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| By Ronald Hoekstra |
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Players: 3 to 4
Components: Basic game, 2 pawn as bisons, chips as extra VP's
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The start:
Basic game setup, but after the setup the minimum distance rule is not in use anymore. The bisons are placed according to a diceroll. Place the pawns in the middle of the hex. If a "2" or a "12" is rolled, place the pawns on the 2 and the 12. If a "7" is rolled, roll again.
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The game:
1) Move bisons, then roll the dice.
To move the bisons, choose 1 of them and throw a die. Move the bison in the indicated direction. For example 1 is up and then clockwise. Bisons never walk into water. In that case they stay where they are.
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2) In stead of cities, hunters are 'build'.
There are no cities in this game. Use the cities as hunterpieces. The hunters are placed in the center of a hex. A hunter can be built in a hex adjacent to a village. Costs: 1 wood, 1 wool, 1 ore. A hunter can be moved to an adjacent hex by paying 1 grain. A hunter can be moved to any other hex by paying 1 grain if that hex is adjacent to an own village. There may be more hunters on the same hex.
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3) Indians defeat hunters.
The robber is an enemy indiantribe. If this tribe is moved to a hex with hunters, all the hunters are removed (and available for rebuilding). If the tribe is defeating hunters, then they can't steal materials.
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4) Moving villages.
By paying 2 materials you can move your village along (any) roads, even past other villages. You have to move to a free point. Remark: the longest traderoute can change !
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5) Materials and VP's
When the dice show 2 equal numbers there is a bisonhunt. All the hunters in the same space as a bison receive 1 VP. Also the normal materials are earned. When there is no bisonhunt, then all the material earnings are doubled (as if you had cities), while the hunters didn't hunt.
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The end:
You need 12 VP's to win the game. While there are no cities, you need to hunt bisons.
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| written by Ronald Hoekstra |
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