Saturday, 30 April 2016

Iterations of rules


  1. Kakapo move separate to the rangers
  2. Ranger moves first
  3. After 3 attacks the kakapo get sent away for treatment
  4. kakapo gets eaten = loses berries
  5. another ranger gets hired at a certain level of kakapo
  6. kakapo cannot pass kakapo
  7. kakapo cannot pass pests
  8. kakapo cannot pass rangers
  9. rangers cannot pass kakapo unless providing medical attention
  10. pests can pass pests
  11. pests cannot pass rangers
  12. 1 pest, 1 ranger, 2 kakapo
  13. kakapo move autonomously
  14. pests move 5, rangers and kakapo 4
  15. kakapo move 4, rangers 5, pests 6
  16. kakapo move 4, rangers 6, pests 5
  17. all move 1-4
  18. all move 1-5
  19. all move 1-6
  20. all move 2-4
  21. all move 2-5
  22. kakapo gets attacked - waits for treatment
  23. kakapo attacked - move back to start
  24. pests can eat berries
  25. rangers must collect resources to trap or heal
  26. rangers can trap or heal by passing
  27. 5 berries = breed
  28. 3 berries = breed
  29. berries must be taken back to start
  30. pests can start from anywhere on the outer rim
  31. pests must start from the very bottom circle
  32. no entity can occupy the same space as another
  33. rolling a 6 = more pests
  34. rangers can only carry one resource
  35. rangers can carry on of each
  36. cards to eliminate nodes
  37. cards to eliminate areas
  38. cards to eliminate bridges
  39. cards to add pests
  40. card for add/minus turns
  41. cards for berries
  42. cards for injury
  43. areas become infested
  44. natural disaster cards
  45. every turn place physical berry to collect
  46. start with only 5 berries to collect
  47. blue means berry purple means chance card
  48. every turn add one pest randomly
  49. pests roll to move
  50. pests always move 2 only
  51. if kakapo breed - 1 ranger for every 2 kakapo (4k = 2r)
  52. if there are 5 of either pests or kakapo game over
  53. to many attacks = pest counter goes up


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