games:board:fiefdom
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— | games:board:fiefdom [2013/03/19 17:16] (current) – created - external edit 127.0.0.1 | ||
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+ | ======Fiefdom====== | ||
+ | < | ||
+ | <img alt=" | ||
+ | </a> | ||
+ | <br />This work is licensed under a | ||
+ | <a rel=" | ||
+ | [[Fiefdom2]] - Possible new version with every player on the same map | ||
+ | =====Summary===== | ||
+ | Number of Players: 2+ | ||
+ | =====Object of the game===== | ||
+ | The goal of Fiefdom is to accumulate the highest VP buildings | ||
+ | ====Glossary==== | ||
+ | Keep: the central hexagon in the fief | ||
+ | Coast: The outermost 24 hexagons of the fief | ||
+ | Fief: The abstracted land shown on the building map. | ||
+ | Hex: One of the 61 hexagons of a fief | ||
+ | Region: One of the six marked areas of a fief | ||
+ | ====Turn==== | ||
+ | * Activation Roll | ||
+ | * Play up to one resource modifying card | ||
+ | * Building special powers | ||
+ | * Construction | ||
+ | * Build one building (take it from the pool of possible buildings) | ||
+ | * Buy cards | ||
+ | * Demolition | ||
+ | * Remove one building (place it back in the pool of possible buildings) | ||
+ | ====Dice==== | ||
+ | * 2 white hex d6 | ||
+ | * 1 blue region d6 | ||
+ | ====Setup==== | ||
+ | Each player received 1 of each resource except gold. | ||
+ | Each player has their own fief. | ||
+ | Resource producing buildings are unlimited in number, but the other buildings are limited by the number of players. | ||
+ | ====Rolling 7==== | ||
+ | Rolling 7 on the hex dice gives you three options- | ||
+ | * You can reroll or | ||
+ | * You can trade with other players or | ||
+ | * You can take a resource based on the region die: | ||
+ | - Food | ||
+ | - Stone | ||
+ | - Metal | ||
+ | - Wood | ||
+ | - Gold | ||
+ | - Two resources of your choice | ||
+ | ====Cards==== | ||
+ | **Name of card** - effect - cost to buy | ||
+ | * Resource Modifiers | ||
+ | * **Favourable Weather** - Modify the region by 1 - 1 gold | ||
+ | * **Winds** - Modify the hex by 1 - 1 of any resource | ||
+ | * **Hard Workers** - Double the production - 2 of any resource | ||
+ | * Events | ||
+ | * **Thief** - take 2 resources from any player' | ||
+ | ====Buildings==== | ||
+ | **Name of building** (size) - effect - cost to build | ||
+ | Unless otherwise stated, buildings may not be placed on the coast. | ||
+ | * Resource producers | ||
+ | * **Farm **(1) - produces food - 1 of any resource. | ||
+ | * **Quarry **(1) - produces stone - 1 of any resource. | ||
+ | * **Mine **(1) - produces metal - 1 of any resource. | ||
+ | * **Forrester **(1) - produces wood - 1 of any resource. | ||
+ | * **Mill**(2) - activates 2 farms - 1 wood, 1 stone, 1 food. | ||
+ | * Trade | ||
+ | * **Market **(2) - trade 1 gold for any resource, or 2 resources for 1 gold - 1 wood, 1 stone, 1 food | ||
+ | * **Port **(3) - trade 1 gold for any 2 resources or 1 resource for 1 gold. Two hexes of this building must be placed on the coast - 2 wood, 2 stone, 1 food | ||
+ | * Victory point buildings. | ||
+ | * **Harbour **(5) - functions as a port, in addition if used for a trade, the harbour generates 1vp. Three hexes of this building must be placed on the coast - 3 wood, 2 stone, 1 metal | ||
+ | * **Statue **(1) - worth 1vp - 2 metal | ||
+ | * **Road **(v) - worth 1vp per hex, in addition any activation on a road activates the buildings at the roads ends (the road has 2 ends). | ||
+ | * **Village **(4) - worth 1vp each activation - 2 wood, 2 stone, 2 food, 1 metal | ||
+ | * **City **(7) - may only be placed on the keep. Worth 1vp each activation and counts as rolling a 7. | ||
+ | * Utility buildings --- Note: Utility buildings do nothing if activated | ||
+ | * **Mason**(1) - reclaim half the resources of a demolished building | ||
+ | * **Silo**(1) - stores 4 resources | ||
+ | * **Hall**(2) - extends hand size by 2 cards | ||
+ | * **Sheriff**(1) - protects against thieves | ||
+ | {{gallery> | ||
+ | {{filelist>: | ||
+ | |||
games/board/fiefdom.txt · Last modified: 2013/03/19 17:16 by 127.0.0.1