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Hypnosia is a strategy game designed for 2 to 6 players.  
Hypnosia is a strategy game designed for 2 to 6 players.  
Content:
Content:
-1 board
-1 board
-2 dices
 
-2 dice
 
-24 pawns (4 pawns in 6 different colors)
-24 pawns (4 pawns in 6 different colors)


'''Set up of the game'''
'''Set up of the game'''
Each player chooses a color and takes the 4 pawns of the same color, then puts those pawns on the 4 starting locations of that color.
Each player chooses a color and takes the 4 pawns of the same color, then puts those pawns on the 4 starting locations of that color.
Each player throws the 2 dice: the player getting the higher score begins the game.


Each player throws the 2 dices: the player getting the higher score begins the game.
'''Goal'''
'''Goal'''
The goal of Hypnosia is to bring pawns on the center of the board.
 
The first player throws the 2 dices; then, he has to move 1 or 2 of his pawns as many locations as the number indicated by of each dices; for example, he gets 5 and 4: he can move 1 pawn of 5 locations and a second pawn of 4 locations, or only 1 pawn of 5+4=9 locations.
The goal of Hypnosia is to bring pawns into the center spaces of the board.
Important: a player must "burn" every points of the result of a dice, so that he can't stop his pawn before.
The first player throws the 2 dice, then has to move 1 or 2 of his pawns the number of spaces indicated by each die. For example, he gets 5 and 4: he can move one pawn 5 spaces and a second pawn 4 spaces, or only one pawn a total of 9 (5+4) spaces.
Important: a player must "burn" all the points of a die, so a pawn cannot stop short.


'''How to move'''
'''How to move'''
Pawns can only move in a anti-clockwise way.
 
Pawns leave their starting location when the player gets a score high enough with dices to allow his pawns to enter on the first circle (pawns must indeed move on the locations occupied by the other pawns); for example, the 1st pawn can enter on the circle with any score from 1 to 6, whereas the last one will enter on the circle with a score of 4 or more.
Pawns can only move in a counter-clockwise direction.
Pawns leave their starting location when the player gets a score high enough with a die to allow his pawns to enter the outer circle. For example, the first pawn can enter the circle with any score from 1 to 6, whereas the last one can only enter the circle with a score of 4 or more.
   
   
Some locations are special (double-coloured): they permit a pawn to come on the next inner circle by crossing a "bridge".  
Some locations are special (double-colored). They permit a pawn to enter the next inner circle by crossing a "bridge".  
A pawn must first stop on this location, and it's only then it can go on the next inner circle:
A pawn must first land on this special space, and only then can it move into the next inner circle:
-during the next turn
-during the next turn
-in the same turn if the pawn came on the special location with the result of the 1st dice.
-in the same turn if the pawn landed on the special space using the 1st die.
   
   


A pawn can't go on an outsider circle.
A pawn can't move back to an outer circle.
Once the 2 moves done, the following player on his left does the same sequence of events.
 
Once a player has finished his two moves, play continues with the player on his left who does the same sequence of events.


'''Stacking pawns'''
'''Stacking pawns'''
A player can stack 2 pawns (2 being the maximum). To do so, he must move a pawn so that it will end his move on a location occupied by an other of his pawn. Now, those 2 pawns are stacked. This stack moves as a single pawn.
 
For strategical reasons, a player can decide to dismantle a stack by moving only one of the pawn of the stack, the second one remaining on its location.
A player can stack two pawns (two being the maximum). To do so, he must move a pawn so that it will end its movement on a space occupied by another of his pawns. Those two pawns are now stacked. This stack moves as a single pawn.
For strategic reasons, a player can dismantle a stack by moving only one of the pawn of the stack, the second one remaining on its current space.


'''Capturing pawns'''
'''Capturing pawns'''
A player can remove opponent's pawn. To do so, he must move 1 of his pawn or a stack so that it will end his move on a location occupied by an opponent's pawn or stack; in this case, the opponent's pawn or stack is definitely removed from the game.
 
-A stack can remove a single opponent pawn.
A player can capture an opponent's pawn. To do so, he must move one of his pawn or a stack so that it will end its movement on a space occupied by an opponent's pawn or stack. In this case, the opponent's pawn or stack is permanently removed from the game.
-A stack can remove an opponent's single pawn.
-A stack can remove an opponent's stack.
-A stack can remove an opponent's stack.
-A single pawn can't remove an opponent stack.
-A single pawn can remove an opponent's single pawn.
Every opponent removed pawn gives 1 pt to the remover. Every controller of a removed pawn loses 1 pt.
-A single pawn can't remove an opponent's stack.
Every pawn captured gives 1 point to the capturing player. The owner of the captured pawn loses 1 point.


'''End of the game/Victory'''
'''End of the game/Victory'''
To enter on the center, a player must:
 
To enter into the center, a player must:
-put a pawn on one of the 6 special locations surrounding the center.
-put a pawn on one of the 6 special locations surrounding the center.
-get a "1" with dices (because all points of dices must be "burnt", even there).
-get a "1" on a die (because all points of a die must be "burned").
 
The game ends either:
-if there are 5 pawns in the center.
-if there are no more pawns on the board.
 
The first pawn which enters the center gets 5 points, the second 4 points, the third 3 points, the fourth 2 points, and the fifth 1 point.
If a stack enters the center when there are already four pawns there, only one of them can enter.
In the case of a tie, the arrival order into the center will decide the ranking of the tied players.


The game ends:
'''Variants'''
-as soon as there are 5 pawns on the center.
-sooner if there are no more pawns on the board.


The 1st pawn coming on the center gives 5 points, the 2nd: 4 pts; the 3rd: 3 pts; the 4th: 2 pts and the 5th: 1 pt.
For a more challenging game, apply this rule: the stack cannot cross the bridge. Before crossing any bridge, the
If a stack comes in the center whereas there are already 4 pawns there, only one of them can enter.
stack has to be dismantled first. This rule also applies in the innermost circle – it means that the stack cannot
In case of a tie, the arrival order on the final location will be considered to decide the ranking of the tied players.
score in one move.

19.35, 5 Mayıs 2018 itibarı ile sayfanın şu anki hâli

HYPNOSIA


Hypnosia is a strategy game designed for 2 to 6 players. Content:

-1 board

-2 dice

-24 pawns (4 pawns in 6 different colors)


Set up of the game

Each player chooses a color and takes the 4 pawns of the same color, then puts those pawns on the 4 starting locations of that color. Each player throws the 2 dice: the player getting the higher score begins the game.

Goal

The goal of Hypnosia is to bring pawns into the center spaces of the board. The first player throws the 2 dice, then has to move 1 or 2 of his pawns the number of spaces indicated by each die. For example, he gets 5 and 4: he can move one pawn 5 spaces and a second pawn 4 spaces, or only one pawn a total of 9 (5+4) spaces. Important: a player must "burn" all the points of a die, so a pawn cannot stop short.

How to move

Pawns can only move in a counter-clockwise direction. Pawns leave their starting location when the player gets a score high enough with a die to allow his pawns to enter the outer circle. For example, the first pawn can enter the circle with any score from 1 to 6, whereas the last one can only enter the circle with a score of 4 or more.

Some locations are special (double-colored). They permit a pawn to enter the next inner circle by crossing a "bridge". A pawn must first land on this special space, and only then can it move into the next inner circle: -during the next turn -in the same turn if the pawn landed on the special space using the 1st die.


A pawn can't move back to an outer circle.

Once a player has finished his two moves, play continues with the player on his left who does the same sequence of events.

Stacking pawns

A player can stack two pawns (two being the maximum). To do so, he must move a pawn so that it will end its movement on a space occupied by another of his pawns. Those two pawns are now stacked. This stack moves as a single pawn. For strategic reasons, a player can dismantle a stack by moving only one of the pawn of the stack, the second one remaining on its current space.

Capturing pawns

A player can capture an opponent's pawn. To do so, he must move one of his pawn or a stack so that it will end its movement on a space occupied by an opponent's pawn or stack. In this case, the opponent's pawn or stack is permanently removed from the game. -A stack can remove an opponent's single pawn. -A stack can remove an opponent's stack. -A single pawn can remove an opponent's single pawn. -A single pawn can't remove an opponent's stack. Every pawn captured gives 1 point to the capturing player. The owner of the captured pawn loses 1 point.

End of the game/Victory

To enter into the center, a player must: -put a pawn on one of the 6 special locations surrounding the center. -get a "1" on a die (because all points of a die must be "burned").

The game ends either: -if there are 5 pawns in the center. -if there are no more pawns on the board.

The first pawn which enters the center gets 5 points, the second 4 points, the third 3 points, the fourth 2 points, and the fifth 1 point. If a stack enters the center when there are already four pawns there, only one of them can enter. In the case of a tie, the arrival order into the center will decide the ranking of the tied players.

Variants

For a more challenging game, apply this rule: the stack cannot cross the bridge. Before crossing any bridge, the stack has to be dismantled first. This rule also applies in the innermost circle – it means that the stack cannot score in one move.