Thursday, October 28, 2010

Requirements For Avg Bmi

Tin Barons Court of the Medici



Tin Barons

An elegant placement game for two to three barons.

An elegant placement game for 2 to 3 barons.

Players: 2-3

Material: Board (Political Map of Bolivia) 20 sheets of influence, 2 mines and 1 chips sheet tin smelter player. The chips are made of wood or similar blocks of one color per player, the mines have a value x2 and x3 smelters.

Time: "? Players are

tin barons in Bolivia. Germain President Busch tries to diminish his power in the next year and a half must carefully plan which departments influence. Whoever got the most points of power at the end of the year and a half will get enough strength to call a coup against the president and become the monopoly of the tin.

Objective: Score more points power after 18 turns.

Map: Who has more chips in a department controls it. Each department gives a certain amount of points to whom the check at the end of the game. In addition, at the beginning of each shift who controls a department can make use of their advantage. If a department produces in your control, you gain 1 tab to bring it then. If you control headquarters can put up to 2 cards on your turn. If you control a Transportation Center: You can move 1 record among the three departments that joins that road. If you control the mining centers (Oruro and Potosi) receive a Production + Review [Remove Immediate rule to be very similar effect to La Paz] Immediate 1, you must put the card to begin your turn in any department controls. If you control the seat of the Judiciary (Chuquisaca) can move 1 of 1 tab opponent to a neighboring department (If roads are preference to move). If you have Airports (Beni) can move 1 card to you. Whoever controls Pando can not get points at the end, but in any draw, chip, controls the department who controls Pando. Santa Cruz who controls acts last forever.

2 players

Preparation: The first player gets 18 cards and 1 sheet influence mine (influenciax2), the second player receives 20 chips of influence.

Shifts: The player with the most influence on a department to begin the turn can use their advantages if possible and if you wish. Then the player must, if can place a sheet of influence in any department.

3 players

Preparation: Each player receives 16 cards of influence, 2 mine, 1 smelter. The first player can put 2 chips whatsoever. The second player can put 2 pieces of influence. The third player must put 1 sheet

influence

Shifts: Shifts are solved in the same manner as between two players.

End Game

After 18 shifts who have more points to win. Other rules

Ties:

Optional Benefits:

-Producing Mines, Oruro and Potosí, remove 2 sheets of influence and win 1 of mine.

-Sucre, capital of the Republic: Remove 1 form, who controls Chuquisaca get the advantage of government headquarters. Who can regain control La Paz headquarters in the same way.

- Gas reserves (Tarija) is an optional benefit that should not be taken into account in the first few games.: If you control Tarija and Santa Cruz, Tarija worth 2 points at the end, If you control Tarija and Santa Cruz and Chuquisaca, Tarija worth 3 points at the end.

blind Alternative: Eliminate compensation for early players. In game 2-all begin as the second player, and start game 3 all equal. Players write their file where will this turn and any advantage of making use and disclose all at once. Example: T-Or to Sc 1M Lp. (Transport of Oruro to Santa Cruz [is assumed that the player is controlling Cochabamba] and put 1 mine in La Paz.) 1Cb1Bn (1 sheet 1 influence in Cochabamba and Beni influence form [presumably the player controls La Paz Chuquisaca if used or variant])

Playtest Note: Oruro is very strong and the game may be limited to dominate Dominate La Paz to Oruro, La Paz is balanced using the advantage Optional 'Sucre Capital of the Republic 'that allows you to move headquarters to making Chuquisaca Chuquisaca who controls using the advantage of Headquarters (Place 2 pieces per turn). But I think maybe put 2 pieces per turn too. To make Oruro is not strong rule eliminates the original mining centers and used the variant that allows' Producing Mine. "

Map

La Paz - 4 (See: You can put 2 pieces per turn)

Santa Cruz - 5 (Production: 1) (You play each turn last)

Cochabamba -3 (Transportation Center, can 1 record move across the road: Oruro-Cochabamba-Santa Cruz )

Oruro - 2 (Centers Miners: +1 if you control Oruro and Potosi) (Production 1) *

Potosi - 2 (Centers Miners: +1 if you control Oruro and Potosi) *

Chuquisaca - 2 (Transportation Center: You can move 1 tab through the road: Potosi, Chuquisaca, Tarija) (Judiciary Headquarters: Move 1 opponent) **

Tarija - 1 (If tied in Tarija, Pando wins who controls ) (gas reserves: If you control Also Santa Cruz and Chuquisaca 2 PV 3 PV ***)

Beni - 1 (Production 1) (Airports: Move 1 record yours free)

Pando - Earn Draw

Producing Mines

* Use instead of produce immediately +1 Why? Oruro is very strong.

** Use the optional rule change See why? The control of La Paz defines the game, but beware, the player that controls La Paz early on can be very easily with no chips at the end.

*** Do not use ' gas reserves' the first few games.

Thursday, October 14, 2010

How Fast Do Prosumer Camcorders Prices Drop

Richard James


Now I want to continue to make, but as the bundle of 4shared or any other accounts is not my thing at the moment'll bring something that is always helpful, games to play with material available. Not a big list of games, but some chosen by me. So if you left the Dominion at home do not be dismayed.
The first is a small game published by Z-Man Games with a score of 6.78 in the BGG. -------------------------------------

Court of the Medici

Players: 2

Time: 25 minutes

Team: A deck

"Welcome to the court of Cosimo I de 'Medici, where the House of Gonzaga and compete Casa della Rovere by the preference of the Grand Duke of Tuscany. As a leader in your home, please send your nobles to the court of the Medici to secure the favor of the Grand Duke. To send the nobles of your house will execute alliances and conspiracies, you can increase your influence at court and eliminate those nobles who are loyal to your opponent. Once you gain control of the court, you can disarm the Inner Circle of the Grand Duke Cosimo I force it to listen only to you. "

Preparation: Each player takes two sticks of the same color of the deck (hearts and diamonds, clubs and spades) and take one of the kings and aces. Everyone shuffles his deck and put the top four cards in the center of the table. These 8 letters are Internal Battery (The nobles who make up the Inner Circle of the Grand Duke). For these rules a Stack is a noble one letter or several letters stacked on each other. The number of cards (nobles) of the internal batteries can only decrease during the game, you can not create new cells here except the Courtesan (Qs).

Time: You decide who will play first, each player draws 5 cards to make their hand.

Each player in turn chooses a perform the following actions: a.

Playing a card. words before you put it face up on the table. (Creating a new external battery). ( Send a noble court )

b. Playing a card on another battery ( Forming alliances). C.

Playing a card on another pile and discard pile with the same total value ( Conspiring ). D.

Return a letter. Putting it from your hand to the bottom of your deck. (Thinking ahead ). Stealing

back up to have 5 cards in hand.

Special Letters:

J - Minister (0): Discard a battery and put this card in place.

Q - Courtesan (1): Separate letters of a stack in separate piles. If they were in the internal batteries creates new internal battery.

Joker - Joker (? 1-10): The Fool has a value of 1 to 10. This is determined by the active player, that is, whose turn it is (You can change every turn.) Stealing

last letter: When you steal the last card of your deck samples the value of the card to your opponent. Thereafter the maximum value of the card you play is determined by the value of the letter showed.

End Game: The game ends when one plays a card or when a player has no cards in the internal battery (the inner circle of the Grand Duke). Whoever has the highest total value of cards on the table wins. Alternative

: For a more tactical game and controlled can assume that each player has a Inner Circle. So when a player has no cards in his inner circle (Internal Battery) will end the game.

Author: Richard James