나이시
2인 손패 최적화 및 개인 공간 구축 게임입니다.
나이시에서는 일본 조정을 최대한 효율적으로 발전시켜야 합니다. 그러나, 자기 카드를 자기 마음대로 움직일 수는 없습니다. 손 및 개인 공간의 카드를 위치를 그대로 유지하면서 가운데에 있는 카드와 맞바꿔야 합니다. 또한, 사자를 보내서 정부 조직을 재구성하거나, 새로운 행동 기회를 만들거나, 상대에게 거래를 강요할 수도 있습니다.
플레이어 수: 2
게임 시간: 10 mn
복잡성: 2 / 5
나이시 및 다른 게임 958개를 온라인으로 즐겨보세요.
다운로드가 필요없으며, 웹 브라우저에서 바로 플레이할 수 있습니다.
친구들과 그리고 전세계의 수많은 게이머들과.
무료.
나이시 및 다른 게임 958개를 온라인으로 즐겨보세요.
다운로드가 필요없으며, 웹 브라우저에서 바로 플레이할 수 있습니다.
친구들과 그리고 전세계의 수많은 게이머들과.
무료.
규칙 요약
Overview
Whilst maintaining a fixed hand positioning, draw, replace, and play cards in order to create desired card placements in both your Line and your Hand
Turn
Take one of the following actions:
Develop
Impose
Recall
Declare
Develop
First pick a card from either your hand or line and discard it
Next take a card from the River which shared the same position as the discarded one and put it in that same location e.g. if you discarded far left hand or line, then you draw far left River
Replenish the river
If you have an Emissary token, then before or after the main Develop step you may take a bonus action
One Bonus Action is to discard the top card from two draw piles in the River
The other Bonus Action is to switch the position of 2 cards, these can be 2 cards in the River, or 2 cards in your Hand/Line, you can use this to switch the position in your Hand/Line or transfer a card from your Hand to your Line or vice versa, but you CANNOT trade a hand/line card with the River
Impose
There is only one space for this action, so it can only be taken once by a single player
Place an emissary on this space, then either exchange a Hand card with the opponent in the same position, or Exchange a Line card with the opponent in the same position
Recall
Retrieve Emissaries already sent out, but you CANNOT retrieve the emissary on the Impose space
Declare
This action is only unlocked once one of the draw piles is depleted
This action ends the game, giving your opponent one final turn
Game End
The game end is triggered either when someone takes the Declare action or when 2 River piles are depleted
If two piles are depleted, then complete the current round ending with the 2nd player, which means if 2nd player triggered it then there is no extra turn for 1st player unlike Declare
Both players reveal their hands and, without altering them, place them in the same positions but in a new row under their Line
If the Ninja is out, at this time it decides which card to copy
Each player scores the points each card provides them based on its conditions
The player with the most points, wins!
If tied, the player with the most varied colours wins!
Cards
White Mountains score 5vp if only 1, lost 5vp if 2 or more
Pink Naishi scores only if in the central column, 12 points for Line row and 8 points in Hand row
Purple Advisor scores based on its position, 2vp for positon 1 or 5, 4VP for position 2 or 4, 3VP for position 3. In addition, score 4VP per adjacent Naishi
Brown Fort scores 6VP if it is on an edge (position 1 or 5)
Green Sentinel scores 3VP if NOT adjacent to another Sentinel, and scores 4VP per adjacent Fort
Red Torii loses you 5VP for 1, loses nor gains anything for 2, and scores 30VP for 3
Orange Monk scores 5VP if in Hand row, plus 2VP per adjacent Torii
Yellow Rice Field scores 10VP for 2 adjacent, 20VP for 3 adjacent, and 30VP for 4 adjacent
Light Blue Banner scores 3VP if alone in Line row, or 8VP if with a partner in Line row
Deep Blue Horseman scores 3VP if in Hand row, plus 10VP if a Banner shares the same position in Line row
Turquoise Ronin scores for unique card types (excluding Ninja and Mountain), 8VP for 8 unique, 15VP for 9 unique, and 45VP for 10 unique
Black Ninja copies another card with a square icon in the coner, these are characters (so not hexagon in corner or nothing in corner)