
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.
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
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