game rules - ParaPion

Transcription

game rules - ParaPion
WHO WILL BE THE BEST PILOT ?
I- Contents of the game
- 37 numbered hexes
- 1 wind rose hex
- 8 pawns et 8 altimeters, 8 altitude clips
- 1 twelve-faced dice (D12) et 1 four-faced dice (D4)
- un jeton marqueur de début de tour de jeu
- 72 action cards
b- wind rose (picture ‘III-b’)
Choose your map orientation by placing the wind rose on one side of the
board game (3 different possibilities, respect the boxes' drawing).
c- action cards (picture ‘III-c’)
Deal 5 cards to each player, and place the rest of the deck face down.
d- paragliders (picture ‘III-d’)
Choose a color each; take the pawn, the altimeter (altimètre* in french)
and "altitude-clip" assiociated. Your altitude-clip is placed at 500m at the
beginning of the game.
III-c action cards
III-d altimeter with pawn and clip
IV-a the striped zone
IV-b place your altitude clip
IV- How to play
II- Aim of the game
To win, be the first to reach the goal (atterro in french) after passing all the
waypoints(B1, B2, B3, B4) in the right order.
You can play Parapion individually (up to 8 players) or in teams of 2 to 4
players on one or more sets (championship mode).
III- Game setup
a- The playground (picture ‘III-a’)
There are a multitude of possibilities to construct the gameboard. In order to
facilitate the early stages we defined some typical scenarios that you will
find at the end of this booklet. We recommend that you use them at first to
familiarize yourself with the game.
Thereafter : compose your own gameboard using the hexes: place the
mountains, plains and lakes as you like. You need only respect the general
reading direction. The gameboard has no predefined shape, experiment
and enjoy yourself!
III-a the playground
III-b the wind rose
Each player in turn throws the D12. The player who obtains the smallest
number starts. You then play clockwise.
Game round or "Tour de jeu"
A game round starts at the beginning of the first player's "mouv’", and ends
when all the players have played once.
PLAYER 1 MOUV’
The mouv’* is the complete set of actions one player is doing at his turn.
1 - Place your pawn on the start (déco) and throw the 12 dice : the result
gives the temporary location of thermals*, ie the boxes where you can gain
altitude for this game round.
Exemple : if the dice result is 7, you can gain altitude on all ‘7’ or 'im’ boxes
(im for impair : odd numbers) boxes.
if the dice result is 2, you can climb when you finish your move on a ‘2’ or a ‘p’ (p for pair : even numbers)
2 - Move your pawn from 0 to 5 boxes in the direction of your choice (you
have the possibility to stop on the number indicated by the dice if you want
to gain altitude, but you don't have to. You can stop wherever you want in
the limit of 5 boxes).
ONLY FOR PROS - At the beginning of the game, all players must pass
again through one of the striped boxes (pic ‘IV-a’) during the 2nd game
round.
3 - If you don’t finish your move in a thermal, skip point 3.
If you finish your move on a box with a thermal, throw the D4, determining
the thermal’s strength (1 = +100m, 2 = +200m...). Move your “height-clip”
according to the result (pic ‘IV-b’). It’s not possible to climb higher than
1000 m. Just stop climbing if the dice result is too important.
4 - After moving, you can play a card if you want, on your wing or on
another player’s wing. (see “GAME PARTS” for more info).
IV-c changes in altitude at the end of a game round: loss of 200 m
loss of 100 m
no change
MOUV’ NEXT PLAYERS
Each player repeats at his turn actions from 1 to 4.
End of game round (you can skip this part if players are less than 10 yrs old)
When all players have made their moves, it’s the end of a game round.
Pilots stopped over plains lose 100 m altitude ; those over lakes lose
200m ; those flying over mountains keep the same altitude (pic ‘IV-c’).
Only action cards can modify these behaviors.
If a player is still at the altitude of 1000 m (the ceiling* or plaf*) at the end
of a game round, he draws a card.
Race
The game starts at the "déco*" (start in paragliding, take-off literally ).
Waypoints must be validated in the right order (B1, B2, B3, B4, atterro),
they are validated when you fly over them.
The first player to reach a waypoint draws two cards, the others each draw
a card after validating the waypoint.
Altitude
To fly over a "plain" or "lake" box, your altitude can be between 100 m and
1000 m. To fly over a "mountain", you must fly at least 500 m high.
If you cross these lower limits at any point during the game (end of game
round, collapse* card (fermeture), you are considered as landed on the box
where you are.
Landed pilot
If you are landed on a "plain" or in a "lake" (0 m): you must walk/ swim all
the way to "mountains", moving only one box per turn ("navette" or "treuil"
cards can be used only if you are on a plain). While walking, you can still
use your action cards on other pilots if you wish. When you are in the
mountains, you can prepare for takeoff: your height is now back to 500 m,
you will be able to fly the next time you play.
If you landed in the "mountains" (less than 500 m altitude), skip your turn
(you can play a card if you wish). You can takeoff next time you play
with the usual 500 m altitude. ("navette" and "treuil" are not used in the
mountains).
Flying over the same box (you can skip this if players are less than 10)
It’s possible to fly over/ stop on an occupied box if the pilots’ altitude is
different. Thermals (D4) and action cards (only if the action is immediate)
apply to all players stopped on the same box.
Exemple : Etienne is 700 m high, he finishes his turn on a ‘im’ box, in the mountains.
Chocho is 800 m high, his thermals are on ‘3’ or ‘im’. He decides to stop on the same
box as Etienne. He throws D4 and obtains 2 : Etienne and Chocho both gain 200 m.
Goury plays. At the end of his turn, he plays a ‘ vrac*’ card on Etienne. Etienne and
Chocho both go down 400 m.
Exiting the game board
It is not possible to exit the game board. The player who risks exiting the
board stays on the box nearest the edge.
Game Parts
mini-demo
V- Tips and advice
To place the hexes
- Be careful not to place waypoints too close to each other (unless you
want to play a really quick game...)
- There are more thermals over mountains than over plains
- On the contrary, no thermals over lakes (in the game)
To count mouv' or game rounds
Certain cards are active during several "mouv" or game rounds. When in
use, turn them a quarter turn each time the player who placed the card
plays to keep track.
For more fun
When you are 6 players or more, team up!
HEXES
The game board is constructed with hexes, depicting different types of land.
You can use all or part of the hexes, placing at least the “déco” (hex n.1), the
“atterro” (hex n.37) and the first waypoint “B1” (hex n.2).
You must heed the numbers read direction, you may also respect color zones
and illustration (this one looks better but you don’t have to).
takeoff zone
12
waypoints
reminder of
game round
B1
VI- Playing in teams or in Championship
The winner of a game marks a thousand points. The next pilots arriving
take off a hundred points each game round they play after the winner
arrived.
Add 10 points per remaining move when each pilot reaches the goal.
THE PILOT'S EQUIPMENT:
ALTIMETER + ALTITUDE CLIP + PAWN
goal
Exemple:
- Goury arrives first, he has one box left to play, he marks 1000 + 10 = 1010 points
- Yannou arrives second, 2 game rounds after Goury , 1000-200=800 points
but he has two moves left when he flys over the "atterro", he marks 800+2*10 = 820 points.
- Julie finishes 3 game rounds after Goury with 3 moves left, she marks : 730 points
- Chocho finishes last 3 tours after Goury with only one move left, he marks : 710 points
Results: Goury
Yannou
Julie
Chocho
Add the points of the pilots in each team to know the winning team.
Add the points of each set if you're playing in championship mode.
VII- Fair wind!
at the beginning of the game, the
altitude-clip is placed at 500 m.
Each player has his own altimeter, paired with a pawn of
the same color, and an altitude-clip. Each pilot marks his
current altitude during the game by moving the altitude-clip
up and down on the altimeter.
1010
820
730
710
LAKES
no numbers nor letters
> no thermals
over lakes
> at the end of a game round, you lose
200 m if you're stopped over a lake
PLAINS
numbers from 1 to 12
> thermals associated with the D12
> at the end of a game round, you lose
100 m if you're stopped over plains
MOUNTAINS
" im" boxes (for impair in
french, odd numbers)
or "p" (for pair in french)
> lots of thermals
(stopped on a "p" box,you
can climb if you made 2, 4,
6, 8, 10 ou 12 with the D12)
> at the end of a game
round, you don't lose any
altitude if you're flying
over mountains
THE WIND ROSE
Don't forget to place your wind rose, it will be useful for
the use of several action cards! You can place it three
different ways.
On it, you can also see a reminder of the way to move if
pushed by a certain wind.
Here two boxes south or two boxes east.
‘ACTION’ CARDS
EXPLICATIONS DES CARTES
ZONE 3
ATTAQUE D’AIGLE - EAGLE ATTACK
ZONE 2
ZONE 2
ZONE 3
ZONE 2
ZONE 3
> recule d’une case : go back one box (in the opposite direction as
that of the next waypoint).
> perds 200 m d’altitude : lose 200m.
DIFFERENT ZONES
ZONE 1 : name & detailed actions induced when the card is used
ZONE 2 : the same as zone 1, graphically shown:
> green circle = directional action
+/ - one or several "cases" (boxes):
when the pilot obtains additional moves, he can play them in the direction
of his choice; on the contrary, when it comes to moving back, the pilot has
to move away from the next waypoint.
movement in a specific direction:
see the wind rose to orient yourself
barred speedbar symbol:
it is forbidden to use any of the "speedbar" cards
go have a beer...
the pilot loses confidence for a "mouv'"... he goes 5 boxes towards the goal
("atterro") the next time he plays
> blue circle = action on the altitude
gain or lose altitude:
move the altitude clip from the number of meters indicated. But be careful:
interaction with another action card is possible
modification of your sensitivity to collapse:
an increased sensitivity to collapse will make you lose more altitude than
normally when exposed to a collapse card (+ 1 fermeture means you lose
100m more than normal when subject to a collapse card); on the contrary,
-1 fermeture means your canopy is less subject to collapse: you lose 100m
less than usual when subject to a card collapse.
barred thermal:
forbidden to climb with the use of the dice ; you can still gain altitude by
using a card
modification of thermal efficiency (efficacité thermique) :
+1 in thermal efficiency means you add 1 to the result of D4 when you use
it ; if your thermal efficiency is decreased, substract from the result of D4.
ZONE 3 : duration of the effects and target
The duration can go from a single immediate use to a permanent one, or
indicate the number of game rounds
The card is applied :
> either on one pilot, chosen by the pilot playing the card (
> either to ALL players, including the player of the card ( )
)
ZONE 1
PROTOGUN - PROTOGUN
> sensibilité aux cartes fermeture +1 : collapse sensitivity + 1
exemple: you played your card "protogun"; another player puts down
a "vrac" card against you: you lose 500m instead of 400.
Be careful, the possible descent at the end of a game round is
not a "fermeture"!
1er BARREAU/ 2ème BARREAU - FIRST/ 2nd SPEEDBAR
RENFORT BORD D’ATTAQUE - EDGE REINFORCEMENT
The speedbar has to be used on your own canopy or on that of one of
your team: it adds one or two boxes to your move. You can choose the
direction of your additional moves.
Careful, some cards restrain you from using the speedbar.
> sensibilité aux cartes fermeture -1 : si vous avez joué votre carte
renfort bord d’attaque et qu’un joueur vous pose une carte fermeture
« vrac », vous descendez de 300 m au lieu de 400. S’il vous pose une
carte « frontale », elle n’a aucun effet.
BULLE MAGIQUE/ MÉGA BULLE MAGIQUE - MAGIC BUBBLE
THERMIQUE INTROUVABLE - NO THERMALS
The "Magic Bubble" is, by definition, magic. It can be used to gain
altitude even if another card forbids the normal catching of thermals.
It is forbidden to climb with the help of the dice. You can, however, use
a card of the "bulle magique" kind (magic bubble).
FERMETURE de voile - CANOPY COLLAPSE
TREUIL - WINCH
VALIDITY OF THE CARDS AND SPECIAL CASES
Validity terms
Most of the cards take effect only on flying pilots (not landed).
A landed pilot can use his own cards on the other players (to
hinder them or to help his teammates when playing in teams).
The only exceptions are the cards "treuil" and "navette", usable
only by pilots when they are landed on a "plains" box.
Validity length - details
immédiat - immediate: the card is effective as soon as it is played,
it is then discarded face up.
prochain mouv’ - next "mouv'": The player receiving this card
keeps it until his next move: it takes effect then, he can discard it
after applying the effects.
2 mouv’ - the next two moves of the affected pilot.
1 tour/ 2 tours - a "tour de jeu/ game round" is counted starting
from the recipient of the card
permanent - permanent: the card is effective as soon as it is
played, and for the length of the game.
Actions of several cards on a single pilot
The effects of several cards can be applied ; if it happens, the
effects either add up or cancel each other.
Pilots stopped on the same box
If several players are stopped on the same box, a single use card
will apply to all the pilots stopped on that box.
exemple : ChoCho is at the plaf, Yan is 600 m high ; they are stopped on
the same "mountain" box. Etienne uses a card 'fermeture asymétrique
50%' on Yan. Yan and ChoCho both go down 200 m: Yan is now landed,
ChoCho is only 800 m high.
Loss of altitude is indicated on each specific card of this type (frontal
collapse, asymetric collapse, bulk collapse, eagle attack)
Please note that the loss of altitude can be altered by other cards.
When a pilot plays this card, he immediately takes 500m altitude.
He can play normally his next move. The winch is usable only when
landed on "plains".
NAVETTE - SHUTTLE
VENTS - WINDS
When a pilot plays the shuttle card, the card permits him to directly
place his pawn on the closest mountain: he immediately regains
500 m altitude, but takes off again only on his next "mouv". The shuttle
can be used only by a pilot landed on the plains.
Check the wind rose to place your cards usefully. If a wind pushes you
on a mountain while you don't have the necessary altitude to fly over
it, you are considered as landed on the spot (in the mountains).
PAUSE PIPI - PEE BREAK
> vitesse de déplacement -1 case : reduced speed (-1)
if you normally have 5 moves during your turn, you can move only 4
boxes as long as the card is active
> interdiction d’utiliser le barreau : it is forbidden to use the
speedbar.
> interdiction de monter : you cannot climb using the dice. However,
you can still use the "magic bubble" cards to regain altitude.
THE 4 DI indicates the thermal's strength. It can be played
THE DICE
if and only if the pilot is stopped on a box where he found a
thermal, and before using a card. The figure to consider is the
THE 12 DI indicates the thermal's location for each player one easiest to read (face up).
at his turn. It must be run by all players at each "mouv"
In this exemple, the thermals are on the boxes « 12 » or « p ».
(unless the player is already at the ceiling or hasn't got the If he stops on one of those boxes, the pilot who just threw
right / does not want to climb).
the dice can climb 400 m.
the parapenteux's glossary
« Je sors du déco, je coince la bulle, les pieds dans le bord d’attaque de Michel qui enroule comme une patate,
j’arrive au plaf je prends une petite demi-aile sans gravité. Je pars vers B1 à fond d’barreau mais je me fais doubler
par Stef avec son protogun. Et là, au milieu de nulle part je prends tout sur la courge ! J’ai tellement flippé que j’ai pas claqué les autres balises
chui parti direct vers le goal pour aller poser et boire une bière. »
A
asymetric (deflation) : Les fermetures d’un parapente peuvent être
uniquement d’un seul côté. La fermeture asymétrique est la plus courante. Elle peut
avoir des conséquences non négligeable quand elle intervient près du sol.
you can also say : asymetric collapse
B
balises : waypoints
barreau : speed bar
bord d’attaque : leading edge
frontal : Comme son nom l’indique c’est la fermeture qui arrive par devant. Sans
trop de conséquences.
full collapse : C’est une fermeture mais tellement désordonnée et puissante
qu’on ne sait plus comment la nommer.
On dit aussi : J’ai tout pris sur la courge !!
G
goal : Le premier au goal est celui qui survole la case en premier en ayant survolé
toutes les balises dans l’ordre.
you can also say : finish line
wing deflation : The paraglider is formed by the moving air entering and
inflating the wing. In turbulent air, part or all of the wing can deflate (collapse)
Cela vous fera perdre de l’altitude. Dans la réalité, en plus de la perte d’altitude,
certaines fermetures peuvent aussi faire changer de trajectoire à l’engin. Etre loin du
sol permet d’avoir le temps de tout remettre en ordre sans gravité.
you can also say : wing collapse
lacs : lakes
lakes : Les hexagones de montagnes n’ont pas de numéro mais sont pairs «P » ou
impairs «Im ». Les joueurs qui se trouvent dans ces cases à la fin du tour ne perdent
pas d’altitude sauf si une carte indique le contraire.
leading edge : C’est la partie avant du parapente. C’est un défaut de pression
dans le bord d’attaque qui provoque les fermetures. Le renforcer diminue le risque
de fermeture et/ou leur gravité.
ceiling : C’est l’altitude maximum qu’on peut atteindre en vol car c’est à cette
altitude que s’arrêtent les thermiques. Ici 1000m, en réalité cela dépend de
beaucoup de paramètres comme la météo, le relief, l’heure de la journée, etc...
On dit aussi : Être aux barbules
D
déco : short for «décollage ». Takeoff in english, the game starting point.
E
M
montagnes : mountains
mountains : In the game, you can fly over the mountains if you’re at least
500 m high. Boxes in the mountains don’t have numbers but are “even numbers”
(«p » for pair in french) or “odd numbers” («im » for impair in french). Pilots flying
over mountains at the end of a game round keep their altitude (unless a card
indicates otherwise).
P
efficacité thermique : thermal efficiency
F
fermeture (de voile) : wing deflation/ wing collapse
frontale : frontal (collapse or deflation)
plaf : ceiling
plaine : plains
plains : Plains boxes are numbered from 1 to 12 . Players flying over plains at the
end of a game round lose 100 m.
S
sensibilité fermeture : ???
sensibilité fermeture : Une voile plus sensible aux fermetures fermera plus
fort et plus souvent. La perte d’altitude engendrée en sera donc plus grande.
On dit aussi : Une voile pointue, sensible, avoir les miquettes...
speed bar : C’est l’accélérateur, on l’utilise avec les pieds pour que la voile aille
plus vite. En contrepartie elle plane moins bien. En général il est composé d’un
premier barreau souple qui fait accélérer un peu et d’un deuxième rigide, qui fait
accélérer à fond.
you can also say : to be on full bar
T
L
C
proto-gun : Invented word derived from «gun » (a race glider) and «prototype ».
The protogun flies fast but is difficult to maneuver. In real life, it is now forbidden to
use this type of glider in competition.
thermique : thermal
thermal : C’est une ascendance d’air chaud. Un parapente descend toujours dans
la masse d’air. Un thermique est une masse d’air qui monte. Pour faire monter en
parapente il faut donc aller dans une masse d’air qui monte plus vite que ce qu’il
ne descend et y rester. Pour ça, on enroule le thermique, comme les aigles mais en
moins bien.
On dit aussi : la pompe, la bulle...
thermal efficiency : C’est le fait de monter plus ou moins bien dans les
thermiques. Si un pilote a une efficacité thermique de -1, lorsqu’il lance le D4 pour
monter, il retranchera 1 au résultat du dé. Il montera moins bien, voire pas du tout.
On dit aussi : Enrouler comme une patate
V
vrac : full collapse
voile : wing
Thank you...
to all who tested ParaPion before its finalization : Lucie, Babar, Séverine,
Yan, Niko, Anne-Marie, Justine, Thomas, Teresa, Pablo, ChoCho, Prune,
Kévin, Jérôme, Nana, Gaël, Yves... ; to all arcadiens, borains, anneciens,
parisiens, humans who came to the testing sessions ; to all who welcomed
us ; to all who couldn't play it yet but supported us anyway ; to all who
helped us make this game real - Eric, Pascaline, Marianne, Colette, André,
Maxime, Anne, Cécile, Abe... ; to you who have it in your hands.
Original idea and conception of ParaPion
Étienne Grassart
Graphic design & communication
w
waypoints : Il s’agit des points de passage obligatoires du parcours. Une balise
est validée quand le pilote survole la case de la balise. Dans la réalité il s’agit d’un
cylindre virtuel matérialisé dans un gps que les pilotes utilisent en vol.
you can also say : turnpoints
Julie Loomis - www.jugraphics.com
Game publisher
Éditions des Deux-Têtes - www.editions-des-deux-tetes.fr
Fabrication
Ferriot Cric - Ancre Bleue
wing : C’est le parapente en lui même, le tissu qui la compose. More info and answers to your questions
you can also say : canopy
[email protected] - www.parapion.jugraphics.com
predifined maps
already drawn maps to help you get started:
place the hexes exactly as the drawings or just inspire yourself!
You will find other maps later on our website www.parapion.jugraphics.com,
& don't hesitate to propose yours!
3
10
1
17
11
7
10
21
3
37
8
19
20
average duration
- 4 players: 1 h 15
LEAPFROG
FAST ONE
24
25
26
15
2
7
une manche pour les premières parties
ou quand on veut faire une partie rapide.
1
23
average duration
- 4 players: 35 mn
17
18
22
6
9
35
24
14
13
12
15
9
12
3
13
1
30
16
17
7
10
37
28
22
18
19
20
6
23
24
14
26
11
25
9
31
32
4
2
15
27
average duration
- 4 players: 55 mn
RULE OF THREE
5
21
8
19
20
29
23
11
25
26
27
THE ORIGINAL
30
31
32
16
33
2
34
average duration
28
- 4 players: 1h40
37
4
3
7
10
12
18
11
8
24
25
27
13
14
37
9
31
23
15
22
21
36
1
28
2
34
35
29
4
If your version of the rules is not up to date, find the latest generation online!
www.parapion.jugraphics.com/parapion-en.php
Etienne Grassart - Julie Loomis
www.parapion.jugraphics.com
[email protected]
06 28 29 63 17

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