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Survive: Escape from Atlantis!» Forums » Variants

Subject: Treasure Island variant rss

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David Cheng
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Ma On Shan
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This variant needs extra game components - 20 pc of 8mm cubes.


Set-up :
Each player places one meeple on an unoccupied beach hex until four meeples are placed for each player. Each player then places two boats in any two coast hexes. Each boat are loaded with three meeples.
Place one cube on each mountain tile.

Special rules:
1)Meeples can return to main island freely.

2)The under mark of each meeple is the combat strength of the pirate. Players are free to check the under mark of his own pirates any time.

3)Each player has 5 actions in each turn but the maximum number of hex a meeple can travel per turn is the same as before (3 hex on land & 3 hex on boat unless playing with unique faction variant).

4)A meeple can carry one cube with him on land but a maximum of two hexes can be travelled on land each turn (except with unique faction variant). Swimmers never carry cubes.

5)When opposing pirates end up in same hex, compare the total combat strength for both sides. The side with higher total strength is the winner. If there is a tie, the side who has pirates in the hex at the beginning of the turn wins. No sharing of boat is allowed.

6)Winning pirates can control all cubes & boat in that hex. The losing pirates must retreat to an adjacent hex.

7)Instead of carrying one meeple, each boat slot can carry two cubes. Once a boat is sunk, all cubes on it are lost.

8)Each meeple arrived at safe isle worths one VP. In addition, each cube on safe isle worths 2 VP if a player has the most combat strength on that safe island. For ties, factions share the cubes equally.

This variant is best played with the Mermaid variant & unique faction variant.
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David Cheng
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My mermaid variant:

1) Use the whale meeple as mermaid. Any tile or die result with whale icon means mermaid instead. Let's imagaine the whale head is the big butt of a mermaid.

2) Mermaid is added by tile event as a whale does previously.

3) If a meeple is in same hex as a mermaid, the meeple dies (even on boat)

4) A mermaid is destroyed if in same hex as the sea monster.

5) A mermaid does not move for red die result. A mermaid can only be moved by a tile which allows to move a mermaid(whale).

6) When a mermaid(whale) is rolled on the red die, all meeples (except on safe isle) within 3 hexes of any mermaid must move one hex towards the nearest mermaid. If a meeple is on a boat before, he will drop off as swimmer. Meeples end up in the same hex as a mermaid die.

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David Cheng
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Ma On Shan
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Unique faction variant - this is to be used with the pirate variant:

1) Green - 6 actions per turn

2) Blue - boat may move up to 4 hexes each turn

3) Yellow - meeple may move up to 4 hexes on land. Meeple may move up to three hexes on land while carrying cubes.

4) Red - Add one bonus strength point in land combat. No bonus in safe island control.
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Very nice house rules variations! I'm going to eventually upload a vid of my cannibal house rules ;
 
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