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Gamehelpinjawara

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AIM OF THE GAME

The aim of the INJAWARA board game is to work in team cooperatively and contribute to solve at least 1 Challenge related to each Millennium Development Goal and 1 for each Region by moving the needed resources through the six regions and reply to questions related to the Challenges faced.

The longer you ignore a problem, the more it will get worse! If a problem becomes too serious it will become impossible to solve it, and you will lose all.

THE GAME

The INJAWARA board game has no player turns, but in each round, all players, as a team, must decide the actions to do. How decisions are taken must be agreed by all players at the beginning of the game.

Every round has three phases:

1. USE OR MOVE RESOURCES (Optional)

Optionally, the team may make one of the following actions: move a resource to an adjacent region, use one unlocked resource power or simply do nothing in this phase.


A. MOVE A RESOURCE TO AN ADJACENT REGION

All regions are linked between them, indicated by the black arrows on the board. You can move one resource from one region to another linked region.


B. USE AN UNLOCKED RESOURCE POWER

If a resource has its power unlocked, you can use its power.

Please note that after using the power of a resource you have to lock its power again and turn that resource upside down.

All powers are the following:


Economic resources

Swap places of two resources on the board. Economic resources may be moved in this way as well.


Professionals

Move a resource to any region on the board. Professionals may be moved in this way as well.


Materials

Move towards higher score one box the score token of one of the following MDGS: 1, 2, 6, 7.


Politics

Move towards higher score one box the score token of one of the following MDGS: 3, 4, 5, 8.


Justice

You can discard a challenge token placed in any region, but it's not treated as solved.


Education

This is the only resource you have to use after having answered to the question. You can answer another questions, after failing a previous one, in order to solve a challenge.

C. DO NOTHING

Whilst there is a challenge which may be solved (see 2. Try to solve a challenge), we can skip this first phase and go straight for the challenge. In the same manner, althought there was not a challenge which may be solved, it's possible for the team to pass in this phase and go just right to 3. A NEW CHALLENGE APPEARS. This is an actual valid option, but encourage the team to use it carefully. Maybe you can earn some more points by moving a resource or using a power, instead of letting the turn move on.

2. TRY TO SOLVE A CHALLENGE (if it's possible)

Every challenge token has three data items:

       The region where it appears,
       the MDG affected by it, and
       the needed resource to solve it.

If in the moment to start the turn or after using or moving resources, the convenient resource is on the same region than a challenge which needs it, the team may try to solve the challenge (see illustration).

There is only one constraint: If you chose to move a resource at the beginning of the turn, you may only try to solve the challenges associated to that resource. This doesn't apply after using a power or if you decide not to move nor use a resource.

If there is more than one challenge you can solve, YOU CANNOT SOLVE BOTH, but you have to choose which one you want to solve.

So, grab the first question card from the question deck, and read out loud the question related to the MDG indicated by the challenge, and try to answer it working as a team. The right answers are in the reverse of the card, so try not to lift it up as others may see the answer.

If you answer correctly, move forward the score marker associated to the MDG indicated by the challenge three boxes towards a higher score. It's not possible to move an score token beyond 100 points.

If the score marker shows an X, turn it upside down to see the green tick.

In the same manner, turn the region marker, where the challenge is located, upside down, if it wasn't showing the green tick yet.

Likewise, if the resource was 'locked', turn it upside down, in order to unlock its power.


The challenge token is discarded and place it in the discarded pile, marked with an X on the board.

If you answer incorrectly, don't move any marker or token.

In both cases, leave the question card on the discard pile, marked with an X, next to que question mark on the board. Place it with the questions facing up.

3. A NEW CHALLENGE APPEARS

The challenge we left in the space marked by an eye on the board, is the next challenge that will appear in the game.

Grab that challenge and place it on the region indicated by the leaf shape.

In that moment, if in that region there was any other unsolved challenges, move one box towards a lower score, on the score board, all MDGs markers present in this region's challenges, without counting on th new challenge.


'-1' TOKEN

If the next challenge token is a '-1' one, check all unsolved challenges on the board and move one box towards a lower score, on the score board, all MDGs markeres present. Only one box may be moved per MDG, so ignore other challenges that references the same MDG.

In that moment, grab all tokens from discarded challenges pile (marked with an X on the board) and the '-1' token and put them back into the bag.

Grab a new challenge token from the bag, randomly, and place it on the space marked with an eye. Now you know which is the challenge for the next round.

END OF THE GAME

There are two possible scenarios when the game ends:

1. The team loses the game, if in any moment of the game, any MDG score marker reaches the skull. If you want to calculate your final score, see the "Scoring. If we lose." section below.

2. The team wins the game, if in any moment of the game, all MDG score markers show the green tick and all region markers show the green tick as well. If this situation occurs in the middle of several challenges solving, you can end solving up all of them (and also use the Education power, if this is unlocked).


SCORING

If we lose

If our team has lost the game, move towards a lower score, all MDG markers, 3 boxes. If any of the markers reaches the skull, it cannot be moved beyond. Then, sum up all the scores, knowing the skull scores 0 points.


If we won

Sum up all scores of all MDGs markers and this will be your final score. (On the score board you can see an aid for suming up to three markers on the same score box, on grey).