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Navigale: Board Game Rules Overview

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0% found this document useful (0 votes)
7 views7 pages

Navigale: Board Game Rules Overview

Uploaded by

rehanragna
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Name: Navigale

up to 4 player
the board is made of 11 square x 11 square
=======
start of the game
shuffle the deck, containing equipment,skill and 2 key

each player then given 6 island token


and take turn to place them on the board 1 by 1
you cannot place island token on the temple or starting point.
each token cannot vertically or horizontally next to each other

all player then roll a dice, same number need to reroll

from highest to lowest, place your ship at


north>east>south>west of the temple

players turn is also based on the dice results


highest move first
======
objective: the player need to find all the key, and bring it back
to the temple
======
Player can do 2 thing on their turn
Move or do action, player can choose which one they want to
do first
player can move their ship 1 square, vertically or horizontally
For action you can do one of the following:
- use a skill card
- use a player skill
- move again

if a player move into a square with island token on it, that


player draw a card from the deck and remove the token from
the board

if it's an equipment card you can equip it, you can only have 2
equipment at a time
if you find another equipment card, choose one you like to
remove

if it's a skill card you can keep it for later use,


you can only keep 4 skill at a time, if you found another skill
when your hand is full, choose one you like to remove

if it's a key, you must announced it

plunder is only enabled once the key or treasure is found,


plunder is used to steal key from other player

you can plunder someone if they are in 1 square vertically or


horizontally from your ship

when you plunder someone, both player roll a dice. whoever


have the highest number gets to keep the key, the loser is
cannot move for the next turn (still can use skill and trap)
=======
======
equipment 10
1. extra canon
when you plunder someone , +2 on your dice results
2. naval ram
when you plunder someone, -2 on enemy dice results
3. gunport
when you get plundered, +2 on your dice results
4. thick hull
when you get plundered, -2 on enemy dice results
5. big sail
movement +1, wind skill effect is doubled
6. big rudder
movement +1, water skill effect is doubled
7. strong halyard
immune to wind skill
8. heavy anchor
immune to water skill
9. Man O' War
+1 on any dice roll results
10. light cargo
movement +1 if you don't have any key
======
-Any skill cannot be placed on top of a island token

-All skill except "eye of Storm" and "maelström" cannot be


placed on top of a player
======
player skill 6
1. green flash
teleport next to a ship who have a key and immediately
plunder it
2. all hands on deck
immune to plunder for the next 3 turn
3. maelström (catastrophe)
choose a 3x3 area on the map, any ship that passes will be
pulled to the middle square, more than 1 ship can be pulled at
the same time. If a player trying to move out of maelström they
do not get pulled back in
4. eye of the storm (catastrophe)
choose a 3x3 area anywhere on the map, turn it into neutral
square
5. Royyal Clippers
the next time you plunder or get plundered, you roll 2 dice (2
uses)
[Link] (catastrophe)
Choose a 3x3 and 2x2 area on the map then summon a volcanic
rock there
======
skill 12
summon a gale wind(x2)
summon a gust wind (x2)
summon a storm (x2)
summon a whirlpool (x2)
summon a volcanic rock (x2)
summon a tsunami (x2)
======
keyword:
-gale wind (wind skill) (mark it on the board with the long
arrow token)
choose a row or column, and choose the direction of the wind.
when a player move into/in that row/column, they move 1
square towards the direction of the wind.
if a player happen to be in the way of where a gale wind is
summoned, they will move towards the direction of the wind.

-gust wind (wind skill) (trap) (mark it on the board with the
arrow token)
choose a square and a direction, any player that stepped on it
immediately moved to the square following the direction of the
wind
(you cannot summon wind gust on top of an island token or a
player)

-storm
choose a direction, all player move 1 square to that direction

-whirlpool (water skill) (trap) (mark it on the board with the


whirlpool token)
when a player stepped into a square with a whirlpool, their
turn is skipped
once the player get out of the whirlpool, it disappears (you
cannot summon a whirlpool on top of an island token or a
player)

-volcanic rock (catastrophe) (mark it on the board with the


volcanic token)
you can't move into a volcanic rock, any wind effect do not
push you into a volcanic rock.
when you summon a volcanic rock, all water effect in that
square is removed (you cannot summon volcanic rock on top of
an island token or a player)
-tsunami (water skill)
all player move 1 square away from the temple, if you
diagonally align with the temple, move diagonally away from
the temple

-Catastrophe
When placed, this skill ignore any wind skill, water skill or
other catastrophe

-Trap
You can't put 2 trap skill in the same square

-Wind skill
If any wind skill area intersect, it is considered a neutral area
======
4 player card
4 player token
24 island card (12 skill, 10 equipment, 2 keys)
24 island token
2 gale wind token
2 wind gust token
2 whirlpool token
2 volcanic rock token
1 3x3 maelström token
1 3x3 eye of the storm token
1 3x3 Krakatoa token
1 2x2 Krakatoa token
4 Plunder dice (d6)
1 board game
1 rules book

Common questions

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Choosing equipment cards involves balancing offense, such as 'extra canon' for enhanced plundering, and defense, like 'thick hull' for protection. Players must assess their current strategic needs—whether to aggressively pursue keys or safeguard against plunder—and adapt accordingly. This decision affects immediate tactical operations and longer-term strategic posture .

The 'green flash' player skill allows a player to teleport next to another ship carrying a key and immediately attempt a plunder. This skill can drastically alter the balance of power in the game by enabling surprise attacks and rapid key acquisition, thereby impacting strategic planning for all players involved .

The 'heavy anchor' equipment renders a player immune to water skill effects, such as being pulled into whirlpools or moved by tsunamis. This allows for more stable strategic movement, particularly in avoiding areas where opponents might place disruptive water-based traps. It enables a player to maintain their planned course unaffected by water-based disruptions, thus providing a tactical edge .

The 'maelström' skill transforms a 3x3 area of the map into a zone where ships moving through it are drawn into the center square. This manipulation of ship movement can be used strategically to trap opponents, disrupt their plans, and potentially position them for advantageous plundering attempts. It changes navigability by creating a temporary obstacle that players must circumnavigate or strategically exploit .

Equipped with a 'big sail', a player receives a movement bonus of +1 and experiences doubled effects from wind skills. This offers strategic flexibility, such as greater board coverage and enhanced responses to wind conditions created by players using gale winds or similar skills. However, it also increases vulnerability to unwanted winds, as effects are magnified .

Island tokens must be placed one by one, not adjacent to other tokens or prohibited areas like the temple or starting points. This placement requirement necessitates strategic forethought about blocking opponents' movements, anticipating future board dynamics, and managing one's own navigation routes, thus deeply influencing long-term strategic planning from the game's start .

The 'tsunami' skill forces all players to move one square away from the temple, with diagonal alignments causing diagonal moves. This temporarily shifts player positions, potentially disrupting plans to return keys to the temple and altering strategies for board control and defense against plunder attempts .

The 'gust wind' trap skill immediately moves any player stepping on its designated square in a specific direction, forcing them to deviate from their intended path. This can lead to strategic redirection, disruption of movement plans, or forced encounters with other tokens or players. It requires players to carefully plan their movement paths to avoid being manipulated by this trap .

The 'extra canon' equipment provides a +2 bonus to the player's dice roll result during a plunder attempt, increasing the likelihood of successfully stealing a key from another player .

The 'eye of the storm' skill turns a chosen 3x3 area into neutral space, negating existing skills and effects, while other catastrophes can create permanent disruptions like volcanic rocks. These skills allow the player to dynamically reshape the board for tactical advantages by placing or removing obstacles, opening up new strategic pathways, or creating barriers against adversarial moves .

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