- Kakapo move separate to the rangers
- Ranger moves first
- After 3 attacks the kakapo get sent away for treatment
- kakapo gets eaten = loses berries
- another ranger gets hired at a certain level of kakapo
- kakapo cannot pass kakapo
- kakapo cannot pass pests
- kakapo cannot pass rangers
- rangers cannot pass kakapo unless providing medical attention
- pests can pass pests
- pests cannot pass rangers
- 1 pest, 1 ranger, 2 kakapo
- kakapo move autonomously
- pests move 5, rangers and kakapo 4
- kakapo move 4, rangers 5, pests 6
- kakapo move 4, rangers 6, pests 5
- all move 1-4
- all move 1-5
- all move 1-6
- all move 2-4
- all move 2-5
- kakapo gets attacked - waits for treatment
- kakapo attacked - move back to start
- pests can eat berries
- rangers must collect resources to trap or heal
- rangers can trap or heal by passing
- 5 berries = breed
- 3 berries = breed
- berries must be taken back to start
- pests can start from anywhere on the outer rim
- pests must start from the very bottom circle
- no entity can occupy the same space as another
- rolling a 6 = more pests
- rangers can only carry one resource
- rangers can carry on of each
- cards to eliminate nodes
- cards to eliminate areas
- cards to eliminate bridges
- cards to add pests
- card for add/minus turns
- cards for berries
- cards for injury
- areas become infested
- natural disaster cards
- every turn place physical berry to collect
- start with only 5 berries to collect
- blue means berry purple means chance card
- every turn add one pest randomly
- pests roll to move
- pests always move 2 only
- if kakapo breed - 1 ranger for every 2 kakapo (4k = 2r)
- if there are 5 of either pests or kakapo game over
- to many attacks = pest counter goes up
Saturday, 30 April 2016
Iterations of rules
Labels:
Lucas
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment