Homeworlds Settlers: Difference between revisions

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{{Infobox_Game|
subject_name=Homeworlds Settlers|
designer= [[User:TophuCuc|Bruno Curfs]] |
image_link=|
description= Players vie for resources on a conquered Homeworld. |
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== Setup ==
 
Place the board (see [https[:File://www.icehousegames.org/wiki/images/c/cd/6x6_-_1.35_in.pdf |Homeworlds Settlers Board]]) between the players, tilted 45 degrees (like a diamond), so that a dark corner points to each player.
 
Set up the Bank. To do so, stack the pyramids by size and group them by color: Large to Small from back to front; the colors in the order Red, Yellow, Green, and Blue from left to right. Put the bank next to the board where both players can easily reach it.
 
== Gameplay ==
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'''Action''' Choose a piece you own, this is the ''action piece''. Its color determines the ''action type'': Red ~ Conquer, Yellow ~ Move, Green ~ Build, Blue ~ Trade/Upgrade. Its pip-size determines the ''number'' of actions of that action type. '''Note.''' If you ''don’t own'' a piece, you can Build (see under Green). In particular, your first turn consists of building a Small Green.
 
'''DefinitionDefinitions.'''
* '''Bordering''' - Two fields are ''bordering'' each other if they are horizontally, vertically, or diagonally adjacent. A piece on a bordering field is called a ''bordering piece''.
* '''Having Space / Out of Space'''. A Green piece with an empty bordering field is said to "have space"; if it doesn't have an empty bordering field, it is said to be "out of space".
 
For each pip of the action piece, you get one ''optional'' action of the action type associated with its color. You can choose how to use each action according to the following. Unused action pips are forfeited by the end of your turn.
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* '''Red ~ Conquer'''. You can ''conquer'' an opponent’s piece bordering your Red action piece if '''a.)''' the piece you try to conquer is ''not larger'' than your conquering piece, AND '''b.)''' the total pip count of all of your Red pieces bordering the opponent’s piece is ''larger'' than the total pip count of all the opponent’s Red pieces bordering it (and if the attacked piece is Red, then its pips must also be counted). To conquer a piece, turn it 180 degrees on its field, pointing away from you. '''Note.''' Red pieces can therefore attack (on your turn) and defend (on your opponent’s turn). Once you conquered an opponent's ship, it counts as yours, even during your current turn if you still have actions available.
 
* '''Yellow ~ Move'''. You start with as many unused action pips as the pip-count of your Yellow action piece. Repeat the following move procedure until either '''a.)''' you’ve used all your action pips, or '''b.)''' you decide to forfeit any unused action pips. '''Move Procedure.''' Choose a number ''N'' up to the number of unused action pips (not more than 3) of your chosen Yellow action piece, and do the following:
* '''Yellow ~ Move'''. Make a partition (n1, n2, n3) of the number of pips n of your chosen Yellow action piece, such that n1 + n2 + n3 = n. For each number in your partition, choose a ''moving piece'', EITHER the said Yellow action piece OR a piece bordering to ''where said Yellow action piece now is''; move the moving piece the corresponding number of bordering spaces using only unoccupied fields. '''Note.''' If n = 1, there is only one partition, i.e., (1): you can only move 1 piece over 1 space. If n = 2, there are two partitions, i.e., (2) and (1, 1): you can EITHER move 1 piece over 2 spaces, OR 2 pieces over 1 space each. If n = 3, there are three partitions, i.e., (3), (2, 1), (1,1,1): you can EITHER '''a.)''' move 1 piece over 3 spaces, OR '''b.)''' 1 piece over 2 spaces and another piece over 1 space, OR '''c.)''' 3 pieces over 1 space each.
** first, choose a ''moving piece'', which can be EITHER the said Yellow action piece, OR a ship bordering to the ''current'' position of said Yellow action piece;
** then, ''move'' the moving piece over the corresponding number of spaces, one space at a time (to move a ship one space, choose an empty field bordering it and then move the ship there);
** finally, subtract the used action pips from the number of unused action pips.
** If you still have unused action pips, you may repeat this procedure, or forfeit them to end your turn.
'''Note.''' For a Large action piece, you can choose ''up to 3'' moving pieces. You first choose and then move each moving piece, before you choose and move another. In particular, when you move your Yellow ''action'' piece, there will be different ships bordering it before and after moving it, affecting the available ''moving'' pieces for any remaining actions!
'''Example.''' If you choose a Large Yellow action piece, you can either move 1 ship (itself, or a bordering mid) 3 spaces; or you can move 2 ships, one of which you move 1 space, and the other you move 2 spaces; or you can move 3 ships, each 1 space. If you first move the Yellow action piece less than its number of pips, you must choose any ''consecutive'' moving piece among the ones bordering it, ''after'' it has moved.
 
* '''Green ~ Build'''. ''For each pip'' of your chosen Green action piece, you check these conditions in sequence 1.) ''build'', 2.) ''transfer'', and 3.) ''landing'', as follows:
**# '''Default: Build.''' If your chosen Green action piece ''has an empty bordering field (it “has space”)space'', youchoose canany Buildcolor there a pieceavailable from the Bank. inYou can ''any colorbuild''; a ship as follows: take the ''smallest'' piecemid in thatthe chosen color, available from the Bank, and place it thereflat and pointing away from you (to indicate ownership) on one of said Green action piece’s bordering empty spaces. '''Note.''' If anyyour ofchosen yourGreen action piece doesn’t have space, but you have another Green piecesship “hasthat has space”space, you mustcan buildtransfer thereyour ''first''building beforeeffort checking(see thebelow); otherif conditionsyou don’t have a Green ship that has space, you can land a ship (see below).
** If# ''all'Bonus: Transfer.''' fields borderingIf your chosen Green action piece havehas becomerun occupied''out (itof “runsspace'', outyour ofunused space”)build actions are forfeited, ''but'' you can ''transfer'' your building effort: choose any other Green pieceship you own withthat an''has emptyspace'', bordering field.and Continuecontinue as if you started your turn choosing thissaid other ship as your Green action piece (see 1.). '''Note.''' ConsiderBasically, thistransfer gives you a bonus turn.; Theit’s unusedto actionspromote ofbuilding! the previous action piece are forfeited. TheYour ''successively'' chosen Green action piece can be of any size. You can have moreas many bonus turns as the number of your Green ships that have less space than onetheir bonuspip count. '''Example.''' At the beginning of your turn, ifyour aG3 successivelyaction chosenpiece has only 1 space left, and you build a Green pieceship alsothere “runsso that it runs out of space”space. andNow, you stillcan havechoose another Green ship ''with space'' (even the one oryou morejust unusedbuilt, if it has space) as your successive Green action pipspiece and keep building, etc.
**# If there is'''Bonus: Landing.''no'' emptyIf fieldyour borderingchosen ANYaction piece doesn’t have space, and if ''none'' of your Green piecesships (orhave ifspace (i.e., you don’t ownhave a Green pieceship, or you can’t transfer), your unused build actions are forfeited, ''but'' you may build''land'' a ''Green'' ship as follows: choose the ''smallest'' Green piecemid available from the Bank and place it on ''any'' empty field, pointing away from you. This concludes your turn. '''Note.''' IfBasically, if you can’t transfer, landing is a bonus turn. You can only land a Green ship, so if there aren’t any Green piecesmore leftGreens in the Bank, you can ''not'' use this action and you must forfeit it. Also, if your current Green action piece runs out of space, you can ''not'' automatically land a ship, because if any of your Green ships has space, you must ''transfer'' your building effort (see 2.) and build there first (see 1.).
 
'''Summary.''' If one of your Green ships has space, you must ''build'' there. But if your current Green action piece runs ''out of space'', you can ''transfer'' your building effort to another Green ship (effectively getting a bonus turn). However, if you don’t have a ship that has space, or you can’t transfer, you may ''land'' a new ship (effectively getting a bonus turn).
* '''Blue ~ Upgrade/Trade'''. You can Upgrade or Trade the chosen Blue action piece or any bordering piece you own. To Upgrade a piece, replace it with a piece of the ''same color'' and ''exactly'' 1 pip larger, available from the Bank. To Trade a piece, replace it with a piece of the ''same size'' and ''different color'', available from the Bank. '''Clarification.''' If the Blue action piece is traded or upgraded, the new piece in its stead becomes the action piece, and behaves as if it did not change: for all intents and purposes it remains Blue until the end of turn, and your remaining action pips are not affected. '''Note.''' If the piece you need is not available from the Bank, you can not use this action. Any piece you return to the Bank is immediately available for the next Upgrade/Trade, if you have unused actions. If you have 2 or more available action, you can trade AND upgrade the same piece (in any order), OR upgrade the same piece twice (to get a Large).
 
* '''Blue ~ Upgrade/Trade'''. You can ''Upgrade'' or ''Trade'' the chosen Blue action piece or any bordering piece you own.
** To ''Trade'' a piece, replace it with a piece of the ''same size'' and ''different color'', available from the Bank.
** To ''Upgrade'' a ship, replace it with a piece of the ''same color'' and ''exactly'' 1 pip larger, available from the Bank.
'''Clarification.''' When the Blue action piece is Traded or Upgraded, the new piece in its stead becomes the action piece, but its action type (Blue) and remaining action pips (related to the size of the ''original'' action piece) are not affected.
'''Note.''' You can use all your action pips to affect the same ship, and switch between Upgrade and Trade for each action.
'''Note.''' If the ship you need is ''not'' available from the Bank, you can ''not'' use the chosen action. Any piece you return to the Bank is immediately available for the next Upgrade/Trade, if you still have unused actions.
 
== End ==
 
* '''End'''. The game ends when all pieces are placed, OR both players pass consecutively.
** there is no valid move for either player, OR
** both players pass consecutively, OR
** when, after 36 turns, no ship was conquered. '''Note.''' The choice of 36 allows for all ships to move a space, but is rather arbitrary. More importantly, it creates a finite game in which stalling will fail.
 
'''Note.''' In most cases, the game ends when the board is full. But if captures are still possible, they can be executed after the board is filled. If one of the players is behind, while the other player has no valid move or passes, 36 turns is an arbitrary limit to make a capture. This ensures that the game ends.
 
* '''Win'''. Each player scores the number of points equal to the total pip count of the pieces they own on the board. Max score wins. '''Note.''' If one of the players has more than 36 points, they win.
 
* '''Tie Break'''. In caseIf both players score an equal number of points, then the player with the most number of Large pieces wins. If it’s still a tie, thesecond player with the most number of Medium pieces wins. If it’s still a tie, then the game is a draw.
 
== Sample Game States ==
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* During the middle game, there is a Green/Blue dynamic that allows for rapid (exponential?) growth if unchecked by the opponent.
 
* The endgame may allow the use of Yellow/Red to conquer a few more pieces, and smart use of Yellow/Blue/Green to tradeTrade/upgradeUpgrade/buildBuild another few points.
 
== Variants ==
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'''Redless'''. Play by the same rules except remove all Red pieces from the game. '''Note.''' To practice the use of Green/Blue, it is instructive to try the game without using Red at all. There will be only 27 pieces in the game, so not the whole board will be occupied by the end of the game.
 
'''Handicapping'''. The weaker player can startstarts with a Medium or even a Large Green, but the stronger player startsgets thea bonus turn on their first gameturn.
 
== Acknowledgments ==
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== Creative Commons ==
 
This game is designed by [https://www.icehousegames.org/wiki/index.php?title=[User:Cuc |Bruno Curfs]] licensed under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons International BY-NC-SA 4.0 License].
 
Official rules (V2) can be found here: [https://tinyurl.com/BC-HW-Settlers-V2 Homeworlds Settlers Rules]. '''Note.''' The official rule document has some extra info regarding acknowledgments, designer notes, and the board dimensions.
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== Links ==
CubeMan69. ''Play More Games with the Homeworlds Set'', Aug 2023.
 
* [https://tinyurl.com/HW-Play-More Play More Games with the Homeworlds Set]
Bruno Curfs. Facebook Starship Captain Group entry since Dec 16, 2020.
 
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== Change Log ==
'''20230814''' - Added a link.
 
'''20230616''' - Many edits to clarify the actions. Especially, the Yellow action type was affected most. Also, the End conditions have changed somewhat, because after the board is full, captures can still happen. Unfortunately, the type setting is not yet ideal. Notes were added under the paragraph, but not indented.
 
'''20210418''' - Small edits; Green actions clarified with the use of a definition of "has space" and "out of space"; Handicapping corrected.
 
'''20210210''' - Added the link to Landing Zone, the game that inspired Homeworlds Settlers.
 
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[[Category:Non-stacking]]
[[Category:Games playable with Pyramid Arcade]]
[[Category:Games playable with Homeworlds Set]]
[[Category:Turn-based]]
[[Category:Half hour]]