Tuesday, April 12, 2011

Villagers of the Newland Rule Set 2.0

Villagers of the Newland

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 round.

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, 10 knowledge cards and one special ability card.

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

Turns

  1. The family of the Craft 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 Craft selected the ships the Family of the Sea sailed them to the island.
  3. The Family of Exploration gets on the island and draws 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 Family of the Sea.
  4. The Family of the Sea put all the cards on to the ships. Remember the big ship only carry one kinds of cargo. The small ship back to the village immediately, the big ships spend one night on the sea.
  5. 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.
  6. The morning comes. All the remaining ships return. Players can vote to pick out the criminal. The one who got three votes have to show their secret ability cards. If he is the criminal, he doesn’t have the chance to share the knowledge this round. Players redraw the special ability card. If he is not the criminal or none of the player got three votes, game goes on to the next step.
  7. All the cards go to the Family of the Order. The player openly separates the cards into 4 piles. Then the pick those pile in the order on their family cards, which is: Family of the Craft, Family of the Sea, Family of the Exploration and Family of the order.
  8. Next round…

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