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DexStewart

Keyflower rules

Oct 2nd, 2017
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  1. Here's how I've usually taught it. Note: this way requires your players are not those kind of AP fuckers who need to know what every tile in the game does up front
  2.  
  3. MAIN CONCEPTS
  4. 0. These are the rules unless a tile breaks a rule
  5. 1. On your turn you do a thing OR pass
  6. 2. The round ends when all players pass in succession - this does mean that you can come back in after a pass
  7.  
  8. THINGS
  9. 0. Once someone has done a thing on a tile in a particular colour this round, that tile is LOCKED to that colour
  10. 1. BID: play 1 or more peeps from your house on your side of an unclaimed tile to bid on it. You must beat any previous bid. You can add to a previous bid.
  11. 2. USE: play peeps from your house to any tile to use the tile. first use = 1 peep 2nd=2 3rd=3. once the tile has been used 3 times (overall) , it cannot be used again this round
  12. 3. If you are outbid at a tile, you may use those peeps on your turn to do a thing. They all have to go to the same place as one thing.
  13.  
  14. END OF ROUND
  15. 1. Winning bidders lose their peeps to the bag and take the tile and any peeps on it (unless it is a boat-choosey tile). The tile is added to their village and the peeps go into their house. Roads have to line up.
  16. 2. Losing bids are returned to their player's house.
  17. 3. Peeps on tiles in a village go into the house of that village's player.
  18. 4. Starting with 1st player, players pick a boat and get the stuff on it. Winners of the boat-chooser tiles override basic turn order.
  19.  
  20. USE TILE ICONOGRAPHY
  21. 1. Stuff: get that stuff
  22. 2. Stuff -> Stuff: trade the first stuff for the second stuff
  23.  
  24. INTERRUPTION! GETTING STUFF
  25. a. When you get GOODS they are delivered to your starting tile UNLESS it comes from your village then it stays on the tile that generated the goods. GOODS ARE THE WOODEN BARRELS. I don't remember if that's the actual name.
  26. b. Everything else goes into your house.
  27.  
  28. OK CONTINUE
  29. 3. Horsey-House: Move a GOOD to an adjacent tile by road x times where x= the horsey number AND upgrade a tile for each up-arrow (that's the house icon). You must have the GOODS for an upgrade on the tile you are upgrading.
  30. 3a. for some weird reason this happens every game with new players: HORSEY-HOUSE is a tile just like EVERY OTHER TILE and you have to USE the tile just like EVERY OTHER TILE. you can use SOMEONE ELSE'S horsey-house if it is better to do so just like EVERY OTHER TILE. it is NOT a THING you can do on your turn like BID and USE. there are only 2 things: BID and USE. Horsey-house is not a THING.
  31. 4. Down arrow and some other shit: that just shows you what the other side of the tile has once you upgrade it.
  32. 5. Gold circle with a number: end game points
  33.  
  34. WINTER
  35. Winter is different set up. Core gist of it is that you get a nice thing to aim for sitting in your hand all game, but if you don't make it, you can hold it back. Also the whole take boat tiles into your village thing.
  36.  
  37. END
  38. MOST POINTS WINS. In a first game at least half your points will come from upgrading tiles don't neglect them.
  39.  
  40. You can pretty much start playing now, just explain what each tile does as it comes up
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