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Gamehelphypnosia: Розніца паміж версіямі
Няма тлумачэння праўкі |
дрНяма тлумачэння праўкі |
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(Не паказана 8 прамежкавых версій 3 удзельнікаў) | |||
Радок 2: | Радок 2: | ||
Hypnosia is a strategy game designed for 2 to 6 players. | Hypnosia is a strategy game designed for 2 to 6 players. | ||
Content: | Content: | ||
-1 board | -1 board | ||
-2 | |||
-2 dice | |||
-24 pawns (4 pawns in 6 different colors) | -24 pawns (4 pawns in 6 different colors) | ||
'''Set up of the game''' | '''Set up of the game''' | ||
Each player chooses a color and takes the 4 pawns of the same color, then puts those pawns on the 4 starting locations of that color. | Each player chooses a color and takes the 4 pawns of the same color, then puts those pawns on the 4 starting locations of that color. | ||
Each player throws the 2 dice: the player getting the higher score begins the game. | |||
'''Goal''' | '''Goal''' | ||
The goal of Hypnosia is to bring pawns | |||
The first player throws the 2 | The goal of Hypnosia is to bring pawns into the center spaces of the board. | ||
Important: a player must "burn" | The first player throws the 2 dice, then has to move 1 or 2 of his pawns the number of spaces indicated by each die. For example, he gets 5 and 4: he can move one pawn 5 spaces and a second pawn 4 spaces, or only one pawn a total of 9 (5+4) spaces. | ||
Important: a player must "burn" all the points of a die, so a pawn cannot stop short. | |||
'''How to move''' | '''How to move''' | ||
Pawns can only move in a | |||
Pawns leave their starting location when the player gets a score high enough with | Pawns can only move in a counter-clockwise direction. | ||
Pawns leave their starting location when the player gets a score high enough with a die to allow his pawns to enter the outer circle. For example, the first pawn can enter the circle with any score from 1 to 6, whereas the last one can only enter the circle with a score of 4 or more. | |||
Some locations are special (double- | Some locations are special (double-colored). They permit a pawn to enter the next inner circle by crossing a "bridge". | ||
A pawn must first | A pawn must first land on this special space, and only then can it move into the next inner circle: | ||
-during the next turn | -during the next turn | ||
-in the same turn if the pawn | -in the same turn if the pawn landed on the special space using the 1st die. | ||
A pawn can't | A pawn can't move back to an outer circle. | ||
Once | |||
Once a player has finished his two moves, play continues with the player on his left who does the same sequence of events. | |||
'''Stacking pawns''' | '''Stacking pawns''' | ||
A player can stack | |||
For | A player can stack two pawns (two being the maximum). To do so, he must move a pawn so that it will end its movement on a space occupied by another of his pawns. Those two pawns are now stacked. This stack moves as a single pawn. | ||
For strategic reasons, a player can dismantle a stack by moving only one of the pawn of the stack, the second one remaining on its current space. | |||
'''Capturing pawns''' | '''Capturing pawns''' | ||
A player can | |||
-A stack can remove | A player can capture an opponent's pawn. To do so, he must move one of his pawn or a stack so that it will end its movement on a space occupied by an opponent's pawn or stack. In this case, the opponent's pawn or stack is permanently removed from the game. | ||
-A stack can remove an opponent's single pawn. | |||
-A stack can remove an opponent's stack. | -A stack can remove an opponent's stack. | ||
-A single pawn can't remove an opponent stack. | -A single pawn can remove an opponent's single pawn. | ||
Every | -A single pawn can't remove an opponent's stack. | ||
Every pawn captured gives 1 point to the capturing player. The owner of the captured pawn loses 1 point. | |||
'''End of the game/Victory''' | '''End of the game/Victory''' | ||
To enter | |||
To enter into the center, a player must: | |||
-put a pawn on one of the 6 special locations surrounding the center. | -put a pawn on one of the 6 special locations surrounding the center. | ||
-get a "1" | -get a "1" on a die (because all points of a die must be "burned"). | ||
The game ends either: | |||
-if there are 5 pawns in the center. | |||
-if there are no more pawns on the board. | |||
The first pawn which enters the center gets 5 points, the second 4 points, the third 3 points, the fourth 2 points, and the fifth 1 point. | |||
If a stack enters the center when there are already four pawns there, only one of them can enter. | |||
In the case of a tie, the arrival order into the center will decide the ranking of the tied players. | |||
'''Variants''' | |||
For a more challenging game, apply this rule: the stack cannot cross the bridge. Before crossing any bridge, the | |||
stack has to be dismantled first. This rule also applies in the innermost circle – it means that the stack cannot | |||
score in one move. | |||
-Code Blue 3458 |
Актуальная версія на 22:38, 15 кастрычніка 2020
HYPNOSIA
Hypnosia is a strategy game designed for 2 to 6 players.
Content:
-1 board
-2 dice
-24 pawns (4 pawns in 6 different colors)
Set up of the game
Each player chooses a color and takes the 4 pawns of the same color, then puts those pawns on the 4 starting locations of that color. Each player throws the 2 dice: the player getting the higher score begins the game.
Goal
The goal of Hypnosia is to bring pawns into the center spaces of the board. The first player throws the 2 dice, then has to move 1 or 2 of his pawns the number of spaces indicated by each die. For example, he gets 5 and 4: he can move one pawn 5 spaces and a second pawn 4 spaces, or only one pawn a total of 9 (5+4) spaces. Important: a player must "burn" all the points of a die, so a pawn cannot stop short.
How to move
Pawns can only move in a counter-clockwise direction. Pawns leave their starting location when the player gets a score high enough with a die to allow his pawns to enter the outer circle. For example, the first pawn can enter the circle with any score from 1 to 6, whereas the last one can only enter the circle with a score of 4 or more.
Some locations are special (double-colored). They permit a pawn to enter the next inner circle by crossing a "bridge". A pawn must first land on this special space, and only then can it move into the next inner circle: -during the next turn -in the same turn if the pawn landed on the special space using the 1st die.
A pawn can't move back to an outer circle.
Once a player has finished his two moves, play continues with the player on his left who does the same sequence of events.
Stacking pawns
A player can stack two pawns (two being the maximum). To do so, he must move a pawn so that it will end its movement on a space occupied by another of his pawns. Those two pawns are now stacked. This stack moves as a single pawn. For strategic reasons, a player can dismantle a stack by moving only one of the pawn of the stack, the second one remaining on its current space.
Capturing pawns
A player can capture an opponent's pawn. To do so, he must move one of his pawn or a stack so that it will end its movement on a space occupied by an opponent's pawn or stack. In this case, the opponent's pawn or stack is permanently removed from the game. -A stack can remove an opponent's single pawn. -A stack can remove an opponent's stack. -A single pawn can remove an opponent's single pawn. -A single pawn can't remove an opponent's stack. Every pawn captured gives 1 point to the capturing player. The owner of the captured pawn loses 1 point.
End of the game/Victory
To enter into the center, a player must: -put a pawn on one of the 6 special locations surrounding the center. -get a "1" on a die (because all points of a die must be "burned").
The game ends either: -if there are 5 pawns in the center. -if there are no more pawns on the board.
The first pawn which enters the center gets 5 points, the second 4 points, the third 3 points, the fourth 2 points, and the fifth 1 point. If a stack enters the center when there are already four pawns there, only one of them can enter. In the case of a tie, the arrival order into the center will decide the ranking of the tied players.
Variants
For a more challenging game, apply this rule: the stack cannot cross the bridge. Before crossing any bridge, the stack has to be dismantled first. This rule also applies in the innermost circle – it means that the stack cannot score in one move. -Code Blue 3458