With /join 1-4 players can join the game. With /start the game begins. alternative, you can use the Game Tool
DonQuixote is a jigsaw puzzle, where each player must try to interpret their tiles the best possible way, in order to build a road network which connects the maximum number of elements of the game (churches, windmills, knights). But even your best tile can, if played at the wrong time, scupper your plans plan. You need to balancing look to optimize your tiles in your principality as the game plays out.
The Current Total Score is displayed for all items to be scored. To display a particular section, move your mouse over the corresponding section as indicated above.
When you move your mouse over one of the four item selectors you will see your points for the round (the above example shows defending territories).
Each player has an identical stack of 22 road tiles and a principality with 24 spaces. All castles are put in the same field of the principality. That field is chosen randomly.
Each player wants play his 22 road tiles in his own principality. This happens over three rounds: In the 1st/2nd/3rd round each player places 9/7/6 road tiles in his principality. The current play space is selected randomly and refractive in green. This place is the same for all players. Each round ends with a scoring. After the third scoring, the game ends.
During the first round, each player has 9 road tiles available. The location of play is sharp for all the players to see where they should play a road tile. (Here on BrettspielWelt the field is marked in green). For instance, if B4 is uncovered, all players must place one of their nine road tiles on B4. When playing the cards, the following rules must be followed:
All three rounds are scored immediately. The 'Largest Group of Knights' is only scored after round three (see below). "Joined means that for scoring purposed they must be "joined by roads." The points are scored as follows:
Points for Churches only score if they are joined to other churches. A single church not being joined by road to any other church scores zero. For exactly two joined churches you score two points. For larger groupings you score two points per church (for example, four churches scores eight points). windmills are scored in the same way as the churches. Having only 1 church and 1 windmill joined scores zero!
Castles are scored by combining with knights. The Quantity of the knights are used to score: During rounds 1/2/3 you must have 1/2/3 knights joined to that castle. The strength of the knight is irrelevant. If these conditions are met you score the value of the castle. Knights joined to both castles can be counted for both.
For a knight to be considered as defending thence it must meet the following criteria:
(a) He must be placed on ta border tile of the principality.
(b) There must be direct road the knight is on linking to the outside.
c) The knight must be on the outside of the tile nearest to the border.
All knights who satisfy these conditions add their value to the defense of the province. During rounds 1/2/3 your total defense must achieve 4/8/12. If you achieve this target you score five points.
Example of a defense of the principality
Example of the second scoring:
The largest group of knights is only scored after the Last round . This is evaluated as the highest strength of one single joined group, and added to the total score.
Example of a final score. The scoring shown here on the left in the scoring area is the results of the third round, ie the mouse (in the picture invisible) was held on the red Round Three of the screen.
The total score for the third round adds up to 30 points. With 17 points from the two previous rounds brings the total score up to 47.
The game ends after the third round. The winner is the player with the highest total score. As a Solitaire game the goal is to achieve the highest possible score.