Outline for teaching the Wildlife rules
(Based on "The Finer Points of Teaching Rules" by Mario Lanza)
Set up the board and components.
One-Liner. (Less than a minute.) "Each of us will be a different species, like Mammoth, Crocodile, or Bird. We will be moving, growing, and attacking -- the bigger someone is, the more points they get."
Overview. 1 to 3 minutes. Demonstrate with examples.
Details. Demonstrate with examples.
Exceptions. Demonstrate with examples.
Tips (1 or 2 minutes.)
Set up the board and components.
One-Liner. (Less than a minute.) "Each of us will be a different species, like Mammoth, Crocodile, or Bird. We will be moving, growing, and attacking -- the bigger someone is, the more points they get."
Overview. 1 to 3 minutes. Demonstrate with examples.
- Core Rules & Mechanics. The 6 terrains. Turn: Play/Auction 3 cards. Play abilities. Migrate once for free. Buy 1 point for 3 foods. Finally: Refresh to 10 cards. Card types: Do terrain action, Upgrade terrain action, Take ability, Wild card. Terrain actions: Migrate, Expand, Attack.
- Scoring. Small scoring (trigger). Big scoring (trigger).
- Chronology. Take turns clockwise until a region is filled up for the first time, at which point we do a small scoring.
- Game end. (1) 11th scoring occurs (2) Someone places their last creature
Details. Demonstrate with examples.
- Turn - Actions may be performed in any order.
- Auction - At least one card must be auctioned. Min bid 3. Winner plays card immediately. Can buy 3 foods for 1 point.
- Take Ability - Use once per turn. Max 2 per type. If necessary, take from another player (most points)
- Migrating "through" a group.
- Attack - Requires terrain to be filled.
Exceptions. Demonstrate with examples.
- Play - If terrain action is "No Action", discard.
- Auction - If no bids, discard. Can move below 0.
- Scoring multiple herds - no tie penalty
Tips (1 or 2 minutes.)
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