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Subject: Sinning rules rss

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Tomas Inguanzo
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I made up some additional rules because I figured that a game featuring sin should play with that theme more. I posted an earlier draft of these rules on the Yahoo Group for this game. Keep in mind that these rules have yet to be properly play tested. Use at your own risk.

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Sinning and Acquiring Sin Tokens

If a player becomes guilty of one of the game's four sins, he gets a corresponding sin token. It should match the color of the sin and be easily visible by the other players. Alternatively, you could put a demon on the appropriate sin name on the player's resource track. The rules for being guilty of a sin are as follows.

-If a player has more player tokens than any other player, he is guilty of Lust.

-If a player has more total resources than any other player, he is guilty of Gluttony.

-If a player has fought more demons (win or lose, including Lucifer) than any other player, he is guilty of Violence. Keep track of your total fights on paper, with tokens, or by moving a demon along your Violence resource track (a different demon from the "guilty" demon, if you're using one). Fighting the same demon twice counts as two fights.

-If a player accuses another player of a sin (see Accusations rules below), and the Accusing player is currently guilty of the same sin, the Accusing player is guilty of Hypocricy.

Players gain sin tokens immediatly upon meeting the requirements; however, a player can only gain a sin token due to his own action, not another player's action. So if you end up with the most total resources because the previous resource leader spent some of his, then you do not become guilty of Gluttony-- even if you remain in the lead for several turns-- as long as you don't actually collect any new resources. On the other hand, whenever you collect resources on another players die roll, you can become guilty of Gluttony, because it was your action that put you on that number (Exception: If another player used an action to move one of your player tokens onto a resource tile and that tile's number was rolled before your turn came up again, then you can't become guilty of Gluttony.).

You may never choose to not collect an earned resource to avoid Gluttony. The only way to avoid collecting resouces is by moving your player tokens onto corner tiles or resource tiles for which you already have the maximum number of resources (nine). Likewise, you may never choose not to fight a demon on your tile to avoid Violence. The only way to avoid fighting demons is to stay out of their reach.

A player can never have more than one of each kind of sin token. Being guilty of a sin a second time does not earn you a second token.

Accusations

If a player has one or more sin tokens, another player may move one of his player tokens (using normal movement rules) onto the same space as one of the guilty player's player tokens and Accuse the guilty player of a sin. The Accusing player may only Accuse the guilty player of one sin even if the guilty player has more than one sin token.

The results of an Accusation are as follows.

-The Accused player token is moved to a corner of the previous ring as if it had just lost of fight.

-The Accused player looses the sin token for the Accused sin. He is no longer guilty of that sin.

-The Accusing player gains one resource of the same type as the Accused sin.

You may only Accuse another player. You may not have one of your player tokens Accuse one of your other player tokens.

Demons and Sin

If you have a sin token and you are on the circle that is meant to punish that sin (three for Lust, four for Gluttony, seven for Violence, and eight for Hypocricy), then demon combat on that circle is handled differently. If you lose a fight with a demon, you are not pushed back to the previous circle. Instead, the demon drags you deeper into the circle and imprisons you with the other sinners. Signify this by removing your player token from the board and putting it on the appropriate resource track title. The player token is effectively out to the game, but still counts as in play. If your last player token on the board is removed like this, you are out of the game. The demon remains on the tile where the fight took place.

To free the imprisoned player token, you must first send another player token to the same circle to fight a demon again. It can be the same demon or a different demon. If there is no longer a demon on that circle when your player token arrives, you must wait until a demon appears according to the normal rules. If you win combat with a demon on that circle, you may force the demon to release your imprisoned token before killing the demon. The freed player token reappears on a corner of the previous circle according to the normal rules, and you lose the corresponding sin token if you still have one.

Lucifer

The roll needed to beat Lucifer is now eight plus the numer of sin tokens you have. For example, if you have three sin tokens, the roll needed to win is eleven or better.
 
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Gláucio Reis
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Re:Sinning rules
Nice ideas, but... It appears they will all serve to lengthen an already overly long game, both by time spent to check for sins and by delaying players with its consequences. And you added player elimination, too! Now if you could just come up with rules to shorten the game...
 
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Tomas Inguanzo
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Re:Sinning rules
Shortening the game is easy. Just start on circle five instead of circle one.
 
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