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| ____Die Tafelrunde | |||||
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The card graphics for download: part 1 (199K) part 2 (207K) part 3 (137K) part 4 (71K)
Important notice: Draco (the one with the golblet) is a card with
2 sides. One side with the goblet in the right hand and one with the
goblet in the left hand. |
| Die Tafelrunde is published in german in a limited edition of 500 by "spiele aus timbuktu" and sold out. |
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The Rules
"Die Tafelrunde" (A big round table with heroes) is a game for 3 or 4
players, 10 years or older, duration ca. 45 minutes. Draco leads "die Tafelrunde". He shares out the incomes of the daily adventures. Therefore all heroes try to be his favourites. The heroes he likes most, sit on his favourite side marked by the hand with the goblet. The unwanted sit on the other side. Every player tries to get with his two heroes the most of the money by playing actioncards.
4 castles in 4 colors 2 additional D6-dice needed.
Preparations
1) Play a card: Play one handcard and do the written action on
it. The card should be played on a open discard pile next to the draw
pile. No card will be drawn now. The next player continues.
Some actioncards cost or earn money. For some actioncards you have to
roll dice. Most of the cards change the positions around the table. Most
cards influence heroes. But is often not fixed which hero and which
moving direction.
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Veto and Veto-Veto: If a player has a card with a shield, he
always can make a Veto against an action of another player. For that he
has to put
the card with the shield on the discard pile. Then the action canšt be
carried out. The affected player donšt gets his card back, but the money
he spent for the action. The next player continues. If a player has a card with a broken shield he can use it as a Veto-Veto against the Veto. Then the action will be carried out. The card with the broken shield has to be discarded. The Veto-Veto is final. Veto and Veto-Veto can be made by any player. |
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Startplayer card: After the first part of the day (actionround)
the startplayer card has to be turned over (nightside face up). End of the day - Pay-out: If both parts of the day are completed, the money will be shared out. Depending on the position the player gets money or has to pay money for his heroes. The goblet of Draco points on his favourites. The first hero in this direction gets 4 silver, the second 3, the third 2 and the forth 1 silver from the bank. The first hero on the other side of Draco has to pay 2 silver and the second 1 silver to the bank. All other heroes are neutral. If a player has no money, he has not to pay. 3 silver is 1 gold.
Game end |
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Peculiarities If a player has no handcards, he only can choose the action "draw a card". |
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Draco only can be moved with the "Capricious"-actioncards.
A hero canšt jump over Draco.
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Zork counts double minus but never plus.
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The actioncards Every person card is a hero except Draco. Even Zork is a hero. Alliance: Usually long jumps. Backwards: Only if Zork is the last or before last, he gets expensive for the richest. Black magic: This can be a very profitable card. Booze-up: Roll dice. The result is the postion of the hero, who has to move straight to the back. If the result is a 3, the hero on position 3 has to move straight to the back. Capricious: The only 4 cards that can move Draco. If Draco changes the side of favour, Draco has to be turned over. Now the goblet is on the other side. The good became the bad positions and the bad the good positions. If Draco moves, he can be moved in both direction. Confusion: This card is very effective, if one of your heroes is already the last. Therefore he canšt be moved further down. It is not allowed to use it on only one hero. Diplomacy: Can make enemies. Dubious Deal: You can choose a handcard of a player and put it on your hand. There are 2 different cards of that kind: Card 1: Here the other player gets 1 silver from you. If you donšt have enough money, youšre not allowed to play the card. Card 2: The other player can choose (not you!) which of the heroes will be moved 2 up. Favourite: Can only be used to move heroes up. Gambling: First choose a hero, then roll dice. The result is the new position of the hero. For example: is the result 2, the hero moves to the second position. Heroic deed: This card works only on uninterrupted sequences of specific heroes. Depending on the cards a hero can move up to 4 positions. You can use it to move heroes up or down. Magical choice: Usually you get with it the card you want. Magical mirror: Roll dice. The last hero moves up that many positions and the first hero moves down that many positions. Like always, you can choose the order of actions. Major Intrigue: Can only be used to move heroes down. Minor Intrigue: Can only be used to move heroes down. Mischievous: If you donšt have enough money, youšre not allowed to play the card. With this card you often can influence who plays with Zork. Old friends: You choose another player, who can use the action as well. The other player himself (not you!) can decide which hero can move 3 forward. Like always, you can can choose the order of actions. Rumours: You can use it to move heroes up or down. But all of that kind of hero must be moved and in the same direction. Stroke of fate: Only the 1 or 2 heroes adjacent to Zork have to pay. Transfer: You can move a hero to a position adjacent to Zork. Venal: If you donšt have enough money, youšre not allowed to play the card. Wrestling: The heroes on the first four positions have to roll dice. One after another. A 3 or higher is needed or they have to move straight to the back. Rolling dice is like always: one or two times with both dice. Like always the player of the card can decide in which order the 4 heroes have to roll dice.
Š michael schacht 2000
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