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Subject: A Lowenherz Variant (ArtsCow Porject) rss

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Paul D
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For those looking for an answer to the age old question "Can I play Lowenherz with my copy of Domaine?" I hope you'll look no further: with these rules (see below) and a copy of this ArtsCow deck (see below) you can play a reasonable facsimile of Lowenherz with your copy of Domaine.

These rules explain how to play a 3- or 4-player version of Lowenherz using a copy of Domaine and this ArtsCow deck: http://www.artscow.com/gallery/card/Domaine-lowerhenz-l81gg5...

It's recommended that you read the rules for Domaine AND for Lowenherz before playing this variant (both available online), although these rules should be complete and work standalone.

NOTE: In addition to these rules, an ArtsCow deck, and a copy of Domaine, you will require some one-sided currency cards/tokens, or some means by which each player will be able to keep the number of ducats he has secret.

NOTE: This is basically a translated (and slightly revised) version of the French language concept found here: http://www.boardgamegeek.com/thread/108670/lowenherz-rules-o...

(And lastly, like a lot of other stuff on the ol' BGG, this fan-project - it's a labour of love that I wished to share with the wider fan community -- NOT a for-profit enterprise.)


Thoughts and Feedback welcome!



--------------------



Domaine–Lowenherz
An ArtsCow Variant


The old king is dying. While on his death bed, his empire is thrown into a period of anarchy and chaos. His princes jostle for power and influence. New borders go up and new territories formed. Who will be most powerful when the King finally dies?


***

1. Overview and Objective:
The player with the most victory points (VPs) at the end of the game wins. The game ends when the King is Dead!' Decision card is revealed. Players tally VPs at the end of the game. Players build and expand borders around their castles to secure those VPs.


2. Deck Composition:
The Domaine–Lowenherz ArtsCow deck consists of three basic card types:
- 6 ROLE cards (with Lowenherz appearing on the back; there are: 2 x “1” cards, 2 x “2” cards, and 2 x “3” Cards).
- 13 ACTION cards (with a sepia toned back and the letter 'A').
- 35 DECISION cards (with a blue toned back and the letter 'D').


3. Set up:
1. Sort the Decision cards by the letter appearing in the front lower left corner (i.e. A, B, C, D, E). Shuffle each set and stack them such that they for a single face down draw pile with the E cards at the bottom, then the D cards, then the C cards, then the B cards, and finally with the A cards on top.

2. Shuffle the 13 Action cards and place them as their own deck, face down.

3. Each player receives 12 ducats (how much ducats each player has is kept secret for the duration of the game).

4. Sort the Role cards and place them next to the main board, near the Decision deck, in three piles face up (i.e. the “1” cards, the “2” cards, and the “3” Cards).

5. The first player is determined randomly and is given the 'Marker of the King' token.

6. Each player places the power token in his colour on the '0' space of the score track.

7. Each player takes his 4 castles (3 in a 4-player game) and his 12 knights.

8. Players now set up the main game board: Assembly the frame using the 4 connecting pieces. Place the country tile with the Capital as the centre tile, and randomly place the other 8 tiles into the frame around it.

9. The first player starts by placing a castle on the board in a meadow space, he must then place a knight in an adjacent orthogonal meadow. Then moving clockwise, the other players place a castle and knight. This continues until all players have placed all their castles. The second and subsequent castles of each player must be placed at least 6 spaces orthogonally away from a castle of the same colour.


4. Domaines and Scoring:
Domaines are groups of spaces which are completely enclosed by walls and contain a single castle. Notice that the inner edges of the map frame have printed boundary walls on them and, thus, form a boundary wall around the entire kingdom. A territory is complete when it is completely enclosed by borders, and has a single castle in it. The edges of the frame also act as a border (the sea or the mountains) so placing a castle near a corner of the board will give the player a territory faster than one near the centre of the board.


5. Game Play:
1. At the start of each round, the player with the 'Marker of the King' passes the marker to the player on his left. The player who now has it is considered the first player for the remainder of the round.

2. The player with the 'Marker of the King' reveals the top card of the Decision card deck.

2a. If the revealed card is an 'Income' card, each player receives 1 VP for each mine (of any type) within his Domaines. The first player then reveals the next top card.

2b. If the revealed card has 3 options, the first player places it next to the Role cards. (When a card with three option pictured is turned over, the players must decide which action they want to perform. A player selects a card “1” if he wants the top option, a card “2” if he wants the middle option, and a card “3” if he wants the bottom option.)

Thus:
2b(1). The first player declares which of the three potential options he would like to perform that round (ie. 1, 2, or 3) and she collects one of the appropriate Role cards with the corresponding number. [NOTE: in a 3 player game the first player will, at this stage, declare and collect a second, different, Role card which corresponds to a second option he wishes to perform this round.]

2b(2). Then, the next player (clockwise) declares and collects one of the remaining Role cards that correspond to the option on the revealed Decision card she wishes to perform this round. Repeat this until all remaining players have collected one Role card. [NOTE: In a 3-player game, the first player will, at this stage, have two different Role cards, while the other players each have one. In a 4-player game, each player will have one decision card.]

2b(3). The options are then executed by the player who chose it in order, starting with 1 and ending with 3.

2b(4). If more than one player chose the same option, then they must “Negotiate” to determine which of them will execute the option. Only one player execute an option. Negotiations:
2b(4A). The players who selected the same option now negotiate between them which of them will execute the action. This typically involves one player offering some ducats to the other player in exchange for the ability to execute the action. (Any and all promises are binding.)

2b(4B). If the players cannot agree on which will conduct the option within 1 minute of negotiation, they must “duel”. Duels:
The involved players secretly each choose a number of their ducats and simultaneously reveal them. Only the player who chose a greater amount of ducats returns them to the bank and conducts the action. If tied, they repeat this step and must bid at least as must as before. If they tie again, neither player executes the action nor returns any ducats to the bank.


6. Decision Card Options Summary:
Here is a brief summary of the different options that may appear on a Decision card:

Ducats: receive ducats (4, 6, or 8).
Whoever chooses this action receives as many ducats as stated.

Boundary Walls: place OR expand boundary walls (1, 2, or 3).
Whoever chooses this action may place or expand as many boundary walls as shown on the card. Boundary walls are neutral and, thus, can form a wall for neighbouring players as well as the player placing the wall. The walls are taken from the common stock and are placed observing the following:
- Boundary walls must always be placed on the line between two spaces.
- Boundary walls may never be placed between a knight and a castle of the same player.
- Boundary walls cannot be placed in an existing Domaine.
If expanding, a player may extend one of his Domaines. The 1st space must be adjacent (not diagonal) to the Domaine. The 2nd space must be adjacent to the Domaine as it now exists due to the addition of the first space. It may be adjacent to the new space or any space that existed before the first addition. A player may not extend into one of his own Domaines. A player may only extend his Domaine into another player Domaine if the number of knights in his own Domaine exceeds that on the other player. If the number of knights in a neighbouring Domaine is as large or larger, a player cannot take over any spaces from that Domaine. Neutral zones consist of spaces which are enclosed by boundary walls, but contain no castle. Spaces in a neutral zone may be taken over by expansion of any neighbouring Domaine.

Place a knight: add a knight (1 or 2).
Whoever chooses this action may either place the shown number of knights from his stock pile or expand his Domaines in lieu of placing those knights. Rules for Placing Knights: Knights may only be placed on meadow or a wood space; if placed on a wood space, pay 5 ducats to the bank. A knight may never be placed on hill or town space. A knight must always be placed on a space that is orthogonally adjacent to one of your own knights or castles. A knight is not considered to be adjacent to another knight or a castle if a boundary wall separates them.

Take Action Card: When a player takes an Action card, he keeps it face down until he chooses to play it. Once played, Action cards are discarded. Players do not have a limit to the number of Actions cards they possess or play at any one time. The 4 different types are described below.

Treasure: gain ducats.
Gain ducats equal to the number shown on the card (8, 10, 12, or 15).

Royal Decree: gain 3 VPs.
Reveal this card at any time, including the end of the game AFTER the end game has been triggered. Immediately gain the VPs.

Alliance: The alliance card effects two neighbouring Domaines - one of your own and another player. The player playing this card chooses which Domaines will be affected; once chosen, this cannot be changed. Thereafter, neither Domaine can be expanded into the other. As a sign of the alliance between the two Domaines, one of the shared boundary walls is turned by 90 degrees. (If the space with the turned boundary wall is later taken over, the alliance between the original Domaines remains intact.) An alliance can be ended at any time if one of the two players participating in it pays 10 ducats to the bank.

Deserter: Steal 1 knight.
The player playing this card chooses one knight from a neighbouring (enemy) Domaine. The owner places the knight back in the stock pile. Then the player playing this card places one of his knights from his stock pile in a Domaine of his own that borders the Domaine that lost the knight. All normal placement rules must be obeyed during this placement. A knight may not be removed unless it is in a Domaine; likewise, the knight placed must be placed into an existing Domaine. When removing another players' knight, you cannot create an invalid knight placement situation for the other player. For example, a knight which serves as the only connecting link between another knight of the same prince and the players' castle or between two knights of the same player cannot be removed. You must place one of your knights when you use this card to remove players. If you have no knights in your stockpile, you may not play this card. The last knight remaining in a Domaine may not be removed.


7. End Game and Winner:
One of the Decision cards in the bottom part of the deck (with the letter E) says the
‘King is Dead!’. When this card is turned over the game ends immediately. Players with ‘Royal Decree’ Action cards may reveal them and claim the appropriate points. Then, all players score points for the Domaines they control (now, at the end of the game, is the only time any scores are officially totalled). The controlling player scores the following number of VPs based on the spaces within it:

--VPs are gained for the following--
+1 VPs for each meadows; and,
+2 VPs for each wood square.

Further VPs are gained for the following:
+4 VPs for each village; and,
+5 VPs for the Capital.

The new king (and winner of the game) is the player with the most VPs. In the case of a tie, the player (among those tied) with the most ducats wins.


--------------------

Thoughts and Feedback welcome. Apologies for the hard to read formatting here; I'll upload a .pdf into the files section.






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Paul D
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Again, the ArtsCow link is:
http://www.artscow.com/gallery/card/Domaine-lowerhenz-l81gg5...
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Paul D
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prd1982 wrote:


link to the pdf rules:
http://boardgamegeek.com/filepage/78815/lowenherz-variant-ar...
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Ian Campbell
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prd1982 wrote:
(And lastly, like a lot of other stuff on the ol' BGG, this fan-project - it's a labour of love that I wished to share with the wider fan community -- NOT a for-profit enterprise.)


This quote from above makes it sound like you're not trying to make money, but the artscow download is up to $13.99 now. Any chance of a post to the files section to save your fellow gamers some $?

Thanks!
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Paul D
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ianc911 wrote:
prd1982 wrote:
(And lastly, like a lot of other stuff on the ol' BGG, this fan-project - it's a labour of love that I wished to share with the wider fan community -- NOT a for-profit enterprise.)


This quote from above makes it sound like you're not trying to make money, but the artscow download is up to $13.99 now. Any chance of a post to the files section to save your fellow gamers some $?

Thanks!


I don't make any money from this. And I'm not trying to.

Check under the 'Special Offers' tab on Artscow; there could can get coupons for decks of cards for $8-$10 delivered.
 
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