AVATAR: THE LAST AIRBENDER: THE GAME: DELUXE: 3000 A
Transcription
AVATAR: THE LAST AIRBENDER: THE GAME: DELUXE: 3000 A
AVATAR: THE LAST AIRBENDER: THE GAME: DELUXE: 3000 A game for 4 players AUTHORS: Created by Brian Williamson, Julia Knight, Shriya Nevatia MATERIALS: Game board, a sixsided die, a eightsided die, four sets of path pieces, four player character pieces, four obstacle pieces GAME IDEA (DISRUPTION): Players are trying to get to the other side of the board across paths that are constructed with moveable pentomino pieces. The board is influenced by Scrabble and Blokus, while the pieces are inspired by Tetris. The fact that the pentominoes are moveable and limited in number is what distinguishes the game from Tetris. STORY: You live in the world of Avatar: The Last Airbender. You are in a race to get to the opposite end of the earth with your limited set of bending skills. Each skill corresponds to a different shape pentomino piece that you use to build your path across the earth. The colors correspond as follows: ● Yellow = Airbenders (Aang) ● Blue = Waterbenders (Katara) ● Red = Firebenders (Zuko) ● Green = Earthbenders (Toph) SETUP: Each player starts with his/her character piece off the board. The corner block corresponding to their color is where they can begin building a path. Each player’s respective path pieces, and the set of black obstacle pieces, start off the board. BASIC PLAY: Each path piece is labeled with a number from 1 to 10, which are placed on the board according to dice rolls. Players move their characters pieces across path pieces according to additional dice rolls. HOW TO WIN: Be the first player to reach the opposite diagonal corner block from where you start. MAIN RULES: 1. Each play starts the game just outside their starting corner. 2. At the start of each player’s turn they roll the 10sided die twice , placing each of their corresponding path pieces on the board in one of the following locations: a. on top of their starting corner b. on top of a fourcolor building space c. neighboring a previously placed piece of their color so that two edges of the same color are touching 3. If they roll a 9 or 10, they place a black obstacle piece of that number that no player can cross. The player can choose to either add a piece to the board if there are currently unused obstacles, or the player can move an obstacle of that number currently on the board. The obstacle stays there until after a player rolls another 9 or 10 and decides to move that obstacle piece. It can only be placed inside the center square (denoted by a “fence”). 4. They then roll the 6sided die once and moves the character piece that number (or fewer if they cannot move anymore) 5. Each player repeats this until one player’s character reaches the diagonallyopposite corner (the colored border around the square is the goal) EXTRA RULES: 1. If a player must move over the path of another player, it will cost two steps rather than one. If you have an odd number of steps left, round up (for example, if you land on the path of another player with 3 steps left, you can move 3 / 2 = 1.5 → 2 spaces). 2. If you or another player is standing on the path piece with the number that you roll, you can’t move it, but it still counts as a turn. 3. You have to move a path piece if you roll it, and it’s new position can’t overlap with any squares that were covered by its old position. 4. Your character piece can occupy the the same spot as another player’s piece. OUR GAME: Board OUR GAME: Game Start SetUp OUR GAME: MidGameplay