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Cronberg

Cronberg Rulebook

Table of Contents

Table of Contents

  • Play Preparation
  • Game Goal
  • Game Play
    • A Playing a Building Rhomboid
    • B Playing a Family Member
  • Triangles
    • Park
    • Musketeer
    • Coat of Arms
  • Game End
  • Valuations
    • A Scoring during the play
    • B Scoring at the end of play
    • Example Scoring
  • Winning

Play Preparation

Each player takes the five figures of a family, in one color: 4 cylinders and a scoring marker. Place each family head marker on town-gate, which indicates +0 points.

The 28 buildings rhomboids are mixed and laid out face down in several piles.

Starting Setup: the diagram labels the city triangles, the family heads, the crossings, the stacks of building rhomboids, and the family members.

Game Goal

The players try to occupy valuable crossings by skillful placement of family members and buildings. The player with the most valuable crossings wins.

Game Play

A player must decide,

  • A whether to select a building rhomboid and openly playing it or
  • B whether to place a family member on a crossing.

As long as a player has rhomboids or family members he can place, he must do so. The most courageous player starts first. Turn order play rotates in the clockwise direction.

A Playing a Building Rhomboid

A player selects one of the face down building rhomboids. He plays the building down within the city wall openly on two city triangles. It may not cover an existing building.

B Playing a Family Member

A player takes one of his cylinders and plays it on a free crossing, which borders at least on a vacant triangle. A cylinder may not be placed on a crossing, which borders on a Musketeer, which cannot be covered in the future (active). A cylinder remains in place as long, as it borders at least a vacant triangle, except if a Musketeer drives it out.

Triangles

If a triangle on all three sides is surrounded by buildings or the city wall, it becomes active as a Park, Musketeer or Coat of Arms.

Park

A park doubles (x2) the value of the three adjacent crossings. Several parks at a crossing each have a multiplying affect.

Musketeer

A Musketeer drives out all present family members on the three bordering crossings and prevents further family members from establishing themselves. Refugees driven away are returned to the player and may be played, if possible, later.

Coat of Arms

A Coat of Arms makes all values of buildings at the three bordering crossings positive: From -8 to +8, from -6 to +6, -4 becomes +4, and -3 +3, -2 +2 and -1 to +1. Positive values remain unchanged. Several coats of arms at a crossing do not cancel each other.

Game End

If no player can play a building or place a cylinder, the game ends.

Valuations

A Scoring during the play

If a rhomboid is placed in such a way that one or more cylinders border no vacant triangles and/or is completely enclosed by buildings or the city wall, these family members are immediately scored and taken by their player back to his supply. They can, if possible, be used again later.

The value of a surrounded cylinder is the sum of the numbers, on the building rhomboid adjacent to the crossing. This sum is scored on the city wall with the respective family head.

B Scoring at the end of play

At the end of play all cylinders, which are in the city, are scored. Just like scoring during play. For each family member the values of adjacent building rhomboids to be added. If all adjacent triangles are covered, the sum remains unchanged. If the family member borders on a Coat of Arms, the signs (+/-) of the numbers are ignored when adding; it is simply the value of the numbers that are added. If the cylinder bordering a Park, the sum double(x2), with two Parks it is quadrupled (x4), with three Parks it is eight times(x8). If the member borders on a Coat of Arms and a park, the Coat of Arms impacts values first. The values of all members are marked with the respective family heads on the city wall.

Example Scoring

Otto plays a castle rhomboid.

Otto's family member (green) has a value of -2 points. The cylinder is scored immediately and returns to Otto. Otto's family head retreats two spaces on the city wall.

Fred's family member (blue) is driven out by the Musketeer, since the Musketeer will remain uncovered.

The Elizabeth's family member (red) is worth 4 points, since the coat of arms makes all negative values positive. The member must remain where in is and will not be scored until the end of play.

Kathy's family member (yellow) is worth 8 points, since the park multiplies the value by 2. The coat of arms does not have an effect. The member must likewise remain until end game scoring.

Winning

The player, with its family head at the highest score after the end game valuation wins.

If several rounds are played, the family heads start at the score reached in the prior round.