Rayman: The Board Game: Difference between revisions

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* The “Customize Your Game” section in the rulebook has (presumably) been expanded, offering variations for players seeking unique challenges.
* The “Customize Your Game” section in the rulebook has (presumably) been expanded, offering variations for players seeking unique challenges.


Additionally, updated sketches for the [[Fiesta de los Muertos]], [[20,000 Lums Under the Sea]], and [[Olympus Maximus]] (Palace Ruins) boards were unveiled, revealing [[Underwater Toads]] and [[Minotaurs]] as the enemies for the latter two boards. Lastly, the size of character joints have increased on the figures, and [[Murfy]]’s figures were given individual teeth.
Additionally, updated sketches for the [[Fiesta de los Muertos]], [[20,000 Lums Under the Sea]], and [[Olympus Maximus]] (Palace Ruins) boards were unveiled, revealing [[Underwater Toad]]s and [[Minotaur]]s as the enemies for the latter two boards. Lastly, the size of character joints have increased on the figures, and [[Murfy]]’s figures were given individual teeth.


==Kickstarter campaign==
==Kickstarter campaign==
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Players can Jump to reach upper platforms. While using a Jump action, a character can only travel upwards. Using 1 Jump, a player can move from level 1 to level 2, or from level 2 to level 3. Players cannot travel 2 levels with 1 Jump action. Each Jump must be performed from a platform; players cannot Jump from an empty space. While jumping upwards, a player can move through a normal platform, but they cannot move their figure downwards through a platform. Additionally, the player cannot Jump while crawling. To reach a higher platform, a player could use 1 Jump action followed by a Movement action to reach a platform that is one space away.
Players can Jump to reach upper platforms. While using a Jump action, a character can only travel upwards. Using 1 Jump, a player can move from level 1 to level 2, or from level 2 to level 3. Players cannot travel 2 levels with 1 Jump action. Each Jump must be performed from a platform; players cannot Jump from an empty space. While jumping upwards, a player can move through a normal platform, but they cannot move their figure downwards through a platform. Additionally, the player cannot Jump while crawling. To reach a higher platform, a player could use 1 Jump action followed by a Movement action to reach a platform that is one space away.


====[[Telescopic fist#In Rayman Origins and Rayman Legends|Slap]]====
====[[Telescopic fist#In Rayman Origins, Rayman Legends, and their spin-offs|Slap]]====
Slaps are used to either attack enemies, hit other players, or liberate a Teensy, and are among the most versatile and important Actions in the game. If a space is occupied by another player and a Teensy Prisoner token, the player must choose to either use a Slap action to hit the player or free the Teensy. If they choose the latter, they will need an additional Slap action to then hit the player. If the player land on a space with an enemy, they can use 1 Slap to defeat them and gain a Bonus card. If another player’s figure is on a space occupied by an enemy, they cannot use a Slap to defeat that enemy at the moment, as that enemy is considered already defeated. If they slap that player first and move their figure away, however, they may then defeat that enemy. The player cannot Slap an enemy that they are already on at the start of your turn - that enemy is already considered eliminated. Each enemy can only be eliminated once per player, per turn. Once they have eliminated an enemy, they can go over it without fighting it again. If they eliminate an enemy but don’t end their turn on its space, another player can target the same enemy during their turn.
Slaps are used to either attack enemies, hit other players, or liberate a Teensy, and are among the most versatile and important Actions in the game. If a space is occupied by another player and a Teensy Prisoner token, the player must choose to either use a Slap action to hit the player or free the Teensy. If they choose the latter, they will need an additional Slap action to then hit the player. If the player land on a space with an enemy, they can use 1 Slap to defeat them and gain a Bonus card. If another player’s figure is on a space occupied by an enemy, they cannot use a Slap to defeat that enemy at the moment, as that enemy is considered already defeated. If they slap that player first and move their figure away, however, they may then defeat that enemy. The player cannot Slap an enemy that they are already on at the start of your turn - that enemy is already considered eliminated. Each enemy can only be eliminated once per player, per turn. Once they have eliminated an enemy, they can go over it without fighting it again. If they eliminate an enemy but don’t end their turn on its space, another player can target the same enemy during their turn.


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====Movement Tracker====
====Movement Tracker====
To keep track of how far a player can move during a turn, they can use a Movement Tracker token. To use the token, the player places it right above the space corresponding to the total amount of movements allowed by the 2 Action cards played.
To keep track of how far a player can move during a turn, they can use a Movement Tracker token. To use the token, the player places it right above the space corresponding to the total amount of movements allowed by the 2 Action cards played.
====Other Trackers====
Trackers for non-Movement Actions (Jumps, Slaps, Glides, and Crouches) will be included in the game, but it has yet to be revealed how they will work.


====[[Heart]]====
====[[Heart]]====
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===Solo and Cooperative Mode===
===Solo and Cooperative Mode===
In this mode, players no longer compete against each other, but instead race against Bosses. The first Boss that players must defeat is the [[Armored Toad]]. Three more bosses are confirmed to be in the game, but they have yet to be revealed. Right before the end of a round, the player who is the furthest from the finish line rolls the die and places the Boss token on the designated space at the level indicated by the number on the die, with 1-2 signifying the Ground level, 3-4 being the First level, and 5-6 being the Second level. At the end of the next round, the Boss starts moving 7 spaces forward, in the same direction that players are going. On the following rounds, a player rolls the die again, repositions the Boss to the corresponding level, and continues moving the Boss forward. Each Boss has 3 Special Attack cards. A player shuffles the cards and draws 1 at random after moving the Boss on the board. This card determines the Boss’s attack and its effects. In the next round, a player draws 1 of the remaining 2 cards. Then, in the round after, a player takes the third card. Once all 3 cards have been played, a player shuffles them again and repeats the process. If the Boss crosses the path of a player during its turn, the player either loses their [[Heart]] token or is considered defeated. The effects indicated on the Boss card apply after the Boss has finished their Movement. During a race against a Boss, there are no Projectiles, and strangely, players cannot Slap or defeat the Boss. The Boss is also immune to obstacles. Th only way to win against the Boss is to free 3 Teensies and finish the race first. If even one player is defeated during a race against the Boss, everyone loses and, according to the rulebook, the villain laughs at them.
In this mode, players no longer compete against each other, but instead race against Bosses. The first Boss that players must defeat is the [[Armored Toad]]. More bosses are confirmed to be in the game, but they have yet to be revealed. Right before the end of a round, the player who is the furthest from the finish line rolls the die and places the Boss token on the designated space at the level indicated by the number on the die, with 1-2 signifying the Ground level, 3-4 being the First level, and 5-6 being the Second level. At the end of the next round, the Boss starts moving according to their Movement value, in the same direction that players are going. On the following rounds, a player rolls the die again, repositions the Boss to the corresponding level, and continues moving the Boss forward. Each Boss has 3 Special Attack cards. A player shuffles the cards and draws 1 at random after moving the Boss on the board. This card determines the Boss’s attack and its effects. In the next round, a player draws 1 of the remaining 2 cards. Then, in the round after, a player takes the third card. Once all 3 cards have been played, a player shuffles them again and repeats the process. If the Boss crosses the path of a player during its turn, the player either loses their [[Heart]] token or is considered defeated. In co-op mode, a defeated player becomes [[Bubble#Vitality|bubblized]], presumably being unable to move. They can be freed with another player’s [[Telescopic fist#In Rayman Origins, Rayman Legends, and their spin-offs|Slap]]. The effects indicated on the Boss card apply after the Boss has finished their Movement. During a race against a Boss, there are no Projectiles, and strangely, players cannot Slap or defeat the Boss. The Boss is also immune to obstacles. Th only way to win against the Boss is to free 3 Teensies and finish the race first. Originally, if even one player was defeated during a race against the Boss, everyone lost and, according to the rulebook, the villain laughed at them. With the new [[Bubble#Vitality|bubblizing]] mechanic, however, it is unknown what the new criteria will be (presumably, the players will lose if they are all [[Bubble#Vitality|bubblized]]).


===Legendary Player Cards===
===Legendary Player Cards===