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Kiwetin

Kiwetin Rulebook

Table of Contents

Table of Contents

  • Preparation
  • How to Play
  • Characters
    • KI
    • WE
    • TIN
  • Rünes
  • Tiles

Preparation

  1. Unfold the game board.
  2. Mix the tiles, roll the movement dice and place the tiles one by one depending on the result, starting with Space one.
  3. The last player who went into a forest chooses his character and begins the game first.
  4. Place a colored base clip under your character and place the corresponding token before you.
  5. Shuffle Rünes cards and draw 3 per player.

How to Play

  1. 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).
  2. Move your character to the space which corresponds to the result.
  3. Apply the effect depending on the tile (if any).
  4. Play the tile effects until your character stops completely (a tile is played only once per turn, per character).
  5. 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.
  6. 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.