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Honfoglaló

Honfoglaló Rulebook

Table of Contents

Table of Contents

  • Aim of the Game
  • What You Will Need During the Game
  • Teams
  • Player / Team Colour
  • Important Information About Questions / Question Cards
    • Multiple-Choice Question Cards
    • Tip Question Cards
  • Components
    • Multiple-Choice Answer Cards
    • Tip Answer Cards
    • Turn Markers and Turn Track
    • Castle Discs
    • Territory-Claiming Discs
  • Help Discs
  • How to Play the Board Game
    • I. Blitzkrieg (Villámháború)
    • Scoring (Eredményhirdetés)
    • II. Co-op Game Mode (Coop Játékmód)
  • Other Game Modes
  • Contents (Tartozékok)

Aim of the Game

Honfoglaló is a strategic quiz game. It can be played by 3 players, or by 3 teams, at the same time. The aim of the game is for the players to answer questions correctly as many times as possible, so that they can claim as many territories as possible. The player or team with the most points at the end of the game wins.

One of two maps can be chosen for the game: the map of Hungary, or the map of Triviadia.

What You Will Need During the Game

Knowledge and a good strategy are the most important things, along with good humour. In addition, it is worth preparing the following:

  • pencil / pen
  • paper (if needed instead of the tip-answer cards)
  • a timer (for measuring the time taken to answer)

Teams

Players may also form teams. Each team may consist of 2 or 3 people. A team captain is not absolutely necessary; the team is trusted to decide for itself.

Player / Team Colour

To determine which player or team plays with which colour, roll the dice. The player or team with the highest number chooses first which colour they want to play with. The player or team with the second-highest number decides second, and the third player or team receives the remaining, third colour.

Important Information About Questions / Question Cards

IMPORTANT! The correct answers are always on the BACK of the question cards. (So they are not on the same side where the question appears.)

Two kinds of question occur in the game: multiple-choice questions, or tip-answer questions.

The question cards are different colours, depending on the topic area of the questions printed on them:

  • Brown cards - Geography
  • Green cards - Biology / Chemistry
  • Orange cards - Art
  • Purple cards - Mathematics / Physics
  • Red cards - History
  • Yellow cards - Sport
  • Blue cards - Literature
  • White cards - Everyday life
  • Pink cards - Lifestyle
  • Grey cards - Entertainment (Szórakozás)

The questions on the cards are also grouped by difficulty. The first three questions are easier, while the last three are harder. If you want to play only with the easier questions, the value of the die roll is interpreted as follows:

  • Roll of 1 or 4 - question 1
  • Roll of 2 or 5 - question 2
  • Roll of 3 or 6 - question 3

If you want to play only with the harder questions, the value of the die roll is interpreted as follows:

  • Roll of 1 or 4 - question 4
  • Roll of 2 or 5 - question 5
  • Roll of 3 or 6 - question 6

Multiple-Choice Question Cards

When answering a multiple-choice question, a player must choose the correct one of the four possible answers. One player draws a card, and the number rolled on the die decides which question on the card must be answered. The question is read aloud.

Each player then selects the answer card that matches the letter of the answer they believe is correct. The card is placed face down on the table.

Players have 15 seconds to answer. (Players may agree at the start of the game to allow a different answering time.)

When everyone has answered, or the time has run out, each player turns over their answer card, and the correct answer is read aloud from the BACK of the question card. The used question card is then set aside and is not used again in the game.

Tip Question Cards

For tip questions, the answer is always a positive whole number. The player who gives the most accurate answer, and gives it the fastest, wins.

One player draws a tip card, and the die roll decides which question on the card is asked.

After the question is read aloud, the answers may be written on the tip-question answer card. (Answers written in pencil can be erased from the card.)

Answering time is also 15 seconds. (Players may agree at the start of the game to allow a different answering time.)

Each player must place their answer card, with their written answer, on the designated spot on the table as quickly as possible. If two answers are identical, or are equally far from the correct answer, the faster player wins. (That is, the player who placed their answer on the table first, whose card is underneath.)

The correct answers to tip questions are also always on the BACK of the question card.

Components

Multiple-Choice Answer Cards

These cards carry the letters A, B, C and D, in the colour corresponding to each of the three players. At the start of the game, the cards are distributed according to each player's colour. When a multiple-choice question must be answered, these cards are used. The player selects the answer card bearing the letter of the correct answer, and places it face down on the table, with the letter facing down.

Tip Answer Cards

These blank answer cards are also distributed at the start of the game, according to each player's colour. The correct answer is written on them. As soon as the answer is written, the answer card must be placed face down on the table as quickly as possible, since speed also matters for tip questions. (Answers written in pencil can easily be erased from the cards, so the cards can be reused.)

Turn Markers and Turn Track

The progress of the game can be followed with the turn marker placed on the turn track on the game board. Below the map of Hungary there is a turn track matching the rules of the blitzkrieg (villámháború) variant, while below the Triviadia map there is a track for the COOP game mode.

Further turn markers can be downloaded from the link below: www.honfoglalo.hu/tarsas

Castle Discs

Each colour has three castle discs: a one-tower disc, a two-tower disc and a three-tower disc. These are used to mark each player's base on the map. The one-tower disc is placed at the bottom, the two-tower disc is placed on top of it, and the three-tower disc is placed on the very top.

Territory-Claiming Discs

These discs are placed on the territories that have been claimed. The discs are distributed to the players by colour. The green discs have numbers on their reverse side, which are used for the city-draw (várossorsolás) (see the rules). The discs are numbered 1 to 21, so they can be used on any map with a different layout.

Help Discs

At the start of the game, the players may decide whether to play with or without help discs. The following helps are available:

  1. Thematic attack: the attacker may decide what topic the question of the given attack will be about.

  2. Fortification: during an attack, the next player in turn may use this help to strengthen any of their territories (including their castle / base county). If this disc is placed on a territory, then the territory is claimed by answering one more question correctly than usual. (So for a plain territory the attacker must answer two questions correctly, and for a castle / base county four questions correctly.)

  3. Tower rebuilding: the attacking player may choose to rebuild their destroyed castle towers. In this case the player gives up one attack. Tower rebuilding works in the same way as a castle attack. For each tower, one multiple-choice question must be answered correctly. If the player answers the first question correctly, they may continue to the next question, for the next tower. (Naturally, this help can only be used if the player still has one or two towers standing. If the player's castle has been destroyed, they have already been eliminated from the game.)

  4. Distant attack: with this help, the attacking player may attack a territory that is not adjacent to their own territories.

  5. Territory swap: the attacking player may decide to swap one of their territories for a territory of the opponent. With this they may immediately end up next to a castle, or they may defend their own castle (keeping the opponent at a distance). After the territory swap, the attacking player decides which territory they attack. The attack then proceeds in the usual way, but no new help may be used for the attack. This help can only be used on a plain territory, so castles cannot be swapped. If the player attacks a castle after a territory swap, then the first tower of that castle cannot be attacked with a second help. However, another help (for example, a thematic attack) may be used to destroy the second tower.

Help discs may also be used against castles (except tower rebuilding). When a castle is attacked, a separate help must be used for each tower being attacked. (For example, to attack an opponent's castle, the player first uses the territory-swap help to get next to the castle, and then uses a thematic attack to destroy the second tower.)

If an attack is decided by a tip question, the help that was used also applies to the tip question. (For example, a thematic attack help or an alliance help.)

If the players use help discs, then at the start of the game the help discs are drawn in colour order: the red player draws two help discs, then the blue player draws two, and the green player receives the remaining two help discs. The help discs are placed face down on the table, with the help icon facing down. Each help disc may be used once during the game.

How to Play the Board Game

I. Blitzkrieg (Villámháború)

The game can be played on either map. The blitzkrieg rules are indicated by the turn marker placed below the map of Hungary.

Drawing the castles:

The numbered territory-claiming discs, numbered 1 to 19, all of the same colour, are turned face down. The players draw in colour order: the red player first, then the blue player, and finally the green player each draw one disc for themselves.

After each draw, the discs showing the numbers of the neighbouring territories must be set aside. (Two castles cannot be neighbours of each other.)

There are two ways to decide which player receives which base county:

  • Each player receives the base county whose number they drew. The castle discs are placed on the drawn territory: the one-tower disc at the bottom, the two-tower disc on top of it, and the three-tower disc on the very top.

  • Decide the base counties with one tip question. The drawn numbers are placed on the corresponding territories. One player draws a tip card, and the die roll decides the question number. The player who gives the best tip chooses first from the three base counties. The player who gives the second-best tip chooses from the remaining two. The third player receives the remaining base county. The numbered discs are then exchanged for the castle discs of each player's colour and placed on the territory as described above.

Expansion (Terjeszkedés):

The expansion phase consists of 6 rounds. In each round, all three players answer a tip question. The player who wins (the first-placed player) may choose two territories adjacent to their existing territories. The player in second place may choose one adjacent territory. If there is no such territory, any free territory may be chosen. In the last round, the remaining territory goes to the winner of the tip question.

War (Háború):

The war consists of 4 rounds. In each round, every player may attack once.

The attack order is as follows:

  • Round 1: RED | BLUE | GREEN
  • Round 2: BLUE | GREEN | RED
  • Round 3: GREEN | RED | BLUE

In the fourth round, the attack always begins with the player who is leading, followed by the player in second place, and the player in last place attacks last. (On the turn track, the turn marker shows no colour for round 4.) The "Scoring" section explains how the order is determined and how points are calculated.

In the first three rounds of the war, a player may only attack territories and castles that are adjacent to their own territories. In the last round, non-adjacent territories and castles may also be attacked.

Help discs may be used from the second round of the war onward. Castle attacks may only be made from the third round onward. (Players may agree otherwise at the start of the game.)

The attacking player marks the attack with a disc placed on the border of the territory being attacked.

The attacker and the defender answer the same multiple-choice question:

  • The defender wins if the attacker does not find the correct answer.
  • The attacker wins if the attacker finds the correct answer and the defender does not.
  • If both find the correct answer, the battle is decided by a tip question.

If the attacker wins, they claim the territory and may replace the defender's disc with their own disc.

Castle attack (Vártámadás):

A special kind of attack is the castle attack. The attacker must destroy all three towers of the castle. (So in a single attack at least three questions must be answered correctly in succession, one per tower.) For each tower, a separate help disc must be used, if one is still available or has already been used. Each tower attack is treated as a separate attack, and the questions are multiple-choice, or tip questions in the case of a tie, just as in a territory attack.

If the attacker loses, the attack ends. The towers that have already been destroyed do not need to be attacked again by the attacker in a later attack.

If all of a player's castle towers are destroyed, that player is eliminated from the game. The attacker receives not only the castle but also all territories belonging to the eliminated player.

The destruction of a tower is indicated by removing the topmost castle disc.

Scoring (Eredményhirdetés)

After the fourth round of the war, the first, second and third places are determined by points, except when one player has toppled the castles of both of their opponents. Each territory-claiming disc is worth 1 point, and a castle is worth as many points as the number of towers on it, or as many points as the number of discs it is made of.

A tie is not possible, because if players end with equal scores, the order is decided by a tip question.

II. Co-op Game Mode (Coop Játékmód)

The co-op game mode can also be played on either map. The progress of the game is shown by the turn marker located below the Triviadia map. The turn marker can be downloaded from https://honfoglalo.hu/tarsas.

The aim of the game is for two players, working together, to defeat the Dark Lord (Sötét Nagyúr). In this mode, therefore, the players do not play against each other, but cooperate with one another.

At the start of the game, the players decide their colours by rolling dice. In this mode only the BLUE and GREEN player colours take part. The Dark Lord uses the black discs.

The game has three main phases, just as in the blitzkrieg:

  1. Castle draw (Vár sorsolása)
  2. Expansion (Terjeszkedés)
  3. War (Háború)

Castle draw:

The numbered territory-claiming discs, numbered 1 to 19, all of the same colour, are turned face down. The blue player first, then the green player, draws one disc for themselves, and then the Dark Lord draws last. After each draw, the discs showing the numbers of neighbouring territories are set aside. (Two castles cannot be neighbours of each other.)

The castle discs are placed on the drawn territory, with the one-tower disc at the bottom, the two-tower disc on top of it, and the three-tower disc on the very top.

Expansion:

The expansion phase consists of 6 rounds. In each round, both players and the Dark Lord each choose one territory. Choosing a territory does not require answering a question.

Each player and the Dark Lord may only choose a territory adjacent to their own territories. If there is no such territory, the two players may choose a territory adjacent to the other player's territory or castle. If there is no such territory either, any free territory may be chosen.

The last territory goes to the Dark Lord.

The order in which territories are chosen is as follows:

  • Round 1: BLUE | GREEN | Dark Lord
  • Round 2: GREEN | BLUE | Dark Lord
  • Round 3: BLUE | GREEN | Dark Lord
  • Round 4: GREEN | BLUE | Dark Lord
  • Round 5: BLUE | GREEN | Dark Lord
  • Round 6: Dark Lord

War (Co-op):

The war consists of ten rounds, unless all the towers of one castle are toppled first. In each round, every player may attack one territory.

The attack order is as follows:

  • Round 1: BLUE | GREEN | Dark Lord
  • Round 2: GREEN | BLUE | Dark Lord
  • Round 3: BLUE | GREEN | Dark Lord
  • Round 4: GREEN | BLUE | Dark Lord
  • Round 5: BLUE | GREEN | Dark Lord
  • Round 6: GREEN | BLUE | Dark Lord
  • Round 7: BLUE | GREEN | Dark Lord
  • Round 8: GREEN | BLUE | Dark Lord
  • Round 9: BLUE | GREEN | Dark Lord
  • Round 10: GREEN | BLUE | Dark Lord

The first player chooses a target territory from among the Dark Lord's territories, and then the second player does the same. The chosen territories must be different: the same territory cannot be chosen by both players at once. The one exception is the Dark Lord's castle, if it still has more than one tower.

Players may only attack territories and castles adjacent to their own territories or castle. If there is no such territory, they may attack territories and castles adjacent to the other player's territories or castle.

Help discs may be used from the second round of the war onward. Castle attacks may only be made from the third round onward. (Players may agree otherwise at the start of the game.)

The attacking player marks the attack with a disc placed on the border of the territory being attacked.

Both players then each draw one multiple-choice question card, and the die roll decides which question on the card must be answered. A player may take the Dark Lord's territory only if they answer their question correctly. If both players answer correctly, the territories are claimed as described below. If a player answers incorrectly, the attack on that territory fails.

After the results of both players are known, the Dark Lord's move follows, as shown below:

  • If both players answered correctly, the Dark Lord may claim one territory from any player. (No question needs to be answered.)
  • If only one player answered correctly, the Dark Lord may claim two territories in total from any player. (Both may come from the same player, or one from each player.)
  • If neither player answered correctly, the Dark Lord may claim all three territories from the players.

(The Dark Lord's own territory choice is described below.)

The black discs remain on the territories claimed by the Dark Lord, underneath the player's disc, for scoring purposes (see Scoring).

Castle attack (Co-op):

A castle may only be attacked from an adjacent territory. During a castle attack, only one tower may be toppled at a time. There is one exception: if both players are able to attack the Dark Lord's castle, then two towers may be toppled in the same round.

If all three towers of a castle are toppled, the game ends. (Because this is a co-operative game, if the Dark Lord takes the castle of the blue or green player, the game ends.)

The Dark Lord cannot rebuild its towers. The players may use the tower-rebuilding help, if they have decided at the start of the game to use help discs.

Scoring (Co-op):

The territories of the Dark Lord are worth two points each, regardless of the phase of the game in which they were claimed. The territories claimed by the players during expansion are worth one point each, whereas the territories taken from the Dark Lord during the war are worth two points each. (To record this, the black discs are left on the board, and the disc of the player's colour is placed on top of them.)

Results (Co-op):

The game can end in the following ways:

  • The two players topple the Dark Lord's castle, so they win.
  • The two players defeat the Dark Lord on points at the end of the 10th round.
  • Draw (not necessary to decide the match in every case).
  • The Dark Lord wins on points at the end of the 10th round.
  • The Dark Lord takes over one of the players' castles.

When two players play the game, the Dark Lord's moves must be made according to the following considerations:

  • The Dark Lord's primary aim is to defend its castle.
    • Expansion: first, the Dark Lord places its territories around its own castle.
    • War: if one of the players takes a territory next to one of the players' castles, the Dark Lord must first try to retake that territory (unless, with its move, it can topple one of the players' castles).
  • The secondary aim is to get as close as possible to one (or both) of the players' castles. (If the first criterion has been met, the Dark Lord chooses adjacent territories so as to get as close as possible to one of the castles.)
  • Try to attack a castle and topple a tower.

Other Game Modes

Long Campaign (Hosszú hadjárat): available for download from https://honfoglalo.hu/tarsas.

"Highlander" game mode (Hegylakó játékmód): the game lasts until only one player or team remains in play.

"No castle attacks" (Nincs várazás): no castle attacks are made during the game.

"Thematic" game mode (Tematikus játékmód): only the question cards of a pre-selected topic are used, so that all questions in the game are from one topic area.

Contents (Tartozékok)

  • 1 game board with two maps
  • 57 county / territory-claiming discs
  • 9 castle discs
  • 4 turn marker discs
  • 60 multiple-choice question cards (with 720 questions)
  • 40 tip question cards (with 480 questions)
  • 16 multiple-choice answer cards
  • 3 tip answer cards
  • 1 die
  • 1 rulebook

Alliance: the attacking player may form an alliance with one of their opponents. In the blitzkrieg (villámháború) variant this help weakens the player in first place. In the COOP game mode it may be used against the Dark Lord (Sötét Nagyúr).

In the blitzkrieg variant, all three players answer the question:

a. If the attacking player and/or their ally answer correctly, but the defending player does not, the attacking side wins and claims the territory.

b. If the attacking player and their ally both answer incorrectly, the attack fails.

c. If the attacking player and/or their ally, and also the defending player, all answer correctly, a tip question decides the fate of the territory.

The essence of this help is that if the attacking player, or their ally, answers the question better, the territory is claimed by the attacker.

In the COOP game mode, after the player invited to the alliance has answered their own question, the answer to the question of the player who used the help must also be answered. (In this case the player using the help may not reveal their answer until their ally has answered the question.)