Star Wars: Jocul de bază
Citești regulile pentru acest design al cartonașelor. |
Dacă cartonașele arată astfel, atunci ai cartonașe de Carcassonne obișnuit. |
Dacă cartonașele tale au un design diferit, atunci alege un joc din Spin-off-uri. |
Informații generale și comentarii
Lansat original de Hans im Glück în 2015, Carcassonne: Star Wars este un joc entuziasmant de plasare a cartonașelor pentru 2 până la 5 jucători, cu vârste de 8 ani în sus. A fost lansat cu cutie în limba germană, dar cu reguli traduse în limba română de către Lineart încărcate pe un CD atașat de cutie.
Experimentează aventurile palpitante din Universul Star Wars™ în lumea captivantă Carcassonne!
Vă așteaptă dueluri excitante pentru dominare într-o galaxie îndepărtată. Stăpâniți bătăliile decisive și poziționați-vă avantajos trupele pe calea spre victorie.
Forța să fie cu voi!
Componente și configurare
Bun venit la Carcassonne Star Wars! În aceste instrucțiuni te vom îndruma, într-o clipită, prin regulile ușoare ale jocului. După ce vei lectura pentru un scurt timp această secțiune, vei fi gata să le arăți și explici jocul prietenilor tăi. Nimic nu îți va mai sta în calea savurării jocului Carcassonne Star Wars.
Mai întâi trebuie să configurezi jocul. Acest lucru se poate face repede. În timp ce configurezi, îți vom spune câte ceva despre piesele jocului.
Mai întâi, hai să aruncăm o privire la CARTONAȘE. Cele 76 de cartonașe prezintă rute comerciale, câmpuri de asteroizi și planete.
Deocamdată nu trebuie să te îngrijorezi în privința altor elemente, precum simbolurile. Le vom explica pe acestea mai târziu.
Versourile tuturor cartonașelor arată la fel, numai cartonașul de pornire este portocaliu, astfel încât poate fi mereu deosebit.
Începi să configurezi plasând cartonașul de pornire (cel cu versoul portocaliu) în mijlocul tablei de joc. Amestecă cartonașele rămase și plasează-le cu fața în jos pe masă în mai multe teancuri, într-un asemenea fel încât fiecare jucător le are la îndemână.
Apoi există o tablă de punctaj precum și 3 zaruri roșii și 3 verzi, pe care le vei plasa la marginea tablei de joc.
În cele din urmă, ar trebui să aruncăm o privire la PIONI (meepleși), iar apoi vei fi terminat de configurat. În acest joc vei găsi 30 de meepleși, câte 6 piese în culorile roșu, verde, negru, alb și portocaliu.
Mai întâi îi dai fiecărui jucător 5 meepleși (4 mici și 1 meeple mare) precum și CARTEA CU PERSONAJ corespondentă în culoarea dorită. Acestea vor alcătui rezerva jucătorului (iei o culoare și pentru tine, desigur). Apoi vei plasa cel de-al șaselea meeple (mic)pe căsuță 0 de pe tabla de punctaj. Plasează toți meepleșii și cărțile cu personaj nefolosite înapoi în cutie.
Scopul jocului
Despre ce este Carcassonne Star Wars, care este scopul jocului? Pas cu pas, toți jucătorii vor plasa cartonașele unul lângă celălalt. În acest fel veți construi rute comerciale, explora câmpuri de asteroizi și cuceri planete. În proces, îți poți folosi meepleșii drept negustori, exploratori sau cuceritori. Asta îți va aduce puncte, deopotrivă la sfârșitul jocului și la sfârșit. Numai punctajul final va determina cine are cele mai multe puncte și este câștigătorul. Să începem!
Cum să joci jocul
În Carcassonne Star Wars jucăm în sensul acelor de ceasornic și cel mai tânăr jucător este cel care face prima mutare. Aici, jucătorul care desfășoară o tură este mereu efectuează acțiunile descrise mai jos în ordinea specificată. Apoi următorul jucător desfășoară o tură ș.a.m.d. Mai întâi, enumerăm acțiunile și apoi le vom explica în următoarea secțiune. Facem asta folosind rutele comerciale, câmpurile de asteroizi și planetele ilustrate pe cartonașe. Care sunt acțiunile?
4. Declanșarea unei evaluări
Rutele comerciale
1. Atașarea unui cartonaș
2. Plasarea unui meeple în rolul de negustor
După ce ți-ai poziționat cartonașul, ai posibilitatea de a plasa un meeple drept negustor pe o rută comercială de pe acest cartonaș. Acest lucru este posibil, totuși, numai dacă nu există niciun alt negustor pe această rută comercială.
Ruta comercială nu a fost încă finalizată. Din acest motiv, punctele nu vor fi calculate (acțiunea 4) deocamdată și va fi tura următorului jucător.
Următorul jucător trage un cartonaș și îl poziționează. Din moment ce un meeple (negustorul tău) se află deja pe partea dreaptă a intersecției, următorul jucător nu are posibilitatea de a plasa un meeple aici. În schimb, își poziționează meepleul drept cercetător în câmpul de asteroizi al cartonașului care tocmai ce a fost așezat acum.
3. Bătălie
Vei efectua întotdeauna această acțiune atunci când meepleșii de la mai mulți jucători se află pe un singur teritoriu (de ex. o rută comercială). Vom explica asta mai târziu într-o secțiune adițională.
4. Declanșarea unei evaluări
De fiecare dată când o rută comercială este finalizată la ambele capete, va fi calculat punctajul pentru ruta comercială. Aici, ruta comercială trebuie să se sfârșească la o intersecție, pe un câmp de asteroizi, pe o planetă sau întâlnindu-se pe sine însuși. Fiecare cartonaș de pe ruta ta comercială îți aduce 1 punct. În plus, există de asemenea 3 simboluri de fracțiune diferite (Alianța Rebelă, Imperiu și Vânătorii de Recompense,[1] o explicație mai detaliată va urma). De fiecare dată când câștigi puncte și există simboluri de fracțiune pe teritoriul tău, vei câștiga câte 2 puncte adiționale pentru fiecare simbol (nu contează cărei fracțiuni aparții).
The scoring board comes into play now. So you don't have to keep track of your score all the time, you will move your meeple forward on the scoring board instead. You will move your meeple forward on the scoring board by 3 steps.
After each points calculation, you will put the meeples that were included in the calculation back into your reserves.
Later in the game, when you have gone around the scoring board once, you will lay down your meeple to show that you have already accumulated 50 points.
Perfect, now you have understood the most important rules of the game. Let's take a look now at the other realms.
The asteroid fields
3. Time for battle
When meeples from different players are standing in one asteroid field, a battle will always ensue.
4. Calculating points
WE will now fast forward a bit, and will assume that you selected this tile (with red border) in the next round. You can place it on your asteroid field.
The realm (in this case the asteroid field) will thus be completed. Every time that an asteroid field is exclusively surrounded by the cosmos and offers no more openings, it will be considered completed. Since you have a meeple in the asteroid field, you will now calculate the value of this asteroid field and receive points as a result.
Every tile with an asteroid field in a completed asteroid field counts for 2 points. In addition, each faction symbol in a completed asteroid field counts as 2 additional points. The type of faction symbol doesn't matter.
The planets
1. Put your tile in place
Like before, you will first draw a tile to place on the board. Here, too, the tile must fit correctly. A planet is always found in the middle of the tile. Trading routes and asteroid fields can also be found, however, on some planet tiles. If you wish to position your tile, you must pay attention (as always) to the tile's borders.
2. Using a meeple as a conqueror
You may also place meeples, which we call conquerors, on planets. You take these from your reserve and place them exactly in the middle of the planet.
There is one more way to use a conqueror on a planet. When you place your tile on one of the 8 free fields surrounding a planet. In other words: if you place a tile next to a planet (next to one of its sides, or even next to it diagonally), you may place one of your meeples either on the placed card (as usual) or directly on the planet. Unlike the trading route or the asteroid field, you may also place a meeple on a planet that is already occupied. This is an exception in Carcassonne Star Wars and will be explained in greater detail later.
3. Time for battle
When meeples from different players are positioned on one single planet, a battle will always ensue.
4. Calculating points
You calculate the score for a planet as soon as it is surrounded by tiles on all sides. Here, each tile (including the planet itself) counts as 1 point. In addition, the faction symbol on the planet counts as 2 additional points. The type of faction symbol doesn't matter. The faction symbols on the 8 tiles positioned around the planet will not be counted, since they are counted in the other realms (trading routes or asteroid fields).
Multiple meeples in one realm
Placing meeples on trading routes and asteroid fields that are already occupied by other meeples is not allowed. However, it is possible that more than one meeple ends up on the same realm due to a "merging" of the realms, or when meeples are placed on an already-occupied planet. In Star Wars Carcassonne, however, only meeples of the same colour may occupy the same realm. When realms with different-coloured meeples are merged, a battle will ensue and will be fought out with dice.
3. Time for battle
FACTIONS: Together with your meeple, you obtained a character card with an illustration of a faction symbol. These are the three different factions. These symbols are also illustrated on the tiles. [2]
WHEN DOES A BATTLE TAKE PLACE? As soon as multiple meeples from different players stand in one realm (trading route, asteroid field, or planet), a battle will take place immediately. The battle will always be carried out as the 3rd action, before the calculation of points. Even if the player who merged the realms is not involved in the battle.
HOW MANY DICE IS A PLAYER GIVEN? For every one of your small meeples participating in the battle, you will receive 1 die. If you fight with your large meeple, you will receive 2 dice for it. If one or more symbols from your faction belong to the contested realm, you will receive 1 additional die. No matter how many of your meeples or symbols are involved in a battle, you can only receive a maximum of 3 dice for the battle.
THE BATTLE: All players participating in the battle roll their dice. To determine who has won the battle, only the dice with the highest value for each player will be considered. The other dice become irrelevant. The person who rolled the highest number wins.
TIE: Each time that the highest number is tied, all players who are part of the tie will receive 1 point. The players who rolled lower numbers will withdraw from the battle. The players who tied will roll the dice once again, until a new result is obtained.
LOSS: If a player loses the battle (even if others are still in combat), he will withdraw his meeple and place it back in his reserve. He will receive 1 point for every die that he rolled. The winner will leave his meeple standing (or will calculate the score for the realm, in case it was completed).
We will now learn how battle are initiated in the individual realms and how they can be fought.
The battle for trading routes
- The tile that you have drawn could extend the trading route. Since another player's merchant is already placed on the trading route, however, you cannot place one of your own meeples there. You therefore decide to place your tile in a manner that does not connect the trading routes.
- In one of the next rounds you place this tile on the open trading route. You cannot place any more meeples on the trading route itself, but you may on the asteroid field or the planet. After placement, a battle for the now-linked trading routes will ensue.
Both the white player and you will take one die each. (The Rebel Alliance symbol next to the planet does not earn you any extra dice because it only counts for the planet.) As a member of the Rebel Alliance faction you take the red dice; the Empire takes the green dice.
You roll a 6 and white rolls a 1. White lost and must withdraw his meeple and place it back in his reserve. He will receive 1 point since he fought with 1 die. Since the trading route is now completed, a score is calculated, for which you receive 4 points.
The battle for asteroid fields
- In the hope of being able to snatch the asteroid field away from black and white, you lay down the asteroid field tile and position one of your meeples as an explorer. This is allowed since the asteroid field is not linked to any other asteroid field on which there is already an explorer. If you draw the appropriate tile in a later move, you can attack the asteroid fields of black and white with your explorer.
- You are lucky and, in a later move, you draw the right tile to merge all tiles into one large, completed asteroid field. A battle ensues.
Both the white player and you will take one die each. (The Rebel Alliance symbol next to the planet does not earn you any extra dice because it only counts for the planet.) As a member of the Rebel Alliance faction you take the red dice; the Empire takes the green dice.
Since you have 1 meeple and the symbol of your faction appears on one of the asteroid fields, you may use a total of 2 dice. White may use 1 die for 1 meeple. Black has one large meeple and therefore may use 2 dice. The faction symbol on the trading route does not belong to the asteroid field. Therefore, black and white will not receive any additional dice.
1st throw:
White rolls a 3 and is thus lower than you or black. White loses and withdraws his meeple. Since white had 1 die in play, he receives 1 point. There is a tie between you and black since you both rolled a 4. You both receive 1 point and roll the dice again.
2nd throw:
By rolling a 6, black gets the highest number and wins the battle. You lose and remove your meeple. Since you used 2 dice, you receive 2 points. The asteroid field is now completed. Black receives 12 points for this field (5 tiles are worth 2 points each, the faction symbol is worth another 2 points). After the points calculation, black withdraws his meeple.
The battle for planets
The fight for dominance of planets plays a special part in Star Wars Carcassonne; thus, a player can also attack a planet directly. As already mentioned, you may place a conqueror on a planet if you place a tile on one of the 8 free fields surrounding a planet. This is also allowed when a meeple from another player already stands on this planet.
Then you can decide whether you want to make use of the tile's actual function (as a trading route, asteroid field or planet), or attack the occupied planet.
Here, you will also receive dice in accordance with the same rules: 1 die for each small meeple, 2 for a large meeple, and 1 die for your own faction symbol on the planet. If faction symbols are illustrated on the 8 tiles surrounding the planet, this will have no significance regarding such battle for the planet. These symbols do not count toward the planet's value. Here, too, players may use a maximum of 3 dice in battle.
You place the tile with the trading route within the 8 fields surrounding the planet. Instead of using the meeple as a merchant on the trading route, you attack white's large meeple which is on the planet. You will receive 1 additional die for your faction symbol on the planet. Thus, you may attack with 2 dice.
White also receives 2 dice since he is fighting with his large meeple. None of the faction symbols on the tiles with the trading routes will earn you any additional dice. Only the symbol on the planet counts.
1st throw:
In the first throw, you both rolled a 5 as the highest number. You are tied. As a result, you each earn 1 point. Then you will roll the dice again.
2nd throw:
Your 5 beat the whiter player's 4. White withdraws his meeple. Since he had 2 dice in play, he receives 2 points. You place your meeple on the planet you have just conquered, and it is now the next player's turn.
That's it. Now you know the most important rules and you can play Star Wars Carcassonne. We will now summarize the important parts once again, and will mention a couple of small details that you should know.
Summary
1. Putting your tile in place
- The tile that you have drawn must always be placed in such a manner that it fits next to one displayed tile, at least.
- In the very rare case that you can't position your tile anywhere, put your tile back in the stack and draw a new one.
2. Positioning a meeple
- You can only position a meeple on the tile that you have just put in place.
- You must make sure that no other meeple is standing in this area.
- If you place your tile next to a planet, however, you may then attack the neighbouring planet and position your meeple on this planet (even if another meeple is already there).
3. Time for battle
- In a battle between 3 or more different-coloured meeples, all players will roll the dice at the same time. If you don't have enough dice, you will roll the dice one after another and take note of the results.[3] In the case of a tie between 2 or more players who rolled the highest numbers, those players who rolled lower numbers will withdraw from the battle.
- In this game, it is possible that players from the same faction may battle one another.
4. Calculating points
- A trading route will always be completed when both ends meet in an intersection, in an asteroid field, in a planet, or they meet one another. Every trading route tile earns you 1 point.
- An asteroid field is always completed when it is no longer possible to place an additional tile in conformity with the rules, and it offers no more openings. Every asteroid field tile will earn you 2 points.
- In addition, you earn 2 points for every faction symbol (regardless of which faction).
- A planet is always completed when it is completely surrounded by 8 tiles. Every planet then earns you 11 points (9 points for the tiles and 2 points for the planet's faction symbol).
- Points are always calculated at the end of a move. Here, all players who have placed meeples in completed realms may earn points.
- After every points calculation, each player withdraws the meeple(s) for which he earned points.
End of game and final calculation
Unfortunately, Star Wars Carcassonne must come to an end. The good news is that we can now determine a winner. The game ends as soon as one player cannot draw or play any more tiles. Next, a final calculation is carried out and the winner determined.
AS soon as the game ends, there are points remaining for all realms in which there are meeples:
- Every trading route earns 1 point for every trading route tile, exactly as during the game.
- Every asteroid field earns 1 point for every tile. Only half, in comparison.
- Every planet earns 1 point and another additional point for every tile surrounding it.
- In each realm (trading routes, asteroid fields, and planets), every faction symbol earns 2 points.
As soon as you have entered the final calculation into the scoring board, the player with the most points will be the winner of your first Star Wars Carcassonne party. Congratulations!
Team variations — may the force be with you
If you play Star Wars Carcassonne with 4 players, you can also play the game in teams. In this case, the players sitting diagonally from each other would form a team, so that the players of the different factions can alternate having turns. The figures are distributed as follows:
- The players in the Rebel Alliance team receive the red and green meeples.
- The players in the Empire team receive the black and white meeples.
Since the players in a team collect point jointly, you can only place one meeple per team on the scoring board. The extra meeple in the other colour will be placed back in the box.
The players in a team may never battle each other. A battle will only take place when meeples from different factions stand on the same realm. During the battle, only one player per team will roll the dice. He may use 1 die for each meeple in his faction. As usual, he will obtain additional dice for a large meeple and for his own faction symbol. Teams may only combat with a maximum of 3 dice per team, however. The course of the game is identical to that of a normal game, otherwise.
Referință pentru cartonașe
Note de subsol
Pentru licențierea și semnificația pictogramelor te rugăm să vizitezi Pagina pictogramelor.
- ↑ Lineart a tradus acest concept și ca „Vânătorii de Recompensă”.
- ↑ The faction symbols are independent from the planets shown on the tiles and relate to a separate element of gameplay.
- ↑ Some players have purchased additional dice sets from online retailers so that each player has their own set which matches their player colour.