last will mini-expansion rules

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  • 7/29/2019 Last Will mini-expansion rules

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    Components1 double-sided plan-order board:d

    5 order markers in players' colors:d

    Tis mini-expansion ofers a variant o Last Will that allowsplayers to inuence the order in which plans are chosen. Tis

    variant only changes the order o play in the Planning phase.Te order o play or the rest o the round is determined by theplans chosen, as in the basic version o the game.

    For 3 to 5 playersIn this variant, players use the plan-order board to determinethe order o play during the Planning phase. Instead o the nor-mal order, players will choose plans in the order shown by theirorder markers on the numbered spaces o the plan-order board.Except or the rst round o the game (see later), the player

    whose marker is on space 1 makes the rst plan, ollowed bythe player whose marker is on space 2, and so on.

    Setting Up the GamePlace the plan-order board where everyone can see it, with theappropriate side up. (Te side with 2 clock spaces is or 4 or 5players. Te other side is or 2 or 3 players.) ake the playersorder markers and place them on the numbered spaces o theplanning board in a random order.

    First-Round PlanningIn the rst round only, players choose plans in the opposite or-der, beginning with the player whose marker is on the highest-numbered space and ending with the player whose marker ison space 1.

    Planning in Later Rounds

    Ater round 1, the player whose marker is on space 1 makes therst plan during the Planning phase. Te player whose markeris on space 2 makes the second plan, and so on.

    Changing the Plan OrderDuring the Errands phase, you can get ahead o the other play-ers. Te plan-order board has 1 or 2 spaces marked with clocks.Each space is an errand opportunity to which 1 player maysend an errand boy gure.

    I you are the rst player this round to send a gure to a clockspace, move your order marker to space 1 (and slide everyone

    elses markers to the right until they ll the space you emp-tied). I you send your errand boy gure to the second clockspace, move your order marker to space 2 (and slide everyoneelses markers except the one on space 1).

    For 2 PlayersA 2-player game only uses the errand opportunity space (withthe clock) on the plan-order board. Te numbered spaces arenot used.

    Te starting player marker is exchanged at the end o everyround. By deault, plans are chosen as described in the basic

    rulebook.

    However, i you choose the clock space during the Errandsphase, you get to make all your plans rst in the next round.You use the non-player planning marker to block one plan andchoose your own plan beore your opponent chooses a plan.Your opponent does not get a chance to block a plan.

    Te errand only afects planning one round ater it was cho-sen. I no gure is placed on the clock space during the Errandsphase, then plans in the ollowing round will be made accord-ing to the basic 2-player rules. Te starting player marker isexchanged every round, regardless o whether the clock spaceopportunity was used.

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