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This is an AutoGeneratedTextVersion of [[Castles]] {{{ A piecepack game CASTLES #SEP 001 Title: CastlesVersion Number: 1.0 Version Date: April 2003Number of Players: 2-4 Approximate Length of Game: 30 min.Equipment Required: piecepack setAuthor: Santiago Eximeno (santiago@eximeno.com)Copyright © 2003 Santiago Eximeno (www.eximeno.com) Licensing Information: These games instructions may be distributed and copied for free as long asthe author is credited or this header is left in place. A Medieval game for the piecepack INTRODUCTION In Castles, players try to collect the most gold by establishing castles in therichest regions of the realm. Object of the game The object of Castles is to collect the most gold over a predetermined number ofrounds (equal to the number of players, one different a player starts each round). Youmust place your castle nearest most valuable resource tiles and try to avoid hostile tiles,which deplete the gold you collect from the region. To control tiles you must deployyour armies over the terrain. To count your gains you must attend the tile where youplaced your castle and four orthogonally adjacent tiles to that tile. Scoring is describedwithin the Game End section. After all rounds the player with the most gold wins. • Suits: One suit (Suns, Moons, Crowns and Arms) for each player. Six tiles(resource tiles), six coins (army) and one pawn (castle). • Resource tiles: All tiles from piecepack set represent resource tiles that you canfind in your realm (farms, villages, cities...). Each resource tile has a numberbetween 2 and 5 and tells you how much gold that tile is worth. A null tile offerszero gold as a resource tile and an ace tile takes value 1 when it is used as a resourcetile. • Castles: Represented by pawns, there is one castle for each player. • Army: These counters modified gold that can be offered by a resource tile. • Round counter: The dice are used to keep track of the current round. A piecepack game CASTLES #SEP 001 SETUP 1. Each player takes a pawn and the corresponding set of coins and tiles from theselected suit.2. Shuffle the tiles, draw one, look at it secretly and place face- down (grid-side-up) infront of the player. This is the proper tile.3. Place coins face-down (suit-side-up) in front of themselves, as well. These are armyforces.4. Remaining tiles are shuffled and place face-down (grid-side-up) to the side. This isresource pile. PLAY Each player rolls die to determine who starts the game. Highest roll starts.Play is divided into two sequences: • Setup MapIn turn, players draw a tile from the resource pile or take his proper tile. Theythen place the tile (with the suit-side-up) on the game board, always in contactwith at least one other tile (side by side, except the first tile, of course). If theresource tile is empty, a player may play his proper tile or another player’sproper tile. • Army DeployFirst, players place their castles by turn, always on a tile of his own suit.Placement of the castle is important: • -If it is placed on an ace tile, increment the value of armies placed inorthogonally adjacent tiles (not in same tile as the castle) by one point. • -The tile value where the castle has been placed will be added to player'sfinal score (null tile gives 0 points, ace tile gives 1 point). • Then, in turn, they deploy their armies (one army each time) over theterrain, suit- side-up. Each tile has a 4 army. GAME END A round ends when the last player deploys his last army. Scoring takes place at the endof each round. After scoring the round, begin the next round with the player to the rightof the player who started the last round going first. The game ends when each player hasstarted a round. The player with the highest combined score for all rounds wins. SCORING First, players add up tile values where their castle has been placed. The null tile has 0value and the ace tile’s value is 1. The value of other tiles is the number on the tile (2, 3,4, 5). Next each player adds the values of his own armies’ placed on the same tile as his castle and subtracts the values of enemy armies placed on that same tile. A null army has avalue of 1. An ace army has a value of 1 if on a null tile, 6 if on an ace tile, otherwise its A piecepack game CASTLES #SEP 001 value is the value marked on the tile. The value of other armies is the value on the coin(2, 3, 4, 5). Then, each player totals his own orthogonally adjacent tiles’ values, if he control themand subtracts the orthogonally adjacent enemy tiles’ values, if he does not control them. How do you know if you control a tile? If the sum of your own armies is less than thesum of the enemy armies you do not control the tile. Remember that null armies have avalue of 1, ace armies take the value marked on the tile and other armies take the valueon the coin. If your castle has been placed on an ace tile, your armies values areincreased by 1 point. VARIANT ONE: RANDOM TERRAIN The tiles are all shuffled and spread out face-down in a resource pile, and theplayers draw tiles as in the beginning of the game. VARIANT TWO: SUIT TERRAIN Each player shuffled his tiles and places them face-down in front of him. Eachplayer draws tiles from his pile. CREDITS Design: Santiago EximenoPlaytesting: Francisco Ruiz and Guinea Pig Tester Group. © 2003 Santiago Eximeno. All rights reserved. These game instructions may bedistributed and copied for free as long as the author is credited or header is left in place. }}}
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