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Gamehelpinjawara: erinevus redaktsioonide vahel
Resümee puudub |
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5. rida: | 5. rida: | ||
The longer you ignore a problem, the more it will get worse! If a problem becomes too serious it will become impossible to solve it, and you will lose all. | The longer you ignore a problem, the more it will get worse! If a problem becomes too serious it will become impossible to solve it, and you will lose all. | ||
== THE GAME == | == THE GAME == |
Redaktsioon: 18. oktoober 2014, kell 00:31
AIM OF THE GAME
The aim of the INJAWARA board game is to work in team cooperatively and contribute to solve at least 1 Challenge related to each Millennium Development Goal and 1 for each Region by moving the needed resources through the six regions and reply to questions related to the Challenges faced.
The longer you ignore a problem, the more it will get worse! If a problem becomes too serious it will become impossible to solve it, and you will lose all.
THE GAME
The INJAWARA board game has no player turns, but in each round, all players, as a team, must decide the action to do. How decisions are taken must be agreed by all players at the beginning of the game.
Every round has two phases:
1. DO AN ACTION
The team must decide to make one of the following actions:
A. TRY TO SOLVE A CHALLENGE
Every challenge token has three data items:
The region where it appears, the MDG affected by it, and the needed resource to solve it.
If in the moment to choose an action, the convenient resource is on the same region than a challenge which needs it, the team my try to solve the challenge.
A question associated to that MDG will be asked.
If you answer correctly, move forward the score marker associated to the MDG indicated by the challeng three boxes towards a higher score. It's not possible to move an score token beyond 100 points.
If the score marker shows an X, turn it upside down to see the green tick.
In the same manner, turn the region marker, where the challenge is located, upside down, if it wasn't showing the green tick yet.
Likewise, if the resource was 'locked', turn it upside down, in order to unlock its power.
The challenge token is discarded and place it in the discarded pile, marked with an X on the board.
If you answer incorrectly, don't move any marker or token.
In both cases, leave the question card on the discard pile, marked with an X, next to que question mark on the board. Place it with the questions facing up.
B. MOVE A RESOURCE TO AN ADJACENT REGION
All regions are linked between them, indicated by the black arrows on the board. You can move one resource from one region to another linked region, as an action.
If by moving a resource to a region, in this region there is one or more challenges which need this resource, the team may try to solve all of them immediately, with no action costs. (see 1.A. section from this rulebook).
C. USE AN UNLOCKED RESOURCE POWER
If a resource has its power unlocked, you can use its power and turn that resource upside down (then you lock its power again). All powers are the following:
Economic resources
Swap places of two resources on the board. Economic resources may be moved in this way as well. If by using this power, in a region there is one or more challenges which need this resource, the team may try to solve all of them immediately, with no action costs. (see 1.A. section from this rulebook).
Professionals
Move a resource to any region on the board. Professionals may be moved in this way as well. If by using this power, in a region there is one or more challenges which need this resource, the team may try to solve all of them immediately, with no action costs. (see 1.A. section from this rulebook).
Materials
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Move towards higher score one box the score token of one of the following MDGS: 1, 2, 6, 7.
Politics
Move towards higher score one box the score token of one of the following MDGS: 3, 4, 5, 8.
Justice
You can discard a challenge token placed in any region, but it's not treated as solved.
Education
This is the only power that cant't be used in '1. Do an action' phase, but you can use it immediatly after you answer incorrectly a question. You can ask a second question to try to solve that challenge.
2. A NEW CHALLENGE APPEARS
The challenge we left in the space marked by an eye on the board, is the next challenge that will appear in the game.
Grab that challenge and place it on the region indicated by the leaf shape.
In that moment, if in that region there was any other unsolved challenges, move one box towards a lower score, on the score board, all MDGs markers present in this region's challenges, without counting on th new challenge.
'-1' TOKEN
If the next challenge token is a'-1' one, check all unsolved challenges on the board and move one box towards a lower score, on the score board, all MDGs markeres present. Only one box may be moved per MDG, so ignore other challenges that references the same MDG.
In that moment, grab all tokens from discarded challenges pile (marked with an X on the board) and the '-1' token and put them back into the bag.
Grab a new challenge token from the bag, randomly, and place it on the space marked with an eye. Now you know which is the challenge for the next round.
END OF THE GAME
There are two possible scenarios when the game ends:
1. The team loses the game, if in any moment of the game, any MDG score marker reaches the skull. If you want to calculate your final score, see the "Scoring. If we lose." section below.
2. The team wins the game, if in any moment of the game, all MDG score markers show the green tick and all region markers show the green tick as well. If this situation occurs in the middle of several challenges solving, you can end solving up all of them (and also use the Education power, if this is unlocked).
SCORING
If we lose
If our team has lost the game, move towards a lower score, all MDG markers, 3 boxes. If any of the markers reaches the skull, it cannot be moved beyond. Then, sum up all the scores, knowing the skull scores 0 points.
If we won
Sum up all scores of all MDGs markers and this will be your final score. (On the score board you can see an aid for suming up to three markers on the same score box, on grey).