Wednesday, April 6, 2011

Villagers of the Newland Rule Set 1.0

Age: 10+

Players: 4

Play time: 30 ~ 45 minutes

Estimated Price: 28.99

Game Rules

Object

To become the winner of Villagers of the Newland, you need to get the most points among all 4 players after 4 turns.

Background story

Players are the biggest four family in Newland. Player can name their family at the beginning of the game or just use their last names.

The modern civilization has ended hundreds years ago. Newland is only known place that still have resident. No one in Newland knows why and how the world ended. Only the four biggest families have secretly gathered some pieces of the modern technology, but there is too little of them to study.

Until one day, some villager found a ruin of the modern city on an island half day away from the Newland.

The four families raised money and formed a fleet to bring back the technology from the island. They works efficiently together, each family takes a unique task of this project.

However, each family also has their secret ambition which is to become the most powerful family after this project…

Scoring System

There are four kinds of knowledge in this game. They are Math, physics, chemistry and biology.

Each piece of knowledge worth one point, but if one player has 20 of one kind, every piece worth 2 points.

Set up

1. Players draw the one family card, 15 knowledge cards and one special ability card.

2. 2. Show the family card and keep the rest in secret.

3. 3. All three family (except the family controls the market) got 10 knowledge cards in one kind and 5 knowledge cards in one kind.

4. 4. The family controls the market randomly draw 15 cards from the pile.

Turns

  1. The family of the sea goes first. The player chooses 5 ships out of 3 big ships and 3 small ships to join the fleet.The small ship returns in half a day, but only carries one cargo at a time. The big ship returns in one day, it has to spend a night over the sea, but it can carries four cargos in one kind.
  2. After the family of the sea selected the ships and sailed them to the island, the family of exploration get on the island and draw 20 knowledge cards from the pile. Then they can pick out the cards that they want to bring back to the village and give them to the captain (family of the sea).
  3. The captain can sent all the small ship back immediately then put the big ship in formation on the center of the desk where every player can reach.
  4. The night comes. Every player closes their eyes, except the player has been possessed by the god of storm. That player can open their eyes and choose to knock down any ship on the table or stay silence.
  5. The morning comes. All the remaining ships return. Players can choose to pick out the criminal by pointing at someone at the same time. The one who got three votes have to show their secret ability cards and stay in the hospital in the next round no matter if he/she is the criminal or not. The rest three players shuffle the secret ability cards and draw them again. In the next turn, players will take the responsibility of that absent player together. If they can’t reach on an agreement, they fail this turn.
  6. Every player opens their eyes and unloads all the cards they get to the family of the order. The player openly separates the cards into 4 piles. Then the player take turns to pick from the pile. The player pick first this turn will pick last next turn.
  7. The family of the market, can trade with the other players. The players write their desire on a paper and pass to the merchant. The merchant write what they want in return than pass back to the player. If the player agrees, they trade.
  8. Next round…

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