Tuesday, May 09, 2006

Boats Rules

Alright, let’s get this out of the way before the other punsters start playing – Boats rules, and Boats rocks. No question about it: this is a terrific game. However, in this post I’m (finally) referring to the rules of how to play the game “Boats.” Ok? OK!

It would be a good idea to review the description of the Boats game pieces before reading further. This is the first time I’ve attempted to write down the rules for this, or any, game, so please leave a comment if you need clarification!

To begin, the players agree among themselves in what order they will take turns. Each player chooses a unique player token, and places it on the side of the board. While there is probably a practical limit to the number of players, there is no theoretical limit.

The first player rolls all three dice and moves horizontally, then vertically, as the dice dictate. The first square of the board is the one with the red circle. The red arrows at the end of each row point to the next square of movement. Ideal weather moves a player up (toward the fjord) the number of rows indicated by the Weather Movement die; stormy weather moves a player back (away from the fjord).

If stormy weather moves a player off the board, the player must begin again with the first square on the next turn. Don’t worry – remember this game works entirely on luck! If ideal weather would move a player into the fjord or beyond, he may only move into the first square of the fjord. He may still gloat, if desired.

If a player lands on an island, his turn continues until he is able to move off the island. The player rolls the Weather Condition die until he rolls either ideal (white) or stormy (black) weather. He then rolls the Weather Movement die and moves the number of rows indicated.

If a player is sitting on a square, minding his own business, and another player attempts to land on the same square, the “square owner” may decide whether or not to share. If he chooses not to share, the two players must roll the Movement die for possession of the square. The square owner chooses whether high or low roll wins. The loser of the roll must move back one square. The winner may gloat, though doing so is ill-advised, as it may affect his luck.

Once in the fjord, weather conditions no longer have any effect, so players in the fjord need only roll the Movement die. However, the player must roll the exact number of spaces remaining to exit the board. For example, if the player’s token is four spaces from the end of the board, he cannot move at all unless he rolls a 1, 2, 3, or 4 during that turn. Rolling a 1, 2, or 3 moves his token that number of spaces, while moving a 4 moves his token off the board.

The first player to move his token through the fjord and off the board wins. The remaining players may continue play, if desired.

Make sense? Great! Confused? Post a comment, send an email, or catch me at an event or Fighter Practice. I’ll do my best to unbefuddle.

Have fun!

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