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DonQuixote

Iniziamo a giocare

With /join 1-4 players can join the game. The game begins with /start. Alternatively, you can use the game management.

Il gioco

DonQuixote is a tile-laying game, in which each player must try to lay out his route cards as optimally as possible in order to build a road network that connects as many elements of the game as possible (churches, windmills, knights). But even the best card, if played at an inopportune time, can ruin a well-thought-out plan. So during the game you constantly have to throw plans you have made overboard and improvise and optimize with what is available.

Tavolo di gioco

Spielfeld < div class="clear">
  1. Principality
  2. Path cards
  3. Player display: If you move the mouse over an opponent's name, its principality is displayed in full format. The colored background of the names always disappears as soon as a player has already placed a card for the current round.
  4. Scoring display/help (see below)
  5. Current placement field
  6. < /ol> Wertungshilfe
    1. Display of the current round/rating (the number of the current round is shown in large letters).
    2. Rating display for the castles:
    3. Rating display for churches and windmills
    4. Rating display for national defense
    5. Rating display for the largest group of knights (only rating 3)
    6. Current total points
    7. < /ol>

      Basically, the current total score is displayed for all elements. To selectively display a specific rating, you must move the mouse over the corresponding round pointer at the top.

      If you move the mouse over the four rating displays, the point conditions for the current round is displayed (e.g. national defense in the picture on the left).

      Preparazione del gioco < /h3>

      Each player has an identical set of 22 route cards and a principality with 24 placement spaces. The two castles are automatically placed randomly in the principality. The position of the castles is the same for each player.

      Svolgimento

      Each player must place his 22 path cards in his own lay out principality. This happens in three rounds: In the 1st/2nd/3rd. In the round, each player places 9/7/6 route cards in their principality. The placement location for the cards is randomly selected and indicated by the green marker. This is identical for all players. After each round there is a rating. After the third scoring, the game ends.

      Discarding the path cards

      In the first round, each player has nine free path cards Disposal. First, a position card valid for all players is revealed, which indicates the placement location for the first path card to be placed (here in the BrettspielWelt the corresponding field in the principality is marked green). For example, if B3 is revealed first, all players must place one of their nine cards in their principality on B3. When placing the cards, please note the following:

      • Any card that is still face up may be placed. Exception: In the third round, the card on the far right may only be placed at the end as the very last card! The cards can simply be dragged and dropped onto the green marked field (and only there!).
      • Each card can be rotated 180 degrees before being placed. Other directions are not possible! To rotate, click on the card in the upper or lower area once.
      • Once a card has been placed, it can no longer change its position!
      • The cards do not necessarily have to match Carcassonne (street-street or meadow-meadow).
      • Each castle has exactly two path connections. A castle basically separates the two paths that connect to it.

      Punteggio

      All three scorings are basically the same. Only in the third scoring are there additional points for the largest group of knights (see below). When it comes to scoring, “connected” always means “connected by roads”. The points are distributed as follows:

      Churches and windmills

      There are points for churches only if they are affiliated with other churches. So a single church without a connection to at least one other church counts for nothing. For exactly two connected churches you get two points. For larger groups you receive two points per church (e.g. eight points for four churches). The same laws apply to windmills as to churches. Connecting windmills and churches does not score points!

      Castles

      Castles score points, if they are associated with knights. Depending on the rating, the number of knights plays a role: In the 1st/2nd/3rd. At least 1/2/3 knights must be associated with a castle. The strength of the knights is irrelevant. If these conditions are met, you receive four or six points, depending on the castle. If knights are connected to both castles, they also count for both.

      National defense

      In order to be able to contribute to national defense, you must a knight must meet the following criteria:

      a) It must be placed on an edge space of the principality.

      b) It must There is a direct connection from the knight to the outside.

      c) The half of the map with the knight symbol must be on the outer border of the principality. < /p>

      All knights who meet these conditions contribute to national defense with the value of their shield. The target value for defense is 4/8/12 for ratings 1/2/3. If the target value is reached, you receive a flat rate of five points.

      Example for national defense:

      Landesverteidigung
      • The knight outlined in yellow does not fulfill requirement a), it is not on an edge space.
      • The knights outlined in black fulfill requirement b) not. They are on the edge and have a connection to the outside, but not a direct one. The left knight must use two cards to connect to the edge, the right must use his own other half of the card.
      • The knights outlined in red do not meet requirement c). They are on an edge space, but the knight is on the inward-facing half of the card.
      • The knights outlined in blue fulfill all the conditions and contribute to national defense with their combined shield strength of "3".

      Example for the second rating:

      { 4}
      • The yellow circles mark the knights associated with Castle 6. There is no knight associated with castle 4, so 0 points for this castle. Castle 6 is associated with three knights. Since it is the second scoring, at least two knights would have been necessary, so there are six points for this.
      • Four connected churches are marked in the red rectangle. Since this is valued at two points per church, there are eight points for this.
      • A knight strength of eight would have been necessary for national defense. Only two knights (blue circles) fulfill the condition for national defense, but their strength only adds up to three, hence 0 points for this.

      Largest group of knights

      The largest group of knights is only counted after the last round. The strength of the largest, connected group of knights is summed up and added to the total number of points.

      Final score

      Example of a final score. The result of the third scoring is shown in the scoring display on the left, i.e. the mouse (invisible in the picture) was held over the red three on the round display.

      Beispiel Endwertung
      • Castle 4 has three tethered knights (yellow circles) -> 4 points
      • Castle 6 only has two instead of the required three tethered knights (purple rectangles ) -> 0 points
      • There are four connected churches and two connected churches (red rectangles) -> 2 x 4 + 2 = 10 points
      • There are five connected windmills ( black circles) -> 5 x 2 = 10 points
      • Twelve points would have been necessary for national defense after the third round. However, here only three knights with a total strength of 6 contribute (blue circles) -> 0 points
      • The largest connected group of knights has a strength of 6 (pink rectangle) -> 6 points

      These 30 points, together with the 17 points from the two previous evaluations, result in a total score of 47.

      Fine del gioco < /h3>

      The game ends after the last scoring after the third round. The winner is the player with the highest total number of points. As a solitaire game, the goal is to achieve the highest possible score.

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