Gamewright Long Cow Bruksanvisning

Les nedenfor 📖 manual på norsk for Gamewright Long Cow (2 sider) i kategorien Brettspill. Denne guiden var nyttig for 4 personer og ble vurdert med 4.5 stjerner i gjennomsnitt av 2 brukere

Side 1/2
SET UP
1. Shufe the deck and deal each player 6 face-down cards.
(Look at your cards but keep them secret from opponents.)
2. Stack the remaining deck face down in the middle of the
playing area and ip the top card to start the discard pile.
3. Place the ribbon markers and mooer within easy reach.
HOW TO PLAY
The game starts with the last person to have seen a real cow
and continues to the left. On every turn, start by drawing
either two cards from the top of the deck, or any one “cow”
part (head middle, or tail) card from anywhere in the discard
pile. Then play as many cards as you wish from your hand.
Alternately if you do not wish to play any cards, simply pass
by saying, “Your Mooove!”
IMPORTANT:
You may have a maximum of 10 cards in
your hand at the end of a turn. If you cannot play then, you
must discard down to 10.
There are many different types of cards you can play:
COWS
There are 3 breeds of cows that make up the majority of
the deck:
To play a cow, select the matching parts from your hand and
play them face up in front of you. These form your herd.
Note: You can play one or more cows, of any desired length
during your turn. However, each cow must have a minimum
of one head and one tail card to be a cow.
WILD CARDS
Wild body parts work with
any breed in place of a
particular body part. They
include heads, tails, and
middle parts. You may
play wild cards when you
initially place a cow or add them to an already played cow
when coupled with a food card. They are not considered any
breed. For example, you could play a cow with a wild head,
Holstein middle, wild middle, and a Holstein tail. This would
be considered a Holstein.
CALVES
Calf cards are worth 1 point each
and are considered 1 cow when
counting cows. A calf cannot be
played until you have rst played at
least 1 adult cow.
CROSS-BREEDS
Several cards allow you
to cross-breed cattle.
Cow Love allows you to
cross breed 2 types of
cows. Mad Scientist and
Franken-Cow allow
you to cross breed up to 3 types. Wild cards are not considered
other breeds. Discard the cross-breed card when you play
the cow.
TM
CONTENTS
90 cards / 2 “ribbon” markers / 1 “mooer”
OVERVIEW
You and your fellow cattle ranchers are competing to
grow the largest herd lled with the longest possible cows.
Play cards to assemble cows of all different lengths
and breeds. At the same time, thwart your opponents with
attack cards to shrink their herds. Earn bonus ribbons
for rst cow, longest cow, and biggest herd. Whoever
scores the most points wins.
2-5 P LAY E RS/AGES 8 & U P
RULES OF PLAY
A N U DDERLY R I DICU LOUS CARD GA ME
LONG HORN HOLSTEIN
HIG HLAND
WILD
WILD
WILD
COW LOVE
CROSSBREED 1 COW.
(
2 Breed Max
)
CALF
CALF
END OF GAME AND SCORING
The game ends when the last card has been drawn from the
draw deck. However, everyone else gets one nal turn to play
any remaining cards in their hands.
Tally the cards in front of you as follows:
Each cow part card played (head, middle, or tail, including
wilds) is worth 1 point.
Each calf is worth 1 point.
Add in any bonuses:
First Cow Played - 1 point
Biggest Herd - 2 points
Longest Cow - 3 points
The person with the highest total wins.
A WORD FROM GAMEWRIGHT
It should come as no surprise that David Yakos, the inventor
of this “extra-large” cow-lled game, drew his inspiration
from his home state of Montana, which has lots and lots of
cows. So many, in fact, that cows outnumber people living
there by three to one! David put a humorous spin take on
“take that” games that will have you going “herd-to-herd
with your opponents to see who can grow the longest cows.
Be careful whose cattle you go after, or else you might get
put to pasture!
Game by David Yakos
Illustrations by Steve Downer
FOLLOW US!
FOOD
Food cards (hay,
water, corn, etc.)
allow you to grow an
already placed cow.
If you have a food
card, discard it and
then play 1 cow middle card from your hand that matches its
breed (or 1 wild middle card).
ATTACK CARDS
Attack cards are
played during your
turn towards opponents
herds. Some cards
attack an entire cow,
some only remove
the middle of a cow, or one calf. See each card for details.
Place the attack card, along with any targeted cow parts, in
the discard pile..
DEFENSE CARDS
Some cards are used
to defend against
attacks. Most defense
cards are played
instantly (out of turn),
but the Branding
Iron and Barn cards are played in advance to protect any
of your cows, not during an attack. See each card for details.
If a defense is successful, place that card, along with any
attack card, in the discard pile.
SPECIAL CARDS
A few cards allow you
to take special actions,
like steal from another
players hand or take
another turn. See each
card for details. Discard
the card after you play it. Note: Defense cards do not work
against special cards.
HAY ROUND
GROW 1 COW
WHEN PLAYED WITH A MIDDLE.
WATER
GROW 1 COW
WHEN PLAYED WITH A MIDDLE.
CORN
GROW 1 COW
WHEN PLAYED WITH A MIDDLE.
COW TIPPER
REMOVE WHOLE MIDDLE OF ANY COW.
REMOVE 1 WHOLE COW FROM PLAY.
ALIEN ABDUCTION
TORNADO
REMOVE 1 MIDDLE OR CALF.
CATTLE DOG
DEFEND AGAINST ATTACK.
(
Play during attack.
)
BRANDING IRON
PROTECT 1 COW. CANNOT BE MOVED.
(Play during turn with any cow or
play to remove barn.)
VETERINARIAN
DEFEND AGAINST ATTACK.
(
Play during attack.
)
LASSO
STEAL 1 RANDOM CARD
FROM ANY PLAYER’S HAND
AUCTIONEER
DRAW 1 CARD FROM EVERY PLA YER
OR 3 FROM THE DECK.
Déjà
M
OO
TAKE ANOTH ER TURN.
@gamewright
facebook.com/gamewright
@gamewright
BONUS RIBBONS
During the game, ribbons are awarded (and
sometimes taken away).
FIRST COW PLAYED
Awarded to the rst player to play a complete
cow, and is worth 1 point at the end of the
game. This award cannot be taken away and
cannot be awarded to a calf since a calf cannot
be played before a cow. There is no minimum
length for this award. It could just be a head
and a tail card.
BIGGEST HERD
Awarded to whoever has the most cows in
play at any given time, with a minimum of 3
cows. Calves count towards the total number
of cows. This bonus is worth 2 points at the
end of the game. If there is a tie, the person
who reached that total rst holds the ribbon
until someone has a higher number.
LONGEST COW
Awarded to the player who has the longest
cow at any time with a minimum of a
5 card cow, and is worth 3 points at the end
of the game. If there is a tie, the person
who reached that length cow rst holds the
“mooer” until someone has a longer cow,
or their cow becomes shorter due to
an attack.
70 Bridge Street, Newton, MA 02458
Tel: 617-924-6006 / email: jester@gamewright.com
Gamewright.com
©2018 Gamewright, a division of Ceaco, Inc.
All worldwide rights reserved.

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