Fled
爱尔兰的饥荒迫使你小偷小摸。很快,你就会发现自己被关在斯派克岛监狱的围墙里——戴着镣铐,没穿鞋。这些天,狱警会用口哨把你吹到院子里、洗手间和你的铺位上,但你只想去一个地方:消失了。…逃跑了!
《Fled》的游戏目标是在尝试越狱的同时获取最高胜利点数(VP)。游戏全程中,你需要管理一手板块:每回合先向监狱添加 1 块板块,然后弃置其他板块以在房间间移动,同时收集违禁品。部分房间(如守卫宿舍)允许你用违禁品交换突破外墙所需的工具。不过,漫游时务必谨慎 —— 若总督传唤点名时你不在指定房间,附近的守卫可能会给你戴上镣铐,甚至 worse,将你送往禁闭室!
别失去信心!莱昂斯神父是位通情达理的牧师兼看守,他可不仅仅是赦免罪孽——据说他还曾暗中帮囚犯逃脱。放手一搏吧,把这个被上帝遗弃的鬼地方甩在身后。愿爱尔兰的好运与你同在。
玩家人数: 1 - 4
游戏时长: 24 mn
复杂度: 2 / 5
在线上玩 Fled 以及 1194 款其他游戏。
无需下载——直接在浏览器上玩.
与您的朋友以及来自世界各地的玩家一起.
免费。
在线上玩 Fled 以及 1194 款其他游戏。
无需下载——直接在浏览器上玩.
与您的朋友以及来自世界各地的玩家一起.
免费。
玩法简介
Overview
Gather the best inventory whilst trying to escape before someone else does or the tiles run out
Turn
First play a card for its rooms to the playing area, then play 2 cards for their effects, before drawing back up to 5 cards of which ONE can be from the visible Governor's Inventory
Placement
If you hold a card with a Gold Scroll on it, this must be chosen as your room play before any others
One half of the tile placed must match an adjacent edge it is placed against
A door and a window cannot be placed together
Archways can be placed next to doors or windows or other archways
The 6th border from the start tile is for forest only, no rooms may be placed here
If you cannot adhere to the placement rules, add at tile of your choice to the Governor's Inventory
If you played a tile with a Warder or Chaplain symbol, add the relevant meeple to that tile
If you played a tile with a Moon symbol, flip the current open window closed and flip the next closed window further from the Governor to its open side
Play Effects
Once a tile placement has concluded, you then play two more for their effects, these can be the same or different effects
You can play a tool to move between tiles in different ways depending on the tool
If the tool has a gold background, the effect is doubled
The Shamrock is a lucky charm that is Wild and allows you to use it as any other tool
If you play the whistle, you get to mover a Warder or Chaplain instead of your piece
If you move a Warder, you can then shackle an opponent as long as the room is not protected by the symbols above the current Whistle token position
The first Shackle causes the player to place a random card facedown to show they are shackled, but if they already have one then the next Shackle will discard this card to Governer's Inventory and move them straight to their Room. If Solitary Confinement is out, instead of going to the Room, the meeple is sent there first instead which causes them to miss their next turn during which all they can do is move to their Room (Note: you can enter Solitary Confinement voluntarily, just make sure to place on an edge of the room to show the effect does not apply to you, you are just visiting)
If you move a Chaplain, they can remove Shackles from a piece, so you usually want to move them to yourself after being targeted by a Warder
If you are adjacent to a Forest space, and hold the required tools, you may move out into the Forest and Escape (If the Window shows a Moon, you only need 1 of the depicted tools instead of all)
You can discard a card to the Governor's Inventory as an action, this is usually to try to draw better tiles later
You can add cards to your Inventory, these will gain VP, be useable as Tools for escape, and can be traded, your inventory can hold 3 tiles normally, but can hold more if Shamrocks are depicted in some of them
You can pick up Contraband in rooms which depict them if you hold the same item in your hand then can add this to your Inventory
If you re in the Warder's Quarters or with the Chaplain, you can pay 1 or 2 Contraband in your Inventory for Tools in your hand to put in Inventory (purple cost 1, Gold and Shamrock cost 2)
Game End
The game ends when either a player cannot draw to 5 at end of turn or if a player escapes
Only on escape do the rest of the players get a final turn
Anyone who escapes gains 5VP
Inventory cards score points as shown on the start card with dark blue worth negative VP
Hand cards neither score nor lose VP
If a player is still Shackled, has a card facedown in front of them, they lose 1VP
The player with the most points, wins! (note: Escaping is NOT a win requirement, and an escapee is not guaranteed to win)
