Rayman: The Board Game: Difference between revisions
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Once all players have completed their first turn, it is time to launch a Projectile. Right before the end of a round, the player who is the furthest from the finish line rolls the die. The value indicated represents the level at which to launch the Projectile: 1-2 for Ground level, 3-4 for First level, and 5-6 for Second level. The player then places a Projectile token on the space number 21 at the level indicated by the number on the die. At the end of the next round, roll the die again. The new die value determines the level where the second Projectile is placed. In Hero and Legend modes, the die value also determines the effect of the first Projectile. The player moves the first Projectile 8 spaces forward. Then, they place a new Projectile token on the space number 21 at the level indicated by the number on the die. Rinse and repeat for all subsequent rounds. If an active Projectile crosses the path of a player, the player either loses their Heart token or is considered defeated. The Projectile token is then removed from the board. Players cannot use Slap actions on Projectiles. As soon as a player manages to end their turn on the second tile board, all new Projectiles are launched from space number 43. If a player ends their turn on the last space on the board before the finish line and a Projectile is set on that same space, the player is considered defeated and suffers the consequences. In Hero and Legend modes, and for custom games, the player applies the effect indicated on the Projectile card according to the die value. All effects indicated on the Projectile card apply whether the Projectile is moving or stationary. | Once all players have completed their first turn, it is time to launch a Projectile. Right before the end of a round, the player who is the furthest from the finish line rolls the die. The value indicated represents the level at which to launch the Projectile: 1-2 for Ground level, 3-4 for First level, and 5-6 for Second level. The player then places a Projectile token on the space number 21 at the level indicated by the number on the die. At the end of the next round, roll the die again. The new die value determines the level where the second Projectile is placed. In Hero and Legend modes, the die value also determines the effect of the first Projectile. The player moves the first Projectile 8 spaces forward. Then, they place a new Projectile token on the space number 21 at the level indicated by the number on the die. Rinse and repeat for all subsequent rounds. If an active Projectile crosses the path of a player, the player either loses their Heart token or is considered defeated. The Projectile token is then removed from the board. Players cannot use Slap actions on Projectiles. As soon as a player manages to end their turn on the second tile board, all new Projectiles are launched from space number 43. If a player ends their turn on the last space on the board before the finish line and a Projectile is set on that same space, the player is considered defeated and suffers the consequences. In Hero and Legend modes, and for custom games, the player applies the effect indicated on the Projectile card according to the die value. All effects indicated on the Projectile card apply whether the Projectile is moving or stationary. | ||
Projectiles are currently represented with red [[live missile]]s. It is unknown if more varieties of Projectiles will be revealed in the future. | Projectiles are currently represented with red [[live missile]]s. There is also a firecracker projectile that, should enough backers be accumulated for the game, will also be added. It is unknown if more varieties of Projectiles will be revealed in the future. | ||
===Game End=== | ===Game End=== | ||