Kanaloa (2002)
Kanaloa (2002) Rulebook
Table of Contents
Table of Contents
The Material
A scoring track and 16 islands are on the game board:
- 4 small islands have in each case 3 connections with neighboring islands
- 11 big islands have in each case 5 connections with neighboring islands
- 1 main island (Lusepil) has 7 connections with neighboring islands
48 island cards (3 cards per island)
1 material bag
80 bridges in four player's colors (in each case 20 per color)
40 island stones in four player's colors (in each case 10 per color)
4 ships in four player's colors in order to record the points on the scoring track
16 God's stones that are needed only for the variant game called "The Power of the Gods"
This game manual
The additional rules are on the last page for the game "The Power of the Gods". In this game, the 16 God's stones are used.
What the Game is About
Three to four players fight for the supremacy of 16 islands on the Arabana archipelago. Cards are played to determine where a bridge may be set. The player who occupies the majority of the bridge places on an island controls this island; he takes possession there and removes the bridges of the fellow players. This can trigger a change of power on the neighboring islands.
There are two scoring rounds. Whoever has collected the most points after the second scoring wins the game.
Before the First Game
Place the Island stickers on the longer cards and the God stickers on the smaller cards.
Game Preparations
Every player gets 20 bridges and 10 island stones of one color as well as three island cards. Four cards are placed face up near the game board. The remaining cards are placed in the material bag. Cards can be drawn from the open cards or from the material bag. The hand maximum is five cards. The ships of the players are put on the start field of the scoring track.
Playing Cards
A player can play any number of cards on his turn. At the end of his turn, he may take only one card. The next player then plays. Cards played are discarded to a common stack.
It is allowable to play no cards and then draw a card, however the hand maximum of five always applies.
When taking a card, the player can choose one of the four open cards or draw from the material bag. If a card is taken from the display, it is refilled so that there are always four cards showing.
One must not overdraw the hand, i.e. you must have at most four cards in hand before drawing. If one does not want or cannot play a card, a card can be discarded without showing the opponents.
When a card is played, a player places a bridge on one of the available bridge spaces going out from that island. If more than one card is played, they are played one at a time (exception: bridges exchange).
Bridges exchange: by playing two cards on spot already held by a bridge, the player can remove this bridge and replace it with one of their own color.
Example: a red bridge is on the connection Nuridan-Opodopo. Playing two Nuridan cards or two Opodopo cards, or one of each, allows a player to remove this bridge and place one of his own.
Absolute Majority
When a player controls more than half of the bridges to an island, he takes immediate control of this island. As a mark of his dominion, he places an island stone. In addition, he removes all bridges of his fellow players from this island.
When bridges are removed, players can lose control of other islands. Whenever a player loses their position of absolute majority, they must remove their stone from the island.
Tip: Removing bridges happens only when the island is won. In later moves the fellow players may place bridges here again if they play the appropriate cards.
Relative Majority
If one reaches a relative majority (i.e. one has the most bridges in this island, however, too little for an absolute majority), by occupying the last free bridge place on the main island of Lusepil or another big island, bridges of other players are also hit. However, the island is not taken possession (no stone is placed).
If a player reaches the relative majority only (by filling the last bridge space), he removes a bridge of a fellow player of his choice on this island.
Examples:
- Small island: this rule does not apply to small islands.
- Big island (2-1-1-1): the active player sets the second bridge of his color, and three others have one bridge each. The active player removes the bridge of a fellow player on this island.
- Main Island Lusepil (3-2-2 or 3-2-1-1): the active player sets the third bridge of his color, and two or three other players have in each case one or two bridges on this island. The active player removes a bridge of a fellow player on this island.
If a player reaches the relative majority together with one or several other players, the bridge of the player is removed who has only a single bridge on the island.
Example: Big island: 2-2-1 or Main Island Lusepil: 3-3-1, 2-2-2-1. The single bridge of the player who has no majority is always removed.
Bridges are only removed if the active player gains the relative majority in his turn by filling the last free bridge place.
Bridges must be removed. This is not always advantageous for the active player. If he cannot occupy the newly-open bridge place, he possibly opens a spot for a fellow player.
After removing a bridge the active player continues their turn. If he plays a fitting card, he can fill the bridge place and possibly move from a relative majority to an absolute majority.
First Stage End and Small Scoring
The first stage ends when the last card is taken by a player, including all cards from the bag and the four face-up cards. At this point, a small scoring occurs.
After the first scoring, mix the cards and lay four cards face-up again. The player who has the least points decides who takes the next turn. If tied, the tied player who went first decides. A player can declare themselves as the second stage start player.
Tip: by playing cards cleverly near the end of the stage, the player can position themselves into a more favorable position in the second stage.
When the last card is taken the second time, the round continues until each player has had the same number of turns. Then the larger final scoring take place.
Scoring
Each player scores the islands that he controls. The value of an island is determined by the number of the bridge places not occupied by this player. Every free space or space occupied with another player's bridge counts one point. In the final scoring every controlled island counts a point in addition.
Examples of a small evaluation (big evaluation in parenthesis = small scoring+1):
- 2 own bridges on small island: 1 (2)
- 3 own bridges on small island: 0 (1)
- 3 own bridges on big island: 2 (3)
- 4 own bridges on big island: 1 (2)
- 5 own bridges on big island: 0 (1)
- 4 own bridges on main island: 3 (4)
- 5 own bridges on main island: 2 (3)
- 6 own bridges on main island: 1 (2)
- 7 own bridges on main island: 0 (1)
With this kind of scoring, complete domination of the islands becomes unattractive.
Game End
The game ends after the big scoring.
The player with most points wins. In a tie, the player that ended his turn earlier wins.
Premature Ending
If a player has placed all ten island stones, he can win immediately with the appropriation of the 11th island.
If a player has placed all 20 of his bridges, he can play his cards without placing a bridge. Or, if he removes his own bridge from the game board with a card, may not put a bridge on this same place in the same turn.
Tactic Tips
- In the first round of each stage, players should only take cards since having a larger hand gives more possibilities.
- Pay attention to the cards that others take so you can better estimate their intentions.
- While playing cards, try to hit as many opposing bridges as possible but be careful not to get caught in duels involving heavy losses.
- The main island Lusepil brings the most points, but it is difficult to defend. It can especially be a mistake to take this island early in the game.
- In "The Game of the Gods" (see the last page of the short rules) it is of course important to take possession of the islands early to win the God's cards.