King Of The Hill
A downloadable game
Rule Book
Pieces
- 2 pawns
- 1 piece for Mana
- 8x trap pieces
- 2x checkpoint pieces
- 10x movement cards
- 28x Trap cards
- 18x Action cards
Preparação
Draw a strip with 31 divisions on a sheet of paper (for longer games it can be more as long as there is an odd number of divisions). Where the two on the ends are the start cells for each player and the crown is the winning cell, this must be an equal distance from both start cells. Split all cells in half, except for the beginning and the crown. Each player is left with 5 movement cards ("move 1", "move 2", "move 3" , "move 4", "move 5") plus two specific action cards ("Back 1 (3 cells)" , “Negate the effect of the first trap”). The rest of the action and trap cards go into the deck.
Draw the following pattern on paper:
Players both roll a d6, the higher one starts, in case of a tie roll again. Place the Mana tile on 3 on the starting player's side.
Progression
- When the round starts, both players choose a movement card, and place it on top of the board face down, thus blocking their choice.
- Then the Action/Trap phase begins.
Action/Trap Phase
- At the beginning of the game player 1 has 3 mana available, during the rest of the game the mana players have available to use is their opponent's "overflow".
- On his turn, the player can use action or trap cards, all of which have a mana cost, the player can pass the mana he has available, however the overflow he gives will be the mana that his opponent will have on his turn .
- The player's turn may end when the player overflows in the morning, when he decides not to play any more, or when he runs out of cards to play. In the last two cases your opponent's mana automatically goes to 3.
- When playing an action/trap card, move the mana piece towards the opponent the cost of the card that is played (ex: coast card 5 -> move mana piece 5 spaces)
- Action Cards
- 4 Negate the effect of the trap - cost 4
- Negates the effect of the first stepped trap
- 6 Jump 1 cells - cost 2
- Make the chosen target (player or opponent) move one square towards the crown
- 2 Place checkpoint - cost 3
- Places a checkpoint at the player's position before he makes the move, remains active until the first time the player has to retreat behind him.
- 4 Mirror - cost 3
- Opponent's move is negated, his new movement is a reflection of the player's movement
- 2 Switch Board - cost 5
- The players turn the board
- 4 Negate the effect of the trap - cost 4
- Trap Cards
- 6 Back 1 (1 cell) - cost : 1
- The player who steps on this trap must move back one cell towards the start.
- 6 Back 1 (1 cell) - cost : 1
- 6 Mud Zone (2 cells) - cost : 2
- The player who steps on this trap has his pawn movement divided by 2 in the next round (in case of an odd number, round up, ex 5/2 = move 3)
- 4 Back 1 (3 cells) - cost : 3
- The player who steps on this trap must move back one cell towards the start.
- 6 Back 2 (1 cells) - cost: 2
- O jogador que pisar esta trap tem de recuar 2 cells na direção do inicio
- 4 Spring Loaded (1 cell ) - cost: 4
- The player who steps is on the roll at 2 d6, the first defines how many squares he has to move, the second defines whether it is towards the tail or towards the start (odd is towards the tail, even is towards the start)
- 2 Back to start/checkpoint (1 cells) cost: 5
- The player who steps on this trap must go back to the beginning or to the checkpoint if he has one.
- After both players have finished their turn, they both reveal their movement card.
- movement rules:
- The pawn can move up, down and towards the crown
- The pawn can only move backwards if it lands on a trap.
- The pawn cannot move to the cell it came from (prevent bounce between cells)
- movement rules:
- Players move their pawns and when they pass a trap square, they do the same before continuing the rest of the movement.
- After the board is resolved, players collect the movement card back into their hand, place the played Action and Trap cards at the bottom of the deck, and remove 1 card from the top of the deck.
- Repeat the cycle again.
Resolution
The game ends when a player reaches the center square, or the player who has advanced the most after 10 minutes of play (time starts counting as soon as the first move cards are blocked).
Status | Prototype |
Category | Physical game |
Author | Pedro Coutinho |
Genre | Card Game |
Tags | Board Game, Multiplayer, race, Traps |
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