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If a stack enters the center when there are already four pawns there, only one of them can enter. | 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. | 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. |
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.