League of Six Loyal Retinue rulebook, Gry RPG, planszowe, karciane

 

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For several years, the aristocrats of Upper Lusatia have been struggling
to gain the favor of King Sigismund. Now even more nobles compete for
attention, and the political battle intensiies. Everyone recognizes that
catching King Sigismund’s eye by collecting taxes from the League of Six is
a task that cannot be accomplished alone. Each aristocrat will need a retinue
of loyal followers from all levels of society. Only with their support can you
inally gain your appointment to the court of King Sigismund and enter the
inner circle of European politics.
This expansion consists of two independent parts which can be used
together or separately.
The irst part of the expansion allows you to play with up to 6 players. Along
with markers and igures for the extra player and additional blocks of goods,
there is a waggon-fortress marker that represents a Hussite encampment.
The second part of the expansion contains a new set of hexagonal tax tiles
that can be used instead of the original tax tiles. These new tiles allow you
to recruit followers who can help you in the course of the game or give you
extra points at the end.
Sixplayers
The rules for a six-player game are the same as for a game with fewer
players, with the following exceptions:
Phase 1 – Setup the Round
All six towns are available every round, so none
of them are under siege by Hussites. The Hussites
are still in Lusatia, however. At the beginning of
Phase 1, shufle the town cards and draw one to
determine the location of the Hussite encampment.
Place the waggon-fortress marker on the road
between the selected town and the town that lies
clockwise from it.
Phase 2 – Choosing Towns
When moving between towns, it costs an extra
guard to pass by the waggon-fortress marker.
Example
The town of Kamenz is drawn in Phase 1, so the
waggon-fortress marker is placed between Kamenz and
Bautzen. Red starts. He moves his marker to Bautzen
and pays 3 guards (1 to move to Kamenz, 1 to pass the
Hussite camp, and 1 to move to Bautzen). Yellow is next.
He pays 1 guard to move to Bautzen and offers Red 3
guards. Red accepts the offer and pays 2 guards to move
to Kamenz (1 to pass the Hussite camp and 1 to move to
Kamenz).
Phase 5 – Storing Goods
Note the silver horse symbols on either side of the
waggon-fortress marker. These indicate that the
players who collect taxes in the two towns on either
side of the waggon-fortress collect one extra horse.
Example
When determining the order for storing goods
in Phase 5, Yellow has 4 horses and Red has 1 horse .
End of the Game
The six-player game uses a different table to
determine points for civic leader cards. This table
should be placed on the scoreboard to cover up the
original table.
Loyalretinue
The new set of 36 hexagonal tax tiles allows your aristocrat to
gather a retinue of loyal followers. If you are using this part of the
expansion, the original tax tiles should be put somewhere out of the
way; they will not be used in the Loyal Retinue expansion.
Setup
The back sides of the tax tiles have numbers that
indicate which rounds they should be used in: (1-2),
(3-4), and (5-6).
player game you will use all of them.)
The chosen (1-2) and (3-4) tiles should be left face
down in separate piles. The (5-6) tiles, however,
should be turned face up some place on the table
where everyone can see them. These tiles give
points for accomplishing certain goals. Although
these tiles do not show up until the inal two rounds,
the players get to know which ones will be in play
so that they can plan ahead.
At the beginning of the game, separate the tax tiles
into three groups, according to these numbers.
Mix up each group separately. From each group,
take a number of tiles equal to twice the number
of players and set the rest aside without looking at
them. (There are 12 tiles in each group, so in a six-
Phase 1 – Set Up the Round
At the beginning of each round, tax tiles are placed
in the center of each town without Hussites, just as
in the standard game. The only difference is that
tiles are only used in certain rounds. In rounds 1
and 2, draw tiles from the (1-2) pile. In rounds 3 and
4, draw tiles from the (3-4) pile. Before round 5, mix
up the chosen (5-6) tiles and make a pile to be used
in rounds 5 and 6.
Phase 4 – Tax Collection
In addition to the taxes collected as indicated by the
arrows on the tax tile, you also get a new follower
who grants you an advantage. The advantages are
depicted in the center of the tile and explained in
detail on the explanation pages.
Special abilities are denoted by the number of
the phase in which they can be used. A special
ability can be used in the round in which you
acquire it (if it applies to phase 4, 5 or 6) and in
all following rounds until the end of the game.
There are three types of advantages:
Bonus tiles are denoted by a crown . They
give you additional points at the end of the
game. (See below.)
Immediate effects are denoted by
!
. These
take effect as soon as you collect taxes.
Phase 5 – Storing Goods
Phase 5 begins as usual: by determining
the order according to the number of
horses collected in phase 4. (Players can
use phase 5 special abilities even if they
just gained the ability this round.) Once
order is determined, take your tax tile
and keep it face up in front of you so that
everyone can see what advantages your
loyal follower brings you.
Using Special Abilities
Tax tiles marked with a number can be used each
round in the corresponding phase. Those marked
with a 1, 2, or 3 cannot be used until the round after
you get them (because you don’t get them until
phase 4 of that round).
In all other phases, the players have to decide
in the order indicated by their markers in the
center of the board and the phase 2 arrow. That
is, the one who paid the fewest guards has to
decide irst.
Some special abilities are used at the beginning or
at the end of a phase. If multiple players have an
ability that can be used at the same time, ties are
broken as follows:
Other special abilities can be used at any time
during the course of the phase.
For a detailed explanation of the advantages, see
the explanation pages.
In phase 5, the player who goes irst (as
determined by the number of horses collected)
has to decide irst whether to use a special
ability.
End of the Game
At the end of round 6, the tax tiles with the crowns
are scored. Scoring proceeds as follows:
guards for points, they decide simultaneously
and independently how many to exchange.
First score points for the Royal Huntsman tile.
Finally, score points for civic leader cards, as in
the standard game. At this time, bonuses that
depend on civic leaders are scored as well.
Next add up all the other bonus tiles, except
for those that depend on civic leader cards.
A player who exchanges guard for points must
give up those guards. They cannot be used to
break ties. If multiple players can exchange
As in the standard game, the winner is the player
with the most inluence points. Break ties in favor of
the player with the most guards left in hand.
A game by Vladimír Suchý
Game and box cover art: Oldřich “Cro2s” Kříž
Typesetting and graphic design: Filip Murmak
Translation: Jason Holt
Main Playtester: Petr Murmak
Playtesters:
Vodka, Lumír, Cauly and Boardgame club Korunka, dilli and
Patrik, Vlaada, Ladinek, Filip
and many others ..
© Czech Games Edition,
October 2008
www.CzechGames.com
www.LeagueOfSix.com
11730105
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