pantropia
Differences
This shows you the differences between two versions of the page.
| pantropia [2009/05/19 03:08] – created webmaster | pantropia [2009/05/21 03:45] (current) – removed jer | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | At CafePenguicon on Friday night of ConFusion 2005, I playtested PanTropia, then known as Planet Catan. This is my variant of [[http:// | ||
| - | Here are the rules: | ||
| - | |||
| - | **PanTropia** | ||
| - | |||
| - | This is a game of Pantropy and Terraforming, | ||
| - | |||
| - | Expand the sphere to full size and hang it above a table. On the table, each player has in his/her own color: 8 habitats, 5 arcologies, a bag of 180 atmosphere rings, and 1 shuttle. Each player gets a production cost menu chart. Each slot in the chart is painted with a color. The game has a bag of chips in all six colors of the sphere. From that stash, insert a matching colored chip into each slot on your chart. Red = nitrogen, orange = radioactives, | ||
| - | |||
| - | **Setting Up** | ||
| - | |||
| - | The first player hangs one habitat on an intersection of the Hoberman sphere and clips three atmosphere rings on a strut of the sphere, between intersections. The strut has 3 joints around which to clip a ring, so there are 3 places for rings on each strut. | ||
| - | Go around clockwise and let each player place a habitat and 3 atmospheres. All habitats must be at least two intersections away from any other habitat. Then the player who went last gets to place another habitat and 3 atmospheres coming out of each. Then go back around counter-clockwise until all players have two habitats and a total of 6 atmospheres on the sphere. When you place your second habitat, take two resource chips: one each of the two color rings that habitat touches. | ||
| - | |||
| - | **Step 1 of Your Turn: Roll the Dice** | ||
| - | |||
| - | Although each player has a die of his or her own, the 8-sided color die is passed around. All the other dice are called the swappable dice, but this is called the permanent die, and it is always in play. It has one side each of red, blue, yellow, green, purple, and orange, and two black sides. When it’s your turn, roll this die along with whichever swappable die is in your possession. | ||
| - | |||
| - | **Step 2 of Your Turn: Resolving the Result of the Dice Roll** | ||
| - | |||
| - | When the dice are rolled, as long as the 8-sided die doesn’t come up black, look for all habitats and arcologies hanging from intersections on the [[http:// | ||
| - | |||
| - | *(We found in playtesting that you have to receive the color on the intersection other than the one that was rolled, because otherwise everyone ends up with identical collections of chips which are sickeningly massive amounts of the same one or two colors. There was no trading except with the bank. The new rule guarantees a variety of colors in play, and an ample incentive for trading.)* | ||
| - | |||
| - | If the 8-sided die comes up black, you have a choice of either Pantropy or Terraforming. | ||
| - | |||
| - | **Terraforming** means changing the planet to fit the colonists. This changes the resource-producing conditions. If you roll black and choose Terraforming, | ||
| - | |||
| - | ^# of sides that are - ^ **red:** ^ **blue:** ^ **yellow:** ^ **green:** ^ **purple:** ^ **orange:** ^ | ||
| - | | 4-sided die: | 1(25%) | 1(25%) | 1(25%) | 1(25%) | 0 | 0</ | ||
| - | | 6-sided die: | 1(17%) | 1(17%) | 0 | 1(17%) | 2(33%) | 1(17%) | | ||
| - | | 10-sided die: | 2(20%) | 1(10%) | 2(20%) | 1(10%) | 1(10%) | 3(30%) | | ||
| - | | 12-sided die: | 1(8.3%) | 2(16.6%) | 3(24.9%) | 2(16%) | 2(16%) | 2(16%) | | ||
| - | | 20-sided die: | 3(15%) | 2(10%) | 4(20%) | 1(5%) | 5(25%) | 5(25%) | | ||
| - | | Totals: | 8(85.3%) | 7(78.6%) | 10(89.9%) | 6(73.6%) | 11(84.6%) | 12(87.6%) | | ||
| - | |||
| - | **Pantropy** is a term which means changing the biology of the colonists to fit the planet. If you roll black and choose Pantropy, no resources are produced. Take a chip from your menu chart of the color which was rolled on the swappable die, and swap it with any other chip in your menu. That changes your building cost, effective on this turn. | ||
| - | |||
| - | **Step 3 of Your Turn: Trading and Building** | ||
| - | |||
| - | After distributing resources, or Terraforming or Pantropy, you may trade resource chips with any other player. When it's your turn, no trades may occur at this time unless they are with you. You may also trade in 5 of any one resource to Earth (the bank) for 1 of the resource of your choice. Then you may exchange chips with Earth to build things according to the costs on the menu. You may build as much as you desire at one time, as long as you can pay for it. When you're done building, your turn is over. Pass the 8-sided die to the next player. | ||
| - | |||
| - | **Things You Can Build** | ||
| - | |||
| - | **ATMOSPHERES**: | ||
| - | |||
| - | **HABITATS**: | ||
| - | |||
| - | **ARCOLOGIES**: | ||
| - | |||
| - | **SHUTTLE**: | ||
| - | |||
| - | **CARDS**: For one chip each of green, yellow and purple, you may draw the top card from the deck. Except when specified otherwise, you may keep cards until you choose to play them, you play them between rolling the dice and passing the permanent die, you may play only one card per turn, and you put them in the bottom of the deck when played. | ||
| - | |||
| - | *Orbital Mirror* lets you build three atmospheres. Each other player must build one atmosphere in turn. Then play resumes from wherever it left off. | ||
| - | |||
| - | *Solar Shade* allows every player to remove one atmosphere of their choice from the sphere. | ||
| - | |||
| - | *Space Elevator* requires paying one chip of each color, red, blue, yellow, green, purple, and orange. Keep the card on the table in front of you. Your exchange rate is now three to one on any resource until someone else plays a Space Elevator card. | ||
| - | |||
| - | *Shuttle* moves your shuttle off of any structure, or moves another player' | ||
| - | |||
| - | *Aquifer* liquifies a giant subterranean cache of ice. Choose a color. All players give you all their chips of that color. | ||
| - | |||
| - | *Guided Comet*. Exchange a chip on your building menu for a chip of any color from the bank. | ||
| - | |||
| - | *Luddite Legislation* may be played when any player plays any other card, to cancel that card, which is lost. Or it may be played when any player rolls black, to prevent Pantropy or Terraforming. The game has Technocalypse cards in reserve which are not in the deck. When you play a Luddite card, instead of discarding it in the bottom of the deck, you shuffle it in, and take a new card from the Technocalypse reserve and shuffle it into the deck as well. | ||
| - | |||
| - | *Technocalypse*: | ||
| - | |||
| - | **Ending the Game** | ||
| - | |||
| - | When all the joints of the sphere have atmosphere rings on them, the game is over. Whoever has the most atmosphere wins. The ecology is the same inside and outside of that player' | ||
pantropia.1242702497.txt.gz · Last modified: 2017/01/14 14:24 (external edit)
