Game Rulebook - Understanding, mechanic and structure of a game - Component relative to "Tiles Housing"

¤ It symbolizes a printable game component that is related to "Tiles Housing" in the form of full-page standard sheet size page(s) of A4 size. ( Remember that the more "Tiles Housing" pages you print ... ... the more "Housing Tiles" you will have available on the "Game Board" ... ... however, a "Game Board" with only 2 or 3 "Housing Tiles" is quite feasible ... ... but, it's up to you, because it will be quite complicated to collect "Tickets Treats" from "Tiles Housing" ... ... that's why you should always plan more than you need... ... then by default, in the game type "STANDARD" or "SOLO" ... ... see the recommended number of pages to be printed (see below). ) ¤ "Tiles Housing" are symbolized by an illustration and two numbers, ... ... one on the left from 0 to 30 (named Difficulty) ... ... another one on the right 1 to 7 (named Gathering) ... ... and this on each "Tiles Housing". ¤ The numerical values indicated on each "Tiles Housing" component indicate the value of each "Tiles Housing". ¤ The "Housing Tiles" are what can simply be considered ... ... "boxes with Gathering effects at the Gates on the "Game Board"". Stopping a "Pawns Characters" on a square linked to a "Tiles Housing" ... ... will trigger the possibility of making a Door Gathering from the "Housing Tiles" component ... ... which points its arrow on the square where the "Pawns Characters" will have stopped. Yes... As you can see... Placing "Tiles Housing" components on the "Game Board" before the beginning of a game ... ... is necessary for the completeness, and the good progress of a game to define special squares ... ... which will be considered as dwellings where collecting "Tickets Treats" (moderately a challenge) will be possible ... ... (or, through lack of luck and strategy, to lose some) ... ... the higher the value on the left, the higher the "Difficulty" ... ... and the harder it will be to get "Tickets Treats" indicated by the value specified on the right ... IN SUMMARY: (a) The higher the level, the more difficult it is to get "Tickets Treats" but the more "Tickets Treats" are earned. Conversely, the lower the level, the less difficult it is to get "Tickets Treats" but the more "Tickets Treats" are earned. (b) "Housing Tiles" are used to define places on the game board where you can collect "Tickets Treats". (c) Each "Tiles Housing" has its own level of prerequisites for obtaining "Tickets Treats". (d) If you fail a "Tiles Housing", you will lose "Tickets Treats". REMINDER: Beware, if you fail to collect at the Gates, the loss of "Tickets Treats" could become colossal. To collect "Tickets Treats" ... ... from a square where a "Tiles Housing" component is placed ... ... you have to use different components of the game, ... ... such as "Tickets Tricks", "Tokens Masks" and "Sheets Costumes". BUT DON'T WORRY ... ... all this will be explained later (see : @`--( ACTION : Gathering at Doors )--`). ¤ You can generate new sets of numerical values of "Tiles Housing" ... ... with the generator that Arts 4 Sale has developed ... ... which is available on the Arts 4 Sale web server... ... to anyone who wants to generate more possibilities. Exceptionally for this type of component, the generator has a 1st option: "Experimental" that you can activate to generate "Tiles Housing" up to level 300 of "Difficulty". the generator has a 2nd option: "Experimental" that you can activate to generate "Difficulty" of "Tiles Housing". the generator has a 3rd option: "Experimental" that you can activate to generate "Gathering" that do not respect the "Levels", and, the maximum number of "Difficulty" can be set by yourself before the generation (Default: 30). -- these 3 "Experimental" options can unbalance the game but can also offer a lot more ease/difficulty/variability for your games. Feel free to test the possibilities. (see the chapter Generation Tools). ¤ If, despite the generator at your disposal, you don't find your happiness among the numerical values of the "Tiles Housing" components... ... nothing prevents you from defining some yourself ... ... (the definition of your numerical values must respect as well as possible the logic and the balancing of the other components which are in the game) ... ... (look at the PRINTING INSTRUCTIONS to get a graphic base to print according to your preferences) ... ... and then you are free to use your creations. ¤ If you do not find your happiness among the components "Tiles Housing" ... ... nothing prevents you to illustrate yourself ... ... (the dimension of your drawings must respect as well as possible the proportion of the components "Tiles Housing" already existing) ... ... (look at the PRINTING INSTRUCTIONS to have a graphic base to print according to your preferences) ... ... and then feel free to use your own beautiful illustrations. ¤ PRINT DIRECTIONS: - The "Tiles Housing" components are not colored, but if you wish, you may very well color them (once printed). - Each "Tiles Housing" page is named as follows: > `Page - [T-*][S-**]` (where * and ** correspond to a number). > Each `Page - [T-*][S-**]` corresponds to a single "Tiles Housing" component. > Print as many `Page - [T-*][S-**]` pages as desired/required for your game. # A minimum number of pages is required - see for the different game types: "STANDARD" or "SOLO". > (EXTRA) `Page [empty - vierge]` > > Each `Page [empty - vierge]` corresponds to a diverse and varied set of "Tiles Housing" components ... ... without numerical values nor illustrations (but with all the remaining details). ¤ Unless otherwise indicated, CandiesCollectors may not keep for themselves (on their side) this type of game component. Consider them a non-alterable resource because unless otherwise specified, they are decision effect. ¤ By the use of the term "Decision Effect", this means that: Unless otherwise specified, stopping a "Pawns Characters" on a square related to a representation of the "Tiles Housing" component pre-placed on the "Game Board" ... ... authorizes the CandiesCollectors who stopped there to decide whether or not to trigger a Gathering at Doors phase: ( for more details on the possible values ... ... see the HELP ON BALANCING LOGIC AND BEHAVIOR OF "Tiles Housing") ). _______________ ¤ HELP WITH THE BALANCING LOGIC AND BEHAVIOR OF "Housing Tiles" (whether or not you are using the "Housing Tiles" Generator or the EXTRA pages of the "Housing Tiles" component). (and whether or not you want to define "Tiles Housing" effects yourself) ... It is important to apply these balances and limitations and to understand the application of their behavior! ... (a) A "Tiles Housing" must have two digits. (b) A number will be on the Left, from 1 to 30: it will be defined in the game by the term; "Difficulty". (c) One number will be on the Right, from 1 to 7: it will be defined in the game by the term; "Gathering". (d) The algorithm to be respected is 1 point of "Gathering" for every 5 points of "Difficulty". (e) With the exception of the 0 point "Difficulty", which will only grant 1 point of "Gathering" on a "Tiles Housing" in case of a successful Gathering at Doors phase. (f) Now here is the algorithm: (Difficulty)[0] = (Gathering)[1] (Difficulty)[5] = (Gathering)[2] (Difficulty)[10] = (Gathering)[3] (Difficulty)[15] = (Gathering)[4] (Difficulty)[20] = (Gathering)[5] (Difficulty)[25] = (Gathering)[6] (Difficulty) [30] = (Gathering) [7] _______________ ¤ There is no descriptive legend icon for this game component.


Quick Links to Game Components through the Game Rulebook

Cards Surprises!

You will hate them... or adore them..

Game Board

The place where you will make the 100 steps..

Pawns Characters

Play the role of a CandiesCollectors..

Sheets Costumes

Dress up in your favorite costume..

Tickets Treats

Dress up in your favorite costume..

Tiles Decorations

Enjoy and admire landscape and decorations..

Tiles Housing

Ring the doorbell of the housings...

Tokens Masks

Compete with your masks against other CandiesCollectors..