Monday, February 15, 2016

Skye Frontier: An Isle of Skye / King of Frontier mashup -- updated rules

 For those following along, here's an updated rule set:

Skye Frontier: An Isle of Skye/King of Frontier mashup


* Give each player a player board with a 4x5 grid of spaces (the exterior of the grid has pre-printed landscape types).
* Give each player a Castle tile, which they will pace on any space on their board (landscapes must match, roads need not).
* Shuffle the tiles in the bag, then draw 4 into a face up display on the table.
* Place 15 coins per player into a supply pile and return the rest to the box.
* Place a supply of green, black, and blue cubes nearby.
* Randomly choose a starting player and give the Starting Player tile to that player.
* Draw 4 Scoring Conditions and display them for end game scoring.

You are ready to begin!

Each round, the start player will choose a role from the list below and each player in turn will resolve that role. For choosing the role, you'll get a privilege. Then the Start Player marker will pass to the left, and the new start player will choose a role.


(a) Draw 2 tiles from the bag, place one into your storage, and place the other face up into the supply.
(b) Take 1 tile from the face up supply and place it into your storage.

Privilege: Repeat this action after all other players have gone.
Ideas to try: Allow the option to Build the tile just taken instead of taking a 2nd tile. Or always allow building the tile immediately upon taking it -- this was the original rule, but Explore seemed to be the most popular action by far. 

Choose a landscape region and add 1 cube from the supply onto each tile in that region. Fields get green cubes, Mountains get black cubes, and Water gets blue cubes.

Privilege: Produce in a 2nd region.

Note: When completing a region, immediately produce resources in that region.

Choose a landscape region.

For Fields and Mountain regions: Take 1 coin from the supply for each tile in that region that has cubes, and connects back to your castle via roads. Then discard 1 cube from each of those tiles.

For Water regions:  For each boat in that region, you may discard a cube from that region. Take 1 coin from the supply for each cube discarded that way

These coins will be worth 1 point each at the end of the game.

Privilege: Trade in a 2nd region.

Take a tile from your storage and place it onto your board, paying cube costs (see below).

When building results in completion of a region, immediately produce resources in that region (see Produce, above).

Note: When a tile is placed such that landscape edges do not match, neither of the non-matching regions will ever be considered "complete".

Privilege: Pay only for non-matching landscape edges -- ignore other costs.
Ideas to try: Allow a 2nd build as privilege (at full cost).

Costs of placing a tile on your board:
Pay 1 green cube for each Sheep, Yak, or Farm on the tile,
Pay 1 black cube for each Tower or Barrel on the tile,
Pay 1 blue cube for each Boat or Lighthouse on the tile,
Pay 1 cube of any color for each non-matching landscape edge,
Pay 1 cube of EACH color for each scroll on the tile.

Game End:

The game is over at the end of a turn in which any player fills their board with tiles, when the supply of coins is exhausted, or when the tile bag is empty. At that time, each player should calculate their score to see who wins. Points come from:
* 1 point per coin collected via trade
* points based on scrolls on your player board
* points based on the end game scoring conditions

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