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zeppelins_vs._pterodactyls [2012/01/16 08:05]
Brent P. Newhall Added explanation of playtest image
zeppelins_vs._pterodactyls [2012/01/16 10:21]
Brent P. Newhall Further explained game details.
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 {{ ::graf-zeppelin-lake006a-550x380.jpeg?200|}} {{ ::graf-zeppelin-lake006a-550x380.jpeg?200|}}
  
-This is a board/card/dice game for up to 6 players. All dice are six-sided.+This is a board/card/dice game for 2-6 players. All dice are six-sided.
  
 You are flying a zeppelin over a Lost World that is itself filled with dinosaurs and natives. You are trying to collect 3 treasures. You are flying a zeppelin over a Lost World that is itself filled with dinosaurs and natives. You are trying to collect 3 treasures.
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 {{:zeppelins_vs_pterodactyls_alpha_playtest.jpg?500|}} {{:zeppelins_vs_pterodactyls_alpha_playtest.jpg?500|}}
  
-//In the above playtest, the d4 dice represent pterodactyls, and the plugs represent zeppelins. Red terrain cards are jungle, green cards are swamp, and white cards are mountains. Cards with lines showing have been flipped over. Click the image for a very high-res version.//+//In the above playtest, the d4 dice represent pterodactyls, the plugs represent zeppelins, and the coins represent treasure or salvage. Red terrain cards are jungle, green cards are swamp, and white cards are mountains. Cards with lines showing have been flipped over. Click the image for a very high-res version.//
  
 ==== Starting The Round: Pterodactyls ==== ==== Starting The Round: Pterodactyls ====
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 ==== Player Turns: Moving ==== ==== Player Turns: Moving ====
  
-On her first turn, the player places their zeppelin on any unoccupied square on the border of the grid.+On her first turn, the player places her zeppelin on any unoccupied square on the border of the grid.
  
 At the start of every other turn, the player must move her zeppelin to an adjacent square (moving orthogonally, not diagonally) that does not already contain a zeppelin. Zeppelins cannot stay in one square for multiple turns. At the start of every other turn, the player must move her zeppelin to an adjacent square (moving orthogonally, not diagonally) that does not already contain a zeppelin. Zeppelins cannot stay in one square for multiple turns.
  
-If the card beneath the zeppelin shows only the map, flip the card over. This reveals whether the terrain card has treasure or salvage. Salvage can include zeppelin armor and cannonballs.+If the card beneath the zeppelin shows only the map, flip the card over. If the revealed card shows a spot for treasure or salvage, place an appropriate treasure, armor, or cannon token on that card. Each card remains flipped for the rest of the game.
  
-A zeppelin can, upon entering a new terrain card, decide to lower its altitude. If it does this, it will immediately grab whatever treasure or salvage that exists on the terrain card (or has crashed there), and also immediately faces an attack from one of the critters on the card (see the terrain card for a list of critters and attacks). A card's critter must be defeated before the salvage or treasure on that card may be taken.+A zeppelin can, upon entering a new terrain card, decide to lower its altitude. If it does this, its player immediately takes any token on the terrain card, and also immediately faces an attack from one of the critters on the card (see the terrain card for a list of critters and attacks). A card's critter must be defeated before the salvage or treasure on that card may be taken.
  
 Critters on each type of terrain: Critters on each type of terrain:

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