Days Of Wonder Small World Handleiding

Days Of Wonder Bordspel Small World

Lees hieronder de 📖 handleiding in het Nederlandse voor Days Of Wonder Small World (2 pagina's) in de categorie Bordspel. Deze handleiding was nuttig voor 60 personen en werd door 2 gebruikers gemiddeld met 4.5 sterren beoordeeld

Pagina 1/2
Playing with the Sky Islands
Setting up the game
When you play with Small World Sky Islands, choose
one side of this expansion board (the Sky Islands) and
take the board from the base game that accommodates
one less player than the actual number of players in the
game (the Ground). Place both boards side by side.
For example, in a 4-player game, you will use the
3-player board from the base game and the Sky Island
board of your choice.
Place the access point tokens in two random Regions
on the Ground (our advice is to avoid any border Regions
and to keep at least two empty Regions between them).
The two access point Regions are now considered ad-
jacent to the Regions with the matching symbols on the
Sky Islands (Beanstalk or Stairway).
In 4- and 5-player games, put the “END” token on the
last spot of the Game Turn track to remind you that the
game lasts one turn less due to the change of board. In
3- and 6-player games, you play to the end of the turn
track for that board.
Special Rules
New races can’t begin their conquests on the Sky Is-
lands (unless otherwise noted in a Race ability or Special
Power); they must access them through the beanstalk,
stairs or a special ability.
Note:
A Flying Race can access the Sky Islands with its
second conquest. Hal ings must make their rst conquest
on a Ground Region. If this Region holds an access point,
their second conquest can be on the Sky Island Region
with the matching access point. They put a Hole in the
Ground in both regions as normal (but don’t dig too deep).
At the end of your turn, each island completely occu-
pied by one of your Races (Active or In Decline) earns
that Race one additional Victory coin. Occupying the Lake
is not required for this bonus.
Example:
You’re playing with the 3-Island board and
it’s the end of your turn. Your Commando Ratmen occupy
both of the regions of the smallest Island, giving you
one extra Victory coin. Your In Decline Trolls occupy all 3
of the 3-region Island, giving you another one. But your
Ratmen occupy 3 regions and your Trolls occupy the last
region in the 4-region Island so you don’t get a Victory
coin for that Island. On this turn, you earned 11 victory
coins because of the 5 regions your Ratmen controlled,
the 4 regions your Trolls still control In Decline, and the
2 bonus coins.
Regions on the Sky Islands linked by a cloud bridge are
considered adjacent to each other for conquest purposes.
The Lake Region on the Sky Islands board follows the
exact same rules as the one on the Ground. It can thus
be conquered by Seafaring Races and infl uences Races
and Powers such as Tritons or Aquatic…On the other
hand, rivers and waterfalls are purely decorative and
don’t affect gameplay in any way.
Components
Double-sided board (2 or 3 Islands)
7 Fantasy Race ban ners
7 Unique Special Power badges
94 Matching Race tokens and 4 Lost Tribe tokens
5 Zeppelin/Burning Region tokens
5 Trade Pact tokens
3 transformed
Drakon tokens
2 Lightning
Bolt tokens
2 Cannon tokens
2 Access point to
the Sky Islands tokens
1 “END” token
1 Summary Sheet
This rules booklet
It
What are you waiting for?!
For 3 to 6 players • 8 years and above • 40 to 80 minutes
Stairway
to Heaven
Magical
Beanstalk
You receive the Victory coins for the Regions you
occupy with your Escargots at the beginning of
your turn, not at the end (which means nothing
for your fi rst turn with them).
Victory coins earned through the use of your Spe-
cial Power are not impacted by this rule and are still earned at
the end of your turn.
Goldsmith
As long as it is active, the Goldsmith Race earns two extra Victory coins per Mine Region
they occupy. However, any other Region is worth one less Victory coin. A region can
never be worth less than zero Victory coin.
Zeppelined
Your Zeppelin tokens can be used for up to ve special conquests per
turn. To perform a Zeppelined conquest, you choose a Region anywhere
on the board (either on the Ground or in Sky Islands) and roll the
Reinforcement Die.
Pips on the Die are worth one Race token each. If you don’t have enough
Race tokens in hand to overcome the Defense value of the Region (you always need to
place at least one Race token in the Region), your turn is over and you must redeploy any
remaining tokens.
If the roll is an empty side, the zeppelin crashes: the Defender discards one Race token for that attack and
takes any others back in hand, exactly like a typical conquest. The Zeppelined player must also discard a
Race token and doesn’t occupy the Region. Place a Burning Region token in the Region instead. It is immune
to conquests and racial or special powers until the beginning of your next turn, when all the Burning Region
tokens are removed from the board.
Note: To perform a Zeppelined conquest, you must have at least one Race token in hand.
Airborne
During the turn when the Airborne power is selected, conquests follow normal re-
quirements but they cost two less Race tokens than normal. A minimum of one Race
token is still required.
Haggling
You receive 5 Trade Pact tokens. During your turn, you can freely dis-
tribute them among the other players. You cannot give more Trade Pacts
than the amount of Victory coins you own though. If a player with Trade
Pacts conquers at least one of your Haggling Race’s Regions, p2-he must
give you one Victory coin per Trade Pact he has (if he doesn’t have
enough coins, he gives you everything he has). On the other hand, if a player with Trade Pacts doesn’t
conquer any Region from your Haggling Race, you must give him one Victory coin per Trade Pact p2-he has.
Players who receive Trade Pact tokens must give them back at the end of their turn.
Gunner
At the end of your rst turn, you put both Cannon tokens in two of
your Gunner Regions with the inactive side up. During the follow-
ing turns, each Cannon can either shoot (fl ip it to it’s “Fire!” side)
or move to another of your Gunner Regions (inactive side up).
Regions with a Cannon inside are immune to conquests and racial or special powers.
A cannon with its “Fire!” side up allows the conquest of adjacent Regions at a cost of
two less Race tokens than normal. The effect of both Cannon tokens are cumulative,
but a minimum of one Race token is still required.
Exploring (design by T. Alex Davis)
At the end of each of your turns, you receive a Victory coin bonus equal to the number
of Regions you occupy on the Ground or in the Sky Islands, whichever is less.
Note: Exploring Special Power cannot be used in games without the Sky Island board.
Racketeering
Each time another player chooses a new race, you earn (from the bank) as many Victory
coins as the number of combinations the player skips down to reach their choice. When
your Racketeering Race fi nally goes In Decline, your next race is free no matter where
it is in the column.
Each turn, Drakons can transform
up to three of their Race tokens into
Dragons (transformed Drakon tokens
are discarded).
These Dragons work in the exact same
way as the Dragon Master power from the base game.
At the beginning of your next turn, the Dragon tokens are re-
moved from the board to be used again when another Drakon
token is transformed.
x17
x11x3
Each time a player conquers a Region occupied
by active Scarecrows, that player earns an extra
Victory coin from the bank.
Scarecrows are the quintessential victims.
x17
While they are active, Khans earn an extra Victory
coin per Hill or Farmland Region they occupy. How-
ever, any other Region is worth one less Victory coin.
A region can never be worth less than zero Victory coins.
x10
When Scavengers conquer an In Decline Region, Race
tokens that would normally be discarded stay in place
and add to the Region’s Defense.
Even when Regions are occupied by the Scavengers,
any In Decline Race owner still earns Victory coins for
it at the end of their turn (this also applies to any In Decline race
tokens that the Scavenger player has, allowing him to earn Victory
coins for these regions twice per turn).
The In Decline Race tokens are discarded when the Region is con-
quered by another Race or when the Scavengers go In Decline.
Reminder: In Decline Race tokens are also discarded as usual when their controlling players active
race enters In Decline.
x11
Once per turn, Wendigos can choose a Forest Region
anywhere on the board (either on the Ground or in Sky
Islands). This region is cleared of any Race tokens and
the Wendigos gain an extra token from the storage
tray if available.
The player who occupied this Forest Region takes his Race token(s)
back in hand, discards one of them as normal, and redeploys the
rest at the end of the Wendigos’ turn. Elves are not immune to
Wendigos’ power. If the Race in the Forest Region is In Decline,
the token(s) in it are simply discarded.
The emptied Forest Region can now be conquered normally.
x17
Storm Giants’ fi rst conquest can be in
the Sky Islands. At the beginning of
each turn you receive two Lightning
Bolt tokens.
Each of those tokens allows the conquest of any Mountain Re-
gion by using a single Race token, regardless of the number of
enemy tokens defending it.
x11x2
(design by T. Alex Davis)
(design by Sam Iam Lasseter)
x5
x5
x2


Product specificaties

Merk: Days Of Wonder
Categorie: Bordspel
Model: Small World

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