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15 septembre 2013 7 15 /09 /septembre /2013 18:39

Here are the rules of Chronos Conquest (in english for the Kickstarter Campaign)

 

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Game principle

 

The principle is as follows: each player turns over one of his sand timers and places it on a stack of cards. When the sand timer is empty, if no other sand timer has been placed on the stack, the player can take the top card of the stack and thus conquer territories. The first player to conquer territories worth a total value of 200 points or more wins the round.

 

 

Set up: “To conquer, you must first prepare the land!”

 

Shuffle all of the cards and create stacks, face down, in the middle of the board. Form 9 stacks. The stacks do not have to contain the exact same number of cards.

 
Each player chooses a colour marker and takes the corresponding sand timers, which he places in front of him (sand at the bottom).
 
Randomly choose 2 CITY tiles and 7 GOD cards, and place them onto the table (or on the board, if stretch goal at $80.000 is reached).

 

Each player chooses a color and picks accordingly one wooden disk and 3 sand-timers (2 sand-timers for 5-6 players).
 

 

 

Unexperienced players
If some of the players have never played before, do not use all the cards. They may be lost, and one cannot stop the game to remind the rules once it's launched ! Therefore, for the first games, we advise to use only part of the cards, as follows
1) Use only the TERRITORY cards
2) Use the TERRITORY and MONSTER cards
3) Use the TERRITORY, MONSTER and WIND cards
4) Use all the ARCHIPELAGO cards (TERRITORY, MONSTER, WIND and PLAGUE)
5) Use all the ARCHIPELAGO cards, 2 CITY tiles and 6 GOD cards. This is the complete game!

 
We suggest you play the first rounds without the “God” cards if one of the players is new to the game or if you are playing with young children.
 
 

Starting a round

 

When all players are ready to start the round, one player turns over the stacks of cards in the middle of the table one by one. Turn over all of the cards from the same stack at the same time so that if the top card is removed, the face of the second card can be seen.

 

The round starts as soon as the first stack of cards has been turned over.

 

Players can start placing their sand timer on a stack that has been turned over without waiting for the other stacks to be turned over.

 

 

Game rules

There is no playing order: all players play simultaneously. You have to be able to keep your head in a tricky situation to win the best cards.

 

 

A player can only move a sand timer if it is his colour and if the sand is not running out

(the player is not allowed to move a sand timer that is running out or the sand timer of another player).

 

The player can either:

  • place his sand timer on any stack by turning it over.
  • place it in front of him, out of the game, without turning it over.

You do not have to move a sand timer that has run out.

 

If a player removes his sand timer from a stack on which there was no other sand timer, he can - but does not have to - take the first card from the stack. Note that the sand timer must run out (i.e. approx. 30 seconds must pass) between the time when the player places the sand timer on a stack and the time when he removes it.

 

When a player wins a “Territory” card, he places it in front of him, face up. The “Territory” cards are taken by a player from a stack, in which only the top card can be seen (you are not allowed to place a sand timer on the stack of cards already owned by a another player). When a player wins a “God” card, its effect must be applied immediately (see below).

If a player takes the last card in a stack, the round ends immediately.

 

The points are counted to find out who won the round.

 

Victory

Be the first to collect 200 points !

 

 

***************************************************************************************

 

TERRITORY CARDS

 

Picking a card
A player may pick a card from the archipelago when he removes a sand-timer from a pile where it was alone.

If a pick a cards TERRITORY, MONSTER or WIND, he places (face up) it in front of him, in his « kingdom ».

 

One player's kingdom has a central pile, on which he places (face up) any card TERRITORY of MONSTER which he picks. Players are not allowed to change the order of the cards from their central pile.

 

The WIND cards should be placed around the central pile (up, down, left or right depending on the wind direction). If a player takes several times the same WIND card, he packs them. This is usually not a good idea, since only different WIND cards matter when computing the score.


When a player picks a PLAGUE card, he applies immediately its effect, then discards that card

 

Discarding a card
When a player discards a card, he puts it face down on the dedicated area on the board.

 

PLAGUE cards
Here are the effects of the PLAGUE cards. These effects trigger immediately when the card is picked.
– CATACLYSM. The game is over, immediately. No player can pick cards anymore.
– STARVATION. The player who picks this card chooses an opponent. That opponent has to discard
the top card of the central pile from his kingdom. The STARVATION card is also discarded.
– WAR. The player who picks this card chooses any sand-timer from any player (the sand-timer may
or may not be flowing), and puts it into Hell. The WAR card is discarded.
Hell


The WAR card, as well as several GODS and CITIES, allow you to put sand-timers into Hell. You can choose to put into Hell any sand-timer from the game, except for sand-timers belonging to the player owning the ATHENA card. This is the only case when you are allowed to move other players' sand-timers.

 

When a player puts a sand-timer into Hell, he has to put it on the first part of Hell. He chooses whether he flips the sand-timer or not. Once the sand-timer will have flowed, its owner will be allowed to flip it onto the
second part of Hell. Once it will have flowed again, its owner will be allowed to flip it anywhere.

 

Computing the score
Players compute their score by adding the values of all the TERRITORY cards from the central pile of their kingdom. Then, if they have several different WIND cards, they multiply the result by the number of different

 

WINDS:
If a player has 0 or 1 WIND cards, his score is left unchanged
If a player has 2 different WIND cards, his score is multiplied by 2
If a player has 3 different WIND cards, his score is multiplied by 3
If a player has 4 different WIND cards, his score is multiplied by 4

 

****************************************************************************************************

 

GODS CARDS

 

Offerings
At any time, players may make offerings to gain a GOD card. To gain a card, a player must discard as
many cards as the cost (written in the top-left corner) of the GOD card he claims. The discarded cards are chosen from the kingdom (they may be MONSTER, TERRITORY or WIND cards).

 

The player may discard any card(s) from his central pile, but cannot change the order of the un-discarded cards. A player making an offering must discard the exact number of cards (no more, no less).

 

Gain a card from the discard pile

 

Examples of GOD cards
Each GOD card gives its owner some special power. When you gain a GOD card, put it in front of you, and keep it for the whole game. You may apply the effect of the card as many times as you want.


1) HADES (cost 5).

If Hell is empty, you may put two sand-timers into Hell (the sand-timers may or may not
belong to the same player). Both parts of Hell must be empty in order to apply HADES' power.


2) DIONYSUS (cost 4).

Other players are no more allowed to pick HYDRA or MINOTAUR cards. Moreover, they have to give you any MONSTER cards that their central pile contains.


3) SPHINX (cost 3).

Any sand-timer that you have on a CITY tile is worth 50 points (multiplicative effects of WIND cards do apply).

 

4) ZEUS (cost 8).

You win the game.


5) CALYPSO (cost 2).

If your kingdom contains at least 5 different cards, you win the game.


6) HERACLES (cost 4).

You may pick a visible card from another player's kingdom. If you do so, you must give him any card from your kingdom. All WIND cards are visible, but only the top card of the central pile is visible.


7) HELIOS (cost 2).

TERRITORY cards 10 and 20 that you own are worth 30 points.

 

8) ATHENA (cost 2).

Nobody is allowed to put your sand-timers into Hell.

 

9) ARES (cost 1).

You may flip your sand-timers onto the players' kingdom piles, and gains cards according to the usual rules (i.e. if you remove a sand-timer from a pile where it was alone). The attacked player is allowed to flip his own sand-timers onto his kingdom to protect his cards. Having sand-timers onto the kingdom piles does not prevent its owner from adding or removing cards.


10) AEOLUS (cost 3).

This cards acts as a WIND card (you choose the direction of the wind).


11) CYCLOPS (cost 5).

A single MONSTER card (HYDRA or MINOTAUR) in your central pile allows you to claim victory.


12) APOLLO (cost 1).

When you gain the card from the temple, immediately place the APOLLO wooden cube onto one of the GOD cards on the board. Other players are no longer allowed to gain this card. Only yourself can gain in after paying the usual price as an offering.

 

And many more into the box if the game is financed on Kickstarter !ChronosConquest

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