Sunday, May 31, 2015

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[Board games strategy games] Catan Catan expansion savage scene 4- The Barbarian Invasions graphic board game rules! X Aini. Ni Po Pi Techbang PIXNET :: ::
We all know that Yucatan island arma 3 full of wealth, the news also spread to the ears of savages. Barbarians were a group of three, not only occupy the road, but the invasion of Catan from the periphery, want to destroy this land. "Catan Islander, composed knight troops to destroy them it is not true, we will die!!" Put a good funny roar Figure XD Knights move right time: 60-90 minutes Accessories: -! 24 Knights token (4 color each 6) - 40 gold coins --30 barbarian token - 26 张 Development card (Development Card) - 1 Castles area (Castle Hex) people from the brutal attack Ruka Tan Island Coastal slowly, if ignored, they will destroy the area, we can not produce resources. ! Knights fast forward to get it every two savage arma 3 prisoners arma 3 of war, but also for you +1 point oh ready:! 1. Composition desert area and the castle area photo illustration put away. Gray part by two forest (wood production), 2 hills (brick production), 3 pastures (producing sheep), 1 Mountains (mine production), 2 farmland (the wheat) of section random components. White part from one forest (wood production), a hill (brick production), a pasture (sheep production), 2 Mountains (mine production), 2 farmland (the wheat) of section random components. 2. The number must be placed according to the following figure 3. The distribution exactly put away his knight into the hands of each person according to his own color to take, each holding 6 4. Each put a barbarian to section 2 and 12. Other barbarians first put aside. 5. The development of the basic version of the card from the game. This scenario will only use the new 26 development cards. Development of different scenarios using different cards Oh, please do not take the wrong note on the back. 6. The army Wang / Max army this card from the game, this scene will not use this. 7. Place the robber out of the game, this scene will not use to the robber. Start of the game: put the city into the player according to the basic version of the play, just put a second small room. But the initial stage, you still only get a "1" resource nearby cities of each section. Basic rule: and basic version of the same. New rule: in addition to production resources, arma 3 trade, outside the building, you now how each round of selection. 1. The Barbarian Invasions Catan every time you build a small house or upgrade the city, it will automatically trigger this event. 2. Development card every time you buy, the development of the card must be used immediately opened. 3. Development cards may say to put the Cavaliers, immediately put the Cavaliers to the territory. 4. Each round ends when trading and building, you can move the knight. 5. After the end of each round to move knight, barbarian can see whether we can get rid of. The following will do in-depth presentation of the above five points. 1. The Barbarian Invasions Catan a. When the barbarians invaded every time you cover a small room or upgrade cities, will be automatically and immediately raised this event. Barbarian Invasion follows: people raised the event three times in total will roll dice, dice according to the number of children to a savage place on the forum. (If the external area has been filled with three savage occupation, the tightly Barbarian) EX you dice to 8, but the external number 8 area has been occupied, then do not put the Barbarian) three times this figure can not be 7 , can not be repeated, if the dice to 7 or repeated heavy dice can. * If the future were all savages section on, there is no longer the barbarian invasion. But as long as there are barbarians can use, this event will trigger. had a long way, for example, someone residential / or upgrade, causing the barbarian invasion. dice out of three, put a barbarian to the 3 section. roll out 9. There are three barbarian to 9 pages, the area was occupied by barbarians, small room numbers upside down. dice to 8. Because section 8 before it was occupied. Nothing happens. 3,8,9 three dice that have different numbers, barbarian invasion ended. arma 3 b. When the coastal area occupied by savage barbarians when there are three on a coastal area, the area occupied destroyed immediately put the number of the section on the upside. As long as the number is inversion state, the area can not generate resources. Once this area is occupied arma 3 state, the barbarians will attack to other sections, this section will no longer attack. Note: You can not cover a new road or a house in the occupied area. c. city or a small room occupied when your city or around the small room were only "occupied area or sea area", the city or a small room would be considered occupied arma 3 by barbarians. The occupied building down, so he fell in place. There are several buildings occupied harm - not divide - if the cap on the port, the port can not be used Note: The desert and the castle area will not be occupied, so the castle area covered in the desert or the transfer of the building, never It will be occupied.
2. Development card every time you buy, the development of the card must be used immediately opened. Every round you can buy any number of development cards. But each must be used immediately bought, finished using to buy and use another. After the development of the use of cards into the discard pile. If development were bought over, the discard pile of wash into a new deck. 3. Development cards may say to put the Cavaliers, immediately put the Cavaliers to the territory. When you use the Knighthood development card, put your ㄧ knights put on a path to any path section of the castle. Knight and the Knights can not stand on the same path Oh. If you use the development of the Black Knight Black Knight card, you can put your a knight placed anywhere on the map. Or pay attention to, can not and Cleveland Cavaliers on the same path Oh. 4. Each round ends when trading and building, you can move the knight. When you turn the end of each trading and building, you can move the knight. - Each Every knight move up three steps (three-way arma 3 distance.) If you pay a wheat to the bank, then a knight arma 3 can move five steps. A wheat only more so "A" Knight arma 3 hyperactivity. Knight can only move a maximum of five steps. - Moving process completely arma 3 ignores other Knight Rider / road / building, and other knights do not last as long on the same grid can be. - Knight can not move parked in the castle area, you must go out. 5. After the end of each round to move knight, barbarian can see whether we can get rid of. a. Now if we get rid of the barbarians from the number 4 on the left of the area around the peripheral area clockwise examination. Only Knight quantity "barbarian quantity, the Knights win. (EX: 2 Knight> 1 Barbarian) if the number of barbarian knight number, then nothing happened. b. processing victories when the Cavaliers win, the barbarians on the area to become prisoners of war. Knights of prisoners involved in the fighting according to the different camps have different assignments. - If you're arma 3 the only camp in the area knight, all barbarians become your prisoner. - If there are different camps in Knight forum, each camp who got the "a" prisoner of war. If an insufficient number of prisoners per one, the player rolls the dice than the size of a big man to get prisoners of war, little arma 3 person arma 3 change take three gold instead. - If a prisoner of war after each take, how the prisoners, then the more people you can get the rest of the Knights of prisoners of war. If someone out as much as the number of knights, then roll the dice than the size of a big man to get all the remaining prisoners of war, little person change take three gold instead.
POW benefits every two prisoners = 1 point! C. Restoration of the occupied area when the Cavaliers defeat the barbarians, if this area previously had been occupied, the number upside down, then the number will turn back. The number once turned back, this area in the future but also the use, production resources. Was torn down in small rooms or cities can then righting re role, but also can be considered divided. (Said to have been pulled down in front of the building is not divided) have had good and bad, after barbarians invade this area can be re-chatter. d. After winning the barbarians, you may lose knight. After the action in front of a ~ c are done, you should see will not lose knight. There may be baa total war casualties. Just involved in the fighting of any one player rolls a dice once, use this result on the control of Digital Fortress. As long as someone's knight arma 3 standing on the castle area rolls out digital "direction" on time, the riders exit. (1 and 4 in the same direction; 2 and 5 in the same direction; 3 and 6 in the same direction.) arma 3 If you are unfortunate casualties knight to move the end, the bank will give you three gold subsidize pain. Other notes: When the dice to 7:00 that player may randomly draw a card player's hand, and> 7 hand cards who want to lose half. Large gold coins is $ 5, $ 1 small coins. Each turn you can use the "second" gold and bank for resources, each 2 yuan (two small coins) and bank can change any resources. Round unlimited hands in gold and other resources on people, arma 3 or unlimited and ports (2: 1 or 3: 1) or bank (4: 1) for resources. arma 3 Gold is not the hand, so do not count dice to 7:00 in the hand limit. Development can not be gold card - monopoly Monopoly levy. Treason treason and plotting treason Treason Intrigue instructions to get two gold coins. Mobile two different sections of each one savage on to another area not yet occupied. (Occupied number will be upside down.) If there is not enough barbarians move on the scene, then get onto the bank of the barbarians game board. If you move the original barbarian let the occupied area <3 barbarians, then turned back to the front of the section number, but also re-production resources. Intrigue plot took a savage ground arma 3 and become their own prisoners of war. If the court does not barbarians, then re-draw a card. It was the first to get the game over 12 games ended sharing tips barbarians have not come before the first knight important, otherwise occupied area does not turn back pain! More mercenary groups and others in favor of the establishment of cooperation defeat the barbarians. And other variants of this scenario can match any barbarian together with the expansion of the variant. And two individuals with Catan: 1. neutral simulation knight players become a "foreign knight", when there is one player builds his first knight, he can make a foreign knight departure into the field from the castle . When your turn, you first move your knight, after moving all the other foreign knights. arma 3 As long as foreign knight in the field, he would not leave the game because of injuries and territory. arma 3 2. When you build a small room and players simulate neutral arma 3 cover small room, savage attack twice. (Dice 6 dice) 3. Accordingly scene no robber, you can use transaction token (trade token) to repel the barbarians. If your score opponents score, you can simply pay a transaction token, if you pay for the extra points than the other two. 4. Down savage treatment results and if foreign knights involved in the fighting, the foreign knight For all set to throw the dice 3 dice. 5. When your knight casualties are moved end, you get two gold and a transaction token, instead of three coins. And Catan event card with the robber Robber Attacks !: dice to 7 people draw hands from any player, the hand is greater arma 3 than the upper limit of the folds. Robber fled Robber Flees: no action, no nothing happens. Dispute Conflict: arma 3 If there is a player with the most knight in the field, he optionally a player draws a hand. And ports with a king: it was the first to reach 13 timeshare into victory.
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