Traditional Culture Encyclopedia - Traditional festivals - Three kill several special playing rules
Three kill several special playing rules
1.two people play
Basic rules are roughly the same as the game manual (penultimate page) or the rules described on the web page of the two-player game rules, here is a brief introduction:
Each person from the five generals cards to choose a commander and a front, the front listed in front of the main commander listed after the main commander to increase the limit of 1 point of strength, the main general's skill is invalid. The distance between the vanguards is 1, the distance between the vanguard and the commander is 2, and the distance between the commanders is 3. The order of the game is A vanguard - B vanguard - A commander - B commander. Actions are based on the same general rules, initially 4 cards per general and 2 cards per turn. The goal is to kill the opponent's commander first. If your vanguard is killed first, the distance between your commander and your opponent's vanguard becomes 1; if both vanguards are killed first, the distance between their commanders becomes 1. The order of actions remains unchanged, i.e., you skip the dead generals. After the sacrifice, the distance between the front line and the opponent's front line will be changed back to the original distance setting. Players can check the cards of 2 generals at any time. The commander can give one hand or equipment card to his vanguard every turn (if he gives an equipment card to his vanguard, the vanguard he receives will be his hand and cannot be directly equipped with it), and each vanguard will have his own hand and equipment card when he acts. When the vanguard uses Southern Barbarian Invasion or Ten Thousand Arrows, the commander does not need to play Kill or Flash, and when the commander uses it, the vanguard needs to play Kill or Flash, or it will reduce its Strength. This rule does not apply to the Kirin Bow or the Fangtian Paint Halberd.
2.3v3
Three Kingdoms 3V3 Match Rules
◆Overview
1. This is a variant of the core Three Kingdoms rules, suitable for 6-player games or team exchanges
2. The two sides are divided into two camps, and there are three players in each camp, each with a good commanding officer and two strikers.
◆Game Objective
Eliminate the other camp's commander-in-chief
◆Select the general
The lord in the identity card represents the commander-in-chief of the warm-colored side, and the loyal minister represents the front of the warm-colored side.
The traitor represents the cold-colored side's master, and the rebel represents the cold-colored side's striker.
The seating order for both sides is:Cold color striker A - Cold color master - Cold color striker B - Warm color striker B - Warm color master - Warm color striker A (around the table)
Pick your generals according to the following steps:
Step 1: Divide all the generals into piles with 8 generals in each pile. Place them with their backs facing up.
Step 2: Place the generals in piles with their backs facing upwards to be chosen by the commanders of the two teams.
Step 3: Take out the Lord and the traitor from the identity cards and place them face up on the table. One will be drawn by each of the two team commanders.
Step 4: The one who gets the Lord card uses the warm-colored identity card, and the one who gets the Traitor card uses the cool-colored identity card. The next game is a direct color rotation. 2 stacks of martial arts generals chosen by both teams, ****16 names. Spread out flat on the tournament table to be chosen by the master.
Step 5: The warm-colored master general decides whether the opposing team's master general will be chosen first or he or she will be chosen first. The cold-colored master general decides whether the opposing master general or himself will act first.
Step 6: The order and number of generals chosen is 1, 2, 2, 2, 2, 2, 2, 2, 2, 1.
Step 7: The generals chosen by both sides of the match should be placed face up in front of their commander and all of them should be displayed.
Step 8: After all selections have been made, the marshals of both sides shall select 3 of the 8 generals to be placed face up on their marshals' and strikers' positions in order. When both sides have finished choosing, they light up at the same time.
◆Procedure of the Game
The commander of the cold color side decides which side will act first, and after the decision is made, distributes 4 cards to each character's hand. Only the commander may act first in the first turn of the game.
1. Identity cards are placed face up, when a player's action starts, he/she places his/her identity card in front of him/her horizontally; at the end of a player's turn, when all identity cards in front of him/her are placed horizontally, he/she resets all of his/her identity cards.
2. The action is in order, both sides alternately have a chance to act, but if it is the turn of one of the sides to act, all the identity cards of that camp are in the horizontal state, and the opponent's camp still has identity cards that are not in the horizontal state, then the right to act should be given to the opponent's camp ---- until there is the situation described in 1.
3. The party that has the right to act, can be chosen by the commander, the commander action or striker action, if you choose to choose the commander action, the commander after the execution of a complete round that will hand over the right to act; but if you choose to choose to act in the striker, you have to execute all the strikers rounds before handing over the right to act, in other words, if the two strikers have not been killed in action, it will be a continuous succession of two strikers rounds, respectively. In other words, if neither player is killed in action, both players' turns will be played consecutively, and both players' identity cards will be placed horizontally.
The description of the game cards is abbreviated, same as Three Kingdoms.
4. In the case of multiple skill conflicts and near-death requests for peaches, the game will be settled in counterclockwise order starting with the character in the current action round.
◆Variant Rules for Pu Cards
Invasion of the Southern Barbarians Specifies that the target is all characters, but the order in which cards are dealt is specified by the player who dealt the Invasion of the Southern Barbarians (clockwise or counterclockwise)
Wandering Arrows Specifies that the target is all characters, but the order in which cards are dealt is specified by the player who dealt the Wandering Arrows (clockwise or counterclockwise)
Peach Garden Ties Specifies that the target is all characters, but the order of cards dealt is specified by the player who dealt the Towers of the Peach Orchard. All characters. However, the order in which the cards are added is specified by the player who played (clockwise or counterclockwise) (same as the core rules)
Gu Gu Feng Deng Designates all characters as targets, but the order in which the cards are picked is specified by the player who played (clockwise or counterclockwise)
Lightning Lightning Lightning is not used in this rule.
◆Rewards and Penalties
Killing any character instantly draws 3 cards, even if you killed your partner.
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◆Strength and Strength Limit +1 for both Lord Commanders
◆Lord's Technique
Lord's Technique is not used in this rule variant.
◆Communication
When this rule is played as a competitive game, all verbal communication and gestures between players of the same team are prohibited.
3. Three-Player Rule
- The victory goal is "destroy your opponent before your opponent destroys you", and this rule does not use ID cards.
- Determine the order of action (counterclockwise or clockwise).
- Each player is dealt 3 random general cards, and each player picks one and reveals it at the same time when everyone is sure.
- Pick the two weapons [Fangtian Paint Halberd] and [Kirin Bow] from the game cards, put them in the box, and do not use them.
- Characters with Master Techniques cannot use them in this rule.
- The rest of the game card rules are the same as normal.
- When a player is eliminated, his/her next player wins (i.e. the game ends when a player is eliminated).
Side note: All of the above rules can be used with either the Dark General or Double General rules. Dark generals are those who start the game without revealing their generals after they have been chosen. When a skill is used, the general is revealed.
Double generals are two generals whose skills are added together and whose strength is four blood.
That's enough detail for me, I hope you adopt it
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