English Translation
Thu Mar 19 20:37:33 UTC 2009 |
Where is it played?
Played on 4 islands which are placed at the corners of an imaginary
square. But only one island is active at a time – the island
containing the Dalang. When the Dalang travels to another island, it
becomes the active island.
How are the islands arranged?
The four islands are laid out so that the symbols of the same colors
are all displayed in the same direction. For example, if all the green
symbols are at the bottom, then the player at the bottom end takes
green for a player color. The rest of the players choose corresponding
to the other player colors. See illustrations on pages 10 through 12.
What is the function of the islands?
The struggles over the power symbols are carried out there.
On each of the four islands are local potentates – a prince and
a priest. These potentates are represented by round chips bearing
symbols.
On each island there are also four villages, one for each player (in
his color). Beside each village are depicted symbolic places for the
local potentates. When through card play the prince or the priest
moves to a different village, its chip is placed on the place
associated with this village.
What is it played with?
Cards. There are various types of cards, each offering different
possibilities.
Around each of the four islands are four face down card piles. Only
the card piles placed around the active island are used to play.
Each player picks up the cards lying next to his own village. When the
Dalang changes to another island, the cards are placed back face down
again. Now only the cards from the new island may be played.
How is it played?
The start player begins: it is his turn; he is the active player; he
decides what is to happen. His opponents are passive players; they
must react.
The active player plays out one card. The passive players
may only play cards of the same type.
The active player can voluntarily end his turn (the playing of cards);
however, he can also continue it.
After, his left hand neighbor becomes the new active player. In any
case, the active player's turn ends when he plays an island card
which moves the Dalang to a new island and if a scoring occurs
there.
What happens when the Dalang changes islands?
The active player can place the Dalang on another island. To do so he
must play an island card showing the name of the intended island. If
this card is not blocked (by a passive player's play of a card with the same
island name) then the Dalang travels to the new island.
All players placed their hand cards as face down piles on the just
departed island. All now pick up the card piles from the new island
(containing the Dalang). If there is a scoring, the left hand
neighbor becomes the new active player. If there is no scoring, it
continues to be the active player's turn.
Scoring
A scoring occurs when the Dalang is placed on an island and the prince
and/or the priest are found in the village of the active player.
When does the game end?
The game ends as soon as the last demon mask is distributed.
Now each player adds up the values of his masks and seals.
The player having the highest total wins the game and is the new ruler
of the island empire.
Establishing the playing area
[for the following you may like to see the illustration on page 10]
Place the four islands as shown on the table. Between each island leave enough space for two card piles.
Rotate each of the 4 islands so that the player colors all point in the same directions. For example, all blues on top, red always to the left, etc. See the illustrations.
Each player uses the color on his side of the table.
Distributing the cards
Extract the four start cards. Place these to the side.
Shuffle the rest of the cards and place them face down. These cards are distributed around the islands as follows:
Begin with any island. In clockwise order deal a card face down to each side. Continue until each side contains 3 face down cards.
Repeat this procedure for the other 3 islands. Then for each player there are 4 card decks to play from. In the illustration [on page 12] the decks belonging to the green player are marked with arrows.
At this point no one may examine his face down card piles.
The rest of the cards are placed as a face down deck in the middle of the table as a draw pile. Later, the played cards will form a discard pile.
With 3 players one side of the islands is not used and there are thus only three card piles.
Determine the Start Player
Now shuffle the 4 start cards face down and deal one to each player.
The cards are numbered 1 to 4. The player receiving the "1" card reveals it – he is the active player on the first turn and begins the game.
With 3 players one start card is omitted. If the "1" is not in play, the player having card "2" is the active player.
The start player takes a prince symbol (blue chip) and places it on his side of the named island – Panschar [if it was card 1].
The start player then takes a priest symbol (yellow chip) and places it on his side of the named island – Kukusch [if it was card 1].
Thus the start player has two power symbols in his villages at the start of the game.
Then the other players examine their [start] cards. Each places 2 symbol chips on the indicated islands – in each case on their sides of the islands –. Thus each player must place a prince and a priest symbol in two different villages.
With 3 players there is only 1 power symbol on two of the islands. The two remaining symbols of these islands are placed aside and will first arrive on the islands in the course of play.
The start cards also determine on which island the Dalang starts. It is always decided by the start card of the player to the right of the start player. [At the very bottom of this player's start card, on the tan side, find the name of one of the four islands. This is the island where the Dalang begins.] The Dalang figure is placed on [the center of] this island.
Example:
The Dalang is on Panschar Island. Thus it is the start island.
The priest is in the green player's village and the prince in
the yellow player's village. [see it on page 14]
Now the demon masks are grouped according to their values and the 4 seals placed within reach.
The Active Player Begins
The first active player is the start player.
Course of a Turn:
1. Draw cards
In turn the players take extra cards.
The active player begins and the passive players follow, in clockwise
order.
2. The active player's turn
In his turn the active player can:
a) Play a card as often as desired. As long as cards are plays, he remains the active player. If he no longer can or wishes to play cards, his turn ends immediately and the opponent to the left becomes the active player.
b) He can refuse to play a card at all. Then his turn ends immediately and the opponent to the left becomes the active player.
c) The active player's turn can be forcibly ended by the passive players. See below under Royal Household cards.
The active player's turn always ends when a location change following by a scoring occurs.
Royal Household cards
Royal Household cards show the characters who attend a ruler:
Krieger (Warrior),
Gelehrter (Scholar)
Künstler (Artist),
Priester (Priest)
and
Fürst (Prince).
The abilities of the individual figures are indicated on the cards.
Defend:
If the active player plays a Scholar card, he gains the right to either place cards on his own piles or take cards from them.
The passive players follow in clockwise order.
Ending the active player's turn:
To force the active player's turn to end,
a passive player must first play 1 scholar card in order to participate
in card exchange. If he then plays a second scholar card, he ends the
active player's turn.
If the active player plays a Artist card, he gains the right to swap hand cards.
The passive players follow in clockwise order.
Example: Blue plays an artist card to the discard pile. Then he places 2 more cards on the discard pile and drawrs 2 new cards from the draw pile.
Ending the active player's turn:
The active player's turn can be forced to end
by playing 2 artist cards. See Scholar [above].
Also, when the active player's turn has been forced to end,
other players who have not yet had a chance to respond, may still
play an artist.
If the active player plays a Priest card, he gains the right to reveal more Priest cards with the goal of bringing the Priest symbol (chip) into his village.
The passive players follow in clockwise order.
Resolving the event:
After the event has been resolved, it is still the turn of the active player.
It is resolved as described above under Priest.
Example:
Yellow is the active player, Wontong the active island. Yellow would
like to bring the prince (currently in the Blue village) into his
village. Thus he plays a prince card (to the discard pile). Yellow
still has 2 prince cards in hand, which he now reveals.
Green has no prince; he passes. Red shows 3 prince cards and then Blue
shows 4 prince cards. Thus Blue wins and the prince chip stays in
Blue's village.
All players take back their revealed prince cards. Yellow remains the
active player and continues the game.
With 3 players:
In playings for three at first there is an island without a priest
symbol and an island without a prince symbol. These chips first arrive
on the islands after priest cards or prince cards resp. have been
revealed.
Two Power symbols in one village
If it happens that after resolution of an event revealing priest or prince cards, that both power symbols (priest and prince chips) are in the same village, the owner of this village receives the dominance seal of this island. [The image on the seal matches that of the island.] The player receives the oval seal which counts for 3 victory points.
The player can lose the seal, however. If another player succeeds in
bringing both power symbols in his village, this player takes the seal
and with it the 3 victory points.
The dominance seal can only first be lost if another player has
both power symbols in his village. It is possible that a player
still possess the seal, but retains neither of the power symbols
in his village. Two other players each possess 1 power symbol.
These cards depict the Dalang and each include the names of 2
different islands. With the help of the Dalang cards the Dalang can be
moved – to another island – and thereby cause a scoring.
Each card shows two different goal islands: it doesn't matter whether
the name used is the first or the second on the card.
If the active player plays a Dalang card, he wants to move play
to another island. Each Dalang card shows 2 island names. The player
must choose one of them as the goal.
a) Active player plays a Dalang card
In agreement with the location change
When all passive players have had a chance it is again the back to the
active player.
c)Location change is prevented
If the location change has been prevented, the active player can play
another Dalang card, or another of his choice.
An example:
Wontong is the active island and the Blue player is the active
player. Blue would like to move the Dalang to Kukusch since he has the
prince in his village there and in the scoring will earn a demon mask.
Thus Blue plays the "Kukusch" Dalang card. The Yellow player would
prefer to stay on Wontong so he also plays a Kukusch card.
Since the location change has already been prevented, Green and Red do
not need to play Dalang cards.
It is Blue's turn again, but is out of Dalang cards.
Blue gives up his turn. He declares that he has no more cards to play.
Thus his turn ends and his left hand neighbor now becomes the active
player.
d) Location change occurs
If the location change is not prevented, the Dalang is placed on the
new island and all players must immediately switch to the new island.
e) Scoring after location change
After a location change if the active player has at least one power symbol (prince or priest chip) in his village, a scoring follows.
Continuation of the example:
Red has the prince and the priest in his village.
Therefore there is a scoring.
He takes the lowest still available diamond mask (value 4) and places
it before himself.
All players place their hand cards around the island of Panschar
and take up their card piles from the island of Tschakkalag.
Red has only 3 cards in his pile and so doesn't need to discard any.
Blue must discard the top 2 of his 6 cards. Yellow has no cards in the
first place and must continue with an empty hand. Green has exactly 4
cards and therefore does not discard anything.
With the scoring Red's turn as active player has ended.
Blue is the new active player and continues the game at Tschakkalag;
next he draws 2 new cards from the draw pile and opponents each draw
1.
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