The Rules
I literally cannot believe I forgot to post these up! I wrote them ages ago
and never uploaded them to my blog! For our game we decided that we wanted a
main manual and then, in addition, "cheat sheets" for the players to
have in case they get stuck while playing. This way they don't need to trawl
through the manual to know what to do, they will have the cheat sheet in front
of them.
This is all well and good but we obviously couldn’t have really in-depth
rules and aims on the cheat sheet as it needed to be simple and precise. I had
already written these rules so Robin took them and edited them to make a set of
rules for the cheat sheet (which will be on her blog) and I kept my rules for
the manual. Here are the rules that I wrote.
The Rules
Number of Players & the Age
Guide:
2 – 4 players
7+
The Aim of Totems ‘n’ Towers:
The Cowboys have taken the Indians Chief hostage and the Indians have captured
the cowboys Sheriff! The aim of Totems ‘n’ Towers is to build your defence
tower and rescue your hostage. Cowboys travel around the board collecting
pieces to build a guard tower. Indians travel around the board collecting
pieces to build a totem pole.
In the box you
should find:
- 1 Board
- 4 Player pieces (2 Indians, 2 Cowboys)
- 8 Totem pole pieces
- 8 Guard tower pieces
- 4 Turn tables
- 2 dice
- 1 Pack of Indian chance cards
- 1 Pack of Cowboy chance cards
- 1 Pack of reward cards
The board is large and needs to be in a stable area such as a table or clear
floor space. Turn tables are clearly marked and need to be inserted into the
board in their specific areas. Chance and reward cards are to be kept at the
side of the board within reach of the players. When players pass areas on the
board which requires them to collect a guard tower/totem pole piece they can
simply pick these straight out of the box and place on the specific area on the
board.
At the beginning of
the game players can chose, at random, 1 reward card to have at the start. Players
then roll 2 dice; highest number goes first, following clockwise after that.
The aim: The aim is to make your way
around the board using 2 dice, avoiding enemy squares and traps all in order to
collect your totem pole and guard tower pieces. Routes are marked by arrows on
the board and players must follow them.
Enemy Squares & Trap Triangles: If
a player lands on an enemy square or a trap triangle they must miss their next
turn.
Chance Cards: If you land on a
chance square (these are squares labelled with a ‘C’) then you are required to
pick up a chance card associated with your character (Indian or Cowboy). These
will be a randomised mixture of positive and negative actions. Shuffle all card
packs at beginning of game.
Reward Cards: If you land on a
reward square (squares labelled with an ‘R’) you are required to pick up a
reward card. Reward cards give you control over the turn tables. Depending on
what your card says you can use it to:
- Move turn tables with other players on
- Freeze a turn table someone that someone else is trying to move you on
Players can only hold up to 2 reward cards at a time and can only pick up new
cards when they land on an “R” square. If you already have 2 reward cards and
you land on an “R” square, you can pick up another reward card and choose which
2 you want to keep.
Players must decide if they want to play a reward card at the start of their
turn. If the player decides they want to use the card to move a turn table they
must do so at the start of their go and then they are only allowed to roll 1 of
the 2 dice to move forwards on the board.
If someone is trying to move a turn table you are on you can stop it if you
have a reward card that “freezes” turn tables. This is an instant action that
players can use regardless of whether it is their turn or not. Players can only
hold 1 “freeze” card at a time.
Turn Tables: Turn tables are the
circular moveable pieces on the board. There are 4 in total. They all have separate
spaces on them for the players to move on. Players can sometimes choose between
moving over a turn table (at the risk of being moved by another player) or go
down another route marked on the board.
Totem Poles & Guard Towers: Totem
poles and guard towers are separated into 4 collectable pieces per player. The
board clearly signifies when a player is to collect their piece of pole or
tower. There are also specific areas in which the player must place their tower
or pole. These are also clearly marked.
Shortcuts: The board is marked with
arrows to guide the players. However, sometimes there are shortcuts which
players can choose to use. These are marked with more enemy squares but have fewer
squares in general so there is a chance you will bypass all of them and get to
your desired goal faster.
How to Win the Game:
Once players have
built/collected all 4 pieces of tower/pole they are required to follow the path
into the centre of the board where the captives are being held. Once the player
has reached this area it signifies they have saved their hostage. Now all the
player has to do is make their way back to the start to win the game.
Strategy Tips/Helpful Reminders:
- Use as many turn
table cards as you can to move other players around. This might give you more
time and more of an advantage.
- Always consider what number you have rolled with the 2 dice, you might be
able to pass through the short cuts without being hit by an enemy.
- Always remember that you can hold 2 reward cards at any time but only 1
freeze card.
- You can “freeze” the turn table you are on instantly, if you have the right
card, when another player is trying to move you. It doesn’t even have to be
your turn!
- Remember to keep an eye on other players, if 1 player is further ahead,
work on moving his or her turn tables so that you can catch up or over take.
Special
Rules:
-If another player uses a “move turn table” card
on their turn and it affects you, you can use a “freeze” card (as long as you
have one). This will counteract the movement and you won’t be moved at all.
This is an instant action.
- If on your turn, you decide to move another player on a turn table by using
your reward card you are free to do so but you must do this at the start of
your go before you roll the dice. If you do decide to use a reward card and
move a turn table you are then only allowed to roll 1 dice to move forward