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Tongiaki plays 300 years a.D.: the players explore on waghal sailing trips up to 16 islands. You start on the home island TONGA. In the course of the game, players put more and more ships on the beaches of the islands. Once a beach is fully occupied with ships, the ships break on to new shores. For this, an ocean map is usually exposed and created. Players will receive points at the end of the game for all islands where they are represented by at least one ship.
At the beginning of the game, players may use two ships on TONGA.
Whoever is on the line always has the choice between three possible trains:
The red ship in the magnifying magnifying glass shows the "expand" action. The active player clicks on an island where at least one of its ships is standing and growing there. It uses as many ships of its colour on this island as ships are already in its colour on the island - but at most as many as the island has beaches. On every beach of this island, it is allowed to put a ship.
The innate mask in the magnifying glass shows the action "becoming king". The active player clicks on an island on which at least one of his and no strange ship stands and becomes king there. The island counts only for him at the end of the game. This island can no longer be entered by any player. One player may establish a maximum of two royal islands per game.
Sometimes it may happen that a player sits on one or a few islands by unhappy emigrants rather cut off and unintentionally. In order that the game is not immediately decided for the opponent in the initial phase, there is the possibility of resettlement. To this end, the active player can take all his ships from the plan instead of a normal course (multiply or king) (king islands remain occupied!) and take a new start. He puts his ship on a new island. For this he chooses the symbol of the crossed island in the magnifying glass. He now covers cards and puts them in one place of the schedule he defined until he found an island. On this he puts a ship to any beach.
The reproduction and its consequences are the basic features of this game
If after a reproduction no beach of the island is fully occupied, the train ends and the next player is in turn.
However, if at least one beach is complete, all ships of this beach are standing in lake (emigration).
The player clicks on the beach's ridge (more precisely: the area of the beach where the ridge points), where the ships are to stab at sea first. It can always start in any order. From the beaches, various ridges extend in different directions. If a card is already in the desired direction, no new one will be exposed.
If the player covers a water card or passes the emigration via an already outlying water card, then the ships travel along the white foam track over the ocean. However, such a trip is only possible if the required number of different colors are included in the ship group. The number on the foam track indicates the danger of the route:
No number | Over and over |
2 | at least 2 different colors required |
3 | at least 3 different colors required |
4 | at least 4 different colors required |
If the crossing occurs, the player will cover another ocean map. This happens until the ships reach either an island or fail a crossing. If the crossing fails, the ships are removed from the plan and returned to the owners.
Here in the picture was emigrated on the upper beach with two colors. Since a 4 was discovered, the crossing did not succeed.
Here the two-string of the Dreier Island was emigrated to the bottom right. Since the lower web of the two-strand was selected, the water map was first exposed. Since the two were on the foam track in accordance with two colors, the crossing and another card was discovered, this time the five island.
If the map shows an island or leads the emigration to an already outlying island map, the active player distributes all emigration ships to the beaches of the new island. At first, he puts a ship on every beach if there is enough available. If there are other ships left, it can distribute them to the beaches. If there are not enough free berths available, the excess ships go back to their owners. The distribution of ships when landing on an already outlying map works in the same way.
After landing and distribution of the emigrant ships, all berths can be occupied on one or more beaches. Then the player stays on the train and starts the emigration again. The chain hoist continues until no beach is fully occupied.
All ships that try to land on a royal island move back and land on the island they have come from. TONGA cannot become royal island.
The game ends as soon as the last water card or the last island card has been uncovered and created (if 16 water cards or 16 island cards are on the table). The active player's train is still running, after which the game is finished.
If the last map is an island, the landing will take place.
If the last map is a water map, the ships are still in sea.
Now all players get their points: for each island on which they are represented with at least one ship, they get the island value. The player with most points wins. If two or more players have equal numbers, the one of them will win that has distributed their ships to most islands. If it continues to be undecided, the player with the fewest ships (king islands count as a ship) is winner.
The data of the game are displayed on the island at the top right of the picture.
Behind each game name you can see the number of ships in stock as well as the scores reached (the latter only after the end of the game).
This includes the number of water and island maps already designed. The trailing pile is represented by the grey island field to the left next to the palms.
Rare cases are now dealt with here. It is not necessary to read this before the first game. It should serve as a reference.
If there is no ship on the field at the beginning of its course, the active player must use two ships on TONGA or a ship on another island.
If at the beginning of the game all 15 ships of a player are on the schedule, the player may take any ship from an island to multiply. However, it is only allowed to take one if it is likely to use several to increase.
If a player is allowed to use more ships than he is in front of him, he can only use the available ships.
A chain hoist is considered infinite if it cannot be detached by a finite combination. This can happen if an island is surrounded exclusively by cards that return to the island. Then all ships of this island are removed and returned to the owners. The island map comes from the game.
In this way
- no one exposed island is on the schedule anymore; or
- the active player has retained all his ships by this action,
he covers ocean maps until an island comes. Possibly uncovered water maps and the island is allowed to put the player on the cards.
With the material available in the game Tongiaki, such a situation is possible only on a single island (it is recognized by the program and treated accordingly). On an island group, a chain hoist is never infinite. However, there are cases that can only be resolved with several trains.
On the left in the picture you can see the click areas that you have to click on when you are in the lake. You then click on the island's cake part belonging to the Richung.
If you place ships on broader beaches, you still click on the middle of the beach, even if only the outskirts are still free. A free beach area is then automatically assigned to the ships.