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Manual

[Ondertitel van document]

Shokoefa Haydarie, Milan Sas, Stefan Pesic, Akin Uzel en Minh Nguyen

A manual for the board game Rotterdam Royale

Rotterdam November 2016

Manual

[Ondertitel van document]

A manual for the board game Rotterdam Royale

Modulecode: INFPRJ01

Klas: INF 1B

Vak: Project

Studentennummers: 0921432, 0938262, 0926477, 0927052 en 0893193

Datum: 10 November 2016

Shokoefa Haydarie, Milan Sas, Stefan Pesic, Akin Uzel en Minh Nguyen

Index

1. Introduction.............................................................................................................................................3

2. Story........................................................................................................................................................4

2.1 The game...............................................................................................................................................4

3. Materials..................................................................................................................................................5

4. General rules.....................................................................................................................................5

5. Attributes.................................................................................................................................................6

6. Action squares.........................................................................................................................................7

7. Powercards............................................................................................................................................11

7.1 Powercard rules...................................................................................................................................13

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1. IntroductionThis manual contains all the rules off the game Rotterdam Royale.

In chapter 2, the story and information about the game are described. In chapter 3, you will find the materials that are included with the game. In chapter 4, you will find general rules and rules about attributes. In chapter 5, you will find rules and information about action squares. And finally, in chapter 6 you will find rules and information about power cards.

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2. Story

It is doomsday, chaos and panic are present. A few international captains have their eye on Rotterdam Port, because they heard that the panic caused a few containers to fall in to the harbor. Who shall reach Rotterdam Port first? who shall taste the wealth?

2.1 The game

The goal is to get at the finish. Along the way you have obstacles but also resources, for example squares were things are going to happen. Each square has its own rules. Furthermore, each player has attributes. An attribute is used to upgrade your boat. Speed, attack and defense. Each attribute has its own advantage.

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3. Materials

Attribute Cards: 6Board: 1 (71 squares)Dice: 1 Figures 6 boatsMines: 10Players: 2 - 6 Squares: 71Stacks of cards: 1

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4. General rules

You play with 2 to 6 players. The oldest player begins. You use one dice. You play turn based. You get a coin if you get on a coin square. You can upgrade your attributes in a store with the coins that you got.

5. Attributes

Every boat has 3 attributes: attack, defense and speed Every boat begins with 0 attributes. Player can upgrade their ship when they get on a shop square. Every attribute costs 1 coin. Speed increases the amount of steps that you can walk after you throw (for example: you have 2

speed and you throw 6, then you walk 8 squares). Attack increases the amount of pips that you throw during battle (for example: You have 2

attack and you throw 6, then you have 8 attack). Defense decreases the amount of pips that your opponent threw in a battle. It also defends you

against items and negative action squares. You choose when to use attributes. After you used an attribute, it will decrease by 1. In a store, you can sell (trading attributes for coins) or buy (trading coins for attributes). If you

want to sell or buy again, you have to leave the store and then return.

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6. Action squares

On the board there are many icons. All of them are explained here.

Kraken

Instruction: Go back to start.

Whale

Instruction: Walk 5 squares forward.

Whirlpool One

Instruction: you will appear at the next whirlpool with the same color.

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Whirlpool Two

Instruction: you will appear at the next whirlpool with the same color.

Aim

Instruction: Battle with the player who is ahead of you.

Shipwreck

Instruction: Skip 1 turn.

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Magnet

Instruction: all the weapons are used against you.

Motor

Instruction: You can throw again.

Scamdalf

Instruction: In the next turn, instead of walking forward you walk backwards.

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Power square

Instruction: Take a powercard.

Coin

Instruction: You get 1 coin to spend in the shop.

Shop

Instruction: Here you can buy items to strengthen or to speed up your ship.

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7. Powercards

Heat-seeking missile

Instruction: The player who is leading must skip 2 turns.

Mine

Instruction: On the place that you stand, you can drop a mine (it must be an empty square). The player that stands on a mine must move back 5 squares.

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Super fuel

Instruction: You can throw again.

Anchor

Instruction: You can pull yourself to the player who is ahead of you, but you end up 1 square behind him/her.

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Torpedo

Instruction: The player who is ahead of you must skip a turn

Storm

Instruction: The player who gets affected by this card throws 2 pips less than he originally threw. If the player throws 1 then he will go 1 square back.

7.1 Powercard rules

You can only use your powercard on your turn. You can't have more than 1 powercard. You don't have to use your card immediately; you can hold it. After using your card, you place the card under the deck. If you use the powercard after throwing the dice and you land on a powersquare, you can't draw

another powercard.

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