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Subject: Start of a English translation rss

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Peter Loop
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Issaquah
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Hey my translation is mostly mechanical, I did some cleaning up, give it a try. I only posted here as a starting point for someone else to continue, feel free to edit and correct. Please Use the Original German ( http://spiele-aus-timbuktu.de/p/KT.pdf ) until we get a cleaned up translation here. I can ask Michael (he is good about replying to email) if we have questions or want to get this turned into an offical translation.

Knights - the tournament game
for 3 to 5 players starting from 8 years, approx.. 20 minutes.

PLAY
Once a year the king organizes a gigantic tournament. The participants argue about the favor of castle and about the profit of castles. But the life as knights is, as well known, not completely harmless. Who has too many wounds has no hope for total victory by itself. The player with most points of fame wins the tournament.

PLAY MATERIAL
36 tournament cards (red, green and blue backs)
and 10 starting cards (both sides the same).
In addition 10 six-sided dice are needed.

PLAY PREPARATION
- Each player receives 2 dice and 2 starting cards one of each "+ +" and "<<” on it which are placed in front of themselves. Remaining starting cards are removed from play

- The tournament cards are sorted according to the multi color backs (red, green and blue). Shuffle each deck by itself and place in each deck in facedown piles in the center of everyone. The top card in each of the 3 piles is uncovered and laid out beside the pile openly.

- A starting player is determined in any arbitrary way and begins play.

EXPLINATION OF PLAY
The game is played in a clockwise direction.
12 rounds are played.

A round runs as follows:
- On a players turn he throws both dice.

- The player can repeat their throw so long as long as the sum of the two dice is equivalent or higher than the last throw.

- However if lower, he may roll the dice no longer.

- In addition, the player can stop voluntarily after a throw.

- In each case it place the two dice before oneself at the end of their turn. They apply nowfor the player in the current round.

- The next player (clockwise) takes their turn.

- When all players have taken a turn the round ends.

- The player with the highest dice sum picks the one of the 3 openly which are laid out cards from the center.

- The player with the second highest sum picks from the remaining cards.

- The player with the lowest sum must take the card, which is left over.

- With ties, the sum thrown first is higher.

- Each player lays the captured cards out openly before themselves.

- Afterwards the top card in each pile is uncovered and laid out beside the pile face up.

- The player, who had the highest sum, is now the starting player for the next round.

Note: Always thrown both to dice.

Princess & Castles
If one wins the favor of Princess, it is worth 3 points. Each Princess has preferences for certain castles - recognizable from the 3 coats of arms.
If one wins a castle with suitable coat of arms, one gets bonus points: A pair of matching Princess and castle brings 3 points bonus.

The each castle won is worth 2 points.

The Defeat cards

The defeat cards are have red backs and are worth minus 1 point. Defeat cards represent broken lance, shield and injuries.
There is an additional minus 2 point bonus for each pair of the same defeat cards.

The Potion Jar Card
One can recognize the Potion Jar Card it has the light brown banner. Each player begins of play with 2 Potion Jar Card ("++" and "<<"). One can win further ones in the course of the tournament. In his turn player may use one and no more than one Potion Jar Card. It is played at the end of their turn.

- "++": the dice sum of the player increases by two. Thus sums over 12 are possible. The card is added to the dice and taken after the round from the play

- "-": the cube sum of every other player is reduced by one. The card is subtracted for the others dice and taken after the round from the play.
- "=": the player takes over the dice sum of the player, already played. This card cannot be played naturally, if no player has gone before in this round to. The card is taken afterwards from the play. Note: A Potion Jar card of the other player is not taken.

- "<<": The player may returns to the next to last cube result. Turn the dice to the appropriate sum. The card is taken afterwards from the play.

Unused Potion Jar cards counts as 1 point at the end game scoring.

Note: If Potion Jar cards are played by several players "+ +" and "-", the values of these cards add up.

End Game
The play ends, if no more cards can be uncovered, because the piles are used up. The scoring the value of each card is noted on the bottom edge.

For the player its score is calculated:

- Each player adds the points of his captured Princess, Castle, Defeat and Potions Cards. – shown on each card at the lower edge

- In addition award a 3 points of bonus for each suitable pair of Castle/ Princesses,

- And a 2 negative points of bonus for each pair of the same Defeat cards.

The player with hirest score wins. In case of tie, the player with the fewest cards wins.

Importantly: Each card can apply only to one pair.

PLAY ORIGINAL KNATSCH(Knights) WITH TOURNAMENT RULES
You can play the original with the Tournament rules. However one should note the dice results of the current round, otherwise very many dice are needed.

@ mschacht 2006


 
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♪ Isaäc Bickërstaff ♫
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I notice that the top cards of each stack are turned face-up, and whoever has the highest roll picks first, while the second-highest picks second, etc. What happens if you have more than 3 people playing the game? Do you not receive anything?

And also, I see that whoever rolls the lowest takes whatever is left, which, I would assume, is a red card. I guess with more than three, whoever rolled the 3rd- and 4th-highest numbers don't get anything?

I know we're sort of winging it here, so we may not have definitive answers. I just wanted to see what others thought.
 
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Peter Loop
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Two cards can be good Blue & Green. Red cards are always bad. So the two highest sums, after the "potion jar" ajustments, get good stuff, and one lowest roll get stuck with the bad card - anyone else gets nothing.

This is a push you luck game, you can reroll as long as you like as long as you roll higher then before - otherwise you are stuck.

But there are the "Potion cards", which let you change this (but at the cost of the card) a "++" add 2 to you sum, "-" makes everyone else lose 1, the "=" lets you steal someone else score (maybe I roll again just to get a lower score just to swap) or "<<" which lets you go to the sum you had before the reroll.

The other cool thing I see is the Blue & Green card have differnt values to each player depending on what else they already have, but this is open info.

This look to be a clever game for the price.
 
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Peter Loop
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Michael hasn't responded yet but this looks pretty good.

Knights: The Tournament Game
for 3-5 players, age 8+, approx. 20 mins.

Components
36 cards (12 red, 12 blue, and 12 green)
5 double-sided “++” cards
5 double-sided “<<” cards
5 pairs of multi-colored dice (you must add)

Setup
1. Each player receives one pair of matching dice, and one each of the double-sided “++” and “<<” cards.

2. The decks are separated by color and shuffled separately. Turn over the top card of each deck and place them next to their respective stacks.

3. Choose a start player to begin the game.

Gameplay
Play proceeds clockwise, and 12 rounds are played. On each round, players do the following:

1. Players take turns rolling the dice, starting with the start player. Each player may choose to re-roll his dice, so long as the sum of the two dice is equal to or higher than the previous roll. He may choose to stop with any roll, but if he rolls a sum lower than his previous roll, he must stop. Whatever roll he ends up with is his roll for that round. A player may adjust the roll with a Potion Jar card at this time (see below)

2. After everyone has rolled and selected a total, the player with the highest sum gets first choice of the 3 face-up cards. The player with the second-highest roll gets second choice of the remaining cards. Whoever rolled the lowest sum must take whatever card remains. In the case of ties, whoever rolled that sum first is the winner. If there are more than 3 players in the game, the players with the middle (not 1st, 2nd or lowest) rolls receive nothing.

3. Captured cards are placed face-up before each player, for all players to see.

4. Turn over the top card for each of the three stacks and begin the next round. Whoever rolled the highest sum in the previous round is the start player for the next round.

The Cards
Princesses and Castles: Each princess is worth 3 points, and each castle is worth 2 points. Each princess has a preference for 3 castles, as indicated by the coats of arms on that card. If a player captures matching princess-castle cards, he receives 3 bonus points.

Defeat: Defeat cards have a red back, and are worth -1 point. The three types of defeat cards are a broken lance, a cracked shield, and an injury. If a player collects a pair of the same defeat cards, he is penalized another -2 points.

Potion Jar: Potion Jar cards have a light brown banner, and each player begins with 2 of them (the “++” and “<<” cards). Players may also capture additional cards during the course of play. At the end of a player’s turn, he may play one Potion Jar card:

• ++: The player increases his dice sum by 2. Once played, this card is removed from the game.
• -: All other players reduce their dice sum by 1. Once played, this card is removed from the game.
• =: The player claims someone else’s dice sum as his own. In order for a player to play this card, someone else must have already rolled his dice in that round. Once played, this card is removed from the game.
• <<: You may return to your previously rolled sum, if you choose to (e.g., you roll a sum of 7, then another 7, then an 8, and then a sum of 2; you may play this card to adjust your roll back to an 8). Once played, this card is removed from the game.

If different players play different Potion Jar cards, then the sums are cumulative. Determine the point values based on all Potion Jar cards in play.

Unused Potion Jar cards are worth 1 point at the end of the game.

Endgame and Scoring
The game ends when all tournament cards have been claimed.

Each captured card has a face value, as do any unused Potion Jar cards. Add each player’s total points based on these cards. Then look for any relationships between princesses and castles, or in pairs of defeat cards. Add or subtract points as necessary. Note that a princess may only pair up with one castle card; players cannot claim more than one relationship with a card.

Scoring summary:
- Princess, Castle, Defeat and Potions Cards are worth the value shown the card
- A 3 points of bonus for each suitable pair of Castle & Princesses
- Minus 2 points for each pair of the like Defeat cards.

The player with the highest point total wins. If there is a tie, whoever has the fewest cars is the winner.

I don't think we have the playing with the original game rules right yet.

@ mschacht 2006
 
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Paul Lequesne
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Thanks a lot for this well writed and usefull translation.
But I don't understand this sentence :
Peter Loop wrote:


Note: If Potion Jar cards are played by several players "+ +" and "-", the values of these cards add up.



What does it mind ? If two players played a "+ +" card, both add 4 to their sum ?
And what happens exactly when two players play a "-" card ?
 
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