Kraby - rulebook

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Rules for the boardgame Kraby

Transcript of Kraby - rulebook

  • i n s t r u C T I O N S

    GAME DESIGN: Adam Kaua IlLustrations: Piotr Socha

  • 2A GAME FOR 2-4 PLAYERS GAME DURATION - ABOUT 30 MINUTES

    AGE 7 YEARS AND UP

    GAME ELEMENTS: board 120 crab tiles (24 tiles for each of 5 colors) 4 ship screens 15 crab figures (3 figures for each of 5 colors) sack for tiles 4 player score markers 5 crab score markers (in the colors of the crabs) instructions

    I dedicate this game to my sisters Ilona, Kasia, and Mariola.Adam Kaua

    AIM OF THE GAME The player with the most points from catching crabs is the winner. Specifically, players will earn points from the crab types they have decided to collect.

  • 3PREPARATION Before starting play, you must punch out the tiles and markers.

    Note: in the game, we use one marker for each crab and player color, but there is an extra set of markers included, and two extra crab tiles in each color.

    Place the board in the middle of the table. Players set up ship screens in front of them so that the ships holds for crabs are visible to all players. Each players ship has a unique symbol. Put the crab and player score markers on the 0 space of the score track. Prepare the crab figures and tiles depending on the number of players, as follows.

    For 2 players, put 80 crab tiles into the sack, 20 each in 4 colors. The 5th color is not used in the game, as well as 4 crab tiles of the 4 colors in play. Put the 12 crab figures for the 4 colors in play next to the board. The other 3 crab figures are not used in the game. The game will take place on the middle bright 9x9 grid of the board.

    For 3 players, put all 120 crab tiles into the sack, and put all 15 crab figures next to the board. The game will take place on the entire 11x11 grid of the board.

    For 4 players, put all 120 crab tiles into the sack. Put 10 crab figures (2 for each color) next to the board. The third crab figure of each color is not used in the game. The game will take place on the entire 11x11 grid of the board.

    Each player randomly takes 6 crab tiles from the sack and hides them behind their ship screen, so that other players cannot see them.

    The youngest player takes the first turn.

  • 4Player markers (4)

    Crab figures (15)

    Crab markers (5)

    Figure 1. Game elements

    KRABY plansza 00115/5

    KRABY plansza 00115/5

    KRA

    BY p

    lans

    za 0

    0115

    /5

    KRA

    BY p

    lans

    za 0

    0115

    /5

    Island

    Player aid number of points for each group of crabs

    Negative points

    Outer portion of board unused in 2-player game

    Ship screen (4)

    Ship holds

    Score track

    Crab tiles (120)

  • 5GAME PLAYPlayer turn Turns are taken in clockwise order. In their turn, a player must place a crab tile, and can optionally take a crab figure. Add a crab tile (mandatory) Take a crab figure to 1 of the 3 places in their ship hold (only when the player can and

    wants to do so)

    Adding a crab tile (mandatory) A player must add one of their crab tiles to the board during their turn, of whatever color they like from those behind their screen. This is done by sliding the crab tile from any side of the board.

    Figure 2. A crab tile

    can enter the board

    from any of the 4 sides.

    The crab tile must slide in a straight line, neither turning, nor exiting the board. When it meets an obstacle (the island or another crab), it stops.

  • D E F

    6

    Figure 3. Example moves

    B CA

    The picture below shows several possible moves.

    The pink crab (figure 3a) goes until it stops at the island (figure 3b). The blue crab cannot enter from the location shown because it would not stop against anything. The other pink crab (figure 3e) moves until it stops against the yellow crab (figure 3f).

    If a move would make a space unreachable to later crabs, then the move is illegal. A player must take back such a move and make a different move which is legal.

  • AB

    7

    In the figure above, the yellow crab (circled in red) has made an illegal move. It created a location (marked A) which no later crab can reach, since crabs must move in a straight line. Also the green crab (circled in red) has made an illegal move, since location B is also inaccessible. As the game progresses, connected clusters of crabs with the same color are created. Such groups are more valuable to the fishers. A cluster is a connected group of crab tiles that are adjacent through their sides, not just diagonally. A cluster with a single crab is worth minus 1 point, 2 crabs are worth 0 points, 3 crabs are worth 1 point, 4 crabs are worth 3 points, and 5 or more crabs are worth 5 points.

    Figure 4. Forbidden moves

  • view from abovespace for crab tiles

    blocked by sail

    view from the front

    ships hold 3 places for crab figures

    screen (sail)

    8

    1 crab (of the same

    color)

    2 crabs (of the same

    color)

    3 crabs (of the same

    color)

    4 crabs (of the same

    color)

    5 or more crabs

    (of the same color)

    Points for a given group

    of crabs at the end

    of the game

    1 0 1 3 5

    After placing a crab, a player takes another crab so that they again have 6 crabs behind their screen (unless of course the sack is empty).

    Figure 5. Ship screen

    Placing a crab in a ships hold (optional action)

  • 9During their turn, after adding a crab tile to the board, a player can take one of the crab figures beside the board and place it onto one of the 3 places of their ships hold. A ships hold can have only one crab of a given color, and it cannot be on the same multiplier as another player. Thus if player A has a pink crab on the x3 space, then player B can place a pink crab only on the spaces x1 or x2.

    The multiplier on a crabs space indicates how many points a player will receive at the end of the game for that crab color. (A detailed description of scoring appears later in the instructions.)

    In a given turn, a player can add only one crab to their ships hold, and this must be done as part of a turn, not after the game ends. If a player doesnt place a crab on a place in their ships hold before the game ends, then it cannot be done later those places remain empty.

    NOTE! In a 4-player game, each player can place at most two crab figures in their ships holds. It is up to the player which of the 3 hold places will be used. (In a 2-player and 3-player game, all 3 places in a ships hold can be filled.)

    END OF THE GAMEThe game ends when all crab tiles have been placed on the board. (The player who had the last turn may still place a crab figure into their ships hold.) Then points are calculated.

    Scoring CrabsAfter the end of the game, calculate the points gained for each color of crab: orange, green, blue, yellow, and pink. The points for each group in the color are summed, giving a total which might be positive, zero, or negative.

    Example: (figure 6) Orange gains points as follows: (counting groups from top to bottom)

  • 10

    1 crab = -1 1 crab = -1 1 crab = -1 1 crab = -1 4 crabs = 3 4 crabs = 3 6 crabs = 5 3 crabs = 1 2 crabs = 0 1 crab = -1

    The total gained by orange is 7 points.

    Each of the colors scored as follows: = 7 points = 9 points = 10 points = 16 points = -3 points

    The scores are marked by crab markers on the score track.

    Players Next calculate the points gained by players, according to the crabs placed in their holds.

    = 2x + 3x = 14 + 27 = 41 points = 2x + 3x = 18 + 30 = 48 points = 2x + 3x = -6 + 48 = 42 points = 2x + 3x = 32 + 21 = 53 points

    Players mark their points with their markers on the score track.

    The player with the most points wins the game. (In this example, wins with 53 points.) In case of tie, the player who got the most points from one crab color wins. If there is still a tie, then its a tie!

  • KRABY plansza 00115/5

    KRABY plansza 00115/5

    KRA

    BY p

    lans

    za 0

    0115

    /5

    KRA

    BY p

    lans

    za 0

    0115

    /5

    11

    Figure 6. Example of ended game

    and scoring.

  • 12

    I would like to thank all the people who helped test Crabs, especially participants of the first Folkothon and Micha Zieliski,

    who suggested the games theme.

    Adam (folko) Kaua 2008

    Information about games by the author at http://folko.gry-planszowe.pl/

    English translation by Anna Skudlarska and Russ Williams.

    Dear customer!

    Our games are prepared with great care.

    However if for some reason you find any piece is not included,

    please fill out this coupon and mail it to the following address:

    GRANNA, ul. Ksicia Ziemowita 47, 03788 Warszawa.

    Place purchased:

    Date purchased:

    Missing piece:

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