Mein Königreich für ein Pferd
Mein Königreich für ein Pferd Rulebook
Table of Contents
Table of Contents
- Material
- Summary of a turn (printed on page 2)
- Setup
- Basics of Animal Keeping
- Basics of Fence Building
- Rare Special Cases (read only if they occur)
- Course of Play
- (1A) Dice Phase: The Active Player
- (1B) Dice Phase: All Others
- (2) Trading Phase: Applies to Everyone
- End of the Game
- Easy Short Game
- Solo Game
Material
- 3 King dice (yellow)
- 1 Multiplication die (pink)
- 4 Pastures (boards with 3x4 fields)
- 96 Fences (24 each in 4 colours)
- 35 Farm cards (front and back)
- 4 Overview cards (front and back)
- 32 Sheep
- 32 Pigs
- 24 Cattle
- 12 Horses
Summary of a turn (printed on page 2)
(1) Dice phase: The active player rolls once and may re-roll up to 2 times as desired. Carry out the effects of the dice. Play 1 card (at any time). All others: in turn order, use the effect of a different die each.
(2) Trading phase: Everyone trades any number of animals of 1 species of their choice.
Goal: Have at least 2 horses, 2 cattle, 2 pigs and 2 sheep.
Setup
- Place all animals as a supply in the middle of the table.
- Shuffle all Farm cards face down and deal 4 cards to each player. You may look at your own cards.
- Place the remaining cards as the Farm deck next to the supply. Leave some room for the discard pile.
- Each player takes 1 pasture, 1 overview card and all 24 fences of one colour, and places them in front of them.
- Whoever most recently was given a present goes first. Afterwards you play clockwise.
- Build your pastures as shown in the illustrations. Take the animals needed from the supply. ALWAYS use only your own fences. You receive a different number of animals and fences depending on turn order, which you place as shown:
- 1st player (goes first): 12 fences, 1 pig, 1 sheep
- 2nd player: 12 fences, 1 pig, 2 sheep
- 3rd player: 12 fences, 1 pig, 3 sheep
- 4th player: 13 fences, 1 pig, 3 sheep
Basics of Animal Keeping
- You keep your animals in fenced areas of your pasture. These are 1 or more connected fields whose shared outer edge is completely bounded by fences.
- On each field you can keep at most 2 animals.
- Only 1 species of animal can be in a fenced area at a time. That means you need a separate fenced area for each species.
- You may also keep animals of one species in more than 1 fenced area. So you may, for example, distribute your sheep over 2 fenced areas.
- You may move animals from one area to another at any time, or swap animals of two areas. After moving/swapping, however, the rules above must be met again.
- As soon as you receive animals, you place them on your pasture according to the animal-keeping rules above, or let them run away.
- You may let animals run away at any time by returning them to the supply. At the end of each phase of each turn, animals that are not completely fenced in run away automatically.
Examples (illustrated): A fenced area made of 4 fields; White receives 3 new pigs and has the sheep and pigs swap areas to have enough room for the new pigs; there is no room left for 1 sheep in her fenced areas, so she returns it to the supply.
Basics of Fence Building
- You always place fences on the field borders of your own pasture. On the back of the pasture these borders are highlighted with dashed lines.
- Whenever you receive fences, you take them from your supply and immediately place them on your pasture or return them to your supply. You do not have to place all fences. Fences you do not place, however, you must return to the supply.
- IMPORTANT: Whenever you receive fences, you may ADDITIONALLY re-place, and thus move, as many of your already placed fences as you received.
Example (illustrated): White receives 1 new fence. She places it and moves 1 other fence in order to enlarge the area of the pigs.
Rare Special Cases (read only if they occur)
Oh no, the animal supply is empty!
In rare cases there are not enough animals in the supply. In that case, interrupt the turn to refill the animal supply. Beforehand, remember how many animals you would still receive. After the interruption you take the animals from the newly refilled supply.
All players who have MORE THAN 3 ANIMALS of this species must immediately let 1 animal of this species run away.
EXAMPLE: Everyone owns many sheep. White receives 1 sheep. However, there is no sheep left in the supply. So everyone must give up 1 sheep each.
If the supply is still not sufficient afterwards, repeat this procedure.
Oh no, my fence supply is empty!
If there are not enough fences in your supply, you cannot place new ones. You may, however, still move as many of your fences as you would have received.
Course of Play
... of the game
You take turns until someone has collected the animals needed to win the game:
2 horses, 2 cows, 2 pigs and 2 sheep
To do so you roll dice and use both the results of your own rolls and those of the other players' rolls. In addition you trade animals for other, more valuable animals.
... of a turn
Each turn consists of 2 phases:
(1) Dice phase (2) Trading phase
You always carry these out one after the other in this order. The dice phase consists of two parts (see 1A and 1B).
(1A) Dice Phase: The Active Player
When it is your turn, ROLL all 4 dice. You may RE-ROLL any dice up to 2 times. In total you thus roll up to 3 times. Which dice you re-roll you may freely choose each time.
Afterwards CARRY OUT the effects of the final dice result in any order. You may also decline to carry out individual dice.
In addition, at any point in this phase you may play 1 of your FARM CARDS and immediately draw 1 FARM CARD. This way you always have 4 cards in hand.
- If you play a card with the lightning symbol, carry it out immediately and then discard it. If the card requires you to give up animals, you must put them from your pasture into the supply.
- If you play a card with the infinity symbol, first pay the costs in the white field at the bottom ONCE, by putting the animals shown from your pasture back into the supply. Then place the card in front of you. Depending on the card's effect, you may use it permanently in your own turns, or also in the turns of all others. (Example card: "Training to Merchant Sheep" - in every trading phase you may trade all species of animals.)
If you do not play a card, you may discard as many cards as you like and draw the same number of cards from the Farm deck. If the Farm deck is used up, shuffle the discard pile and place it as the new Farm deck.
Dice Symbols
KING DICE (YELLOW):
- You receive the animals shown on the die, i.e. 2 sheep, 1 sheep or 1 pig.
- If you have 2 or 3 dice that show a "half cattle", you receive 1 cattle. Alone, this symbol has no effect.
- You receive as many fences as there are fence slats shown.
MULTIPLICATION DIE (PINK):
The animal species shown multiplies. Whenever a species MULTIPLIES, you receive 1 animal of this species for every 2 animals of this species on your pasture.
EXAMPLE: Black has 5 sheep and they multiply. She therefore immediately receives 2 new sheep.
When placing animals and fences, follow the basic rules on page 4.
(1B) Dice Phase: All Others
After you have finished rolling, the others may each choose 1 of the dice and likewise carry out its effect. The player sitting to your left chooses first and play continues clockwise. A die that has already been chosen by someone else cannot be chosen again.
Example
1st roll: Black rolls. 2nd roll: Black re-rolls 2 dice. 3rd roll: Black re-rolls 1 die.
Final result: Black carries out the effects of her final dice result. She receives 2 sheep, 1 cattle and her sheep multiply.
While Black carried out the effects of her dice result, all others choose 1 die from the final result:
- White chooses the 2-sheep die and receives 2 sheep.
- Brown chooses the multiplication die and her sheep multiply.
- For Grey only a half cattle remains. It has no effect, however.
(2) Trading Phase: Applies to Everyone
Beginning with you, since it is your turn, and continuing clockwise, you may trade animals from your pasture for animals in the supply. You may always trade 1 species of your choice for 1 specific other species. You may trade any number of animals of the chosen species. How many of the other species you receive is determined by the following trade ratios:
- For every 2 sheep you receive 1 pig.
- For every 3 pigs you receive 1 cattle.
- For every 4 cattle you receive 1 horse.
EXAMPLE: White trades sheep. She puts 6 sheep back into the supply and takes 3 pigs for them. She places them immediately, e.g. in the area that has just become free.
After all of you have traded or declined to, the next player takes their turn.
End of the Game
As soon as you have at least 2 horses, 2 cattle, 2 pigs and 2 sheep, you trigger the end of the game. Finish playing the current turn.
After the trading phase of the last turn is completed, you may ALL trade ALL SPECIES. All of you who finally have the required animals have a chance to win:
- Whoever of you has the most horses wins.
- In case of a tie: whoever of you has the most cattle wins.
- In case of a tie: whoever of you has the most pigs wins.
- In case of a tie: whoever of you has the most sheep wins.
If there is a tie in all species, those involved share the victory and rule the kingdom together.
Easy Short Game
For the first games with younger children we recommend leaving out the Farm cards at first. To win, you need at least 1 animal of each species.
Solo Game
You play against your twin Moritz. Set up the game as in the base game. You go first. Give Moritz a pasture with 2 sheep and 1 pig. He receives neither fences nor cards.
YOUR TURN: Play by the usual rules. Moritz does not choose any of your dice in your turn and does not trade any animals.
MORITZ' TURN: Roll 2 times for Moritz. Each time, give him the animals rolled and also carry out the multiplication each time. Moritz, however, needs no fences and may keep any number of animals on his pasture without them running away. Afterwards Moritz trades as many animals as possible of all species, but always keeps 2 of each species for himself. You cannot choose any of his dice and also cannot trade any animals. For victory and the end of the game the rules of the base game apply.