Kiwetin
Kiwetin Rulebook
Table of Contents
Table of Contents
Preparation
- Unfold the game board.
- Mix the tiles, roll the movement dice and place the tiles one by one depending on the result, starting with Space one.
- The last player who went into a forest chooses his character and begins the game first.
- Place a colored base clip under your character and place the corresponding token before you.
- Shuffle Rünes cards and draw 3 per player.
How to Play
- In a clockwise direction, roll the movement dice and add the result to your character's natural movement. (Example, you chose WE and got a (3) [wind symbol] with your movement dice roll. Therefore, you move 5 spaces).
- Move your character to the space which corresponds to the result.
- Apply the effect depending on the tile (if any).
- Play the tile effects until your character stops completely (a tile is played only once per turn, per character).
- To stay on your space, you have to roll the grabbing dices:
- To succeed in your dice roll, at least one of the dice must have a greater or equal score than the total of your natural movement and your initial movement dice roll. (Example: You play KI and got a (2) [wind symbol] with your movement dice roll, the score you need to achieve is therefore 3)
- A red X symbol cancels an achievement.
- If no dice is greater or equal, then you do not succeed in grabbing at a branch and go back the number corresponding to your natural movement.
- WIND IN THE SAILS! When 2 dice faces are identical and their value is greater or equal to the result you need to obtain, you move one extra space.
- HEADWIND! If you hit 2 red X symbols you go back one more space.
- Tile effects continue until you stop on an empty space, on a tile which has already been played or a tile with a delayed effect.
Characters
KI
Natural movement +1. The most imposing of the characters is as solid as a rock. He does not move quickly but has more grip.
WE
Natural movement +2. Well-balanced, he moves and braces himself with ease.
TIN
Natural movement +3. Due to his small size, he moves very quickly. However, it will be more difficult for him to grab at a branch.
Rünes
At the beginning of a game, each player draw 3 Rüne Cards and keep it secret. A Rüne card can be played anytime during the game before a player win the race or stops on the sacred flower space.
Tiles
- Breeze (+1): Move one extra space.
- Zephyr (+2): Move two extra spaces.
- Gust (-1): Go back one space.
- Squall (-2): Go back two spaces.
- Spider Web: Lose your next turn.
- Bouncy Mush: Replay instantly!
- Strong Branch: Don't roll the grabbing dice!
- Rotten Branch: Roll the grabbing dice twice to remain on this space.
- Rüne: Draw a new Rune card.
- Whirlwind: Each player now plays as the person to his right's character. Pass your colored token to help you find your way.