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Subject: Request for movement rules clear up! rss

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Michael Deacon
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Piedmont
California
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Can anyone who has played this game a lot clearly explain the canoe movement rules for everyone.

Thanks.
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¡dn ʇǝƃ ʇ,uɐɔ ı puɐ uǝllɐɟ ǝʌ,ı
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Chestermere
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musici wrote:
Can anyone who has played this game a lot clearly explain the kayak movement rules for everyone.

Thanks.


Yep, I can. This is how we've interpreted the rules:

A quick note about the bonuses- If you bid zero tricks and take zero tricks, you move one space (bonus movement).
If you bid zero tricks and take one or more tricks, you move the same number as tricks; i.e. take two tricks = move two spaces. There is no bonus movement applied if you do not make your bid exactly.

If you bid one trick and take exactly one trick, you move three spaces; one for the trick plus two for the bonus movement. If you take zero tricks after bidding one, you do not move. If you take more than one trick, you only move the same number as tricks taken; i.e. take four tricks = move four spaces, even though you only bid one and making it would have allowed you three movement. There is no bonus movement applied if you do not make your bid exactly.

For all bids of two, and up to eight, the bonus movement is two spaces plus the number of tricks bid and taken, assuming that those numbers match.There is no bonus movement applied if you do not make your bid exactly.

Now, for canoe movement. (A kayak is a boat invented by northern aboriginals in Canada- the Inuit- and the natives depicted in the game are clearly plains Indians)

A player may move his canoe forward, sideways, or backward, the same way that a Queen moves in chess, except that they can also zig-zag and cut in and out, back and forth, on the same movement turn.

If a player scoring their movement before you blocks your path, you may have to go backward or sideways before you can go forward. However, since you can move diagonally, as long as the space in front of them is open, you could sneak past.

At the beginning of the game, if six players lined up at the start, it would appear that the two players on the ends, plus the one player lined up with the first rock are at a disadvantage. Not so. Diagonal movement means that all players can get to the same "row" of squares and no one is actually trailing anyone because they are further to the outside of the river.
The first rock is only impassable by players behind if three players plug up the space to disallow diagonal movement past them. Look at this image (in the image gallery- nice job, "geoman"):


In this case, the purple canoe has a diagonal movement available by passing the green on the right. If the purple canoe ended the turn directly beside the green canoe, the path would then be plugged for the other three canoes behind (Orange, Yellow, Blue).

That doesn't mean that their movement is negated- they would move as close to the others as they could get. But turn order is very important. You do not want to be behind the red canoe if you would potentially move before Red does.

It is possible, by being a jerk, to bid one or two tricks and then try to make a zero bid, meaning that you do not move, since you missed your bid, but that could leave the canoes behind you struggling to get past you.

Finally (this took longer to explain than I thought that it would), once a canoe reaches the "rapids"- the area of the board where an arrow is on each square- movement rules are changed for all canoes that are in the rapids. At this point, you must now make your bid exactly in order to move to whichever square you can reach (ignoring the arrow direction), and your movement is only the bonus number, not the tricks successfully taken.
So if you are in the rapids and you bid zero/ take zero, you move one space only. If you bid one/ take one then you move two spaces only. If you bid two (or 3, 4, 5, etc.) and take that same number, you move two spaces only. Any missed bid means that you must follow the arrow on the square that you are on, down towards the waterfall. You only move down one square at a time on a missed bid, so it isn't really that scary. Unless another canoe is above you, and moves before you. If they miss their bid and are forced down, you are also forced down (or whichever way your arrow points, which is usually down).
Canoes that go over the edge return to the little cove at the bottom left corner of the rapids.
Other canoes not in the rapids still move the same way, with bonus movement modifiers. So it is best, if you can manipulate it that way, to end your turn on the top square right before the rapids start. In this way, you gain all of the tricks movement plus bonus movement and can "shoot" out and around the jutting rock in the rapids. Make it past that point and you're usually home free.
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