Pig Race zasady

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1

PIG RACE TO RICHES

A Carcassonne Central expansion based on work by JPutt927, with original ideas by Carcking

Everyone’s out at the country fair! The waifs are laughing, playing tag and chasing chickens.

The vendors and wenches tout their wares…while the upper class hogs are climbing their

way up the Carcassonne ladder of development. Then it’s mayhem when the Pigs get loose

and go racing across the countryside. Join the fun-loving citizens of Carcassonne on a fun

filled race to the finish line. It’s the rat race, er, that is, Pig Race to Riches!

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1 new land tile depicting a race track and finish line

36 new race-to-riches tokens (12 of each for Roads, Cloisters & Cities)

Uses the Pig from Traders & Builders

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Players may deploy the Pig Racer and attempt to be the first to the finish line. Players also compete to

score features in order to distribute their Race to Riches tokens.

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Shuffle the new finish line tile in with your base tiles. Set the race to riches tokens aside.

1. Types of tiles

The Finish Line tile – open field edges on each side with checkered finish lines. This tile

is the finish line for the pig race. Note that the farm continues all ways through this tile.

2. Playing the Finish Line tile

If the finish line tile is drawn before there are five cities completed on the board it shall be shuffled back

into the draw bag after the player makes his regular draw. If there are at least five cities completed the

beginning of the Pig Race is triggered. Normal play is suspended while the best location for the tile is

determined and the tile is placed. (See the Starting Line below). The player drawing the tile reveals it

immediately then draws again in preparation to resume his turn. Once the finish line tile is placed every

player shall receive two of each type of race-to-riches tokens

(Robbers, Clerics & Kings) to put into his supply. These shall be

used for the Race-to-Riches as described below. The placing of the

finish line tile triggers the beginning of two different race events. See

below. Wood may never be deployed on the finish line tile.

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2

The Starting Line

Determine on the board which completed city is closest to the edge of the board by number of tiles either

horizontally, vertically or diagonally. If there is a tie then select the smallest city, preferably to one extreme

end of the board. That will become the starting city for the race. The starting city should be chosen by

consensus but if there is any debate the current player shall choose. The finish line tile becomes the finish

line for the pig race and is to be placed on the perimeter of the board where it will legally play and be as

many tiles from the starting tile (counted orthogonally) as possible. The race path should ideally extend

from one end of the board to the other. The starting line is the starting city tile that is furthest from the

finish line tile, so that typically the majority of the starting city and the majority of the board, lie between

the starting tile and the finish tile.

3. The Pig Race & the Pig Racer

Entering the Pig Race

When the finish line tile is placed every player may enter the pig race immediately for free at that time.

Starting with the player who drew the tile and moving to the left each player may place his pig on the

starting tile, inside the city, as a Pig Racer.

The start of the race is the only time a player may enter the pig race at no cost. (see Cost of Admission

below for entering the race after it starts, or re-entering.)

The Starting City

Pigs must enter the race through the starting tile located in the starting city. Until he exits the starting city

the pig racer may move freely within the city coming to rest on city segments and on tiles with other

figures. Once the pig exits the starting city by coming to rest on a feature outside of it the starting city

becomes like any other city to the pig racer – that is, he may not freely re-enter and come to rest within the

city. (see Stepping Through Cities below.)

Moving the Pig racer

The Carcassonne tiles on the board become spaces on which the pig racer can move to make his way to

the finish line. Once per turn, as his wood move, a player may move his pig racer up to two spaces (ie, two

tiles) on the board orthogonally. The pig may not move diagonally. The pig may move through other

followers and special figures on the board but may not come to rest on a tile that has any other figure or

pig racer on it (even his own color).

Notes:

The pig racer ignores any feature boundaries such as roads.

The pig racer ignores any structures other than cities, such as cloisters, road junctions, etc.

The pig racer may not jump over empty spaces in the board, or move off the edge of the board.

The Three Space Move

When a player plays any tile with a road section on it he may, in addition to moving 2 spaces as above, or

in addition to moving wood normally, move his pig racer one space. So, a tile with a road section

purchases a one-space move for the pig racer whether the player moves wood or not. When combined

with the basic two-space move this becomes a three-space move, a necessity when negotiating cities. Three

spaces are the max number of spaces a pig will be able to move on any one turn.

Stepping through Cities

With the exception of the start of the race in the starting city, the pig racer may not come to rest within a

city. He may however pass through a city on a single turn. When passing through a city he must count

each city segment as one step or space. When the pig racer enters a tile with a city segment he must count

all city segments and field segments on the tile as individual steps. So, to enter a city the racer must step

onto the field segment on the same tile as the city segment he is entering, then make his next step into the

city. Likewise, when exiting a city he steps off the city segment and onto the field segment on the same tile.

The pig racer may step through either completed or incomplete cities. He may come to rest on field

segments on city tiles.

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In the example below the red Pig Racer on tile D is attempting to make his way across the board to tile E.

He is aware that at present he may not come to rest on any city segments nor on tiles E, G or H as there

are other figures already on them.

On his first turn he does not have a tile with a road on it so cannot purchase a three step move. He

plays a tile and uses one of his two available steps of his wood move and comes to rest on the field

segment on the right edge of tile C. He cannot move two steps in that direction as the second step

would land him on the city on tile C.

On his second turn, after again playing a tile with no road section, he uses his two steps of his wood

move to come to rest on the field segment at the bottom edge of tile C. Note that his step into the

city is allowed as he is moving through the city on a single turn. He counts the city segment on that

tile as one step and the field as one step.

On his third turn he again moves two steps and comes to rest on tile F. Even though tile G has a

farmer he may step through as he is not coming to rest there. Now, his goal may be tile E but he

may not come to rest on that tile as there is a thief there. He must position himself to be able to

move through tile E. A three step move from F onto tile E would have him coming to rest on the

field segment of tile E. So, in the present layout he must approach tile E from tile A.

On his fourth turn he takes one step to tile B to position himself to move through the city to tile A.

On his fifth turn, after playing a tile with a road section, he has come up with a three step turn and

is able to move through the city and onto tile A. Note that even though he is moving through just

one city he must make two steps in it, one on each city segment he is using.

Landing on tile A he is now poised to move through tile E on his next turn…and so on.

Note that if he had played a tile with a road section giving him a three step move on his second turn he

could have made his way from tile C directly to tile B by taking two steps in the city (one on tile C and one

on tile B).

Cost of Admission - Entering and Re-entering the pig race

A player may enter the race after it has started for the cost of admission. The cost of admission: On his

turn the player must play any tile with at least one road section on it in order to enter the race. Once he

plays the tile he may enter his pig on the starting tile. He may move his racer up to two steps as his wood

move on that turn. He is using his road tile toll to enter the race and so forfeits that move.

Notes:

A player may not voluntarily withdraw his pig from the race once entered.

4. Scoring the Pig Race

The first player to reach and land on the finish line tile with his pig racer is the winner of the race! He

receives 1 point per tile between the start and finish tiles (orthogonally) including the start and finish tiles.

The winning pig is returned to its supply. The race then continues to determine second and third place,

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however, any player may withdraw from the race at this time and return his pig to his supply. The pig race

pays the top three places. First place receives 1 point per tile as described above, second place receives 1

point for every two tiles and third place receives 1 point for every third tile (remainders are ignored). As a

pig finishes the race he is returned to his supply. Once third place is determined the remaining pig racers

are withdrawn from the race and returned to their supply. For a three player game only 1

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& 2

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place are

rewarded. For a two player game only 1

st

place is rewarded. Once a player finishes the race he may not re-

enter the race.

5. The Race to Riches

When the finish line tile is played each player is dealt two of each kind of race-to-riches token; 2 Robber

Barons, 2 Clerics and 2 Kings. The goal of this race is to be the first player to dispense all of his tokens by

developing the infrastructure of Carcassonne and building his wealth in points. A player dispenses a token

by scoring majority control for the corresponding feature (roads, cloisters and cities) and placing the token

on the feature indicating it was scored in the race. (For example; Player A completes a city that Player B

scores with majority control. Player B then places one of his King tokens in the city. Now he is down to

just one King token remaining in his supply.) The Robber Baron corresponds to roads and the Cleric

corresponds to cloisters. Note that the score must be a majority control – not a tie. In the case of a tie on a

feature no token is dispensed. The first person to dispense all 6 of his tokens is the winner of this race and

receives 1 point for each token that has been dispensed on the board. Players left holding tokens in their

supply receive negative 2 points per token at the completion of the race.

6. Final Scoring

The Pig Race

If no player has been awarded 1

st

place by the end of the game, the pig racer in the lead at the end of the

game receives 1 point for every two tiles between him and the start tile, including his tile and the start tile.

An odd remainder is ignored. If there is a tie then all players involved in the tie receive the points. No

points are awarded for second and third.

The Race-to-Riches

There is no end-of-game scoring for these tokens.

Notes on other expansions

Abbey & Mayor -

The pig may pass through any of the four tiles that a barn is on but may not come to rest on those

tiles.

The pig may not pass through an abbey tile.

Abbeys do not count in the race to riches race, only cloisters.

Bridges, Castles & Bazaars -

The pig racer ignores bridges.

If the finish line tile is in the vicinity of a castle the owner of the castle may be able to score the pig

race when any of the first three places are awarded.

Catapult -

The pig racer may be knocked out by the catapult but not seduced.

Count of Carcassonne -

The pig racer may not pass through the City of Carcassonne, but may skirt the city using the field

segments of the tiles.

The pig racer is unaffected by the functions of the City.

Cult & Siege -

Shrines do not count in the race to riches race, only cloisters.

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Fences -

The pig may pass freely under a fence, essentially ignoring the fence.

Festival -

The pig racer may be collected upon the placement of a festival tile.

Grim Reeple -

The pig racer may not move through the walled cemetery. The pig racer may not move through

the country cemetery unless it is traveling in the direction of the road. Even the pig will honor the

hallowed ground of the cemetery.

The pig racer may be reaped by the grim.

Pestilence -

The pig racer may freely enter and come to rest on any portion of any city that is rat infested, even

on tiles with other figures already present. This and the starting tile are the only cases where a pig

racer may land on a space with another figure. When doing so he must capture all opposing

followers or special figures from within the city walls from the tiles he comes to rest on. Note that

this excludes figures that may be outside the city on a given tile, but does not exclude figures on

other features within the city. The pig may also capture figures of its own color but is not required

to. Note that in any case the pig racer in a city may not come to rest on a tile with another pig racer

also in the city. It may share a tile with a fellow pig racer however if one is outside of the city and

one is inside. The owner of the pig racer places the captured followers and special figures in his

supply area and they are treated as though they were captured by a tower section. If a player

captures the follower or figure of an opponent who already has one of the player’s followers then

an immediate exchange occurs, per the rules of the tower. Captured figures can also be ransomed

back as in the Tower.

Plague -

The pig racer is unaffected by the plague.

Princess & Dragon -

The pig racer may be eaten by the dragon. Pigs may be re-entered in the race as outlined above for

first time entry.

The magic portal may not be used to enter a pig racer into the race.

River I & II -

When a pig racer crosses a river section he floats downstream one tile before arriving on the other

side. He must count the river as one space so he needs at least a two-space move to cross over. He

must also count the field on each side of the river as spaces (similar to city tiles). So to cross the

river, the pig racer counts one space to land on the near bank of the river tile. He then counts the

river as one step, slides downstream one tile (does not count as a step) and jumps onto the bank on

the opposite side. Downstream is the direction of flow toward the nearest lake (shortest route on

the river to a lake). If he is crossing a fork the player must follow the fork leading to the nearest

lake.

Tower -

The pig racer may be captured by a tower. Note that a player may use a tower to capture his own

pig, thereby withdrawing him from the race. Pigs may be ransomed as with followers per the

normal Tower rules. Pigs may be exchanged with followers per the normal Tower rules. Pigs may

be re-entered in the race as outlined above for first time entry.

Traders & Builders –

If a player’s pig is currently deployed on the board on a farm he may immediately reclaim it and

enter it in the race at the start of the race (when the finish line tile is placed). The start of the race is

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the only time a player may reclaim a pig from a farm for the purpose of entering the race, and the

only time he may enter at no cost.

The racing pig should always be placed to face toward the finish tile so it can be differentiated from

pigs on farms. Pigs remaining on farms should then be turned to face away from the finish tile.

The pig racer has no effect on farm scoring.

The Builder does not grant the pig racer additional moves. The pig racer moves once per turn

upon the placement of a particular tile, regardless how many total tiles are placed on that turn. A

pig racer may not split his move – that is he may not move 2 spaces as a wood move for one tile

play, then move 1 more space on a second tile played that happens to have a road feature, or other

such combination. Upon the placement of a tile on his turn the player must decide to move one,

two or three spaces on that tile play. The player may use the tile played on the extended portion of

his turn to do so.

Tunnels -

The pig racer ignores tunnels.

Wheel of Fortune -

The pig racer may not pass through the Wheel of Fortune, but may skirt the wheel using the field

segments of the tiles.

The pig racer is unaffected by the functions of the Wheel.

~End~

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