I used to play this variant with friends back in college. The games would run quite long, sometimes to 2 hours or so. The game becomes quite different in this variant and quite tricky. Here's now it works.
Objective: The new goal of the game is to collect 3 of the 4 treasures and launch all players of your team off of Fool's Landing with a Helicopter Lift card. Also, retrieving a treasure card now costs only three of the corresponding treasure cards.
BOTH teams lose if:
-Fool's Landing sinks
-Two unclaimed treasures have both tiles sink
also note: The skull at the top of the water meter now merely means the number 6. The game cannot end merely by water level. Waters Rise! cards stay in the treasure deck after this point but do not do anything.
Players divide into two teams of two or three players and sit so that whose team's turn it is alternates each turn.
Players in a 3 vs. 3 game can now only hold up to four treasure cards.
Take out one Waters Rise! card from the treasure deck.
Finally, house rules dictate whether or not the flood deck is reshuffled when a Waters Rise! card is drawn. I personally prefer the flood deck only be reshuffled when it is depleted, but that change is somewhat optional.
New game mechanic: Flood cards
Players are now allowed to carry flood cards in their hands and use them on their turn during or immediately after their actions. (Using a flood card does not count as an action.) When a player plays a flood card, simply act as if that card were just drawn. In a 2 vs. 2 game, each player is allowed to hold up to two flood cards. In a 3 vs. 3 game, each player can only hold one flood card.
At the end of one's turn, the first of the flood cards that are to be drawn goes into the hand of the player whose turn it was. If they do not have room, the card is not drawn. (example: If the water level is at three, one card goes into the player's hand and two are drawn and immediately activated. If the player already has their limit of flood cards, only the two are drawn and immediately activated.)
New actions include:
-giving a flood card
If you are on the same space as a player from your team, you may give them flood cards for one action per card. If the player receiving cards goes over his or her flood card hand limit, he or she must discard flood cards until he or she has the allowed amount (discarding a flood card in this way does not count as using it).
-giving a treasure
If you are on the same space as a player from your team, you may give them a treasure you are carrying. This costs one action.
-stealing a treasure card
If you are on the same space as a player from the opposing team, you may first discard up to three of your treasure cards to choose without looking the same number of that player's treasure cards and put them in your hand. This costs one action per card. You may not use Sandbag cards or Helicopter Lift cards as you discard them in this way.
-stealing a flood card
If you are on the same space as a player from the opposing team, you may first discard a number of your flood cards (not using it) and take without looking the same number of flood cards from that player's hand. This costs one action per flood card.
-stealing a treasure
If you have the number of treasure cards required from a treasure, and you are on the same space as an opponent with the corresponding treasure, you may discard your corresponding cards to steal the treasure.
notes on stealing: You are never allowed to steal from players on your own team. You are also not allowed to steal from players using cards you received from stealing that turn.
New effects of cards:
The pilot's ability to move to any space now costs all three actions.
The messenger can also give flood cards and treasures to teammates for an action apiece regardless of location. The messenger is also allowed to steal one treasure card per turn regardless of location. This also costs one action.
The navigator can also move opponents to adjacent spaces, but for one action per space.
The engineer can still upshore two spaces for one action. However, he or she can now instead upshore one space and take its corresponding flood card--if in the flood discard pile--for one action, as long as he or she does not go over his or her flood card hand limit.
The diver's power has been nerfed; now, he/she can move through missing tiles at one action apiece. He/she must end on an existing tile. If the tile the diver is on sinks and the diver has no other options, he/she may move up to three tiles to survive.
Helicopter Lift cards may still be used at any time--even during an opponent's turn--but they may not be used to move pieces on the opposing team.
Sandbag cards allow the using player to take the corresponding flood card if it is in the flood discard pile and he or she does not go over his or her flood card hand limit.
-end of directions-
So what generally ends up happening is that players cannot collect all of the treasures quickly enough (though that has happened), and because the game does not end by mere time, players then strategically hold onto various flood cards to keep the tiles they want afloat. You can't just sink it solely on your own power if it's not blue though, as playing it will ensure the other team will get it next. Players typically scramble across the remaining archipelago to stay alive and steal treasures from their opponents until they can make their escape. The variant is tricky but very intense and exciting. Sometimes you have to be quick with a Helicopter Lift card if your opponent is about to pull something on you.
It's been a while since I've played it, but feel free to ask if there are any questions.
- Last edited Sun Aug 28, 2016 9:18 pm (Total Number of Edits: 2)
- Posted Sun Aug 28, 2016 5:43 am
Thanks. Will give this a try.
Thanks. Will give this a try.
Definitely let me know how it goes if you do! While we played it quite a few times, I came up with it in only about an hour, so I'm sure there are probably ways to change it for the better. Let me know if you come up with any good revisions.