games:oldwedding
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— | games:oldwedding [2013/03/13 00:57] (current) – created - external edit 127.0.0.1 | ||
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+ | ======Cyber Wedding v1====== | ||
+ | {{parent page=Wedding}} | ||
+ | < | ||
+ | <img alt=Creative Commons License" | ||
+ | </a> | ||
+ | <br />This work is licensed under a | ||
+ | <a rel=license" | ||
+ | margin:20px | ||
+ | ></ | ||
+ | =====Summary===== | ||
+ | Boardgame Geek entry - http:// | ||
+ | What happens when you gather a bunch of geeks and their families, dress them up according to different time periods and perform a wedding? | ||
+ | Well, the obvious of course - an invasion by Cybermen who think there is time travel technology present. | ||
+ | Prepare to be upgraded. | ||
+ | **Number of Players**: 2-10 | ||
+ | **Type of Game**: Themed Tactical, Science Fiction, | ||
+ | **Mechanics**: | ||
+ | **Version**: | ||
+ | [[Wedding|Back to the current version of the rules]] | ||
+ | ====Attribution and Thanks==== | ||
+ | Thanks to [[http:// | ||
+ | Thanks to the designers of the [[http:// | ||
+ | [[http:// | ||
+ | Character paper miniatures care of [[http:// | ||
+ | =====Object of the game===== | ||
+ | The goal of Cyber Wedding is to either escape the Cybermen leaving everyone else to be converted , defeat the Cybermen exploiting their weaknesses or become Cyberleader and convert all the other Humans to lesser Cybermen. | ||
+ | =====Rules===== | ||
+ | ===Setup=== | ||
+ | < | ||
+ | ==Choosing Characters== | ||
+ | Each player chooses three characters to include in their group of wedding participants. | ||
+ | | ||
+ | | ||
+ | ==Card Auction== | ||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | - **It's gold!** (#6) is a good mid game card as it works against Mark 3&4 Cybermen. | ||
+ | - **Wait, I've got some nail varnish...** | ||
+ | - **The keys are still in it!** (#46) is a good mid to end game card. It could potentially earn 5 or more VP | ||
+ | - **Hacking** (#23) is a good end game card and will defeat all Mark 5 Cybermen. | ||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | ==Board and Counter setup== | ||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | * The starting tiles are Cricket Pitch 4 (C4) and Cricket Pitch 2 (B4) | ||
+ | | ||
+ | ====Turn Sequence==== | ||
+ | During a round, each player has a complete turn in which they perform all of the following phases. | ||
+ | < | ||
+ | | ||
+ | * Turn over any tile that is orthogonally adjacent to a current face up tile. | ||
+ | * How many rotations are necessary to align the tile with the existing map determines how may Cybermen teleport onto that tile:- | ||
+ | * No rotations: 2 Cybermen | ||
+ | * One rotation: 3 Cybermen | ||
+ | * Two rotations: 4 Cybermen | ||
+ | * Cybermen may be placed anywhere on the tile. | ||
+ | * Any type of Cyberman of the current Technology level for Cybermen other than a Cyberleader may be placed if there are counters available. | ||
+ | * If you run out of Cybermen, they automatically upgrade. Further Cyberman placed will be of the next Technology level. | ||
+ | * Replace the Technology marker with the next higher one. | ||
+ | * If the Cybermen are already at Mark 5, no more Cybermen are placed until spare Mark 5 become available (ie when destroyed by players). | ||
+ | * Every map tile revealed after the first tile also contains 2 Fatigue tokens. | ||
+ | * The Fatigue and Escape token are placed by the player who is furthest away from the tile. | ||
+ | | ||
+ | * Combat any Cybermen on your current space. | ||
+ | | ||
+ | * Draw back up to three cards if you have less than three in your hand. | ||
+ | | ||
+ | * Your minimum movement is equal to your number of Escape tokens. | ||
+ | * Roll a die, if the die roll exceeds this number, you may move that amount instead. | ||
+ | * You do not have to move the entire amount. | ||
+ | * You may not move diagonally | ||
+ | * Any Cybermen encountered during movement must be combated before proceeding with movement. | ||
+ | * If you move into a space with a token in it, you may take the token. | ||
+ | * You may move into a space containing one other character counter. | ||
+ | * Terrain features restrict movement. | ||
+ | | ||
+ | * The minimum amount of Cybermen moved is equal to the number of Human players -1. | ||
+ | * Roll a die, if the die roll exceeds this number, you must move that amount of Cybermen instead. | ||
+ | * Any Cyberlieutenants are moved first. | ||
+ | * If there is a Cyberleader, | ||
+ | * Cybermen may not move diagonally. | ||
+ | * Terrain features restrict movement. | ||
+ | * Each space may only have one Cyberman in it. | ||
+ | * Cybermen cannot move through a square that already contains a Cyberman. | ||
+ | * Cybermen may occupy spaces with a token, but cannot use or effect tokens. | ||
+ | * Humans being carried by a Cyberman may be freed before they reach the conversion unit. See [[http:// | ||
+ | | ||
+ | * The minimum amount of Cybermen that use their abilities is equal to the number of Human players -1. | ||
+ | * Roll a die, if the die roll exceeds this number, you may activate that amount of Cybermen instead. | ||
+ | * Only Cybermen counters marked with Energy Beam", " | ||
+ | * Cybermen already in a square with humans will not use their special abilities. | ||
+ | * The player whose turn it is may choose to use less than the die roll. | ||
+ | * Cyberlieutenants always use their abilities first. | ||
+ | * If there is a Cyberleader, | ||
+ | | ||
+ | * You may discard a card from your hand. | ||
+ | * You may not have more than 3 cards in your hand. Discard all excess cards. | ||
+ | **Note:** Cards may be played at any time. You may only play one card in the round (from the beginning of your turn to the beginning of your next turn). | ||
+ | ====Combat==== | ||
+ | < | ||
+ | Any time your character is in the same space as a Cyberman, you must combat it. | ||
+ | * Combat is resolved by rolling a die. If you roll a 4-6, you win and dodge the Cyberman. | ||
+ | * If you rolled less than 4, you must either expend an Escape token to automatically dodge the Cyberman, or expend Fatigue tokens to raise the roll to 4 (each Fatigue Token counts as +1). | ||
+ | * Combat continues until you win or you run out of tokens. | ||
+ | * When you run out of tokens, one of your group is captured. | ||
+ | ====Freeing Captives==== | ||
+ | < | ||
+ | Any players may expend Escape tokens to free a human from capture. | ||
+ | * The number of Escape tokens that must be spent to free a captive is equal to the number of Human players in the game. Escape tokens may not be spent above this number to free a captive. | ||
+ | * Remove the character figure from the Cyberman counter. | ||
+ | * The character returns to their initial group immediately. | ||
+ | * If the character was the last member of the group, it moves to the nearest square of the player' | ||
+ | * If all squares are occupied, then the next nearest square, and so on. | ||
+ | Freeing a captive is worth 2 Victory Points to every player that spends one or more Escape token(s) to free them. | ||
+ | ====Cybermen Rules==== | ||
+ | [[WeddingCybermen|Cybermen Rules]] | ||
+ | ====Other Rules==== | ||
+ | ===Characters=== | ||
+ | [[WeddingCharacters|Characters]] | ||
+ | ===Cars=== | ||
+ | < | ||
+ | A player that has safely made it to the an square that contains a car, and played the card The keys are still in it" may choose to flee or use their car as a weapon." | ||
+ | * Players may also hot wire a car if they do not have **The keys are still in it** card. | ||
+ | * If the group contains a Geek, then once per turn they hotwire the car on a roll of 5-6 | ||
+ | * If there is no Geek in the group, they need a 6 to hotwire the car. | ||
+ | * A fleeing player earns 5 Victory Points (VP) but no longer takes part in the game. Discard all cards and items. | ||
+ | **Using the car as a weapon** | ||
+ | * Decide on a line either horizontally or vertically on the map through map squares from one road to another road. Every map tile in this column or row must be revealed, you may not drive through unrevealed map tiles. | ||
+ | * Place the car counter at one end of this line, facing the direction of travel down the line. | ||
+ | * For each square the car enters roll a die. | ||
+ | * 1-4 The car continues | ||
+ | * 5-6 The car crashes. | ||
+ | * The car no longer works, lose one Escape and one Fatigue token (if you have them) - place your character counter on the car. | ||
+ | * 7+ The car crashes and rolls. | ||
+ | * The car no longer works, lose all Escape and all Fatigue tokens (if you have them) - place your character counter on the car. | ||
+ | * The above die roll is modified by terrain - | ||
+ | * +1 for a hedge, tree, building or Cyberman in the square. | ||
+ | * +2 for the Cyberleader. | ||
+ | * +3 for a Cyberconversion Unit. | ||
+ | * You may expend Fatigue tokens for a -1 to the die roll per token spent, after rolling the die. | ||
+ | * You may expend Escape tokens for a -4 to the die roll per token spent, after rolling the die. | ||
+ | * If the car enters a square containing a Player, Cybermen or the Cyberleader, | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | * The player in the car may expend Fatigue tokens to add to the number rolled and they may expend Escape tokens to subtract from the number rolled. | ||
+ | If the car successfully reaches the other road without crashing, then on your next turn you may either flee or attack again, choosing a different line on the map. | ||
+ | Destroying a Cyberman, Cyberlieutenant or Cyberconversion Unit is worth 1 Victory Point. | ||
+ | Destroying a Cyberleader is worth 2 Victory Points. | ||
+ | Killing a Human is worth -3 Victory Points. | ||
+ | ====How to win==== | ||
+ | < | ||
+ | The player with the highest Victory Points score wins once the game is finished. | ||
+ | ===How to earn Victory Points=== | ||
+ | Victory Points are earned for- | ||
+ | * For Humans only- | ||
+ | * Fleeing in a car = +5 points | ||
+ | * For Human and Partially Converted Cybermen- | ||
+ | * Destroying a Cyberman, Cyberlieutenant or Cyberconversion Unit = +1 point | ||
+ | * Destroying a Cyberleader = +2 points | ||
+ | * Helping free a Human captive = +2 points | ||
+ | * Killing a Human = -3 points | ||
+ | * For the Cyberleader only- | ||
+ | * Converting a Human = +1 point | ||
+ | ====Finishing the game==== | ||
+ | Then game ends when any of the following four conditions are met. | ||
+ | * All Cybermen and all Cyberconversion units have been destroyed. | ||
+ | * The Cyberleader and all Cyberlieutenants have been destroyed. | ||
+ | * All non-fleeing Humans have been converted. | ||
+ | * A set time is reached. | ||
+ | ====Components==== | ||
+ | * [[WeddingPlayaids|View play aids]] | ||
+ | * **Print play aids** | ||
+ | * [[http:// | ||
+ | * | ||
+ | * | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
+ | ===Map tiles=== | ||
+ | * [[WeddingMap|View map tiles]] | ||
+ | * **Print map** | ||
+ | * [[http:// | ||
+ | ===Cards=== | ||
+ | * [[WeddingCards|View cards]] | ||
+ | * **Print cards** | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
+ | ===Counters=== | ||
+ | * [[WeddingCounter|View counters]] | ||
+ | * **Print counters** | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
+ | ---- | ||
+ | CategoryGames CategoryWedding | ||
games/oldwedding.txt · Last modified: by 127.0.0.1