5 - Mesaboardgames
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5 - Mesaboardgames
RULES 2 NOTE TO PLAYERS AND HISTORIANS While the rules and layout of the Oitavos game drew their inspiration from the real history and architecture of the Fort of São Jorge de Oitavos, the intention was never to replicate them exactly; we have tailored history in order to provide a gaming experience. Our hope is that all players will have fun, want to play again and create their own stories. If the game is fun, this is the most fitting tribute to the heritage of the town of Cascais. This rule book contains exhaustive illustrations to help learn the game and clarify all situations and rules. For more information on the real history and architecture of Cascais visit the town’s website at: www.cm-cascais. RULES Fig. 01 Game pieces. 1-INTRODUCTION “...The primary reason for building the Fort of São Jorge de Oitavos was to prevent troops and pirates from landing on an extensive submerged stone ledge which is exposed at low tide...” A pirate. The area is shrouded in fog, dozens of barrels of supplies have just been unloaded at the fort and the tide is beginning to go out. It is the perfect time for the pirate ship to try its luck and capture some of these barrels. It approaches the fort and a few fearless pirates land. Which pirate will be able to capture the most barrels under cover of the fog? And will there be enough guards and artillery in the fort to stop them? A barrel. 2-GAME EQUIPMENT 2 boards 3 detection dice 6 holders for the pirates 6 pirate figures 40 barrels 70 cards 1 ship piece 1 artillery piece 3 rule books – in Portuguese, English and Spanish. 3-OBJECTIVES Each player represents a pirate. THE WINNER OF THE GAME IS THE PIRATE WHO CAPTURES THE MOST BARRELS AND IS ON THE SHIP AT THE END OF THE FINAL ROUND. It is very important to be on the ship at the end of the game: if a player is able to load 8 barrels but is not on the ship at the end of the game and another player has only loaded 2 barrels, but is on the ship, the latter player wins. If two or more players reach the end of the last round with the same number of barrels, they tie. FUGA BANCO DO FORTE. DE NEVOEIRO O NC O BA EIR VO NE um o. ns inte o uit m os o ad eir te, d r vo en r os sta ne alm ga e e de rm jo d o n o d e so . nc e ar ca rris gu is o ba Jo prec ão n gar m cç rre se ete ca as e d a d m ba Apan Há Banco de nevoe iro Fuga do forte Banco de nevoe b iro Fuga do forte har o pirata outr leia de o utro o ar b pirata e h forte ond r as Háasumno preso Apan outro aestive banco de c as Se nevoe c iro muito intenso. je s a a nta ue lulas.carta éesta coloq ole ve mesmande ta as c nente ão do forte. a rta ma Jogue normalmente imediatam r nuasta ag.ada e saia ário C a ng w mesm , o stive arr a jo rr ão é precis nas advers r.mas Str ar de jogar os dados Se e fotarteiniciara tendar e a(s e N sesem tae o ja. tiv a ir a e de ira p le a rrpis os qou rsário detecção no caso de npd tas s e r bear estar a o quiraanta colhaelquspRo. rtar setaod adve amento a carregar barris. nA Um dos p ode rea quutraM rrqau lanç . a o P m o . u r ário a O sm um arter) AdNo, meserá teprraraa ave rs qucis J as ad va. sta teTcEta irata enem ta dno m a caram ontra e e EdEeS Váloidpo aap s u liq QU ente a c de fic enc is e ir Ap s am me arr atic pri ar b irata tom até à sport e o p Au n tra ond Se lula é c na O ÇÃ O L A TE DU F O R ON Cards. A ship piece. DE R NHA APA IA DE E BOL IRATA O P oleia de UTR An artillery piece. Detection dice. 3 4-BOARD AND GAME SET UP - Board set up and positioning. The two parts of the larger board (land) fit together. The two parts of the smaller board (sea) fit together. The sea board is placed overlapping the land board. - Spaces The game takes place on the board in the spaces delineated by the white lines (on land) or sea foam (at sea). - Pirate set up The first time the game is played, detach the cards with the pirate figures, fold them and slip them in the circular black holders. Each player chooses the pirate he wants to play with. - Barrel set up Place the correct number of barrels in the spaces indicated in figure 02. They do not need to be arranged in any specific way. They just need to be placed within the lines of the spaces shown. Place the ship and artillery pieces in the spaces shown and the pirates. - Board movement The position of the sea board indicates the tide. At the beginning of the game the tide is high. The boat must be in the space marked number 1 and the portion of the land closest to the sea must also be number 1. These numbers must always coincide. For example, if the ship is in space number 6, the portion of land closest to the sea must also be number 6. The game ends when the ship reaches space number 12 and the land space number 12 is closest to the sea. - Dealing the cards Shuffle the 70-card deck and deal 6 cards to each player. Place the remaining cards face down in a pile within reach of all players. - Use a random method to choose the first player. - Play in a clockwise fashion. Place 10 barrels in this space. Fort prison. Place 20 barrels in this space. Place the ship piece here and the pirates. These two numbers must always coincide. If the tide reaches the land space number 1, the ship should be on space number 1 of the sea board. Place 10 barrels in this space. Examples of the white lines separating the spaces. Place the artillery piece here. Fig. 02 - The two boards must be set up and overlap as shown in the figure. After putting the pieces and barrels in their places, the game may begin. 4 5-GAME LENGTH AND ROUNDS. Fig. 03 - Rounds of a normal game. The game simulates a 12-hour period with 6 hours for the tide to go out and 6 for it to come in. The game has a limit of 12 rounds. Each round consists of all players taking one turn. At the end of the first round the ship proceeds to space number 2. All of the players take a second turn and so on until 12 rounds have been played. When the ship reaches space number 12 all of the players take one last turn and only then does the game end. Short version: in the shorter game the ship immediately advances to space number 3 instead of number 2 and so on to make a total of 7 rounds. Round 02 Round 01 The ship always begins here. Round 04 Round 03 Round 06 Round 05 Round 08 Round 07 Round 10 Round 09 Round 11 Round 12 When the ship reaches here all players take their last turn and only then does the game end. Fig. 04 - Rounds of a short version game. Turno 01 The ship always begins here. Round 02 Round 03 Round 04 Round 05 6-SEQUENCE OF PLAY All players must follow the sequence below when taking their turn. 1. When a player takes a turn he must ask his opponents if they would like to play a card, starting with the player on his left and so on until all players have had a chance to play a card or pass. There is ONLY ONE round of questions. As soon as a player has played or taken a pass he cannot change his decision. All opponents given the opportunity to play a card may only use ONE of the YELLOW cards and only if the card affects the game (see point 7). IMPORTANT: When opponents are given the chance to play a card, this is not considered taking a turn. This is merely a bonus from the player whose turn it is (although compulsory on his part). 2. After each opponent has or has not played a card, the player whose turn it is may now play up to 3 cards. They may be 3 of the same or of a different colour. The player does not have to play 3 cards (he may even choose not to play any card) but he cannot play cards that do not affect the game. The used cards are placed face up on the used card pile. All cards players have used are placed on this pile. 3. Players have two choices at the end of their turn. They can either pick up new cards to make a total of 6 or they can turn in ALL of their cards and pick 6 new cards. Players are not allowed to pick new cards or change their cards at any other point in the game. When there are no more cards to pick, shuffle all of the used cards and place them face down in a pile for players to pick at the end of their respective turns. Round 06 Turno 07 When the ship reaches here all players take their last turn and only then does the game end. END OF A ROUND After all of the players have taken one turn, the tide falls. The sea board goes down one space and the ship piece advances one space (always on the numbered sea spaces). Loose barrels on land: Barrels not belonging to any pirate move down one space towards the sea, until they reach the edge of the land. EXCEPTION – barrels located in the first 3 spaces of the game (at the top of the land board) never move. They only move from these spaces if a pirate comes and captures them. Loose barrels at sea: These barrels move one space up towards land, until they reach the space closest to land. When playing the shorter version of the game, the tide, ship and loose barrels (if there are any) all move up 2 spaces. RISING TIDE When the tide has gone out completely (when land space number 6 is visible) it then begins to rise. When the tide rises (whether one or two spaces) it may reach a land space with one or more pirates. These pirates “tumble” up the beach and are placed on land space number 12. If these pirates have any barrels, these are cast into the sea, onto any of the 4 spaces on the sea board adjacent to land. This is how a round ends and new one may begin. 5 7- SHORT EXPLANATION OF THE CARDS. The deck of cards basically consists of two types of cards: those with either a green circle or a yellow circle. - Green cards – These cards may only be used during a player’s turn (when playing the 3 cards) and if they have an effect on the game. The number on these cards indicates the number of spaces the pirate may move. The pirate does not have to use up all of these spaces. These cards may or may not include additional bonuses. Players may or may not use these bonuses. A player may choose to use only advantageous or viable bonuses. For example: an “escape from prison” card allows the player to move 4 spaces. It may be used (to move 4 spaces) at any time even if the player is not captured in the fort (see chapter 11). Yellow cards – These cards may be used during a pirate’s turn (when players can play up to 3 cards) or when a player asks his opponents if they want to play a card (when only one card may be played). In other words, these are the only cards players can use in between their turns. Players can only play a yellow card if it has the potential to affect the game (see chapter 11). ONDULAÇÃO FORTE FUGA DO FORTE. Oleaje Strong wave Fuga del fuerte Escape from the Fort Uma onda forte arrasta um dos piratas para terra. Aplique esta carta apenas a UM pirata QUE ESTEJA NO MAR. Automaticamente o pirata será arrastado até à primeira casa em terra. Se transportar barris ficam no mar na célula onde o pirata se encontrava. Fig. 05 - Example of a yellow card. 8-MOVEMENT OF THE FIGURES. The pirates may move about freely between all adjoining spaces. They are not allowed to jump over walls or rocks at the sea’s edge or move to the area of the sea without spaces. Players do not need to use all of the spaces marked on the cards. It is not necessary to have the exact number of spaces to reach the ship. Example of moves allowed. Se estiver preso no forte coloque esta carta e saia imediatamente do forte. Number of spaces the pirate can move. Bonus. Fig. 06 - Example of a green card. For example: A player who is two spaces away from the ship and using a green card with number 6, only uses 2 spaces. The other 4 spaces are not used. If the player has more cards to play he may continue to put down more cards. Otherwise, his turn ends here. Examples of moves not allowed Fig. 07 6 9-LOADING BARRELS The objective of the game is for each pirate to capture the greatest number of barrels. But to do so a pirate must carry them to the ship. BARRELS ARE SAFE ONLY AFTER THEY REACH THE SHIP and other pirates cannot capture them. But to move barrels a player must throw the detection dice. to 5 barrels” card in chapter 11. The player throws the number of detection dice corresponding to the number of barrels he wants to move. If he is carrying one barrel then he throws one dice, if he is carrying two then he throws two dice and so on. Detection dice: 3 white dice with a red circle marked on one of their sides. If the dice shows only white: the player may load the barrels onto the pirate piece and move the number of spaces shown on the card he originally played, with no penalty. To load up any barrels a player must be on a space with barrels belonging to no one else. There is one exception to this rule – see the “taking barrels from other pirates” card in chapter 11. The barrels may still be in position from the beginning of the game or those an opponent abandoned on land or at sea. FIRST the player must put down the green card he wants to play and only then may he load the barrels onto the pirate piece. Only 3 barrels may be carried at a time. There is one exception to this rule – see the “carrying up But if a red circle appears on any of the dice (one is enough), the fort guards have detected the pirate. For example if a player carrying 3 barrels throws three dice, a red circle need appear on ONLY ONE of the dice to mean he has been detected. In this case the player must unload all of the barrels he is carrying (in the space where he stands) and his turn ends immediately. Even if he has more cards to play, he cannot do so. The card he played is lost and placed face up on the used card pile. Fig. 08 - The player would like to load two barrels. FIRST he plays a card. In this case he plays a green card marked number 3. Only afterwards may he throw the detection dice. Since he wants to load two barrels, he throws two detection dice. 3 Fig. 09 - Undetected. The player may move 3 spaces with the respective barrels. Fig. 10 - The player would like to load three barrels. FIRST he must play a card, in this case a green card marked number 5. Only afterwards may he throw the detection dice. Since he wants to load 3 barrels, he throws 3 detection dice. 5 Fig. 11 - One of the dice shows a red circle. The pirate was detected by the fort guards! Bad luck! His turn ends immediately. The player cannot play any more cards and the un-owned barrels remain on the same space. 7 Fig. 12 -The player would like to pick up the two un-owned barrels and move 5 spaces. FIRST he plays a card. In this case the card is marked with number 5. It is important to note that barrels may be loaded either at the beginning or middle of a turn. Players may carry several barrels from space to space (up to the maximum limit of the rules). Each time a player moves barrels he must throw the corresponding number of dice (see figures 12 to 16). 5 Fig. 13 - He moves one space. To load the barrel on this space he must throw a detection dice. Fig. 14 - He is lucky. He goes undetected. He loads the barrel and move 3 spaces to the space with the other barrel. Fig. 15 - Since the player plans to load one more barrel, he throws one more detection dice. He is lucky again and can continue. If he were detected he would have to release all of his barrels on THIS space and his turn would end. Fig. 16 - The player moves to the last space, for a total of 5 spaces, corresponding to the card he played. 8 10-MOVING BARRELS When a player is already carrying barrels and wants to move, FIRST he must play a green card. Only afterwards does he throw the number of detection dice corresponding to the number of barrels he is carrying. If he is not detected: the player moves the number of spaces shown on the card he played initially. If he is detected: the player must release the barrels he is carrying (onto the space he is occupying), he loses the card he played and his turn ends immediately. Whenever a green card is played and a player is loaded with barrels, he must throw the same number of dice as barrels he is carrying. During his turn a player may play a maximum of three green cards (one at a time) and must throw the detection dice 3 times. If he is lucky he will reach the ship. Obviously, the more barrels a player is carrying, the greater the risk. It is possible to play a particular green card allowing the player to ignore this rule (see chapter 11). Reaching the ship: In order for the pirate to unload his barrels when he reaches the ship, he does not need to have the exact number of spaces. The move ends and any remaining spaces on the card are lost. The barrels are placed in front of the player who captured them (in full view of all of the players). These barrels cannot be taken from the pirate who owns them. If the pirate has any more cards to play, he may continue to play normally (see fig. 19 and 20). If he is lucky and has some good cards, he may, for example, reach the ship, drop off the barrels and then go and load more barrels and return to the ship (a maximum of 3 times, corresponding to the maximum number of cards players may use per turn). Fig. 17 - The player begins his turn already carrying two barrels. FIRST he must play a green card. In this case his card is marked number 3. Then he throws the detection dice (2 dice correspond to 2 barrels). 3 Fig. 18 - Bad luck. Since he was detected, he cannot move 3 spaces. His turn ends immediately. The green card he played is put on the used card pile face up. The barrels are now unowned and are at the mercy of the other pirates who are free to capture them! Fig. 19 - The player begins his turn already loaded with 3 barrels. He wants to reach the ship. FIRST he plays a green card. In this case the card is marked with the number 6. Since he is carrying 3 barrels, he must throw 3 dice in order to move. 6 Fig. 20 - He goes undetected. He moves three spaces and arrives at the ship. He unloads his barrels, now safe. He may not use the remaining 3 moves left on his card. However, if he has any more cards to play he may do so. 9 11-DETAILED EXPLANATION OF THE CARDS. How does a player escape when captured in the fort? YELLOW CARDS › ARTILLERY CARD With this card a player can use the fort’s firepower to his pirate’s advantage! To use this card, the artillery piece is placed on the space the player wants to shoot at. He then throws three detection dice. If all of the dice come up white: the shot has no effect. The card is returned to the used card pile and the game proceeds as usual. If a red circle appears on the dice: the shot has an effect. ALL of the pirates on that space are captured and sent to the fort and their barrels are left “abandoned” on the space. This card may not be used to aim at the ship when it is on space number 1 or 12. Also it may not be used to shoot the same space where the pirate playing the artillery card is located. Fig. 22 - The red pirate plays the artillery card. Place the artillery piece on the space with the green pirate. Throw 3 dice. One of the dice shows a red dot. The shot was successful. TIROS DE ARTILHARIA Artillería Artillery Artilharia do forte dispara. Aplique uma ficha de artilharia numa célula à sua escolha. Jogue os 3 dados de detecção. Basta sair um dado de detecção para TODOS os piratas que estão nessa célula irem para a prisão do forte e os barris ficarem na célula. Fig. 21 Fig. 23 -The green pirate is placed in the fort prison and his barrel is abandoned on the space. On his turn (and only his turn) a player has two choices. Either he can play the “escape the fort” card, if he has it (see the respective card ahead), or he can throw the three detection dice. If all of them show come up white he escapes from the fort. The pirate is placed in the orange space outside the fort and plays normally. If not, the player must try again. Every throw of the dice to escape the fort is equivalent to playing a card. So during a turn, the player has 3 chances to throw the dice and try and escape. If for example, the player is successful on his first try, he can still play two more cards. Fig. 24 - If the green pirate is able to escape the fort on his turn he is placed in the area shown. This applies whether he escapes by throwing the dice or by playing a card. › HITCH A RIDE WITH ANOTHER PIRATE CARD A player uses this card if he is on the SAME SPACE as a pirate who is about to play. He must move with this pirate on the same spaces and for the same number of spaces. He may collect any barrels his opponent does not want or move with the ones he is carrying, WITHOUT having to throw the detection dice. The pirate who “hitches a ride” is never detected, even if his opponent is. Valid only when the opponent plays his first card. Fig. 27 Fig. 25 e 26 - The red APANHAR player is about to play a BOLEIA DE card and begin his turn. OUTRO PIRATA Conseguir “viaje First, he asks his opgratis” de otro pirata Hitch a ride with ponents if they want to another pirate play a card (see ChapSe estiver numa mesma casa onde outro ter 6). The green player pirata inicia a jogada ande tantas casas plays the ‘hitch a ride’ quantas ele andar e nas mesmas células. Pode recolher barris (se o adversário não card. The red player quiser) ou transportar os que tiver. Não é detectado, mesmo que o adversário seja. plays a card to move 3 Válido apenas para um lançamento spaces. He throws the de carta do adversário. detection dice and goes undetected. Since he already has 3 barrels he cannot carry any more. He moves three spaces. The green player moves the same number of spaces and on the way loads a barrel without having to throw the dice. Good play! 10 › WAVE CARD A strong wave washes one of the pirates onto land. This card may be applied to ONLY ONE pirate who is on a space AT SEA. Automatically the pirate is washed to the first space on land. If he is carrying barrels they remain at sea on the space he had occupied. This card does not affect the pirates on the ship. Fig. 28 › SOUTHWEST WIND CARD There is a strong gust of wind. All pirates (except those on the ship) must move two spaces in the direction of the land. Only those pirates already at the top of the board or one space away from it do not move. They do not lose the barrels they are carrying. The player who played the card must decide if he wants to stay on the same space or take advantage of the wind and also move two spaces. If he opts to move, he will have to move two spaces. This card has no effect on pirates located in the top three spaces of the land board. This card does not affect the pirates on the ship. › COLD SHIVER CARD ONDULAÇÃO FORTE Oleaje Strong wave Uma onda forte arrasta um dos piratas para terra. Aplique esta carta a qualquer pirata QUE ESTEJA NO MAR. Automaticamente o pirata será arrastado até à primeira casa em terra. Se transportar barris ficam no mar na célula onde o pirata se encontrava. It suddenly became very cold and the pirates get a shiver. All of the pirates carrying barrels (except the player’s) release their barrels on their space. It is very useful for players to play this card just before their turn so they can collect the “loose” barrels without having to go to the fort to get them. This card does not affect the pirates on the ship. ARREPIO DE FRIO Escalofrío de frío Cold shiver TODOS os piratas que tenham barris (excepto o seu) largam os barris na célula onde se encontram. Fig. 29 Spaces not affected VENTO DE SUDOESTE Viento del Suroeste Southwest Wind Rajada muito forte de vento. Todos os piratas recuam duas células em direcção a terra. Não perdem os barris que tenham em sua posse. Você fica na mesma ou aproveita o vento e recua também 2 células. Fig. 30 Fig. 31 The yellow arrows indicate the direction the pirates must move if this card affects them. GREEN CARDS › STEAL BARRELS FROM OTHER PIRATES CARD TIRE BARRIS DOS OUTROS PIRATAS Although all of the pirates come from the same Quitar barriles a otros piratas ship, this card shows how the pirates really act Steal barrels from other pirates with each other. They’re real pirates! Pode passar por um adversário Players may steal barrels from other pirates e tirar-lhe os barris que ele estiver a transportar. either at the beginning of their turn or when they Segue as regras normais de recolha e uso de dados de detecção. move to another pirate’s space and continue playing. Of course when a pirate steals barrels from his opponent he must follow the normal rules applicable to loading barrels. The maxiFig. 32 mum number of barrels a player can carry is 3 and he must throw the detection dice. With luck a pirate may take away barrels from several pirates on the same space or on different spaces. If detected the barrels do NOT return to the opponents but remain on the same space, unowned. Fig. 34 - Now that he occupies the same space as the green pirate he can take away his barrel. FIRST he throws one detection dice (because he is going to take away 1 barrel). If he goes undetected he can steal the barrel and load it onto his pirate. If he is detected the red pirate’s barrel remains unowned on the space and his turn ends. The green pirate remains on the same space. Fig. 33 - The player using the red pirate plays a green card marked number 4 and the “steal barrels” bonus. He is already carrying 1 barrel but wants to steal a barrel from the green pirate. He throws one detection dice since he is already carrying 1 barrel. He is not detected! He moves to the space with the green pirate. 4 Fig. 35 - The red pirate now moves the remaining two spaces for a total of 4. If he continues to play with another card and he is detected, the barrel he stole from the green pirate is NOT returned to him. It remains unowned on the space where the red pirate was detected! 11 › FOG CARD There is a very thick bank of fog. The game proceeds normally, but players do not need to throw the detection dice if they are loading or moving barrels. Although this card has a low number (1, 2 or 3) it is very useful because it allows players to move risk free. BANCO DE NEVOEIRO Niebla Fog Há um banco de nevoeiro muito intenso. Jogue normalmente, mas sem precisar de jogar os dados de detecção no caso de estar a carregar barris. BANCO DE NEVOEIRO Niebla Fog BANCO DE NEVOEIRO Niebla Fog Há um banco de nevoeiro muito intenso. Há um banco de nevoeiro muito intenso. Jogue normalmente, mas sem precisar de jogar os dados Jogue normalmente, de detecção no caso de estar mas sem precisar de jogar os dados a carregar barris. de detecção no caso de estar a carregar barris. › ESCAPE FROM THE FORT CARD › BLANK CARD Your pirate makes the perfect escape from prison. This card allows players to leave the fort immediately. Players may use this FUGA card only when it is DO FORTE. their turn. Players take the pirate out of Fuga del fuerte Escape from the fort prison and put him on a space around Se estiver preso no forte coloque esta carta the fort. The pirate e saia imediatamente do forte. moves normally, carrying barrels if he likes (players must not forget to throw the detection dice if Fig. 37 doing so). This card (there are 2) is blank for two reasons. If a card is lost, this one can replace it. Use your imagination and invent a silly card for the game. Your imagination has no limits! Have fun! Fig. 38 Fig. 36 Fig. 40 - The player with the red pirate plays a green card marked with a 5 and “permission to carry 5 barrels”. He is already carrying 3 barrels but he wants to pick up 2 unowned barrels on the way. He throws the number of detection dice corresponding to the barrels he is already carrying. He escapes detection! He can move ahead! › PERMISSION TO CARRY UP TO 5 BARRELS CARD With this card players can ignore the rule about carrying a maximum of 3 barrels. What is the advantage? If a player is carrying 4 or 5 barrels he only needs to throw 3 detection dice. The idea is: pay 3 take 5! ATTENTION: The ability to carry or load extra barrels is only valid for ONE throw. Every time a player wants to carry more than 3 barrels he must play a card with this extra bonus. If a player has 5 barrels and does not have any of these cards he must release 2 barrels to keep the other 3 barrels, the maximum number allowed under the normal rules. But he may choose to release more than 2 barrels. He may even release all of them! PODE CARREGAR ATÉ 5 BARRIS Puede cargar hasta 5 barriles Permission to carry up to 5 barrels Pode carregar/transportar até 5 barris. Só usa os 3 dados de detecção. Este capacidade extra de transporte ou carregamento é apenas válida para UM lançamento. Fig. 39 PODE CARREGAR ATÉ 5 BARRIS Puede cargar hasta 5 barriles Permission to carry up to 5 barrels Pode carregar/transportar até 5 barris. Só usa os 3 dados de detecção. 5 Este capacidade extra de transporte ou carregamento é apenas válida para UM lançamento. Fig. 42 - The player moves 3 remaining spaces and his turn ends. On his next turn, if he wants to continue to carry the 5 barrels he needs to use a card with the same bonus. If he does not have one and wants to move, he will have to release at least 2 barrels. Fig. 41 - He moves 3 spaces and stops to load up the 2 barrels, for a total of 5 barrels. He is allowed to do this due to the bonus on the card he played. He does NOT need to throw any more dice because he already threw 3 dice, the maximum number possible per turn! If, for example, the player only had 2 barrels at the beginning of his turn he would throw 2 dice. Then if he picked up these 2 barrels he would only need to throw 1 more dice. This would make a total of 3 dice for his turn. ACKNOWLEDGEMENTS Inventing and producing a game like this is never a solitary process. There are always people involved who believe in us and encourage us to keep going, give us advice on how to improve things or simply stay by our side. For this I would like to thank: My daughters Maria do Mar, Diana and Matilde; my nephew Zé Maria; my holiday group from Pedras d’el Rei (the parents as well as many children), who tirelessly played, critiqued and tested the game. To Henrique for his technical assistance. To the Guru, he knows why. To Mónica, for everything. Domingos Maria, this game is for you! CONTACTOS For any game related issues please contact the game designer at the following e-mail address: [email protected] www.giloreydesign.pt www.giloreydesign.pt