 4 TUNNELS LAYING LAYING TUNNELS TUNNELS Your goal is to connect to the Diamondcovered tile from your Home. You can start a Tunnel out of each side of Home. CONNECTING CONNECTING Tunnels may only be played on each other when the pathway areas connect, like so: CONNECTION 5 WHAT WHAT CONNECTION CONNECTION MEANS MEANS Normally, players can’t target other players’ Tunnels with their own Tunnels or Powers. That changes when two players’ Tunnels meet. When a clear path joins one Token to another Token, both of those players can play Tunnels and Powers on the other’s cards. The two Tunnels simply become one. As soon as that pathway is broken - say, by a Wall being placed those players can’t play on the other’s Tunnels any more. 6 POWERS WALLS WALLS Walls can be placed on existing Tunnels or at the end of a path where a Tunnel could go. Cards can’t be played beyond them. BOMBS Bombs blow up Tunnels, removing them from the game. Or, they can remove a Wall from a Tunnel. If a path you’re connected to meets a dead end, a Bomb can be used on the Tunnel or Wall that causes the dead end. POWERS 7 SUPER SUPER SHOVELS SHOVELS Use these to rotate a Tunnel to any direction. You can also remove that Tunnel and replace it with one from your hand. MINE MINE CARTS CARTS You may not use a Mine Cart if you have played any Tunnel or Power cards this turn. After playing a Mine Cart, you may not play any Tunnel or Power cards this turn. You may move an additional time this turn. Summary: Only move, and one more time. 8 POWERS ESCAPE ESCAPE ROUTES ROUTES You may play Escape Route on a Tunnel or Wall you are connected to (or on a card causing a dead end). One player may step into an Escape Route, and that player must move out of it on their next turn (the Route goes away). A player may move in and out of a Route in any direction, as long as there is an open Tunnel there. Routes block Tunnels and Power cards like a Wall. Nothing can target a tile with a Route on it. While in a Route, you are not connected anywhere. POWERS 9 ONE ONE MORE MORE THING THING ABOUT ABOUT ESCAPE ESCAPE ROUTES! ROUTES! When leaving an Escape Route, you must have a valid place to move. Moving out of the Escape Route must come first. If there are no open Tunnels adjacent to your Escape Route, the Escape Route goes away and you end up on the same tile you’re on. If this would put you on a Wall, you are sent back home! Any time you’re sent Home, you can perform 3 Actions your next turn, but none can be movements. Remember, Escape Routes ignore Tunnel barriers. 10 TARGETING LEGAL LEGAL USE USE OF OF TUNNELS TUNNELS You may only play Tunnels that you can connect to. You may not build a Tunnel out of another player’s Home (or enter it). LEGAL LEGAL USE USE OF OF POWERS POWERS You may not use any Powers on a tile with the Diamond card or Escape Route on it, or a Home card. You may not use Walls, Bombs, or Escape Routes on a tile with a player on it, but may use a Super Shovel there. You may only play Power cards on cards that you can connect to, or are specifically stated in their Power section. OBJECTIVE 11 GETTING GETTING THE THE DIAMOND DIAMOND To claim the Diamond, simply land on the tile that has it, or share a tile with the player carrying it. Put it by Home to signal. If you are carrying the Diamond and share a tile with another player, the Diamond is given to that player. Your Token is moved back home. Any time you’re sent Home, you can perform 3 Actions your next turn, but none can be movements. Each move is individual, so you can’t move past a player by trying to use 2 Actions at once. Sharing tiles with non-carriers does nothing. 12 OBJECTIVE WHEN WHEN CARRYING CARRYING THE THE DIAMOND DIAMOND If you have the Diamond, your maximum Actions per turn reduces to 2! This takes effect once you pick it up or steal it. TO TO BE BE THE THE WINNER! WINNER! Use all your wiles and smarts to get your Token back on your Home card to WIN THE GAME! Remember that everyone will be after you, so plan ahead. MORE MORE WAYS WAYS TO TO PLAY PLAY ...and a visual instruction guide can be found here: www.beholdergames.com/diamond-dig