Via Gladiola
Via Gladiola는 전설적인 니메겐 4일 행군에서 영감을 받은 빠르게 진행되는 사다리 오르기 카드 게임입니다. 네 라운드(하루에 하나씩) 동안 플레이어들은 물집이 최소화되도록 행군을 완료하려고 노력합니다.
매일은 0킬로미터에서 시작해 50킬로미터에서 끝난다. 당신의 차례에 높은 카드를 더해 더미에 "걷기" 하거나 "멈추기" 하고 패널티 카드를 뽑는다. 안전하게 5킬로미터까지 나아갈 수 있다. 6~10킬로미터를 더 나아가면 1장의 카드를 뽑아야 하고, 11~15킬로미터는 2장을 뽑아야 한다. 그 이상은 허용되지 않는다. 너무 강하게 밀고 있는 것이다.
4일째에만 '글라디올라' 카드는 당신의 삶을 조금 더 편하게 해줄 수 있습니다. 이 카드를 사용하면 패널티 카드를 뽑지 않고도 자리에 머무를 수 있습니다.
손을 효율적으로 마무리하고 버블 아이콘을 쌓아두지 마세요. 4일 후, 버블이 가장 적은 플레이어가 승리합니다.
플레이어 수: 2 - 5
게임 시간: 12 mn
복잡성: 1 / 5
Via Gladiola 및 다른 게임 1369개를 온라인으로 즐겨보세요.
다운로드가 필요없으며, 웹 브라우저에서 바로 플레이할 수 있습니다.
친구들과 그리고 전세계의 수많은 게이머들과.
무료.
Via Gladiola 및 다른 게임 1369개를 온라인으로 즐겨보세요.
다운로드가 필요없으며, 웹 브라우저에서 바로 플레이할 수 있습니다.
친구들과 그리고 전세계의 수많은 게이머들과.
무료.
규칙 요약
Via Gladiola OVERVIEW In Via Gladiola, players take part in a four-day walking challenge inspired by the Nijmegen Marches. Each turn, you decide whether to keep walking, take a short rest, or celebrate your progress with a Gladiola. Play your cards in sequence to advance — but pace yourself! Walking too far too fast causes injuries and discomfort. After four days, the player with the least total discomfort wins the march.
COMPONENTS 67 cards:
• 49 Kilometer cards (values 1–49, each unique, showing 0–5 discomfort symbols (X) and 3 pace intervals) • 4 Start cards (value 0) • 6 End cards (value 50, 0–2 discomfort symbols) • 8 Gladiola cards (1–5 discomfort symbols)
SETUP
1. Place one Start card (0) face up in the center of the table. This begins the walk pile. 2. Shuffle all remaining cards — including the End cards (50) and Gladiolas — into a single draw pile. 3. Deal 7 cards to each player. 4. The player who most recently went for a walk begins.
PLAYING THE GAME Players take turns clockwise. On your turn, choose one of the following actions:
Walk, Stand Still or Play a Gladiola.
ACTION 1 - WALK Play one card from your hand with a higher value than the top card of the walk pile and place it on top to advance. How far you walk determines how tired you become. The top card on the walk pile shows 4 colored pace indicators that show the lowest number for 4 intervals. The intervals are the same for all cards:
Interval Meaning +1 to +5 Safe pace – draw no cards +6 to +10 Pushed too far – draw 1 card +11 to +15 Overexerted – draw 2 cards > +15 Too far – not allowed
End cards (with value 50) may also be played (if the step size allows). Playing an End card immediately ends the current day.
ACTION 2 - STAND STILL Play nothing and draw 1 card from the draw pile. Sometimes resting is better than risking fatigue.
ACTION 3 - PLAY A GLADIOLA (Day 4 only) During day 4, you may choose this action instead of Walking or Standing Still. Play a Gladiola card and place it beside the walk pile as a symbol of your triumph. Gladiolas do not affect card order or cause any draws.
End of a Day When an End card (50) is played, the current day ends immediately. Leave the 50 in place, then add a new Start card (0) beside the pile to begin the next day.
Example of Play Three players — Alex, Bobbie, and Charlie — are walking on Day 1. The top card on the walk pile is 12.
• Alex plays 16, a safe pace (+4).
Alex draws nothing.
• Bobbie plays 23, a pushed pace (+7).
They draw 1 card.
• Charlie can’t play higher than 23, so they Stand
Still and draw 1 card.
• Alex now plays 34, overexerting (+11) and drawing 2 cards.
• Later, Bobbie plays a 50, ending Day 1. They place a new Start card (0) to begin Day 2.
Empty Draw Pile In the unlikely event that the draw pile runs out of cards, recycle the oldest completed day first. Take all cards from the earliest completed day that has not yet been recycled (starting with Day 1), excluding that day’s Start card (0). Shuffle those cards to form a new draw pile. If the pile runs out again later, repeat the process with the next oldest completed day (Day 2, then Day 3). When needed, continue in this way until the end of Day 4.
End of the Game When the fourth day ends it is time for final scoring to determine the winner: • Each player adds up the number of discomfort symbols on the cards remaining in their hand. • The player with the lowest total discomfort wins. • If tied, the player with fewer cards wins. • If still tied, players share the victory.
