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Detailed descriptions

In document Board Game Design Document (Page 32-46)

The detailed descriptions section consists of the thorough information on features of the game. It is intended to provide information with the highest level of detail, when such sort of information is needed.

Each topic addressed in this section is previously addressed somewhere in this document, which a lesser degree of detail for the sake of time-saving.

It is best to use this section to extend one’s knowledge on certain topic they wish to further investigate. This section is not structured in a way to facilitate easy read-through. *Quotes are from other sections are presented in tilted (italic) text style, and with green font color.

The Board in detail.

The playing field of the game is represented on the board by a grid of hexagons, called for clarity - “tiles”. Its dimensions are 9 by 9 tiles. Each tile have 4 positions, which player’s units can occupy.

Although the field appears to be somewhat rectangle-shaped, it is symmetric in every direction. This means, that it takes equal amount of turns for each player to get to other players (they are equally spaced from each other) as well as all the game objectives.

Shape of the field

Players that are sitting opposite to each other, that is to say on two opposite corners of the board (example: P1 and P3), are further apart from each other, than from other players.

This is a property of the square, where D = 1,41 x A, where “A” is the length of the side of the square and “D” is the length of the diagonal.

This is apparent on the board as well. For example:

P1 and P2 are 9 hexagons away from each other (the side), as well as P1 and P4.

P1 and P3 are 13 hexagons away from each other (the diagonal), which is roughly equal to 9 x 1,41.

This affects the dynamics of the game, as it is slightly harder for players in opposite corners to interact.

The Freeze-over season and the limitation presented by it, namely that players have to bring back their hunters at their camps before the 15th of an year cycle is over, reinforces this separation.

Here’s a map of the furthest tiles, which P1’s hunters can reach and still be able to get back to the safety of their shelter in time, before the Freeze-over kills them.

Legend:

With bright red in the bottom left corner is highlighted the player’s (P1) camp space.

Green-colored tiles is where P1 can move somewhat freely and be able to get back on time before the Freeze-over.

Pink-colored tiles is where the player can go, participate in a hunt, and then be able to get back in time before the Freeze-over.

Light-red-colored tiles is where the player can reach, but will have to turn back around right away, if he is to surrvive the Freeze-over with his hunters.

Bright red tiles (on the top part of the board) are the only 2 locations where the player’s return to his camp is dependent on the prey along the way to have been hunt down, so he can pass through them as if they are normal tiles.

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Movement on the field

Players move from hex-tile to hex-tile (hexagonal tile).

The pawn position indicators are unrelated to movement. They are just an indicator of the maximal amount of units one tile can contain.

Players are allowed to move their units however they decide to, with the exceptions of:

- Players cannot move their units over resource tiles (prey and shrines), unless the particular resource tile has been depleted, or in other words acquired.

- Players cannot move their units beyond the boundaries of another player’s camp.

This is to say, they can’t go into another players camp.

- Players cannot have their hunter and warrior units on the same tile. Hunters and Warriors are always sitting on different tiles and may only share tiles on the player their base tiles.

- Players cannot place more than four units on a single tile. There are no exceptions!

Resources on the board

The resources on the board are represented by prey and shrine tiles.

These resources are symmetrically placed on the board, so every player is equally distanced from them. Every player has the same options.

In a table, below, is presented information regarding the resources, their value and accessibility. It is important to note, that the values of distance are relative to the closest player on the board.

Mammoth 6 tiles 16 food 8 units 1 1:2 (200%)

Shrine 4 tiles 1 FoG card 1 unit 4

Player units

Player units are the means by which players influence what happens on the board directly.

Players can move their respective units, each at a rate of 1 tile per turn. That is to say every unit they commands can move once per turn, at a maximum distance of one tile.

There are two unit types in Tribal Turmoil – hunters and warriors.

Hunter units Warrior units

Movement per turn 1 tile 1 tile

Food required for winter

season 2 food 2 food

Food required to spawn unit 4 food 4 food

Huntsmen

Hunters are one of the two types a units players can control. Here is a list of statements that define the role of the hunter unit.

- Only hunters can interact with the resources on the board.

- Hunters can hunt prey awarding the player food.

- One player’s hunters can co-operate with other player’s hunters.

- Players can use Hunting Tricks cards only against hunter units, and not against warrior units (in case a warrior disrupts a hunt)

- Huntsmen are defenseless against warrior units, unless the Favor of the Gods card

“Divine Bloodlust” is used, in which case other rules apply. These can be seen here(page).

Warriors

Warriors are one of the two types a units players can control. Here is a list of statements that define the role of the hunter unit.

- Warriors can attack other player’s units and remove them from the board (kill them).

- Warriors can disrupt hunts. This happens if a hunt is initiated, and the warrior unit is adjacent to the prey tile where the hunt is carried out. In order to disrupt the hunt, a warrior must kill a unit that is participating.

- Warriors cannot hunt animals, nor place offerings at shrines.

- Warriors can be sheltered in shrines. That is to say that they can survive the freeze-over in shrines. This comes at the cost of doubling the food cost to sustain the warrior units outside of camp space. In other words, instead of costing two food to sustain, the will cost 4 food if it’s stationed at a shrine through the Freeze-over phase.

Note that at max 2 warriors can reside in a shrine at a time. A unit that is outside a shrine cannot attack the unit that is in there, as it is a holy ground and therefore not a place where units may fight on. Which means it works on a first come first serve basis. These 2 warriors must be from the same player.

Hunting and Combat

Hunting and Combat are the two main aspects of the Hunting season phase. Players can use their warriors and hunters in their respective manners. Here is explained exactly how they work.

Hunting

‘Hunting’

When one of the active player’s hunting units is next to an animal tile (A boar, deer or mammoth tile), that unit can initiate a hunt. To do so, some conditions must be met:

Every unit that will participate in the hunt, under the active player’s control, should not have moved in this turn their movement phase. If any unit did move this turn that is controlled by the active player, then the hunt can’t be initiated.

The active player needs to send the correct amount of hunters into the hunt: For a boar, they need to send 2 huntsmen to hunt, for a deer 4 and for a mammoth 8.

Every unit that the active player will send in the hunt this way needs to be adjacent to the

animal that is being hunted, and will be rendered unmovable for 1 turn.

A unit cannot move and initiate a hunt in the same turn, meaning that a unit can initiate the hunt only if it has been on the adjacent (to the “prey”) tile in the previous turn.

In other words: if a unit moves next to an animal in turn 3, it can initiate the hunt in turn 4, and will get a set amount of food in reward, at turn 5. Initiating a hunt renders the unit unmovable for the turn.

The active player may also choose to work together with other tribes to reach the needed amount of hunters to take down certain animals. If so, they may invite other players to participate in the hunt. Other players may give their verbal consent, but are not obliged by it and can act as they please.

For these units that are not under the player’s control the following rules apply:

- These units must be adjacent to what the active player wants to hunt. (In the same way the player’s own units must be present on an adjacent tile before starting the hunt) - The player controlling them must accept an invitation the hunt. If (s)he refuses to hunt together, pawns of that player cannot hunt with the active player’s pawns.

All the pawns which are participating in the hunt may not move for the duration of the hunt, regardless of their owner.

To indicate that they are participating, place these pawns on the edge between the hexagon that they are standing on and the hexagon that the animal is on. The units that are placed like this are still considered to be in their old positions. When the hunt ends they will be moved on the (now empty) animal tile, after the “prey chip” has been removed from the board.

The hunt is completed when:

- The player that initiated on the previous turn, starts his next turn. In other words, if the yellow player (P2) initiated a hunt in turn 4, the hunt is completed on the yellow player’s turn in turn 5.

The hunt is not completed when:

- Certain cards that are played. These cards will specify that the hunt failed. When a hunt fails, no player will gain a reward for this hunt and the animal flees. This means that the hexagon with the animal on it still will be removed.

- If one of the hunters participating in the hunt is killed by another player’s warrior, the hunt fails, the prey escapes and the players participating in the hunt do not get rewarded.

Reward:

If a hunt is considered to be successful, the player that hunted will be awarded with X amount of food tokens, where X is tied to the type of animal hunted: 2 for a boar, 6 for a deer and 16 for the mammoth, as shown here.

If multiple players participated in a hunt, the amount of food will be divided over everyone who participated in the hunt. With 2 players working together, the reward becomes 1 per player for the boar, 3 per player for the deer and 8 per player for the mammoth.

If three players are cooperating in a hunt, the division of food is as follows: First, divide the total food reward number through the amount of participants. Then, every player gets the whole number in food tokens. The leftovers will be distributed afterwards via die-rolls.

During hunt, players that are participating can decide to play Hunting tricks cards. This is further explained below, and looked at in-depth in the Detailed Descriptions section, here (page).

Combat

‘Combat’

Combat can only be initiated under the following conditions:

- The attacker must be a warrior OR a hunter under the influence of the ‘Divine Bloodlust (Favour of the Gods) card’.

- The attacked unit must be on an adjacent OR on the same hexagon as the attacker.

- It is the turn AND combat phase of the attacker.

The damage of combat, and how it is calculated, is as follows:

Roll a die where is needed (see table below). Look up the situation and outcome below.

Warrior is attacked Hunter is attacked Warrior attacks 1,2,3 or 4 means that the

attacked warrior gets removed.

5 or 6 means that the attacking warrior gets removed.

No die-roll is needed.

Remove the hunter from the board.

Food Division

If multiple players participated in a hunt, the amount of food will be divided over everyone who participated in the hunt. With 2 players working together, the reward becomes 1 per player for the boar, 3 per player for the deer and 8 per player for the mammoth.

If three players are cooperating in a hunt, the division of food is as follows: First, divide the total food reward number through the amount of participants. Then, every player gets the whole number in food tokens. The leftovers will be distributed afterwards via die-rolls.

If four players are cooperating, use the same method as described above.

Boar Deer Mammoth

Hunt alone 2 food 6 food 16 food

Hunt with 1 other

player 1 food per player 3 food per player 8 food per player Hunt with 2 other

players At maximum 2 players can hunt a boar.

2 food per player 5 food per player, plus 1 food as leftovers (see die-rolls)

Hunt with 4

players At maximum 2 players can hunt a boar.

When there are leftovers (which is the case when 4 players hunt a deer or 3 hunt a mammoth), a die will be rolled to determine who gets the leftover food. All leftover food goes to the winner of the die roll.

With 3 players, the die-roll distribution is as follows:

Player 1 Player 2 Player 3

Die roll is 1 or 2 Wins

Die roll is 3 or 4 Wins

Die roll is 5 or 6 Wins

Please do note that these player numbers are not related to the numbers on the actual board, but rather used here to show that they are different players. Player 4 can also hunt

together with 2 other players. Each player picks their set of numbers (which has to be verbally agreed upon, if that does not happen the assignment of the numbers happen clock-wise).

For 4 players, the die-roll distribution is as follows:

Player 1 Player 2 Player 3 Player 4

Die roll is 1 Wins

Die roll is 2 Wins

Die roll is 3 Wins

Die roll is 4 Wins

Die roll is 5 or

6 Die gets re-rolled

Die gets re-rolled

Die gets re-rolled

Die gets re-rolled

Favour of the Gods cards

Below, all the ‘Favour of the Gods’ cards are described in detail, which is to say their effect and the amount of that particular card included. These cards often contain effects that will help the player who casts the card, but can also sometimes be used to harm others.

When a card says target, the player who plays that card may pick the target as long as it is a valid target. If there are no valid targets, the card will directly go to the discard pile if it was played. A valid target is every target of the type described on the card.

Please do note that a player may at maximum have 3 Favour of the Gods cards in their hand. If they have more, they have to discard cards (move cards to the favour of the gods discard pile) until the number of cards that player has is 3.

Divine Strength

For the rest of this year, when you start a hunt, you can do so with 1 player less than is originally needed.

Number of this card included: 2

Divine Luck

For the rest of this year, if you hunt, you have a 50% chance of gaining 2 food extra from a hunt (roll a D6 after a successful hunt, if the number is lower than 4, add 2 food extra to the food you earn from this hunt).

Number of this card included: 2

Divine Wisdom

For the rest of this year, if a unit you control dies, draw 1 Divine Wisdom card. Do this only if this effect did not happen before. If it did, move this card to the ‘Favour of the Gods’ discard pile instead.

Number of this card included: 2

Divine Protection

For the rest of this year, if a unit would die, roll a D6. If you roll a 1 or a 2, that unit doesn’t die instead. This card has no effect during freezeover.

Number of this card included: 2

Divine Bloodlust

For the rest of the year, hunter units can fight as if they were warrior units. However, when these hunters attack other hunters, roll a D6. If you roll 1 or 2, the attacked hunter dies. If you roll a 3, 4, 5 or 6, nothing happens. When fighting a warrior, if you roll a 1, 2 or a 3, the attacked warrior dies. If you roll a 4, 5 or 6, the hunter dies instead.

Number of this card included: 2

God’s Gif

Gain 1 hunter unit or 1 warrior unit. This card may only be played when you have 2 open spaces on your camp tile.

Mercy of the gods: If you control less than 3 units, Gain 2 hunters or 2 warriors instead.

Number of this card included: 4

Holy Gif

Gain 6 food.

Mercy of the gods: If you control less than 3 units, gain 8 food instead.

Number of this card included: 8

Wrath of the Gods

Destroy a unit of 1 tribe with at least 4 tribe members in it.

Number of this card included: 4

Magic Quicksand

Freeze all units on target hexagon. (They may not move until the player who played this card takes their turn again).

Number of this card included: 4

Holy Thef

Steal 2 food from a player with more than 6 food.

Mercy of the gods: If you control less than 3 units, steal 4 food instead from a player with more than 6 food.

Number of this card included: 4

Gif of Nature

Put all hunted animals back on the board.

Number of this card included: 4

Swif Feet-Boost

Target Unit may move 3 spaces this turn.

Number of this card included: 4

Please note that if this card targets a unit that has been under the influences of a card that limits the movement of a unit (such as Magic Quicksand), this card will take priority over it, meaning that the unit may now move.

Swif Team-Boost

Units on target hexagon may move 2 spaces this turn, instead of 1.

Number of this card included: 4

Please note that if this card targets a unit that has been under the influences of a card that limits the movement of a unit (such as Magic Quicksand), this card will take priority over it, meaning that the unit may now move.

Hunting Trick Cards

These are cards that one can use to manipulate a hunt. It can make it more favourable for you or/and you can obstruct the player(s) you are working together with.

They may only target (affect) hunts in which you have at least 1 hunter participating in and thus may only be played when you hunt.

Note that there are 2 zones in which a player can own the card. Their inventory and the cards set aside. During the meltdown phase, players get to choose up to 3 cards to set aside to use during the main (hunting) phase. Only these cards may be played by players

Note that there are 2 zones in which a player can own the card. Their inventory and the cards set aside. During the meltdown phase, players get to choose up to 3 cards to set aside to use during the main (hunting) phase. Only these cards may be played by players

In document Board Game Design Document (Page 32-46)

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