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zeppelins_vs._pterodactyls [2012/01/16 08:06]
Brent P. Newhall
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 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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 To begin the game, lay out the deck of terrain cards into a 6x6 grid. To begin the game, lay out the deck of terrain cards into a 6x6 grid.
  
-Each player, in turn, places a pterodactyl on top of any terrain card that does not border the grid. There are a total of 5 pterodactyls.+Each player, in turn, places a pterodactyl on top of any terrain card that does not border the grid. There are a total of 5 pterodactyls; 4 regular ones and 1 cannon pterodactyl.
  
 Each player then places his or her zeppelin on top of one terrain card on the border of the terrain. Each player then places his or her zeppelin on top of one terrain card on the border of the terrain.
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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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 If a cannon pterodactyl is hit, it crashes to the ground and becomes salvage, worth 2 cannonballs. If a cannon pterodactyl is hit, it crashes to the ground and becomes salvage, worth 2 cannonballs.
 +
 +When a player kills a pterodactyl, the player immediately places the pterodactyl's token on any border card that is at least 2 cards from any zeppelin, creating a new pterodactyl.
  
 ==== Crashed Zeppelins ===== ==== Crashed Zeppelins =====

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