kIck AsS nOt So VeRy - GaMePlAy

BASED UPON THE MYTHS AND LEGENDS OF KNIGHTS OF THE ROUND TABLE (WHICH WERE THOSEMEN AWARDED WITH HIGHEST ORDER OF CHIVALRY AT THE COURT OF KING ARTHUR IN THE LITERARY CYCLE OF THE MATTER OF BRITAIN, THIS GAME HAS BEEN DEVISED FOR PEOPLE OF ALMOST ALL AGES.

AFTER ALL THE WARS AND ISSUES OVER THE POSTION OF SUPERPOWER, FOUR MAJOR CONTINENTS OF THE WORLD (ASIA, AMERICA, EUROPE AND AUSTRALIA) HAVE COME TOGETHER TO PLAY A GAME TO BECOME SUPERPOWER BY DEFEATING THE SUPERPOWER (WHICH IS ASSUMED TO CONTROL THE WORLD PRESENTLY).TO ENSURE SUCCESS IN THEIR MISSION, EACH CONTINENT (PLAYER) MUST TRAVEL THROUGHOUT THE WORLD (WHICH IS THE ROUND BOARD) GAINING EXPERIENCE AND OVERCOMING TRAPS IN THE OTHER CONTINENTS HE WOULD BE TRAVELLING.
EACH CONTINENT MUST USE HIS OWN DISCRETION TO DECIDE HOW MUCH AMOUNT HE REQUIRES BEFORE ENGAGING A BATTLE WITH THE SUPERPOWER.THE MORE POINTS GAINED ,THE GREATER THE CHANCE OF DEFEATING THE SUPERPOWER. HAVING HEARD OF THE CONTINENT’S TASK, SUPERPOWER SENDS FORTH HIS OWN POWERFUL ENVOY, THE SUPERHERO, TO FIGHT AND HINDER THE CONTINENTS ON THEIR QUEST.
THE OBJECTIVE OF THE GAME - EACH PLAYER IS REPRESENTING ONE OF THE MAJOR CONTINENTS.IT IS THE DUTY OF EACH CONTINENT (PLAYER) TO TRAVEL FORTH, GAIN POINTS, AVOID OR FIGHT WITH THE SUPERHEO AND BE THE ONE TO SUCCESSFULLY DEFEAT THE SUPERPOWER.
THE SUPERHERO IS PLACED IN THE CENTER OF THE BOARD – SUPERPOWER’S ENVOY.EACHCONTINENT PLAYER IS PLACED ON A TERRITORY SQUARE OF THE PLAYER’S CHOICE, ONLY ONE CONTINENT PER TERRITORY SQUARE.FOR THE SQUAREKEEPER, A PLAYER IS CHOSEN BY THE ROLE OF THE DIE.
THE OBJECTIVE OF THE SUPERHERO IS TO PROTECT THE SUPERPOWER BY PREVENTING THE CONTINENT PLAYERS FROM GAINING THE POINTS .HE DOES THIS BY LANDING ON THE SAME SQUARE AS A CONTINENT PLAYER AND ENGAGING HIM IN A BATTLE IN ORDER TO STEAL SOME OF HIS POINTS.THE SUPERHERO IS CONTROLLED BY EACH PLAYER IN TURN, INCLUDING TURNS DURING EACH CONTINENT PLAYER’S RESTRICTED FROM MOVING.THE SUPERPOWER CAN MOVE BOTH CLOCKWISE AND ANTICLOCKWISE.
BATTLE WITH THE SUPERHERO:WHEN THE SUPERHERO LANDS ON A SQUARE OTHER THAN A TERRITORY AND A TRAP, WHICH IS ALREADY OCCUPIED BY A CONTINENT PLAYER, BATTLE IMMEDIATELY BEGINS.IF MORE THAN ONE CONTINENT PLAYER OCCUPIES THAT SPACE, THE SUPERHERO ENGAGES BOTH CONTINENT PLAYERS INDIVIDUALLY IN BATTLE.SIMILARLY, WHEN A CONTINENT PLAYER LANDS ON A SQUARE OTHER THAN A TERRITORY OR TRAP,WHICH IS ALREADY OCCUPIED BY THE SUPERHERO,THEY MUST IMMEDIATELY START TO BATTLE.THE BATTLE MUST BE COMPLETED BEFORE THE PLAYER MAKES THE DICE THROW TO MOVE THE SUPERHERO.
THE CONTINENT PLAYER ROLLS ONE DIE.THE SUPERHERO (ANOTHER PLAYER IS CHOSEN TO REPRESENT HIM FOR THE BATTLE) ROLLS A SECOND DIE.THE HIGHEST ROLL WINS THE BATTLE.IF IDENTICAL NUMBERS ARE ROLLED; FURTHER ROLLS ARE MADE UNTIL THERE IS A WINNER. IF THE SUPERHERO LOSES, THE CONTINENT RETAINS ALL HIS POINTS.IF THE CONTINENT PLAYER LOSES, THE SUPERHERO REMOVES TWO POINTS FROM THE PLAYER.IF THE CONTINENT PLAYER ONLY HAS ONE POINT AT THE START OF THE BATTLE, THE SUPERHERO REMOVES THAT FINAL POINT AND SENDS THE PLAYER TO NEAREST TRAP, WHERE HE MUST MISS A TURN.IF THE CONTINENT PLAYER HAS NO POINTS AT THE START OF THE BATTLE, NO BATTLE ENSUES AND THE PLAYER IS SENT TO NEAREST TRAP AND IS MADE TO MISS ONE TURN.A CONTINENT PLAYER CAN BUY OFF THE SUPERHERO BY, AUTOMATICALLY LETTING HIM REMOVE ONE POINT.
RULE BOOK1.) EACH CONTINENT PLAYER STARTS THE QUEST WITH 2 POINTS WHICH ARE RECOREDED ON THE EXPERIENCE CARD.THE SUPERPOWER’S POINTS REMAIN CONSTANT THROUGHOUT THE GAME i.e. 8 POINTS.THE SUPERHERO DOES NOT GAIN OR LOSE ANY POINTS THROUGHOUT THE GAME.
2.) EACH PLAYER HAS SOLE CONTROL OF ONE CONTINENT OF THE ROUND BOARD, WHICH MAY MOVE ONLY IN A CLOCKWISE DIRECTION AROUND THE BOARD; UNTILL CHALLENGING THE SUPERPOWER, WHEN HE MOVES TO THE CENTRE OF THE BOARD.TO MOVE THE CONTINENT PLAYER, ONE DIE IS USED; IF A SIX IS THROWN, ANOTHER TURN MUST BE TAKEN.
3.) TWO DICE ARE USED TO MOVE THE SUPERHERO.THE TOTAL SCORE OF THE TWO DICE MAY BE USED IN A NUMBER OF WAYS FOR INSTANCE: 2+4 = 6 SPACES IN ONE DIRECTION ONLY; 2+5 = 2 SPACES CLOCKWISE AND 5 SPACES ANTICLOCKWISE OR 2 SPACES ANTICLOWISE AND 5 SPACES CLOCKWISE.
4.) THE SUPERHERO DOES NOT GET ANOTHER THROW IF A DOUBLE OR SIX IS THROWN.NEITHER THE CONTINENT PLAYERS NOR THE SUPERHERO CAN MOVE TO THE CENTRE OF THE BOARD – ALL PLAY SHOULD TAKE PLACE IN THE CIRCUMFERENCE FOR EXCEPT: WHEN A CONTINENT PLAYER WISHES TO CHALLENGE THE SUPERPOWER OR AT THE START OF THE GAME WHEN THE SUPERHERO MOVES FROM HIS STARTING POINT AT THE CENTRE OF THE BOARD TO JOIN THE CONTINENT PLAYERS ON THE PLAYING CIRCLE.
5.) WHEN A PLAYER LAND ON AN UNOCCUPIED TERRITORY, HE AUTOMATICALLY GAINS TWO POINTS.A CASTLE OCCUPIED BY ANOTHER PLAYER, HE AUTOMATICALLY GAINS TWO POINTS.A TERRITORY OCCUPIED BY THE SUPERHERO, HE MAY NOT GAIN ANY POINT, EVEN AFTER THE SUPERHERO HAS MOVED TO ANOTHER SPACE. HOWEVER, HE DOES NOT HAVE TO FIGHT OR GIVE ANY POINTS TO THE SUPERHERO.WHEN A PLAYER IS ALREADY ON A TERRITORY AND SUPERHERO LANDS ON THE SAME TERRITORY, THE SUPERHERO MAY NOT FIGHT THE CONTINENT PLAYER, NOR REMOVE ANY POINT.IN ORDER TO TRAVEL TO THE CENTRE OF THE BOARDGAME AND FIGHT THE SUPERPOWER, A CONTINENT PLAYER MUST FIRST LAND ON A TERRITORY IMMEDIATELY PRIOR TO MOVING TO THE CENTRE OF THE BOARD.
6.) WHEN A PLAYER LANDS ON: AN UNOCCUPIED TRAP, HE MUST MISS HIS NEXT TURN. A TRAP OCCUPIED BY ANOTHER CONTINENT PLAYER, HE MUST MISS HIS NEXT TURN.A TRAP OCCUPIED BY THE SUPERHERO; HE AUTOMATICALLY LOSES 1 POINT AND MISSES NEXT TURN.IF SUPERPOWER LANDS ON A TRAP ALREADY OCCUPIED BY A CONTINENT PLAYER, HE AUTOMATICALLY REMOVES 1 POINT FROM THE CONTINENT PLAYER.POINTS CAN ONLY BE DEDUCTED ONCE FROM THE CONTINENT PLAYER THROUGHOUT THE DURATION OF THAT PARTICULAR STAY IN THE TRAP.
IF A CONTINENT PLAYER POSSESSES NO POINTS AND THE SUPERHERO LANDS ON A TRAP OCCUPIED BY THAT PLAYER, THEN AN EXTRA TURN MUST BE MISSED BY THE CONTINENT PLAYER.IF A CONTINENT PLAYER LANDS ON A TRAP WITH A THROW OF SIX, HE MUST FORFIET ANY FURTHER THROWS, REMAIN IN THE TRAP AND MISS A TURN.A CONTINENT PLAYER MAY BE SENT TO THE NEAREST TRAP AND MISS A TURN IF HE IS ATTACKED BY THE SUPERHERO BUT HAS NO POINTS TO LOSE.
BATTLE WITH THE SUPERPOWER: IT IS UPON THE PLAYER TO ENGAGE THE SUPERPOWER IN A BATTTLE AT ANY TIME DURING THE GAME.TO DO THIS, THE CONTINENT PLAYER MUST FIRST MOVE TO THE CENTRE OF THE PLAYING BOARD.THIS MOVE CAN ONLY BE MADE ON THE TURN AFTER HE HAS LANDED ON A TERRITORY.TO REACH THE CENTRE; THE CORRECT NUMBER MUST BE ROLLED ON THE DIE. WHILST, PROGRESSING TO THE CENTRE, THE PLAYER STILL ROLLS FOR AND MOVES THE SUPERHERO AS BEFORE.IMMEDIATELY AFTER A PLAYER ENTERS THE CENTRE OF THE BOARD, BATTLE COMMENCES.ANOTHER PLAYER IS NOMINATED TO ROLL THE DICE FOR THE SUPERPOWER.EACH PLAYER ROLLS TWO DICE.THE TOTAL SCORE OF THE CONTINENT PLAYER’S DICE ROLL IS ADDED TO HIS EXPERIENCE POINTS.IN THE SAME WAY, THE TOTAL SCORE OF THE SUPERPOWER’S DICE ROLL IS ADDED TO HIS STRENGTH.THE RESULTING HIGHEST TOTAL WINS THAT ROUND.THE FIRST PLAYER TO WIN THREE ROUNDS IS THE VICTORY IN THE BATTLE.
OUTCOME IF THE CONTINENT PLAYER WINS THE BATTLE, HE HAS SAVED THE LAND AND WON THE GAME.IF THE SUPERPOWER WINS THE BATTLE, THE CHALLENGING PLAYER CAN NO LONGER PARTICIPATE IN THE GAME AND THE LAND MUST BE SAVED BY ONE OF THE OTHER CONTINENT PLAYERS.