Descargar Imprimir esta página

Mega Bloks Dragons Challenge 9897 Manual Del Usuario página 13

Publicidad

Rules of MELEE COMBAT
Melee Combat is based on the basic rules of Chess, but each encounter starts a new battle. This
game relies on chance as well as strategy, so choose your battles carefully and remember to
protect the King!
Basics:
• The object of the game is to capture the opponent's King.
• Turns alternate between the light and dark sides.
• On each turn, a player moves one piece from one square to another that is open (not occupied
by another piece). Players also have the option of not moving on their turn.
• Each square on the board can be occupied by only one piece. When a piece moves onto a space
adjacent to one held by an opponent, "combat" occurs.
Board Set-up:
The game board is set up exactly the same as for Chess.
Playing Piece Moves:
All playing pieces move in a straight path. The pieces may move up to the number of spaces
indicated in the diagram below, and in the indicated direction. Remember, players can move
pieces onto unoccupied squares only. The Knight is the only piece that may "jump" over other
pieces. Pieces can advance or retreat.
Melee Combat playing piece moves
Piece
Spaces
King
1
Power Stone
Unlimited
Sorcerer
Unlimited
1 - 3
Knight
(may jump over)
Tower
Unlimited
Soldier
1 or 2
King
Power Stone
Sorcerer
Direction
Attack
Defense
2
2
4
4
3
3
4
3
1
5
2
2
Knight
Tower
Soldier
Combat:
Combat starts when a piece is moved onto a square adjacent to a square occupied by an
opponent's piece, and is initiated by the player who makes the move. Combat can only be initiated
in the direction indicated on the diagram above. For example, a Soldier can only combat another
piece that is vertically or horizontally adjacent. A Power Stone can combat another piece in any
direction. Only one opponent piece can be engaged in combat per move.
Every combat involves Attack and Defense.
Attack & Defense:
Each piece has a corresponding Attack and Defense number as shown on the diagram. The player
initiating combat rolls the dice to Attack. If the dice comes up with the corresponding Attack number
or lower, the defender is removed from the board. If the dice comes up with a higher number, the
defender stays on the board. The defending player now rolls the dice. If the dice comes up with
the corresponding Defense number or lower, the attacker is removed from the board. If the dice
comes up with a higher number, the attacker stays on the board. If both player's pieces remain on
the board, the dice-rolling sequence starts again and continues until one or both pieces are
removed.
Options:
1. Move playing piece and initiate combat with opponent's piece on adjacent square
2. Move playing piece, no combat is initiated if no opponent's piece is on adjacent square
3. Do not move piece and initiate combat with opponent's existing piece on adjacent square
4. Do not move piece, no combat is initiated if no opponent's piece is on adjacent square
Game Play:
The light color pieces always play first. Only one (1) playing piece may be moved on a single turn.
The game continues until one player has attacked and removed the opponent's King.
Rules of CHECKERS
Checkers is an easy-to-learn game that has been played since the days of the ancient Egyptians!
Basics:
• The object of the game is to capture and remove the opponent's checkers from the game board.
• Checkers is a game for two (2) players.
• Turns alternate between the light and dark sides.
• All moves must be made in a diagonal direction and the checkers must always be moved to the
same color square.
Board Set-up:
Each player selects a checker color (use the bases of the chess pieces for your checkers) and
places their twelve (12) playing pieces on alternate squares of the first three (3) rows on the game
board. Both players must place their checkers on the same color squares.
Game Play:
Each player moves their checkers, in turn. To remove the opponent's checker from the board, the
player must jump that piece. To jump an opponent's piece, the jumping checkers passes over the
captured checker in a diagonal direction and must land in a square that is vacant. Double and
triple jumps may be made in the same sequence as long as vacant squares exist in any forward
diagonal direction. When a player's checker reaches the opponent's last row on the other side of
the game board – this checker becomes a "King". It becomes a "King" by having another checker
(of the same color) placed on top of it. A "King" may move both forward as well as backward on
the game board in a diagonal direction.
13

Publicidad

loading