Gipsy King
Gipsy King Rulebook
Table of Contents
Table of Contents
Material
15 landscape tiles, 90 caravans, 1 scoreboard, 5 score markers, rules in English, German, French and Dutch.
Summary
Both players try to build the biggest campings in an empty land and try to have the most access to the best lakes.
Turns
The first turn the start player can place a yellow camper on one of the empty land hexes adjacent to lake hex 1. If you choose a spot, then the other player can occupy an empty land hex adjacent to lake hex 1 and so on. If all hexes adjacent to lake 1 are occupied, then you continue with the empty land hexes around lake hex 2, then around lake hex 3, then 4, then 5 and so on. After lake 12 you continue with the spaces which are still open (maximum 3 spaces are not adjacent to a lake), until all land spaces are occupied.
Pass a Turn
Instead of occupying a land hex, you can pass. If you pass, the other player gets all free hexes around the current lake hex. At the next lake hex the passing player can choose again if he passes or not, and so on.
Score
- The lakes with the boats bring points. A lake consists of 1 or more adjacent lake hexes. The points go to the player with the most campers adjacent to the lake. This player gets points equal to the total number of boats in the lake.
- Each group of your connected campers brings points. (2 campers are connected if their land spaces are adjacent.) One single camper is worth 1 point. 2 adjacent campers is 1+2 points, so 3 points. A group of 3 campers is 1+2+3 points, is 6 points. A group of 4 campers brings 1+2+3+4 = 10 points, and so on.
12 to 1
The second half of the game starts on the same landscape, but now the first lake hex is lake number 12 and you count down to end around lake number 1. Red starts now.
End of the Game
The player with the most points (after the 2 game halves together) wins.
Gipsy King Expansion 1
Gipsy King Expansion 1 you can add complete to the Gipsy King game.
Content
5 bridge tiles.
Preparation
Give each player 1 bridge.
Rules
You can place your bridge once in the first game-half and once in the second game-half. In your turn you can place your bridge over ONE water space. One end of the bridge must connect to the land-hexagon where you place your caravan(s) this turn. The other end of the bridge must connect to an other land-space, where you have a caravan already. The space in between must be a water space. So you build the bridge always over water. (The bridge can get placed over the middle of a water hexagon, but it can get placed over a side of the water space too.) This way you connect fields where you have caravans. So you get a bigger group, combining 2 groups. So you will get more points with your groups.