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Liña 7: Liña 7:
-1 board
-1 board


-2 dices
-2 dice


-24 pawns (4 pawns in 6 different colors)
-24 pawns (4 pawns in 6 different colors)
Liña 15: Liña 15:


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 dices: the player getting the higher score begins the game.
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 on the center of the board.
The goal of Hypnosia is to bring pawns into the center spaces of the board.
The first player throws the 2 dices; then, he has to move 1 or 2 of his pawns as many locations as the number indicated by of each dices; for example, he gets 5 and 4: he can move 1 pawn of 5 locations and a second pawn of 4 locations, or only 1 pawn of 5+4=9 locations.
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" every points of the result of a dice, so that he can't stop his pawn before.
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 anti-clockwise way.
Pawns can only move in a counter-clockwise direction.
Pawns leave their starting location when the player gets a score high enough with dices to allow his pawns to enter on the first circle (pawns must indeed move on the locations occupied by the other pawns); for example, the 1st pawn can enter on the circle with any score from 1 to 6, whereas the last one will enter on the circle with a score of 4 or more.
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-coloured): they permit a pawn to come on the next inner circle by crossing a "bridge".  
Some locations are special (double-colored). They permit a pawn to enter the next inner circle by crossing a "bridge".  
A pawn must first stop on this location, and it's only then it can go on the next inner circle:
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 came on the special location with the result of the 1st dice.
-in the same turn if the pawn landed on the special space using the 1st die.
   
   


A pawn can't go on an outsider circle.
A pawn can't move back to an outer circle.
Once the 2 moves done, the following player on his left does the same sequence of events.
 
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 2 pawns (2 being the maximum). To do so, he must move a pawn so that it will end his move on a location occupied by an other of his pawn. Now, those 2 pawns are stacked. This stack moves as a single pawn.
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 strategical reasons, a player can decide to dismantle a stack by moving only one of the pawn of the stack, the second one remaining on its location.
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 remove opponent's pawn. To do so, he must move 1 of his pawn or a stack so that it will end his move on a location occupied by an opponent's pawn or stack; in this case, the opponent's pawn or stack is definitely removed from the game.
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 a single opponent pawn.
-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 opponent removed pawn gives 1 pt to the remover. Every controller of a removed pawn loses 1 pt.
-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 on the center, a player must:
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" with dices (because all points of dices must be "burnt", even there).
-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.


The game ends:
'''Variants'''
-as soon as there are 5 pawns on the center.
-sooner if there are no more pawns on the board.


The 1st pawn coming on the center gives 5 points, the 2nd: 4 pts; the 3rd: 3 pts; the 4th: 2 pts and the 5th: 1 pt.
For a more challenging game, apply this rule: the stack cannot cross the bridge. Before crossing any bridge, the
If a stack comes in the center whereas there are already 4 pawns there, only one of them can enter.
stack has to be dismantled first. This rule also applies in the innermost circle – it means that the stack cannot
In case of a tie, the arrival order on the final location will be considered to decide the ranking of the tied players.
score in one move.

Revisión actual feita o 5 de maio de 2018 ás 19:35

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.