Cheapass Games Board Games

Index | Landyland 1998 | Mana Burn 1998


001

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Landyland
Illus.Phil Foglio
Rarity
Color
Source 1Cheapass Games product1998-08
Source 2Gen Con attendance bonus1998-08-06
InfoLANDYLAND, A Fun Game You Can Play with MAGIC Cards Presented by the Gen Con Game Fair and Chaepass Games. Illustrated by Phil Foglio. (Thanks, Phil!) The Rules: You need 3-6 players, three 4-sided dice, and five distinct stones for each player. You also need a bank of Land cards (From Magic: The Gathering™, duh) which contains five of each basic land per player. These land cards correspond to the five colors on the board. In case you've never played Magic, Plains are white, Mountains red, Forests green, Islands blue, and Swamps black. To Begin: Everyone starts with five stones in their hand. Stack the Land cards in separate piles beside the board. Play starts with a random player, and proceeds left. To Win: The object is to get three of your stones all the way to the "Finish" space. The first player to do this wins. On Each turn: A Turn consists of three steps: Moving, Drawing, and (optionally) Zapping. Step 1, Moving: Roll three 4-sided dice, and move your stones. You can use each die to move a different stone, or combine muiltiple dice to move a single stone. When a stone starts in your hand, you may place it on any of the five Starting spaces with the count of "1." You may only move forward (Towards the center). You must use your entire roll. You can only hit the "Finish" space on an exact roll. Stones can move past each other, but two stones cannot stay on the same space. If you land on another player's Stone, you must fight a Duel. If you land on your own Stone, pick one of them up. Exception: Duels are not fought, and multiples can coexist, on the five Starting spaces, and on the Finish space. Dueling: Dueling happens when two players are on the same space. (It is not the same as "Zapping," which is described later.) Both players must not play one card, if they can, and the cards are revealed together. The better card winds, based on the quantity of each color on that path. ART IS WHATEVER YOU CAN GET AWAY WITH. — Phil Foglio Come on over and see what we get away with at booth #138 STUDIO FOGLIO 6201 15th Ave. NW, Box G-906 Seattle, Washington 98107-2382 - www.studiofoglio.com Mark your calendars and plan to attend August 5-8, 1999 August 2-5, 2001 August 10-13, 2000 August 8-11, 2002 or check out the Andon Unlimited home page for more info on our other conventions. www.andonunlimited.com For example, if a Duel is fought on the path which begins with a red Start space, then Mountains are worth 5 points, Forests are worth 4, Plains 3, Islands 2, and Swamps are worth 1. The winner of the Duel places the loser's stone on any of the five Starting squares. If the Duel is tied, or no one plays a card, then both stones return to their owners' hands. All cards played on the Duel return to the Bank. Step 2: Drawing: After moving your stones, and fighting any Duels you caused, you collect one Land card to match the colors of the spaces your stones stopped on. If you used multiple dice to move a single stone, you only draw a card for its final space. If a stone stops on the Finish, you don't draw a card. If a stone stops on a Starting space (with a roll of 1, or because you lost a duel), you also don't draw. There is a finite amount of land, so if the bank runs out, you can't draw. Step 3: Zapping: After drawing, you may make any number of attacks on other players' stones, called "Zaps." To zap a stone, play a card matching the color of the space it is on. For example, to zap a stone sitting on a red space, you play a Mountain. The card you play goes to the bank. Note: You can't zap a stone on a Start or Finish space. If the zap succeeds, put the defeated stone on a Start space of your choice. If one Zap fails, you can attack the same stone again, or make other Zaps as you wish. Defending: If your stone is attacked, you may save it by playing a card of the same type that attacked you. So, if you were sitting on a red space, someone could zap you with a Mountain, and you could save yourself with another Mountain. Strategy: If you're too far ahead, everyone is going to pick on you. So, one good opening strategy is to bring all of your stones onto the board, haning back and accumulating cards. You may want to specialize in one color, to make it harder for people to successfully Zap you. And you will definitely want to pay attention to what colors everyone else is picking up, to make it easier to hurt them. And hey, feel free to tinker with the rules. We don't really playtest our free games. LANDYLAND is presented by Cheapass Games, a tiny little company in Seattle. We make incredibly clever games, and we make them incredibly cheap. Cheapass Games 2530 E. Miller St. Seattle, WA 98112 - (206) 324-6728 - James Ernest, Prez. Come see us at Gen Con, booth #404. Or visit us at www.cheapass.com