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This is an AutoGeneratedTextVersion of [[SailboatRegatta]] {{{ Title: Sailboat Regatta Version Number: 1.0.0 Version Date: January 26, 2003 Copyright © 2003, 2004 by Clark D. Rodeffer, CDRodeffer@juno.com Number of Players: 2 to 10 (or up to 14 if your piecepack has 8 suits) Duration: Approximately 60 minutes Equipment Needed: one piecepack Sailboat RegattaA tactical sailboat race for the piecepack The sun shines brightly in a clear sky as a fragrant breeze wafts from the southeast. One gull calls toanother, and they argue with each other as the surf gently laps over their webbed feet. The waves teaseyour hearing as the clean fresh ocean scent overwhelms you. It is a beautiful day for a regatta. SetupThe tiles and pawns define the sailboat race course. Each tile has four quadrants (NE, SE, SW and NW)that sailboats may occupy. Tile pips indicate the direction the wind is blowing, while their values indicatehow strong the wind gusts are in the immediate vicinity. Areas with more extreme values (five or null) arelikely to experience stronger gusts, with winds becoming more steady toward the center of the tile valuerange. All four piecepack dice are rolled to determine relative wind speeds on every turn. The arms pawnmarks the start / finish line, while the other pawns are buoys that must be sailed around. The coins arethe sailboats themselves, and depending upon the number of players, everyone will command two ormore boats. Coin pips indicate the direction the bow is pointed, and teams are distinguished by theirmarkings: null through five and the various suit symbols. Individual sailboats enter the race facing northin the northwest quadrant of the crowns two tile (shaded in the diagram below) and travel around thecourse clockwise until someone has sailed all of his or her sailboats past the finish line. Arrange all twenty four tiles and the four marker buoys as shown in the following diagram. Note that all ofthe tiles are facing the same direction, showing a wind coming from the southeast. K R K K 5 4 4 R M L R R M 5 5 5 R L K L 2 3 M M R 2 3 3 K M L 2 4 3 N R M L w X e 2 M 4 s L K L K Next, each player takes a number of like-marked coins to represent his or her sailboat fleet according tothe following table, putting aside any extras. Number of Players Sailboats per Player Suggested Fleet Markings 2 to 4 5 suits only 5 to 6 4 values only 7 to 8 3 suits & values 9 to 14 2 values, suits & extended suits Example: Amy, Bob, Carol, Doug, Ellen, Frank and Gene all want to play. That’s seven people, so each will need three like-marked coins. Amy chooses to be arms and takesthe null, ace and two of arms coins. Bob chooses to be crowns, Carol chooses to be moons and Doug chooses to be suns; so each of them also take the null, ace and twocoins in their respective suits. Ellen chooses to be threes, so she takes the three of arms, crowns and moons. Frank and Gene choose to be fours and fives, respectively, so theytake coins representing their fleets. The rest of the sailboats are set aside. Goal & PlayYour goal is to be the first player to sail your entire fleet once around the course clockwise and acrossthe finish line. The person with the most sailing experience goes first, and turns rotate clockwisethereafter. Each turn is comprised of three phases: randomize wind gusts, sail, and come about. If thereare multiple sailboats stacked in a given space, all of the ones on the bottom have had their wind stolenby the sailboat on top of the stack. The top sailboat in any stack is considered free, while all sailboatslower down are considered blanketed until the sailboats on top move away. Randomize Wind Gusts. Roll all four piecepack dice. The immediate local wind speed on any given tileis equal to the positive difference between the tile value and one of the die rolls (null = zero, ace = one). Under most circumstances, you will be able to use all four dice values on a given turn. The wind speeddetermines how far a sailboat may move forward (in the direction the pip is pointing). Sail One or More Boats. If it is possible to do so without going out of bounds, sail at least one of yourfree sailboats forward as many spaces as possible using the available wind and sail one space diagonally with the wind. The diagonal sailing step may be taken at any time during the sailing phase, but it must betaken for every sailboat that sails. It is illegal to sail over the top of a buoy or around a buoy on theinside; you must go around buoys on the outside. If possible, the same sailboat and/or additionalsailboats may then be sailed using the second, third and fourth rolled values, but blanketed sailboatsmay never sail until they become free again. If your sailboat lands on the same space as anothersailboat, stack yours on top. Sailing over spaces occupied by other sailboats is allowed. Example: Amy has free arms sailboats on a null tile and a two tile. The rest of hersailboats are blanketed. She rolls two threes and two twos on the dice, so she may sail the arms sailboat on the null tile either two or four spaces forward plus one spacediagonally with the wind. If she wishes, Amy may also sail the sailboat on the two tile either zero spaces or one space forward plus one space diagonally with the wind.Depending upon where her boats end their movements, Amy may be able to sail one or both of them again. If it is not possible to legally move any of your sailboats, most likely because they are all blanketed inlower levels of stacks or cannot use any of the die rolls without going out of bounds or hitting a buoy,your turn is skipped. But if it is at all possible to move at least one of your sailboats, you must do so. Sailing additional boats is always optional. Note: Sailboats not yet entered into play are considered free, and any number of your own boats may be freely entered by stacking them on the northwest quadrant of the crowns two tile with the pips facingnorth. Sailboats may be put into play at any time on your turn, but once entered, they remain in play forthe rest of the game. Free boats already in play may be sailed without regard to the number of sailboatsnot yet entered, but remember that the entire fleet has to complete the race course. Come About. After you have sailed, you may rotate any number of your free sailboats to face any of thefour cardinal directions (N, S, E or W). If any of your sailboats are in positions such that it would beimpossible for them to sail with the wind without going out of bounds on your next turn, you must come about to face them in directions where they may be able to sail with the wind if they are still free on yournext turn. Example: Doug has a free suns sailboat on the northwest corner of the moons three tile.Sailing out of bounds is illegal, so he must come about to the east at the end of this turn. Tips & Tactics X Sailboat Regatta plays sort of like Pachisi, so some of the tactics from Pachisi and other racegames like Senat and Backgammon apply here. Of course, there are limits to the analogy. Thetactical choices introduced by the come about step results in a different range of movement.There is almost no protection from being landed upon by other sailboats, but the consequencesare also less dire than in Pachisi – temporary immobilization instead of returning to the start. X In a real sailboat regatta, blanketing would be considered poor sportsmanship at best, andpossibly grounds for disqualification. But in this piecepack adaptation, it’s perfectly legal, andoften a good tactic. There’s also no rule against continuing to sail using sailboats that havealready crossed the finish line! X Sailing backwards to hinder an opponent is allowed, but it’s not very sporting. X In games with fewer than nine players, delaying entry of one or two sailboats will sometimesresult in a positional advantage. With nine or more players, enter both of your sailboats and raceas fast as you can. CreditsProofreading: Amanda J.-L. RodefferPlay Testing: Jonathan Dietrich, Kerry Handscomb, Don Kirkby, Sheila Kirkby, Dan Troyka, DavidWhitcher, Matt Worden Revision History0.0.1?, November 3, 2003 Initial concept, headings, credits, revision history, license, first internalplay test version0.1.0?, November 5, 2003 Setup, goal & play, tips & tactics, first external play test version0.1.1?, November 6, 2003 Minor corrections & clarifications0.1.2?, December 4, 2003 More minor corrections & clarifications1.0.0, January 26, 2004 Revised NE buoy bottleneck, revised dice rolling & updated sailingterminology based upon play test comments LicenseCopyright © 2003, 2004 by Clark D. Rodeffer. Permission is granted to copy, distribute and/or modify thisdocument under the terms of the GNU Free Documentation License, Version 1.1 or any later versionpublished by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and noBack-Cover Texts. A copy of the license can be found at http://www.gnu.org/copyleft.fdl.html. }}}
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