トロック(Trok)
それはニダヴェリア王国中の酒場で何千年も遊ばれてきた伝統的なゲームである。
ドワーフの貪欲さはその勇気と同じくらい高く、このゲームの目的は、お察しの通り、最も富める者となることである。
プレイヤーの数: 2 - 4
ゲームの長さ: 26 mn
複雑さ: 2 / 5
トロック(Trok) および1273の他のゲームをオンラインでプレイします。
ダウンロード不要で、ブラウザから直接プレイできます。
あなたの友達や世界中のたくさんのプレイヤーとプレイできます。
無料です!
トロック(Trok) および1273の他のゲームをオンラインでプレイします。
ダウンロード不要で、ブラウザから直接プレイできます。
あなたの友達や世界中のたくさんのプレイヤーとプレイできます。
無料です!
ルールの概要
Overview
Trök is a game of trading and passing cards to get combinations that you can exchange for upgrades and money. Either get 50 Aare (money) in one turn or the perfect combination of cards to win.
Setup
The gameboard contains the equipment (cards with pack), upgrade cards, and the Market, where three equipment cards are available for trade.
Above the gameboard are seven upgrade cards. These have different effects that can increase the value of certain cards or combinations.
Each player is dealt a hand of 5 equipment cards.
Gameplay
Each turn consists of four phases: gain cards from the Supply, trade/pass cards around (Trök), play a combination of cards to get Aare, and end of turn.
Supply
Five equipment cards are dealt to each player. Any player with a Mine (upgrade card) gets an extra face-up card for each Mine.
Trök (trade)
Each player selects three cards that they own (whether in the hand, from a mine, or stored in a card) and places them to the right of their hand. These are the equipment available for trade. The player with the highest value of cards (the sum of the card values) becomes the trade-master. (Arcane Stone cards have a value of 10 points.)
Each player (starting with the trade-master) will do one of the following actions:
Take a card from another player and put it into their hand.
Swap a player's card with one in the Market, then put the Market card into their hand.
The player who was targeted now does the same thing (take a card from another player or swap with the market). Play proceeds like this until no face-up cards remain. If a single player still has face-up cards but no one else does, that player can either take them back into their hand or swap cards with the market.
If this phase ends with the trade-master having six cards and another player having four, the trade-master must choose a card to give to that player so that all players have 5 cards.
Special: If there are ever three of the same cards in the market, those cards are discarded and replaced with three new ones. The player who achieved this gets 3 Aare.
Combination
Starting with the trade-master, each player shows a combination of cards, then discards them. Combinations are:
For Aare: 3 or more identical cards. A combination of three earns the number of Aare of the card's value. Each additional card in the combo earns 3 more Aare.
For upgrades: 3 or more non-identical cards (no repeats). For each card, you have the option of taking an upgrade from the first slot and onward (left-to-right). For example, if you play a combo of 4, you can select any upgrade from the first four in the display. The chosen upgrade goes into effect immediately and does so for the rest of the game. All other cards in the display slide over to fill the space. You can only get one upgrade per turn.
Two things to remember: Arcane Stones (blue with a ? for value) are wild cards. They can substitute for any equipment card of your choice.
The same equipment card cannot be used in two different combinations.
End of Turn
The display of upgrade cards is replenished.
Any "end of turn" effects from upgrades are activated.
Any unused cards are discarded (or put into Carts, if available).
How to Win
There are two ways to win:
Have 50 Aare at the end of a turn. If more than one player has 50 Aare, the richest wins.
Show the "perfect combination" by the end of the turn. The perfect combination is all 7 different equipment cards plus an Arcane Stone. Wild Arcane Stones or upgrades that turn cards into Arcane Stones can be used to reach this combination.
Upgrade Cards
Facilities
The upgrade deck contains 5 Mines, 5 Veins, and 5 Carts.
| Name | Phase of Effect | Effect |
|---|---|---|
| Mine | Supply | Receive one additional card face-up. |
| Vein | Combination | For each Vein, a single Pickaxe 1 card is considered an Arcane Stone. |
| Cart | End-of-turn | Store one discarded equipment card face-up. Arcane Stones cannot be stored. |
Dwarves
| Name | Phase of Effect | Effect |
|---|---|---|
| Aegur | Combination | For identical card combinations, each card after the first 3 is worth 5 Aare instead of 3. |
| Astrid | End-of-turn | Gain 2 Aare for each green card in the Market. |
| Dagda | Combination | The base value for a combination of 3 identical green is 7 Aare. Additional cards are still worth 3. |
| Grid | Trök/End-of-turn | Add 3 to the sum of your cards when determining trade-master. Also, gain 1 Aare at the end of each turn. |
| Idunn | Combination | If you play a run of 5 cards for a combination, take 2 upgrades instead of 1 (from the first five cards). |
| Kraal | Combination | The base value for a combination of 3 identical red is 10 Aare. Additional cards are still worth 3. |
| Mére Dwerg | End-of-turn | Gain 1 Aare for each dwarf you have (including this one). |
| Pére Dwerg | End-of-turn | Gain 1 Aare for each facility (Mines, Veins, and Carts) you have. |
| Skaa | Combination | A combination of 3 non-identical cards makes all upgrade cards in the display available. |
| Thrud | Trök | Gain 2 Aare every time the Market is renewed because of 3 identical cards (including if you were the cause). |
| Ylud | End-of-turn | Gain 3 Aare for each red card in the Market. |
| Zoral | End-of-turn | Gain 1 Aare for each Pickaxe 1 currently in the Market. |
