ericflute dit:Je confirme après 5 parties que vegas est un excellent petit jeu d apéro où les choix sont cornélien. Beaucoup de tactiques possible. Reste une imprécision dans les règles. Il est dit que l on ndm lance que 4 ou 5 fois les dés, or plus loin, il est dit qu on ne décompmpte que quand le dernier joueur a placé son dernier dé..quid?
Je me suis posé la même question. En fait il s'agit juste d'une évaluation;
Dans la règle en anglais c'est plus explicite; "chaque joueur lancera les dés environ 4 ou 5 fois".
Il est en effet théoriquement possible de lancer les dés jusqu'à 8 fois.
Cela suppose qu'à chaque jet de dés on ait un dé isolé et que l'on décide de poser celui-ci.
P.S : Encore une partie, à quatre joueurs, cet après-midi et c'est vraiment très plaisant.
Ravensburger has posted the rules to Saint Malo on their homepage at http://www.ravensburger.de/shop/grosse- ... aint-mal... . You may check them out there.
Since there are many people around here without any understanding of German, I will try to sum it up. Open the german instructions in order to see the examples, which will make it a lot easier for you.
Every player gets his own playing board. In addition, there is a game board that all players will use (for determining when the pirates attack). Every player gets a pen. From the beginning, every player has 3 coins and 2 logs. Every time a player gets coins/goods/logs, he draws them onto his player board. After using it, you simply cross it out.
There are 45 spaces on the board. The inner spaces are light, the outer ones dark. Every round, you build something in your town. You either get wood, money, or build something in your town. Walls may only be drawn in the outer dark spaces.
The youngest player begins. She or he throws the 5 (equal) dice, may rethrow any number of dice and then again rethrow, if he wants to. With his third throw, he may also throw dice he put aside after the first throw.
There are 6 different sides on each die: logs, goods, walls, churches, heads and swords.
After rolling the dice, the player decides for one of logs, goods, walls, churches and heads. At the end of his turn, the swords will be counted. We will return to the swords later.
Before deciding for one of those 5, a player may pay 2 gold to turn a die to any side he wants. Swords can not be changed.
1) Logs If the player choses logs, the player draws logs on to his player board. He has to pay 2 coins for the whole delivery. He draws 1 log for every log on one of his dice.
2) Goods Goods are used for merchants to make money. A player draws goods on his player board. He draws as many goods as dice that show a good. Goods he draws in this turn have to be connected (not diagonally!), but don't have to be connected to goods from previous rounds. You may not use all of your dice (i.e. if you have 3 good-dice, you can also only draw 2)
3) Walls Walls may only be drawn on the outer dark spaces of the player board. For every dice showing a wall, the player may draw a wall. Walls don't need to be drawn consecutively.
For 5 connected walls, you get 2 boni: first, a fully connected wall (of 5 walls) counts as 2 defense points, which will be important later againts the pirates. Second, you get a bonus that is written on the player board.
4) Church The player may build a church in his city. He draws a church and enters a number that is at most the number of dice showing a church, so, for example, if you have 4 dice with a church-symbol, the highest number you may write into the church is 4.
Scoring for Churches is not as easy: You get points for chains of churches that you have on your player board. A chain is a number of churches whose number written inside it is always increasing by 1 and the lowest church has the number 1.
Example: You have 6 churches, with the numbers 1,2,3,4,5,2. You have one chain of length 5 (1,2,3,4,5). The 2 does not count to a chain.
Example: You have 8 churches with the numbers 1,1,2,3,4,4,5,5. You have two chains: 1,2,3,4,5 and 1,2. The second 4 and the second 5 are useless.
For every chain you have, you get points at the end of the game. A chain of length 1 is wort 1 point, of length 2 4 points, of length 3 8 points, of lengt 4 13 points and of length 5 it is wort 20 points.
5) Head If the player chooses the faces, he may draw one person on his player board. Again, he does not have to use all dice with a head (i.e. if the player has 3 dice with a face, he may also draw a person who only needs 2 faces)
1 head Tagelöhner - encircled "T" - gain 1 victory point now
2 heads Soldier - encircled "S" - gain 1 defense (important for pirate fights later)
Priest - encircled "P" - gain 1 victory point now for every church that is adjacent (+diagonally!) to the Priest
3 heads Builder - encircled "B" - build 1-3 houses on your board. They have to be connected. For every house, you need 1 log and get 3 victory points (e.g. 2 houses need 2 logs and give you 6 vp)
Merchant - encircled "H" (german: Händler) - Get a gold for every good adjacent (+diagonally!) to the merchant.
4 heads Jester - encircled "G" (Gaukler) - Get 2 VP for every kind of person that is adjacent to the Jester
5 heads Noble - encircled "A" (Adeliger) - Gain 7 VP.
After a player has executed his choice, he has to draw an X on the game board that all players use for every sword he rolled. Every 4/6/8/10 X's on this board (for 2/3/4/5 players), the pirates attack. All players are attacked by the pirates. There are at most 6 pirate attacks, and they get consecutively stronger.
You need a defense of 1/3/6/8/10/12 defense (from soldiers or walls) in order to "survive". If you have less then this number, you lose 5 points.
End of game
The game ends after the round in which one player has completed his player board (=45 spaces). Points are now given for:
Players that have a full player board = 5 points
2 gold = 1 point
1 log = 1 point
Every battle lost = -5 points
Church chains = 1/4/8/13/20 per chain.
The player with the most points win.
Personellement je suis encore plus moubourré qu'avant !