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zeppelins_vs._pterodactyls [2012/01/15 17:27]
Brent P. Newhall Added spinosaurus
zeppelins_vs._pterodactyls [2012/01/16 10:24] (current)
Brent P. Newhall Added pterodactyl rebirth rule.
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 {{ ::graf-zeppelin-lake006a-550x380.jpeg?200|}} {{ ::graf-zeppelin-lake006a-550x380.jpeg?200|}}
  
-This is a board/card/dice game. 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 flying a zeppelin over a Lost World that is itself filled with dinosaurs and natives. You are trying to collect 3 treasures.
  
 ===== Setup ===== ===== Setup =====
  
-To begin the game, lay out the deck of terrain cards into a 6x6 grid. Each player places a zeppelin on top of one terrain card on the border of the terrain.+To begin the game, lay out the deck of terrain cards into a 6x6 grid.
  
-When each player starts the game--and every time their zeppelin moves into another square--that players examines the terrain card on which their zeppelin is placed. The card shows the various critters availableRoll die to determine the critters that are on the terrainCritters include:+Each player, in turn, places a pterodactyl on top of any terrain card that does not border the gridThere are total of 5 pterodactyls; 4 regular ones and 1 cannon pterodactyl.
  
-  * T-Rex (thin jungle) +Each player then places his or her zeppelin on top of one terrain card on the border of the terrain.
-  * Spinosaurus (swamps) +
-  * Crazed natives (heavy jungle) +
-  * Crashed Zeppelin crew +
- +
-Then, roll dice to determine the location of the five pterodactyls. Roll 1 die for row and 1 die for column.+
  
 ===== Play ===== ===== Play =====
  
 Play proceeds in rounds. Each player has a turn in each round. The pterodactyls also have a turn in each round, and they always go first.  Play proceeds in rounds. Each player has a turn in each round. The pterodactyls also have a turn in each round, and they always go first. 
 +
 +{{:zeppelins_vs_pterodactyls_alpha_playtest.jpg?500|}}
 +
 +//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 ====
  
-At the beginning of each round, each pterodactyl will attack the nearest zeppelin. Roll a die; normal pterodactyls hit a zeppelin that is adjacent or in the same square on 5 or 6, while cannon pterodactyls hit on 4-6. From one square away, a pterodactyl will hit on 6, cannon pterodactyls on 5-6.+At the beginning of each round, each player moves any one pterodactyl of his or her choice one square (orthogonally, not diagonally). 
 + 
 +Then, each pterodactyl will attack the nearest zeppelin. In case of ties, roll a die. To attack, roll a die; normal pterodactyls hit a zeppelin that is adjacent or in the same square on 5 or 6, while cannon pterodactyl hits on 4-6. From one square away, a cannon pterodactyl will hit on 5-6.
  
 ==== Player Turns: Moving ==== ==== Player Turns: Moving ====
  
-At the start of her turn, the player must move her zeppelin to an adjacent square that does not already contain a zeppelin. Zeppelins cannot stop.+On her first turn, the player places her zeppelin on any unoccupied square on the border of the grid.
  
-zeppelin canupon entering terrain, lower or raise its altitude (there are only two heights; "treetop" and "high"). If a zeppelin is at treetop height, it will immediately grab whatever salvage or treasure that exists on the terrain card (or has crashed there), but 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.+At the start of every other turn, the player must move her zeppelin to an adjacent square (moving orthogonallynot diagonallythat does not already contain a zeppelin. Zeppelins cannot stay in one square for multiple turns.
  
-A crashed zeppelin (see below) will provide 5 cannonballs to the zeppelin raiding it. The crashed zeppelin will continue to have infinite ammunition.+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, 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: 
 + 
 +^Jungle^Swamp^Mountains^ 
 +|1-3: T-Rex|1-3: T-Rex|1-3: T-Rex| 
 +|4-6: Gigantosaurus|4-5: Gigantosaurus|4-5: Gigantosaurus| 
 +| |6:Terrosaurus|6: Collision!| 
 + 
 +Once the critter is determined, roll a die for its attack. A T-Rex hits on a roll of 5-6, a gigantosaurus on a 4-6, and a terrosaurus on a 3-6. All critters do 1 damage. A collision automatically does 3 damage (no roll). 
 + 
 +A crashed zeppelin (see below) can always be raided for 5 cannonballs. The crashed zeppelin will continue to have infinite ammunition.
  
 ==== Player Turns: Attacking ==== ==== Player Turns: Attacking ====
  
-After moving, each zeppelin can attack the critter on its terrain, another zeppelinor a pterodactyl. A zeppelin can hit an enemy in its own square or an adjacent square on a 4-6, one square away on 5-6, and two squares away on 6. Howeverzeppelins only have 10 shots.+After moving, each zeppelin can fire a cannon at another zeppelin or a pterodactyl. A zeppelin can hit an enemy in its own square or an adjacent square on a 4-6, one square away on 5-6, and two squares away on 6. Each zeppelin starts with 8 cannon balls. 
 + 
 +Each zeppelin has armor that protects it from six hitswhile a pterodactyl can only take one hit.
  
-Each zeppelin can be hit six times, while a pterodactyl can only take one hit.+If cannon pterodactyl is hit, it crashes to the ground and becomes salvage, worth 2 cannonballs.
  
-If cannon pterodactyl is hit it crashes to the groundand becomes salvage.+When a player kills a pterodactylthe player immediately places the pterodactyl's token on any border card that is at least 2 cards from any zeppelincreating a new pterodactyl.
  
 ==== Crashed Zeppelins ===== ==== Crashed Zeppelins =====
  
-Upon its 6th hit, the zeppelin crashes, but the player may now play a crashed zeppelin crew, which can take potshots at the still-flying zeppelins. A grounded zeppelin has a better chance of hitting other zeppelins: 3-6 for an adjacent zeppelin, 4-6 for a zeppelin one square away, etc.+When all of a zeppelin's armor has been destroyed, the zeppelin crashes onto its terrain card, but the player may now play a crashed zeppelin crew, which can attack at the still-flying zeppelins. A grounded zeppelin has a better chance of hitting other zeppelins: 3-6 for an adjacent zeppelin, 4-6 for a zeppelin one square away, etc.
  
 Also, grounded zeppelins have infinite ammunition. Also, grounded zeppelins have infinite ammunition.
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 ===== Winning ===== ===== Winning =====
  
-The first zeppelin to travel to 20 different squares, or that collects 3 treasureswins the game.+The first zeppelin that collects 3 treasures wins the game.

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