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Atlantis

Preparazione del gioco

Digitando il commando /join nella chat è possibile aggiungere da 2 a 4 giocatori. Digitando invece /start si da inizio alla partita. Alternatively, you can also use the Strumento di Gioco.

Il gioco

< p> Atlantis is a tactical running game in which the aim is to get your pawns from the sinking island to the safe mainland and collect as many points as possible. However, as the path sinks further and further into the water, running becomes more and more expensive, so you have to use your cards cleverly in order to be able to cover long distances as cheaply as possible.

For players, For those who have already mastered the rules, there is also a short guide in which only the online operation is explained.

Tavolo di gioco < /h3> Spielfeld
  1. Starting field Atlantis
  2. Path tiles with values ​​from 1-7
  3. < li>Water gap
  4. Bridge
  5. Target field mainland
  6. Stato dei giocatori
Spieleranzeige
  1. Player name and current score
  2. Own hand cards
  3. Bridge display (whether already built or not)
  4. Hand number
  5. collected point tiles

Iniziamo a giocare

At the beginning of the game, the path from Atlantis to the mainland is laid out (automatically). The following order applies: ten stacks of two, ten single tiles, six stacks of two, then a water gap and then again six stacks of two, ten single tiles and ten stacks of two.

Each player receives three playing figures and a bridge. The starting player receives four movement cards, the next player receives five, etc.

Svolgimento

Each player carries out the following actions one after the other:

  1. Move a figure
  2. Take a path tile
  3. Draw a movement card

Move figure

A figure is moved by playing movement cards from your hand. The figure advances according to the symbol or color of the card on the way to the next space with the same symbol or color. If the nearest field is occupied by this color, you must play another card and jump to this color. There may never be multiple figures on one field! With enough cards you can cover long distances in this way.

To move a figure, the active player must first select a figure that he wants to move. To do this, simply click on one of your characters. The possible goals that can be achieved with the help of his movement cards are then displayed for this figure.

Mögliche Züge

Example: The green player has selected his figure at the bottom left . He has one hand each of blue, gray, brown and pink cards. The green arrows now show him which spaces he could end his turn on. To the right of the green arrows it is indicated which cards he needs for this turn. To move to the gray one, for example, he only needs one gray card. To get to the gray four, he can first play the pink card. Since the pink two is occupied, he has to continue playing there and can move to the next gray field, i.e. the gray four, by playing the gray card. To get to the brown two or the blue seven, he has two options. He gets there directly with just one brown or blue card or, if he plays the pink card first, he gets to his destination with two cards. To select the desired target, simply click on the corresponding colored dot next to the green arrow. If Green wanted to jump to the blue seven with just one blue card, he would have to click on the point circled in red.

Water gaps

If there are water gaps on the way, there are two ways to cross them:

< ul class="inside">
  • Build a bridge
  • Rent a boat
  • The cheapest way to cross a gap in water is to To build a bridge across the gap. However, each player only has one bridge available. To build a bridge, click on the desired water field.

    Brücke bestätigen

    To complete the construction, click on the confirmation field.

    A bridge also extends over several connected water fields. If an adjacent path tile is removed, the bridge is automatically extended accordingly. A bridge that is built is considered a free transition for all players.

    If you no longer have a bridge to close If you don't have enough or don't want to build yet, you can also cross the water gaps by boat. However, this is not free. The price for a crossing depends on the path tiles adjacent to the water gaps. The smaller value is decisive and can be paid for with collected path tiles or hand cards. If you cross several gaps in one move, the number is added together and can be paid collectively.

    Wasser überqueren

    Example: Blue wants to go to the by playing a white card white four jump. To do this he has to cross three water gaps. The first gap is bounded by a two and a five, so he has to pay two points for it. The next gap is already spanned by a bridge, so the crossing is free. However, the third gap is flanked by a five and a seven and would therefore cost five points. For the complete move up to the white four, Blue would have to pay 2 + 5 = 7 points.

    Kosten

    How much you have to pay for a path with water gaps is shown when you move the mouse over the corresponding green target arrow.

    { 9}

    If you have selected your move and clicked on a colored dot, this window opens if you have to cross a gap in water. This shows how much road toll has to be paid. You can pay with collected path tiles and/or with hand cards (the color doesn't matter).

    Bezahlung auswählen

    To do this, move the mouse over your name and select the corresponding points there and/or click on which of the cards in your hand. Once you have clicked together the desired amount, confirm with the green tick.

    Attention: You can also overpay (forcibly or unintentionally)! For example, if you only have to pay one, but you only have higher point tiles and no more cards in your hand, you have to overpay! In other words, you then have to give up a higher-value tile and give away valuable points. If you are not careful when dialing and choose to dial again, you should always pay attention to which number is displayed with the green checkmark in order to avoid unintentionally overpaying.

    Since the player has not collected a seven tile here, he has to shuffle: he chooses the blue five tile and two more cards from his hand.

    { 11}

    Special case: If a player cannot make a valid move with his hand cards, he must sit out this round. As compensation, he receives two hand cards.

    Karten kaufen

    At the beginning of his turn, a player can Buy movement cards. To do this, he moves the mouse over his name at the beginning of his turn to call up the score tiles. He can then choose a tile and receives half of the value (rounding down for odd numbers) in hand cards.

    Take the path tile

    Once the player has drawn a figure, he can then take the next free path tile that is behind him. If there is a gap in water or a bridge behind him, the next tile behind it counts.

    Draw a movement card

    At the end of his turn, the player draws a movement card. As soon as you have moved a figure to the mainland, you can draw two cards after each move, and if you have two figures on the mainland you can always draw three cards.

    Fine del gioco

    The game ends immediately as soon as a player moves his third figure to the mainland. He gets four more cards for this. The remaining pieces of the other players are automatically moved to the mainland. The points for any water crossings are automatically deducted from the players' points account. The number of victory points is calculated from the value of the path tiles collected plus the remaining cards in hand (one point per card). The player with the most points wins the game. In case of a tie, there are multiple winners.

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