Spiele
Hilfe
0
Community
0
News
0
Über uns
0
Jetzt spielen
English Deutsch Français Netherland Korean

DonQuixote

Spelvoorbereiding

With /join 1-4 players can start in the game. With /start the game begins. In places here you can also use the Spel tool!

The game

DonQuixote is A leg game can be played with a sample of the two ways to optimally play the legs, with many different playing elements (kerken, windmills, ridders) with a connection between the legs. The best thing you can do is to have the best possible moment when the plan is ruined. This means you can have fun planning and adapting with the available maps, improvising and trying to optimize everything.

Het Speelbord

Spielfeld
  1. Vorstendom
  2. Wegenkaarten
  3. Spelersoverwain: Als u met de muis over de naam van een tegenstander gaat, wordt diens vorstendom weergegeven op ware grootte. The color is verdwijnt altijd as a player and card heeft gelegd voor de huidige assessment.
  4. Score overzicht/hulp (zie verder)
  5. Huidig ​​legveld
{ 2}
  1. Toont de huidige ronde / score (the number of the huidige ronde is larger weergegeven).
  2. Score voor de kastelen
  3. Score for churches and wind turbines
  4. Score for landsverdediging
  5. Score for the largest ridderketen (alleen na ronde 3)
  6. Huidige puntentotaal

For all elements the high total score was given. For the selection of a specific telling move with the mouse on the number of the overeenkomstige round.

As you move with the muis over the four scoreboards, you get the ice The score is kept in de huidige ronde (in the voorbeeld links wordt de landsverdediging afgebeeld).

Spelvoorbereiding

Elke speler has an identical set of 22 routes maps and a Vorstendom with 24 legvelden. The two castels have been freely placed in the Vorstendom for all players on the same platforms.

Spelverloop

Elke player serves Zijn 22 Wegenkaarten in zijn vorstendom te plaatsen. This is registered in three rounds. In the 1st/2nd/3rd round, Elke Speler places respectievelijk 9/7/6 Wegenkaarten. The pledged legveld for the map was willingly agreed to in large quantities. This legveld is identical for all players. Another story follows a telling. In the first round, Elke Speler writes 9 Wegenkaarten beschickking. First of all, the veld waarop serves speeld te bekend gemarked (in BSW wordt het legveld in het vorstendom groen gemarkeerd). Wordt bijvoorbeeld als eerste D3 aangeduid, dan moet edere speler en van zijn negen kaarten plaatsen op het veld D3. The places on the card serve men on the following te letten:

  • It can be marked with all the mailable cards that are located in the screen. Uitzondering: In the derde ronde, the very first right map has been recorded as the very last map! The cards can be used with 'drag and drop' on the large marked surface (all over the place!).
  • The card can be drawn up to 180 degrees for the word to be laid. Other directions are not possible! The map can be clicked in the corner of the other corner of the map.
  • A plastered map can never be changed in position!
  • The map can never be made to fit Located zoals bij Carcassonne (way - way of grass - grass).
  • Elk kasteel heeft precies twee straatverbindingen. The caste separates both straten.

Telling

All three tellings were scored in a comparable manner. Grandson in the last telling, he got extra points for the largest group of ridders (the hieronder). "Verbonden" means that the old story is "with another connection because of it". The points have been given as follows:

Kerken en windmolens

Points for kerken have been grandchildren toegekend as ze connected zijn with other kerken. A little church is connected to at least one other church, so you can score points. For two prizes connected, you can score two points. For larger sizes, you can score two points per kerk (for a minimum of four points from eight points). For wind molens money is usually paid for as much as for ships. A connection between the wind turbines and the castles can be used to score points! ze has been bonded with ridders. In Elke Ronde, the aantal ridders want to connect them. In the 1st/2nd/3rd round you must have at least 1/2/3 ridders with each casteel and connect the points to the scores. The crash of the ridder is never relevant. When you're in front of you, you can score four of the points on each side of the castle. Ridders can be connected to both castels and can also be used for both places.

Landsverdediging

Om te kunnen bijdragen aan de landsverdediging, a rider can be placed on the following front lines:

a) This has been placed on the edge of the forest.

< span>b) He needs a direct connection between the rider and the edge of the border aan de buitengrens van het vorstendom bevinden.

All ridders who aan deze voorwaarden voldoen, dragen met de waarde van hun shield in dead de landsverdediging. Haal je in the rounds 1/2/3 respectievelijk de som van 4/8/12, dan krijg jevoor 5 points.

Voorbeeld van de landsverdediging:< /span>

Landesverteidigung
  • De geel omrande ridder voldoet niet aan voorwaarde a) want hij bevindt zich niet op A randveld.
  • The black omrande ridders voldoen aan niet voorwaarde b). They are located on the edge and are connected to the edge with a street that is not on the right. The left rider can be over two cards for a connection with the edge, the right rider can be over two other cards.
  • The rood omrande ridders will never be in front of you c). The map is located on the edge of the playing field, and the riders are located on the inside of the map.
  • The blue border of the riders is on all fronts and has a strong shield on the "3" dragees in front of them landsverdediging.

Voorbeeld van een tweede telling:

Wertungsbeispiel
  • The 3 gel circle markers with "kasteel 6" connect ridders. "Kasteel 4" is connected to the grandchildren of ridders, with 0 points for this casteel. "Kasteel 6" is connected to three ridders. Aangezien in the tweede telling ten minste twee ridders nodig zijn, krijgt men herevoor dus zes punten.
  • In the rode righthoek zijn four connected kerken. This word is scored with two points per kerk, you earn eight points here.
  • For the landsverdediging is a riddersterkte of 8 iced. There are two ridders (blue circles) in the foreground. Hun total strength is bad three, you get here also 0 points.

Grootste groep van ridders

The largest groep van ridders wordt pas na de laatste ronde Scored. This means that the loudest sound of the largest group of riders is reported and the word is reached in the total score.

Eindtelling

Voorbeeld van eindscore. In the scoreover waiver on the left edge you have the waardering for the round of the round, so you want to get the muis (op the afbeelding onzichtbaar) will be sent to the rod three (the round of the round).

{5 }
  • Kasteel 4 heeft three connected ridders (gele circles) -> 4 points
  • Kasteel 6 heeft slechts twee in plaats van de iced three ridders connected (pairs righthoek) -> 0 points
  • He states a group of four connected kerken and a group of twee connected kerken (rode righthoeken) -> 2 x 4 + 2 = 10 points
  • It has two connected windmills (black circles) -> 5 x 2 = 10 points
  • For the landsverdediging zijn on the derde ronde 2alf points nodig. Here the three ridders are really strong with a total strength of 6 (blue circles) -> 0 points
  • The largest connected group of ridders has a strength of 6 (red circles) -> 6 points

Deze 30 points before the same with the 17 points with the two before telling a total score of 47 points.

Speleinde

The game is easy to score on the round. The win is the game with the highest total score. As a solitaire game, the game can be kept as high as possible.

© 2023 Copyright: BrettspielWelt