KATAMARI ON THE BOARD -...

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KATAMARI ON THE BOARD 1 Object: Parts: The goal of the game is to gain 80 Thingies or more and break through the universe. 1 Thingy 5 Thingies 10 Thingies 25 Thingies 50 Thingies x20 x4 x8 x4 x4 x50 x50 x50 x50 x4 Cards Board Thingy Gates Characters 1. Arrange the board as shown in [Parts]. 2. Make a card deck for each color (4 decks). Cover each deck with the hider. 3. Place player bits in the middle of the board. 4. Play! Setup: 1 STEAL Numbered side Illustrated (action) side Example Card:

Transcript of KATAMARI ON THE BOARD -...

Page 1: KATAMARI ON THE BOARD - games.ucla.edugames.ucla.edu/wp-content/uploads/2015/04/katamarimanual.pdfKATAMARI ON THE BOARD 1 Object: Parts: The goal of the game is to gain 80 Thingies

KATAMARION�THEBOARD

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Object:

Parts:

The goal of the game is to gain 80 Thingies or more and break through the universe.

1 Thingy

5 Thingies

10 Thingies

25 Thingies

50 Thingies

x20

x4

x8

x4

x4

x50 x50 x50 x50

x4

Cards

Board Thingy

Gates

Characters

1. Arrange the board as shown in [Parts].2. Make a card deck for each color (4 decks). Cover each deck with the hider.3. Place player bits in the middle of the board.4. Play!

Setup:

1STEAL

Numbered side Illustrated (action) side

Example Card:

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The board is divided into four areas, GREEN: Neighborhood, YELLOW: City, BLUE: Earth, PURPLE: Space. Each area has its own card deck. The possibility of drawing high-number, high-power cards increases as the player gains more Thin-gies and grows bigger.

RULES FOR CROSSING AREAS:The player must have more Thingies than the minimum necessary to move into another area.

If the player loses Thingies and his total Thingy count becomes less than the minimum number of Thingies for that area, then he must move down one area. For example, if a player had 42 Thingies and was in the YELLOW area but loses 3 Thingies and has 39 Thingies, he must move down to the GREEN area.

There can only be ONE gate between areas. Once a player puts down a gate for a specific area, the only way other players can get through is by going through that gate. A gate CANNOT be taken off after it is put down.

AREA

The player must have at least 20 Thingies to move from the GREEN to the YELLOW.The player must have at least 40 Thingies to move from the YELLOW to the BLUE.The player must have at least 60 Thingies to move from the BLUE to the PINK.The player must have at least 80 Thingies to WIN.

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1. Players choose their characters. Each character can affect two other characters. Each player will roll the die, and the player with the highest roll gets to pick first. See page 9 for character details.

2. The player with the lowest roll gets to go first. The player begins on the top green hexagon. On each turn, a player can do: a. MOVE: Roll the die and move + get

Thingies. See page 5 for details.b. CARD: i. Use a card, only before the move begins or after the move ends. ii. Or set the card as a trap. See page 10 for more details on cards.

3. While one player is playing his turn, the other players can open their trap cards whenever they want. This player must be a character that can attack the opponent’s character.

4. When a player reaches the minimum number of Thingies to move onto the next area, he can make a GATE between the hexagon he is on and an adjacent hexagon that is in the next area. Each area needs 20 more points than the previous. See page 3 for details on area.

5. The game goes on until a player reaches the outmost area with 80 or

Game Flowc. GATE: make a gate. A gate can only be made at the beginning of a turn, and will terminate the player’s turn. See 4.

more points, where he can build a final gate and on the next turn, break through (win).

Move Clockwise

In this instance, this character can only make gates on these edges

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The board is divided into four areas, GREEN: Neighborhood, YELLOW: City, BLUE: Earth, PURPLE: Space. Each area has its own card deck. The possibility of drawing high-number, high-power cards increases as the player gains more Thin-gies and grows bigger.

RULES FOR CROSSING AREAS:The player must have more Thingies than the minimum necessary to move into another area.

If the player loses Thingies and his total Thingy count becomes less than the minimum number of Thingies for that area, then he must move down one area. For example, if a player had 42 Thingies and was in the YELLOW area but loses 3 Thingies and has 39 Thingies, he must move down to the GREEN area.

There can only be ONE gate between areas. Once a player puts down a gate for a specific area, the only way other players can get through is by going through that gate. A gate CANNOT be taken off after it is put down.

1.The player rolls a die and gets to move that many hexagons. On each hexagon he moves, however, he must draw a card. The player must move clockwise.

i. If the number on the card is 1 or 2, the player takes that many Thingies from the Thingy pile.

ii. If the number is 3 or greater, the player only gets to take Thingies if the ones digit of his total Thingies count is equal to or greater than the number drawn. If it isn’t, then the player must stop there, and discard that last card (put back

into deck randomly).

iii. After finishing his moves, the player can look at his cards and choose to keep one card. This card can later be used for an action. If he wants to use it as a trap, then he must set it down at this point. The other cards are returned to the deck.

Read the example on the next page for an easier explanation.

MOVE

a. On each hexagon, the player will draw a card from the deck with the corresponding color. The player must draw the card so that the opponents cannot see the action side.

2. Once the movement has ended, the player can get extra points based on whether he ran over any other player, and the number of hexagons he ran over that player by (The run-over will not happen if the player starts on the same hexagon as the opponent).

THINGIES

1 Thingy

5 Thingies

10 Thingies

25 Thingies

50 Thingies

x20

x4

x8

x4

x4

Each Thingy fits in a larger Thingy. You must make sure that your Thingy count is expressed in the least amout/most efficient combination of Thingy hoops (or else you’ll run out of them).

3. After the move has ended, if there is an opponent in an outer area, and the hexagon the opponent is on is on the same lines of hexagons (see diagram on right), and if the player has an equal or greater ones digit than the player’s ones digit, then the player can attack that opponent.

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1.The player rolls a die and gets to move that many hexagons. On each hexagon he moves, however, he must draw a card. The player must move clockwise.

2. Once the movement has ended, the player can get extra points based on whether he ran over any other player, and the number of hexagons he ran over that player by (The run-over will not happen if the player starts on the same hexagon as the opponent).

a. For example, if the player is on a hexagon exactly two hexagons behind an opponent and moves 4 hexagons, then he would have run over the opponent by 2, giving him 2 Thingies.

b. The run-over can apply to as many opponents as once.

3. After the move has ended, if there is an opponent in an outer area, and the hexagon the opponent is on is on the same lines of hexagons (see diagram on right), and if the player has an equal or greater ones digit than the player’s ones digit, then the player can attack that opponent.

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MOVE EXAMPLE: Let’s say John rolled a 4. John moves one hexagon, clockwise, and draws a card. If John has 31 Thingies and draws a card with a 2, then John gets to take 2 Thingies and adds it to his total Thingies, which would now be 33.

John moves another hexagon. If John then draws a card with a 3, he can again add it to his total Thingies, making it 36.

John moves another square, and draws a 7. He cannot take the Thingies because the ones digit of his total Thingies, [6], is less than 7, and must stop at that hexagon, even if he only moved 3 hexagons. From the two cards he was able to get, he can choose to keep one, and return the other.

31 ThingiesInitial:

33 Thingies

After one move:

2

33 ThingiesInitial:

36 Thingies

After one move:

2

3

36 ThingiesInitial:

36 Thingies

After one move:

3

2

2 3

Moves left: 4

Moves left: 3

Moves left: 3

Moves left: 2

Moves left: 2

Moves left: 0

+1+2

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The arrows signify which characters can use cards against some other character.

1.The player rolls a die and gets to move that many hexagons. On each hexagon he moves, however, he must draw a card. The player must move clockwise.

2. Once the movement has ended, the player can get extra points based on whether he ran over any other player, and the number of hexagons he ran over that player by (The run-over will not happen if the player starts on the same hexagon as the opponent).

3. After the move has ended, if there is an opponent in an outer area, and the hexagon the opponent is on is on the same lines of hexagons (see diagram on right), and if the player has an equal or greater ones digit than the player’s ones digit, then the player can attack that opponent.

a. If the player has a greater number of ones digits than the opponent, then the opponent will lose the difference of the two digits (for example, if the player has 26 and the opponent has 43, 6-3 is 3, so the opponent will lose 3 Thingies).

b. If the player has exactly the same ones digits as the opponent, then the opponent can be dragged down one area.

range of attack

CHARACTER

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1. The player can use a card at the begin-ning or end of his turn. He can only use it to a character he can use cards against. He can also use it during another player’s turn if he sets it as a trap beforehand. A card that has been used must be returned to the deck.

a. Setting a trap: if a player wants to use a card as a trap, then it must be set down when he chose the card. To set a trap, the player must put the card face down with the number visible. He can then use the card during an opponent’s turn.

CARDS: LIST OF CARDS:

STEAL: Steal a number of Thingies from one opponent, based on the color of the card: GREEN, steal 1, YELLOW, steal 2, BLUE, steal 3, PINK, steal 4.

KNOCK: Decrease a number of Thingies from one opponent, based on the color of the card: GREEN, knock off 3, YELLOW, knock off 4, BLUE, knock off 5, PINK, knock off 6.

BLOCK: Stop an opponent’s turn for one round.

EXIT: Move to the GATE of that area.

TRADE: Trade cards with an opponent. The opponent must trade.

SNEAK: Move to a hexagon exactly behind an opponent.

SWITCH: Switch places with an opponent.

BOMB: The player must choose one hexa-gon. The BOMB card will then decrease the number of Thingies for any player in the range of a radius of 3 hexagons from the chosen hexagon, by 5 Thingies. This card affects every player, even characters that cannot be influenced by the player’s char-acter.

STRIKE: Use 10 Thingies to push an oppo-nent down one area.

METEOR: The same effect as the BOMB card, but with a radius of 4 hexagons and a decrease of 10 Thingies.

BLACK HOLE: Similar to the BOMB, but instead of decreasing the number of Thin-gies for every player in the range, the players move one hexagon towards the center of the range.

IMMUNE: Keeping this card will protect the player from any card used against him. The player can use the card whenever an oppo-nent uses a card against him.

FORTUNE: The player receives 10 Thingies when he uses this card.

*The illustration on each card does not affect the card’s ability.

area affected

chosen hexagon

The players in lower areas have the option to draw from higher area decks once another player has reached that area, but this is risky since higher level decks give bigger numbers. However, they give good action cards too.