https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Tyeor&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T09:14:50ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&diff=4530Gamehelprallymangt2020-05-29T01:09:06Z<p>Tyeor: Undo revision 4527 by Tyeor (talk)</p>
<hr />
<div>== Rounds ==<br />
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. <br />
<br />
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.<br />
<br />
== Determining order of play ==<br />
At the beginning of each round, you must first determine the order of play.<br />
<br />
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.<br />
<br />
'''SPEED > DISTANCE > POSITION'''<br />
# '''Speed''' - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.<br />
# '''Distance''' - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.<br />
# '''Position''' - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations<br />
<br />
== The Turn ==<br />
Once order of play has been established, each player takes their turn one after the other.<br />
<br />
=== During their turn a player will do the following: ===<br />
# Plan your turn<br />
# Roll your dice and move your car.<br />
<br />
== Planning your turn ==<br />
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.<br />
<br />
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.<br />
<br />
=== Corners ===<br />
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!<br />
<br />
====The inside line====<br />
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)<br />
<br />
Note that you can safely move diagonally into spaces like this, as long as you don't exceed the normal limits.<br />
==== The outside line====<br />
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.<br />
<br />
=== Overtaking ===<br />
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. <br />
Once your car is beside theirs, the rest of their movement can be at any speed.<br />
<br />
'''Note''': if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.<br />
<br />
==Rolling your dice and moving==<br />
<br />
Once you have planned your turn, you will roll your dice, either all at once (''Flat Out'') or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!<br />
<br />
===Flat out: All the dice at once===<br />
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some ''focus tokens'' for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!<br />
<br />
===One at a time===<br />
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.<br />
<br />
'''Focus''': While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to ''secure'' your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.<br />
<br />
==The dice==<br />
Some dice are safer than others: The white ''coast'' dice along with first and second gear only have one caution symbol on them while the other dice all have two.<br />
<br />
'''Braking''': You can jump down extra gears by adding a red 'brake' die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.<br />
<br />
'''Boosting''': Similarly, the green 'boost' die available in some races lets you skip a gear upwards. <br />
<br />
'''Coasting''': White 'coast' dice let you stay in the same gear.<br />
<br />
==Losing Control==<br />
<br />
If you exceed your limit, you will lose control. <br />
<br />
Consult your player board to see what happens when you lose control: You might lose all speed to 'gear' 0, or go off the track in 'gear' 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.<br />
<br />
'''Gear 00''': In this gear you simply lose a turn: when it comes to your turn, get back on the track in 'gear' 0. Next turn you will resume as normal, starting from gear 1 etc.<br />
<br />
'''Gear 0''': In this gear you are just stopped in place. Next turn, just resume your movement.<br />
<br />
If you used the 'flat out' die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.<br />
<br />
===Damage===<br />
There are several damage result tokens.<br />
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)<br />
* Yellow flag: This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.<br />
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.<br />
* Green flag: No damage, you're safe!<br />
<br />
==Pit stop==<br />
<br />
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.<br />
<br />
==Flying Start==<br />
<br />
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. <br />
<br />
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it's a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.<br />
<br />
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&diff=4529Gamehelprallymangt2020-05-29T01:08:49Z<p>Tyeor: Undo revision 4528 by Tyeor (talk)</p>
<hr />
<div>== Rounds ==<br />
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. <br />
<br />
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.<br />
<br />
== Determining order of play ==<br />
At the beginning of each round, you must first determine the order of play.<br />
<br />
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.<br />
<br />
'''SPEED > DISTANCE > POSITION'''<br />
# '''Speed''' - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.<br />
# '''Distance''' - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.<br />
# '''Position''' - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations<br />
<br />
== The Turn ==<br />
Once order of play has been established, each player takes their turn one after the other.<br />
<br />
=== During their turn a player will do the following: ===<br />
# Plan your turn<br />
# Roll your dice and move your car.<br />
<br />
== Planning your turn ==<br />
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.<br />
<br />
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.<br />
<br />
=== Corners ===<br />
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!<br />
<br />
====The inside line====<br />
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)<br />
<br />
Note that you can safely move diagonally into spaces like this, as long as you don't exceed the normal limits.<br />
==== The outside line====<br />
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.<br />
<br />
=== Overtaking ===<br />
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. <br />
Once your car is beside theirs, the rest of their movement can be at any speed.<br />
<br />
'''Note''': if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.<br />
<br />
==Rolling your dice and moving==<br />
<br />
Once you have planned your turn, you will roll your dice, either all at once (''Flat Out'') or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!<br />
<br />
===Flat out: All the dice at once===<br />
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some ''focus tokens'' for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!<br />
<br />
===One at a time===<br />
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.<br />
<br />
'''Focus''': While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to ''secure'' your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.<br />
<br />
==The dice==<br />
Some dice are safer than others: The white ''coast'' dice along with first and second gear only have one caution symbol on them while the other dice all have two.<br />
<br />
'''Braking''': You can jump down extra gears by adding a red 'brake' die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.<br />
<br />
'''Boosting''': Similarly, the green 'boost' die available in some races lets you skip a gear upwards. <br />
<br />
'''Coasting''': White 'coast' dice let you stay in the same gear.<br />
<br />
==Losing Control==<br />
<br />
If you exceed your limit, you will lose control. <br />
<br />
Consult your player board to see what happens when you lose control: You might lose all speed to 'gear' 0, or go off the track in 'gear' 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.<br />
<br />
'''Gear 00''': In this gear you simply lose a turn: when it comes to your turn, get back on the track in 'gear' 0. Next turn you will resume as normal, starting from gear 1 etc.<br />
<br />
'''Gear 0''': In this gear you are just stopped in place. Next turn, just resume your movement.<br />
<br />
If you used the 'flat out' die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.<br />
<br />
===Damage===<br />
There are several damage result tokens.<br />
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)<br />
* Yellow flag: This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.<br />
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.<br />
* Green flag: No damage, you're safe!<br />
<br />
==Pit stop==<br />
<br />
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.<br />
<br />
==Flying Start==<br />
<br />
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. <br />
<br />
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it's a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.<br />
<br />
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.<br />
<br />
==Dashboards==<br />
In case weather changes, you may want to change tyres. See the dashboard below :<br />
[[Fichier:GT6Purple.png]]<br />
[[Fichier:GT5purple.png]]<br />
[[Fichier:GT4purple.png]]</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&diff=4528Gamehelprallymangt2020-05-29T01:03:46Z<p>Tyeor: </p>
<hr />
<div>== Rounds ==<br />
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. <br />
<br />
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.<br />
<br />
== Determining order of play ==<br />
At the beginning of each round, you must first determine the order of play.<br />
<br />
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.<br />
<br />
'''SPEED > DISTANCE > POSITION'''<br />
# '''Speed''' - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.<br />
# '''Distance''' - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.<br />
# '''Position''' - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations<br />
<br />
== The Turn ==<br />
Once order of play has been established, each player takes their turn one after the other.<br />
<br />
=== During their turn a player will do the following: ===<br />
# Plan your turn<br />
# Roll your dice and move your car.<br />
<br />
== Planning your turn ==<br />
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.<br />
<br />
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.<br />
<br />
=== Corners ===<br />
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!<br />
<br />
====The inside line====<br />
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)<br />
<br />
Note that you can safely move diagonally into spaces like this, as long as you don't exceed the normal limits.<br />
==== The outside line====<br />
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.<br />
<br />
=== Overtaking ===<br />
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. <br />
Once your car is beside theirs, the rest of their movement can be at any speed.<br />
<br />
'''Note''': if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.<br />
<br />
==Rolling your dice and moving==<br />
<br />
Once you have planned your turn, you will roll your dice, either all at once (''Flat Out'') or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!<br />
<br />
===Flat out: All the dice at once===<br />
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some ''focus tokens'' for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!<br />
<br />
===One at a time===<br />
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.<br />
<br />
'''Focus''': While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to ''secure'' your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.<br />
<br />
==The dice==<br />
Some dice are safer than others: The white ''coast'' dice along with first and second gear only have one caution symbol on them while the other dice all have two.<br />
<br />
'''Braking''': You can jump down extra gears by adding a red 'brake' die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.<br />
<br />
'''Boosting''': Similarly, the green 'boost' die available in some races lets you skip a gear upwards. <br />
<br />
'''Coasting''': White 'coast' dice let you stay in the same gear.<br />
<br />
==Losing Control==<br />
<br />
If you exceed your limit, you will lose control. <br />
<br />
Consult your player board to see what happens when you lose control: You might lose all speed to 'gear' 0, or go off the track in 'gear' 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.<br />
<br />
'''Gear 00''': In this gear you simply lose a turn: when it comes to your turn, get back on the track in 'gear' 0. Next turn you will resume as normal, starting from gear 1 etc.<br />
<br />
'''Gear 0''': In this gear you are just stopped in place. Next turn, just resume your movement.<br />
<br />
If you used the 'flat out' die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.<br />
<br />
===Damage===<br />
There are several damage result tokens.<br />
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)<br />
* Yellow flag: This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.<br />
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.<br />
* Green flag: No damage, you're safe!<br />
<br />
==Pit stop==<br />
<br />
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.<br />
<br />
==Flying Start==<br />
<br />
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. <br />
<br />
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it's a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.<br />
<br />
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.<br />
<br />
==Dashboards==<br />
In case weather changes, you may want to change tyres. See the dashboard below :<br />
[[File:GT6Purple.png]]<br />
[[File:GT5purple.png]]<br />
[[File:GT4purple.png]]</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&diff=4527Gamehelprallymangt2020-05-29T01:01:42Z<p>Tyeor: </p>
<hr />
<div>== Rounds ==<br />
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. <br />
<br />
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.<br />
<br />
== Determining order of play ==<br />
At the beginning of each round, you must first determine the order of play.<br />
<br />
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.<br />
<br />
'''SPEED > DISTANCE > POSITION'''<br />
# '''Speed''' - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.<br />
# '''Distance''' - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.<br />
# '''Position''' - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations<br />
<br />
== The Turn ==<br />
Once order of play has been established, each player takes their turn one after the other.<br />
<br />
=== During their turn a player will do the following: ===<br />
# Plan your turn<br />
# Roll your dice and move your car.<br />
<br />
== Planning your turn ==<br />
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.<br />
<br />
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.<br />
<br />
=== Corners ===<br />
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!<br />
<br />
====The inside line====<br />
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)<br />
<br />
Note that you can safely move diagonally into spaces like this, as long as you don't exceed the normal limits.<br />
==== The outside line====<br />
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.<br />
<br />
=== Overtaking ===<br />
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. <br />
Once your car is beside theirs, the rest of their movement can be at any speed.<br />
<br />
'''Note''': if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.<br />
<br />
==Rolling your dice and moving==<br />
<br />
Once you have planned your turn, you will roll your dice, either all at once (''Flat Out'') or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!<br />
<br />
===Flat out: All the dice at once===<br />
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some ''focus tokens'' for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!<br />
<br />
===One at a time===<br />
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.<br />
<br />
'''Focus''': While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to ''secure'' your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.<br />
<br />
==The dice==<br />
Some dice are safer than others: The white ''coast'' dice along with first and second gear only have one caution symbol on them while the other dice all have two.<br />
<br />
'''Braking''': You can jump down extra gears by adding a red 'brake' die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.<br />
<br />
'''Boosting''': Similarly, the green 'boost' die available in some races lets you skip a gear upwards. <br />
<br />
'''Coasting''': White 'coast' dice let you stay in the same gear.<br />
<br />
==Losing Control==<br />
<br />
If you exceed your limit, you will lose control. <br />
<br />
Consult your player board to see what happens when you lose control: You might lose all speed to 'gear' 0, or go off the track in 'gear' 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.<br />
<br />
'''Gear 00''': In this gear you simply lose a turn: when it comes to your turn, get back on the track in 'gear' 0. Next turn you will resume as normal, starting from gear 1 etc.<br />
<br />
'''Gear 0''': In this gear you are just stopped in place. Next turn, just resume your movement.<br />
<br />
If you used the 'flat out' die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.<br />
<br />
===Damage===<br />
There are several damage result tokens.<br />
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)<br />
* Yellow flag: This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.<br />
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.<br />
* Green flag: No damage, you're safe!<br />
<br />
==Pit stop==<br />
<br />
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.<br />
<br />
==Flying Start==<br />
<br />
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. <br />
<br />
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it's a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.<br />
<br />
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.<br />
<br />
==Dashboards==<br />
In case weather changes, you may want to change tyres. See the dashboard below :<br />
[[Fichier:GT6Purple.png]]<br />
[[Fichier:GT5purple.png]]<br />
[[Fichier:GT4purple.png]]</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1682Gamehelpledernierpeuple2015-12-02T17:47:03Z<p>Tyeor: </p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you'll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).<br />
<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.<br />
<br />
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1681Gamehelpledernierpeuple2015-12-02T17:45:51Z<p>Tyeor: </p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you'll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).<br />
<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1680Gamehelpledernierpeuple2015-12-02T17:44:47Z<p>Tyeor: </p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
<br />
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you'll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).<br />
<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1679Gamehelpledernierpeuple2015-12-02T17:44:21Z<p>Tyeor: </p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
<br />
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you'll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.<br />
<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).<br />
<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1678Gamehelpledernierpeuple2015-12-02T17:44:05Z<p>Tyeor: </p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
<br />
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you'll first move the meeple by Y cards, then see if an event (attack or supply) occurs. I fyes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.<br />
<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).<br />
<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1677Gamehelpledernierpeuple2015-12-01T23:45:20Z<p>Tyeor: </p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).<br />
<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1676Gamehelpledernierpeuple2015-12-01T23:44:54Z<p>Tyeor: </p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).<br />
<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1675Gamehelpledernierpeuple2015-12-01T23:44:08Z<p>Tyeor: </p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or ofanother player).<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process or the second meeple</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1674Gamehelpledernierpeuple2015-12-01T23:43:31Z<p>Tyeor: </p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or ofanother player).<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process or the second meeple</div>Tyeorhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=1673Gamehelpledernierpeuple2015-12-01T23:42:45Z<p>Tyeor: Created page with "In "Le Dernier Peuple" (The Last Folks), you personify a people. Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards'..."</p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
''First'', you can (optional action) use a power card (those cards are collected Each card has a unique effect - see it by hovering the card in your hand.<br />
<br />
''Secondly'', you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
== Resolving attacks and supplies ==<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
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== Redeployment ==<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or ofanother player).<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process or the second meeple</div>Tyeor