With /join 1-4 players can join the game. The game begins with /start. Alternatively, you can use the game management.
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.
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).
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.
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.
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:
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:
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 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.
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:
Example for the second rating:
{ 4}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.
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.
These 30 points, together with the 17 points from the two previous evaluations, result in a total score of 47.
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.