ZhanGuo
Note BGG
7,0

Extension de Iliade

ZhanGuo

2007Propulsé par BGG

Aide aux règles de ZhanGuo

Des explications claires des tours, effets de cartes et situations litigieuses, avec des références aux sources officielles et un historique des questions sauvegardé.

  • 2–7 joueurs
  • 45 min

Assistant de règles pour ZhanGuo

Que voulez-vous savoir ?

Les réponses viennent du livret officiel, avec la page à vérifier.

ZhanGuo est une extension de Iliade sortie en 2007 pour 2 à 7 joueurs et avec des parties de 45 minutes. Il a été conçu par Leong Kit Meng et ses principales mécaniques sont Hand Management, Tile Placement et Open Drafting.

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À propos du jeu

En anglais

This is a mod for the cardgame Illiad which is originally based on the Trojan war between the Greek states and Troy over Helen. Changes have been made to convert the game into the 7 states of late ZhanGuo (Warring States) period of China ca. 4th-3rd century B.C. Distinctive elements of late Warring States warfare have been incorporated into the game, whilst trying to stay within the original spirit of the Illiad gameplay. State Banners (Heroes) 1. Zhao 2. Wei 3. Han 4. Yan 5. Chu 6. Qi 7. Qin Tiles Bamboo Bian +1 (Agamemnon +1) Stone Bian +2 (Athena +2) Bronze Bian +2 (Poseidon +2) Units Crossbow Trap (Harrow) - 6 cards - prevents Cavalry and Chariot from being deployed Yunti Che (Trojan Horse) - 6 cards - hides units within (Ping, Gong & Nu) Pili Che (Catapult) - 8 cards - targets Crossbow Trap, Yunti Che, Pili Che & Chuangze Nu Chuangzi Nu (Ballista) - 8 cards - targets Cavalry, Chariot, Chao Che & Chuangze Nu Chao Che x2 (Elephant x2) - 8 cards - allows mounting of infantry (Ping, Gong & Nu), x2 to total unit values - mounted Nu and Gong can target any unit in any rank of Missile or Skirmish formations Cavalry (Chariot) - 4 cards - targets all infantry units, can attack without being first deployed Chariot (Chariot) - 4 cards - targets all infantry units, can attack without being first deployed Nu 2 (.....) - 6 cards when not in formation - targets Nu, Gong & Ping or 1st to 2nd rank of Nu, Gong & Ping in formation when in 3-row deep "missile-formation" in any value combination - targets Nu, Gong & Ping, 1st to 2nd rank of Nu, Gong & Ping in formation or Cavalry & Chariots - only missile units in the first two rows can attack - values are calculated as the sum of unit values from the first two rows multiplied by the unit value from the last row Gong 1 (Archers 1) - 8 cards when not in formation - targets Nu, Gong & Ping or 1st rank of Nu, Gong & Ping in formation when in 3-row deep "missile-formation" in any value combination - targets Nu, Gong & Ping, 1st rank of Nu, Gong & Ping in formation or Cavalry - only missile units in the first two rows can attack - values are calculated as the sum of unit values from the first two rows multiplied by the unit value from the last row Ping 1 (Hoplite 1) - 6 cards - can be deployed into 4-row deep "skirmish-formation" in decreasing value - values are calculated as the sum of all unit values multiplied by the number of rows Ping 2 (Hoplite 2) - 7 cards - can be deployed into 4-row deep "skirmish-formation" in decreasing value - values are calculated as the sum of all unit values multiplied by the number of rows Ping 3 (Hoplite 3) - 8 cards - can be deployed into 4-row deep "skirmish-formation" in decreasing value - values are calculated as the sum of all unit values multiplied by the number of rows Ping 4 (Hoplite 4) - 9 cards - can be deployed into 4-row deep "skirmish-formation" in decreasing value - values are calculated as the sum of all unit values multiplied by the number of rows Victory Cards Mandate of Heaven (Helen) - 1 card City +1 (Victory Town +1) - 4 cards Fortress +1 (Victory Tireme +1) - 4 cards City +2 (Victory Town +2) - 5 cards Fortress +2 (Victory Tireme +2) - 5 cards City +3(Victory Town +3) - 4 card Fortress +3 (Victory Tireme +3) - 4 cards Oracle Cards Zhan Shen -1 (Thanatos -1) - 4 cards Zhan Shen -2 (Thanatos -2) - 3 cards 7th Month Hungry Ghost Festival (Gorgon) - 2 cards The following are some of the basic changes and assumptions I've made in the Mod: I've introduced crossbowmen (Nu). I've introduced a new "missile-formation" of archer/crossbow/ping 3-row deep ranks. Only the missile infantry of the first 2 rows of the "missile-formation" can attack. Units killed within the formation are removed and the formation is reassembled downward. Cavalry and Chariots can be attacked by missile troops in "missile-formation". I've also bumped the game up to a 7 player game to match the 7 warring states. The 7 banners of the 7 warring states now replaces the 6 heroes. I've increased some of the unit numbers and decreased others to enable the additional 7th player, to take into account the new crossbowmen, as well as to rebalance the game towards a slightly higher emphasis on missile troops. Gorgon is now 7th Month Hungry Ghost Festival. Thanatos is now Zhan Shen. Helen is replaced by the Mandate of Heaven. City/Tireme replaced by the duality of Civil/Military City/Fortress. Agamemnon, Athena & Poseidon have been replaced by Bian (Tablets),a Bamboo Bian, a Stone Bian (for Civil City) & a Bronze Bian (for Martial Fortress) respectively. Chariots are now split into lower value Cavalry & higher value Chariots. Trojan Horse is now a Yunti Che. Elephant is now Chao Che. Harrows are now Crossbow Traps. All other units remain basically the same except labeled in their Chinese equivalent. Go here for more info: http://www.act.com.sg/zhanguo/

Questions et réponses

Selon le catalogue, ZhanGuo se joue de 2 à 7 personnes. Cette fourchette correspond au nombre de joueurs indiqué par l’éditeur : le jeu s’installe donc pour toute taille de groupe dans cette limite. La mise en place, certaines règles et le décompte peuvent varier selon l’effectif ; vérifiez la configuration exacte dans la règle de votre édition.