Northanger Abbey: The ball game
The objective of the game is to have the most people of your family in attendance at the various balls throughout Northanger abbey. By doing do you hope to to obtain popularity in order to impress Catherine Morland.
2-5 players
Setup:
To begin a game players will select a different family piece from the two different sides of conflict. A player will choose from Thorpe, or
Tilney however if there are an odd number of players then one of them must be the pirate.
Once players have selected sides they will first select a spawn point for their player piece. Being their spawn point this ball will be the players "home" and no other player will be able to attend. They will then each take turns placing pieces onto the board so that all of the balls are occupied. These represent the different members of their family in attendance at the different balls throughout the town of Bath.
Gameplay:
Families:
Each family
has up to two players; for the Thorpe family, there is John and Isabella; for
the Tilney family, there is Henry and Eleanor.
At the start
of each turn, the current player may place people at the balls they are in
attendance at, limited based on the number of balls their family currently
attends. The player will get one person
per ball attended, and a pre-determined amount based on the amount of regions
they attend all the parties at.
The families
will take turns crashing the other adjacent balls to obtain attendance. However, the family can’t cross the river to
crash, unless there is a brown bridge.
The crashing party may use up to 2 dice, while the defending family may
use up to 3 dice. The winner of the crash is whoever has the highest dice roll,
and that family may attend that ball.
The losing family will lose all people in attendance, and if any player
pieces are in attendance, they move back the ball they started at.
Extra powers
are in effect if a player piece is part of the crash:
·
John
and Henry power: Authority, they count as +3 for defending +1 for attacking.
·
Isabella
and Eleanor power: Feisty, they count as
+2 for attacking +1 for defending.
Pirate James:
The pirate
player will draw a card at the beginning of their turn. This card will determine what they
must do that turn. Even if the pirate decides not to play a card that is drawn it will be discarded at the end of the turn. The pirate
may move anywhere on the board, within a 6 ball-space area, depending on what
they roll on a 6-sided die. The main thing to know about the pirate is that he will not be able to win! He is however the player that stirs up the most trouble and causes the most chaos in the game so you definitely will not be bored.
Winning conditions:
There are two ways in which a game can end.
· The original pre-set number of turns is completed
· There is only one team left standing on the board
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