RulesPal
Chat
Rulebook
Kapadokya thumbnail

Kapadokya

Kapadokya Rulebook

Table of Contents

Table of Contents

  • Aim of the Game
  • Cards
  • Setting Up the Game
  • How to Play
  • End of the Game

Aim of the Game

To get the most points by landing hot-air balloons.

Cards

Kapadokya features two kinds of cards:

Position cards: These are used to form the air space in which you place and move the balloons.

  • Ground cards: These are placed in a line. The card shows the number of balloons (of the same colour) needed to land in this area.
  • Altitude cards: These are placed in a column. The number on these cards shows the altitude from this position with regard to the ground.

Balloon cards:

  • Normal balloons: These are the balloons that score points. The upper left-hand corner shows the balloon's maximum altitude. It is also the number of points that this balloon will score at the end of the game. There are four different colours – red, green, yellow and blue.
  • Multicolour balloons: These balloons don't score points. They can be placed at any altitude and act as wild cards for a balloon of any colour.

Setting Up the Game

  1. Prepare the play area as follows:

    Lay the ground card without a number and then form a row in descending order with the remaining ground cards so that the next card shows a 5 and the final card shows a 1.

    Form a column above the numberless ground card in ascending order. The first altitude card will therefore be 100 and the final card 500.

    The space to the right of the altitude cards and above the ground cards will be the area of play, which will now be referred to as the air space.

  2. Shuffle the deck of balloon cards and place it to the left of the altitude cards.

  3. Turn over the first three altitude cards from the deck and place them in the air space.

    To place a balloon, check the value of the card and then lay it to the right of the altitude card of the same value.

    If there is already a balloon on this row, push it to the right and place the new balloon in the free space.

    If a multicolour balloon is turned over, it should be placed at altitude 100.

  4. Deal out three balloon cards to each player as their starting hand.

How to Play

Where possible, the active player carries out the following three steps on their turn in order: Fly, land and steal.

FLY: The player places one of the three balloons from their hand in the air space, taking into account the following conditions:

The maximum altitude for the balloon depends on the accompanying number. A balloon with altitude 500 can be placed in any row, whilst a balloon with altitude 200 can only be placed on the 100 or 200 row.

Balloons enter the air space from the left. To do so, always place them in the first position on the row, next to the altitude card.

If there is already a balloon in the first position on the row, the player pushes all the balloons on this row to the right, leaving a gap for the new balloon.

If during this moving of balloons there appears an empty space between the balloons, those situated to the right will not be affected by the new balloon.

Illustration (step 1 and step 2 of the printed example, 300 row): a red balloon is placed in the first position, next to an empty space; in step 2 the red balloon pushes the yellow balloon to the right. Caption: "Red balloon pushing the yellow balloon" / "Green balloon doesn't move".

LANDING: Having placed a new balloon in the air space, the player checks to see if they can land a column of balloons.

In order for balloons to land, there has to be a number of balloons of the same colour with the same or a higher number than that appearing on the ground card for each column. These balloons also need to be able to reach the ground without passing over balloons of other colours.

The multicolour balloons are wild cards that can be used as balloons of any colour.

If, after landing a group of balloons, the conditions required to land a further group of balloons are met, they can also be landed.

The active player places the landed balloons in a pile next to them. These balloons will represent points at the end of the game.

Illustration caption: "Green can't land" (a green balloon in the example column is marked as not landing; the other landed columns are marked with a check).

DRAWING CARDS: At the end of their turn, the player should take a new card from the draw deck. If no cards are left, this cannot be done. On their next turn, the player plays with one card fewer.

End of the Game

The game ends when one player has played all their cards, with the players then adding the points from their balloons. The player with the most points is the winner. In the event of a draw, the player that has used the least wild cards is the winner.