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Fragen zu Lancaster von Matthias Cramer

Wie viele Ritter darf man besitzen?
Man darf alle Ritter seiner Farbe besitzen und einsetzen. Die vier "Plätze" auf dem Tableau sind lediglich ein Anzeiger für 1er-, 2er-,3er- und 4er-Ritter. Die 1er- und 2er-Ritter kann man stapeln.

Adligen-Plättchen Auslage (Beispiel für 2-Personen-Spiel):
Von jeder Sorte der Adligen sind im Zwei-Personen-Spiel 2 Plättchen im Spiel. Je County wird (bei 2 Spielern) ein Stapel aus (zwei) Plättchen gebildet. Die zum County gehörigen Adligen sollten im entsprechenden Country ausliegen (gleiche Buchstaben). Ein Spieler darf jeden Adeligen nur einmal nehmen.

Gunst des Königs
Die ersten sechs Ritter, die sich an einem Konflikt beteiligen, erhalten jeweils eine Gunst des Königs. Stellt ein Spieler mehrmals einen Ritter zu den Konflikten, erhält der Spieler jedes Mal eine Gunst (solange, bis keine mehr da ist).

Konflikt geht in die zweite Runde
Verliert man einen Konflikt, wird die entsprechende Karte nach unten geschoben. Damit geht der Konflikt in die zweite Runde und die Ritter verweilen in Frankreich. In der nächsten Spielrunde können die Spieler sich verstärken, indem sie noch andere Ritter zu diesen Konflikt setzen.
Beispiel: Frankreich hat Stärke 5. Drei Spieler setzen je einen 1er Ritter auf den Konflikt. Frankreich gewinnt, die Karte rutscht nach unten und die drei 1er Ritter bleiben in Frankreich.
In der folgenden Runde setzt jemand einen 2er Ritter zu seinem 1er Ritter. Dieser Spieler hat dort nun Stärke 3, die anderen beiden Spieler haben Stärke 1 - insgesamt 5. England gewinnt den Konflikt.

Stoffbeutel
Der Stoffbeutel hat keine Funktion. Seit einiger Zeit liegt den größeren Spielen von Queen Games ein Stoffbeutel bei (quasi als Tradition). Die Beutel gibt es in verschiedenen Stoffen.

© Spielpreis.de 2013

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Dies ist eine inoffizielle Spielregel zum Spiel Hera und Zeus von Richard Borg, die im veröffentlichten Spiel geändert und gekürzt wurde. Hier ist die originale englischsprachige Version.

HERA AND ZEUS

(Unofficial English Rules with Extra Notations)

© 2000 Kosmos
Rio Grande Games
Author: Richard Borg
Graphics: Franz Vohwinkel

When Gods feud, the earth quakes!

Zeus, the father of Gods, and his wife Hera often disagreed on matters both earthly and Olympic. Eventually, the disagreement became a full-fledged feud with both Zeus and Hera calling upon the other Gods from Olympus and mortals from earth to support him or her against the other. Cyclops, Amazon, Medusa, Hydra, Pegasus, and others joined the feud. Both have taken a hostage (Hera has Io and Zeus has Argus). The players take the roles of Hera and Zeus and use strategy and cunning to pit their allies against the allies of the other to rescue the hostages. It is winner take all for rescue of the hostages and control of Olympus!

GOAL

Hera wins, when she finds Argus and liberates him.
Zeus wins, when he finds Io and liberates her.

CONTENTS

86 cards (each player has a deck of 43 cards)
1 Zeus figure
1 Hera figure
2 summary cards

PREPARATION

The players sit opposite each other. One player take the role and cards of Hera (violet) and the other player takes the role and cards of Zeus (green). Each player takes the figure of his God or Goddess and places it on his side of the table. Each player takes the summary card for his God or Goddess. The summary cards briefly describe the special powers of the cards and how often each occurs in the deck.
Each player thoroughly shuffles his card deck face down and takes the topmost 9 cards as his starting hand, which is kept hidden from his opponent. The players place the remaining cards in their deck face down next to their God or Goddess figure.
If a player draws the hostage card (Argus or Io) as one of his first 9 cards, he shows the card to his opponent, draws another card to replace it, and shuffles the hostage card back into his deck.

THE CARDS

Each player has a deck of 43 cards. Most of the cards have a number from 0 to 7 in the upper right and left corners. The number is the strength of the card in a challenge. The higher the number, the stronger the card. These cards are played face down on the table when first played in the game. Some cards have mythological symbols below the numbers. These cards have both strength and special powers. They may be played to the table and some may be played for the special power they have and then discarded. These special powers are explained later and on the summary cards. A few cards have the mythological symbol only in the upper left and right corners, but no numbers. These cards are never played on the table, but are played for the special power they have and then discarded. These special powers are explained later and on the summary cards.

THE PLAYING FIELD

Each player chooses 3 cards from his hand and places them on the table face down next to each other as his first row. During the game, the players will add other cards to the playing field. Each player may add up to 3 more rows of 1, 2, or 3 cards each. These rows are played behind the first row. Thus, behind each card in the first row, a player may place 1, 2, or 3 cards. The card in the first row and the cards behind form a column. A column can have 0, 1, 2, 3, or 4 cards. Therefore, a player may have at most twelve cards on his side of the playing field, in four rows and three columns.

PLAYING THE GAME

The player’s alternate turns starting with Hera or the player who lost the last contest. On a player’s turn, he has as many action points to use as he has columns at the beginning of his turn. This will be 1, 2, or 3 actions.
For example, if a player starts his turn with 2 columns, he has 2 action points to use.
When a player has the Hera or Zeus figure in play, he gets 4 action points.
A player may take the following actions for the cost of 1 action point each:

  1. draw one card,
  2. play a card on the playing field,
  3. challenge an opponent’s card, or
  4. play a Mythology card.

A player may take any specific action as often as he has action points to spend. The actions can be taken in any order.
For example, a player may (with 3 action points) draw a card, challenge an opponent’s card, and then draw another card.
A player must spend all action points he is allowed. He cannot save them for later or refuse to use them.

Note: If a player begins his turn with no cards on his side of the playing field, he loses the game (see Ending the Game and the Winner)!

1. Draw one card costs one action point. The player takes the topmost card from his card deck and adds it to his hand. A player may have at most twelve cards in his hand. When a player has exhausted his card deck, he may no longer use this action.

2. Play a card on the playing field costs one action point. The player always plays the new card face down on his side of the playing field.
The player may play the card in front, behind, or between cards in a column on the playing field. If a player wants to play a card where another card lies, he moves that card, and other cards behind it, backwards (towards himself) to make room for the new card. After a new card is played, the cards in the column must all be next to each other with no empty spaces.
A player need not fill up a row with three cards before starting a new row. Similarly, a player need not fill a column before placing cards in another column.
A player may not voluntarily remove one of his cards from the playing field. Therefore, a player must carefully plan each of his deployments.
As indicated above, a player may move a card by placing a new card. Also, playing Dionysus allows a player to rearrange cards within a column or columns.
Remember: Each player’s side of the playing field may have only 4 rows and 3 columns.
A player may look at his face down cards at any time.

3. Challenge an opponent’s card costs one action point.
Players may only use challenges beginning with their second turns in the game.

THE CHALLENGE
When the opposing columns from the two opponents both have cards, a challenge is possible. A player may not challenge an opponent’s card diagonally.
A player is not obligated to initiate a challenge unless no other action is possible.
Note: players may not use the challenge action during the first round.
Only cards in the player’s first row may challenge (except for Pegasus using his mythology action) or be challenged.
Io, Argus, Medusa, Pandora and Hera or Zeus figures may never initiate a challenge.
The player who initiates the challenge, slides the challenging card forward (toward the challenged card) turns the card face up (if it was face down), and announces the strength of the card. His opponent turns the challenged card face up (if it was face down) and announces its strength. The card with the higher strength wins the challenge. The losing player puts the defeated card face up on his discard pile. The winning card remains face up in the first row.
When two cards have equal strength, both are discarded by the players.
When a card loses a challenge and is discarded, the player moves the cards in that column forward to fill the empty space.

4. Play a Mythology card from your hand costs one action point. The player places the card in his discard pile after using its power.

MYTHOLOGICAL ACTIONS
Some cards have mythological powers (indicated by the mythological symbols) in addition to their strength and other cards have only mythological powers. The mythological powers of the cards are explained below.

Hera and Zeus
When played, Hera and Zeus enters the playing field.
In a turn that Hera or Zeus is played, the player gets four action points to spend, regardless of the number of columns he has on the playing field. If the card is played after the player has used one or more action points, he does not get four more, but treats his turn as thorough he had four to start with.
The player pays no action point to play the Hera or Zeus card.
The Hera or Zeus card is discarded when played. Then, the player places his Hera or Zeus figure in his 1st row, replacing the card positioned there. The player then moves all the cards in that column, including the card in the 1st row, back one space. If a column has 4 cards, the Hera or Zeus figure may not be placed in that column. If all 3 columns have 4 cards, the player may not play the card.
The Hera or Zeus figure may not be played in an empty column.
Once a Hera or Zeus figure has been placed, the player may not move his figure, even with Dionysus.
Neither player may initiate a challenge across a column that has a Hera or Zeus figure in it.
As long as a player has his Hera or Zeus figure in his 1st row, he gets four action points to use per turn, regardless of the number of columns he has.
To remove the Hera or Zeus figure from an opponent’s 1st row, a player must challenge the figure with a Pegasus card from his hand. When a player does this, he immediately discards the Pegasus card and his opponent removes the Hera or Zeus figure from the playing field. Return the figure to his side of the table. It is possible that it may be used again.
The opponent then moves the cards that were behind the Hera or Zeus figure forward in the column to fill the empty space.
A player for one action may remove his own Hera or Zeus figure.
(We prefer the following optional rule: A player may remove his own figure with a Pegasus card from his hand. When a player does this, he immediately discards the Pegasus card and his own figure is removed. Return the figure to your side of the table.)

Medusa
Medusa once deployed to the playing field may only be defeated in a challenge by Hero or Amazon.
When any card, except Hero or Amazon, challenges Medusa, the card loses the challenge and is discarded. Medusa remains face up on the playing field.
When Hero or Amazon challenge Medusa, she loses and is discarded. The Hero or Amazon card remains face up on the playing field.
Medusa is a strong passive card. Medusa can never initiate a challenge.

Amazon and Hero
Amazon and Hero can defeat Medusa once deployed to the playing field.
When Hero or Amazon challenge Medusa, she loses and is discarded. The Hero or Amazon card remains face up on the playing field.

Pandora
Pandora, with her famous box, is a very dangerous card – for both the player and his opponent.
When any card challenges Pandora, all cards in that column are lost and discarded. Each player determines the order in which the cards are placed on his own discard pile.
If Io or Argus is in the affected column, the player who loses Io or Argus loses the game (see Ending the Game and the Winner).
When a player challenges a card in his opponent’s hand with Pegasus and selects Pandora, the opponent loses all cards from his hand and places them on his discard pile in the order he wants.
If Io or Argus is in the opponent’s hand, the opponent loses (see Ending the Game and the Winner).
Pandora can never initiate a challenge. 

Pegasus
In a challenge, Pegasus only has a strength of 1. Pegasus’ real value to a player is that of a scout.
Pegasus may be used in several ways.

• Pegasus challenges an opponent’s hand card
For one action point, a player may use Pegasus to challenge a card in his opponent’s hand. The player immediately discards the Pegasus card and selects one card randomly from his opponent’s hand.
If the selected card is Io or Argus, the game ends and the player who played the Pegasus card is the winner (see Ending the Game and the Winner)!
Note: thus, it is not advisable for a player to hold Io or Argus in his hand for long.
If the selected card has a mythological symbol on it and is on of the following; Medusa, Pythia, Hera, Zeus, Sirens, Hades, Persephone, Dionysus, he places the card on his opponent’s discard pile.
If the selected card is Pandora the entire hand of cards are lost. All cards from his hand are placed on his discard pile in the order he wants.
If the card selected is a strength of 1 (Pegasus) it is placed on the discard pile.
If the selected card has a strength of 2 to 7 (which includes the Amazon and Hero) he places the card face up in his opponent’s 1st row in the column of his choice. He may not place the card in a column with 4 cards or in a column with the Hera or Zeus figure in the 1st row. If there is no row where the card may be placed, he places it on his opponent’s discard pile.

-or-

• Pegasus challenges an opponent’s card or figure in the 1st row
For one action point, a player may use Pegasus to challenge an opponent’s card or the Hera or Zeus figure in the opponent’s 1st row. The player immediately discards the Pegasus card. The opponent turns the challenged card face up if it is face down.
If the selected card is Io or Argus, the game ends and the player who played the Pegasus card is the winner (see Ending the Game and the Winner)!
If the challenged card has a strength of 0 or 1, it is discarded. Exceptions: Medusa (0 strength) may only be defeated by a Hero or Amazon once deployed to the playing field.
Pandora (0 strength) when challenge by Pegasus in this way, is discarded and all cards in that column are lost.
If the card has a strength of 2 to 7 the card remains face up.
If the player uses Pegasus to challenge the opponent’s Hera or Zeus figure, the opponent removes the figure immediately.
Note: for a single action point, a player may use Pegasus to force his opponent to turn over a card in his first row.
Players may not use Pegasus special mythology challenge action on the first turns.

-or-

• Pegasus played to the player’s playing field
A player can play Pegasus face down on his side of the playing field like any other strength card. As the card is face down, the player’s opponent will not know what it is and may believe it to be a stronger card. If it is in the player’s 1st row, he may use it in a normal challenge. Once Pegasus is on the playing field, it cannot use its special mythological powers.

Pythia
Pythia can spy on an opponent’s cards and is the only card that is stronger than Nemesis and Poseidon.
Pythia may be used in several ways.

• Spy into opponent’s hand
For one action point, a player may use Pythia to force an opponent to show him all the cards in his hand. The player immediately discards the Pythia card. When Pythia finds Poseidon or Nemesis (or both) in his opponent’s hand, his opponent must immediately discard the Poseidon or Nemesis card (or both). If Pythia finds Io, Argus, or Pandora, nothing happens, but the player may use that information to his advantage.

-or-

• Challenge Poseidon or Nemesis
Pythia can be used to challenge an opponent’s card. As for any normal challenge, Pythia must be in the player’s 1st row and challenge the opponent’s card opposite her. When Pythia challenges Poseidon or Nemesis, Pythia wins and the opponent must discard the Poseidon or Nemesis card. When Pythia challenges a card other that Poseidon or Nemesis, the normal challenge result occurs. If Poseidon or Nemesis or another card challenges Pythia, Pythia loses and is discarded.

-or-

Turn over cards in an opponent’s column
For one action point, a player can use Pythia to turn over all face down cards on his opponent’s side in one column. The player who played Pythia chooses which column his opponent must turn over. The player immediately discards the Pythia card.
Note: using Pythia to turn over the opponent’s cards does not cause any effect if Pandora, Io, Argus, Nemesis, or Poseidon are among the turned over cards. 

Sirens
A player can use Sirens to seduce his opponent’s allies to join his side in the conflict.
For one action point, a player can use Sirens to take the topmost card from his opponent’s discard pile. He can only take the topmost card if it is a card of strength 1 to 7. He places the card in his hand and may play it on this turn or a subsequent turn as if it were his own card. The player immediately discards the Sirens card.
When the topmost card in the opponent’s discard pile is not a card of strength 1-7, a player may not play sirens.
Note: as the backsides of the cards are different, the opponent may easily identify “his” card in the player’s hand.

Hades
A player may use Hades to take back a card from his discard pile.
For one action point, a player may use Hades to search his discard pile and take one card back into his hand. The card taken may be played immediately or on a subsequent turn. The player need not tell or show his opponent which card he took. The player immediately discards the Hades card.

Persephone
A player may use Persephone to retrieve Pegasus cards from his discard pile.
For one action point, a player can use Persephone to take up to 3 Pegasus cards from his discard pile and put them in his hand. He may use them on this or subsequent turns. If there is only one or two Pegasus cards in a player’s discard pile, he takes one or both of them. The player immediately discards the Persephone card.
Note: the 12-card player hand limit still applies.

Dionysus
A player may use Dionysus to change the positions of cards on his side of the playing field.
For one action point, a player may use Dionysus to move one of the cards on his side of the playing field to a different column. He may place the card in front of, between, or behind the cards in the new column.
As a player may not place more than four cards in a column, a player may not move a card to a column that already has four cards. A player may not use Dionysus to move the Hera and Zeus figures.
The player can also use Dionysus to move one of the cards on his side of the playing field within the column it is in. He may place the card in front of, between, or behind the cards in the column.
The player immediately discards the Dionysus card.

ENDING THE GAME AND THE WINNER
The game ends in several ways:

  • When a player cannot use all his allowed action points, the player’s opponent wins.
  • When a player has no cards on his side of the playing field at the beginning of his turn, the player’s opponent wins.
  • When a player challenges his opponent’s hostage card (Io or Argus) in the opponent’s 1st row, the player wins.
  • When a player uses Pegasus to challenge a card from his opponent’s hand and selects the hostage card (Io or Argus), the player wins.
  • When a player uses Pegasus to challenge a card from his opponent’s hand, selects Pandora, and his opponent also has the hostage card (Io or Argus) in his hand, the player wins.
  • When a player challenges Pandora and his opponent has a hostage card in that column, the player wins. When both players have a hostage card in the column when Pandora’s box is opened, the player who challenged Pandora loses.

A few tips:
The cards the players place in their 1st rows at the start of the game have great influence on the game. One or two high strength cards in the 1st row is a good idea, but a player who loses his strongest cards early in the game is in a weak position.
Although challenges can occur as early as the second round, a player is often better served to build up his forces on his side of the playing field before initiating challenges.
From the 1st row, Medusa protects the cards in her column, but she reduces the player’s ability to challenge his opponent’s cards.
Pegasus can be used to uncover the opponent’s face down cards. Also, Pegasus is the only way to defeat Hera and Zeus.
By holding the hostage card (Io or Argus) in his hand, a player can keep it off the playing field and postpone its rescue, but Pegasus can still locate it either directly or by finding Pandora there.
By playing Hera or Zeus, a player can increase his action points, but this is often not a good strategy early in the game.
The cards with mythological symbols are powerful, but when played from a player’s hand, as most must be, they are immediately discarded and, thus, have only an instant effect.
The Hero and Amazon are important weapons against Medusa late in the game.
Pandora, with her dangerous box (the name says it all), is a very unpredictable card.
Defensive battles often end when a player cannot use all his action points.

Richard Borg 4/06/02

© Spielpreis.de 2013

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Magister Navis Variante für 2 Spieler

Hier finden Sie eine 2-Spieler-Variante für ein einfacheres, kurzes und weniger konfrontatives Spiel. Alle Spielregeln gelten weiterhin, außer...

Änderungen im Spielaufbau:
Entfernt vor dem Spielaufbau 18
zufällig gewählte Handelsmarker aus dem Spiel. Belegt die ersten drei Plätze jeder Handesroute mit den Steinen einer neutralen Farbe. (Diese Änderung betrifft die Schifffahrt.)
Legt in jedem Spielbereich Spielsteine d
er neutralen Farbe bereit: vier in Europa, zwei im Fernen Osten und je einen Stein in jedem weiteren Bereich. (Diese Änderung betrifft das Besiedeln.)

Änderungen bei der Schifffahrt:
Werft die Governeurskarte ab, wenn eine Handelrote voll erschlossen ist und die neutrale Farbe die Mehrheit an Spielsteinen besitzt.

Änderungen beim Besiedeln:
Beim Spielausbau wurden neutrale Spielsteine gelegt:
vier in Europa, zwei im Fernen Osten, und jeweils einer in jedem weiteren Bereich. Entspricht die Anzahl der freien Felder durch eine Besiedelung der Anzahl neutraler Spielsteine in diesem Bereich, werden sie sofort mit der neutralen Farbe aufgefüllt.
Beispiel: Unmittelbar nach der Besetzung der sechsten Stadt in Europa füllt man die restlichen vier Städte mit neutralen Spielsteinen und entfernt alle Handelsmarker.

Änderungen beim Ausbeuten:
Nachdem ein Spieler
im Spiel eine Karte zieht, kann er entscheiden, die folgende Karte des gleichen Kartenstapels aus dem Spiel zu entfernen und abzuwerfen.
Nutzt ein Spieler das Handelshaus, zieht er zwei Karten aus dem Stapel und entscheidet dann, ob er die dritte Karte abwerfen will oder nicht.

Änderungen beim Spielziel:
Das Ziel des Spiels ist es,
4 Spalten zu schließen (statt vorher drei Spalten).

Ein Spieler darf den eigenen Spielzug nicht damit beenden, dass er seine dritte Spalte abschließt. In dieser Situation muss er entweder "gewinnen oder verlieren": Er muss sofort versuchen, auch seine vierte Spalte zu schließen.

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Can't StopVariante für 2 Spieler

(vorgeschlagen von Tom Lehmann, übersetzt von spielpreis.de)

Während das Spiel Can't Stop ausgezeichnet zu dritt und zu viert funktioniert, leidet das Zwei-Personen-Spiel etwas daran, dass das Spielbrett zu "knapp bemessen" ist: Auch im Spiel mit nur zwei Spieler benötigen beide Spieler zum Spielsieg nur drei Spalten.

Hier ist eine Variante zu Can't Stop für zwei Spieler von Don Woods (der sie selbst wieder von jemand anderem gelernt hat):

Alle Spielregeln gelten weiterhin, außer:

  • Spielziel ist es, 4 Spalten zu schließen (statt vorher drei Spalten)
  • Ein Spieler darf den eigenen Zug nicht damit beenden, dass er seine dritte Spalte abschließt. In dieser Situation muss er entweder "gewinnen oder verlieren": Er muss sofort versuchen, auch seine vierte Spalte zu schließen.

Dies Variante kann man auch mit 3 Spielern spielen, was für ein heftigeres Spielende sorgt, aber ebenso eine sehr interessante Abwechslung bietet.

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2 player variant for Manila

Play like a four player game. Each player plays two colors. Turnorder as with four player, i.e. each round
- player A plays his main color
- player B plays his main color
- player A plays his second color
- player B plays his second color

Only one color (the main color) scores, the other (second color) is played as normal but has no activities and doesn't score (for example: gets and pays no money, cannot vary +/-2). It counts when sharing the money.
Second color can play pirate. If the pirate can move the boat, use dice to find the boat's target.

We had fun with this!

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