Game Rulebook - Understanding, mechanic and structure of a game - Component relative to "Tokens Movements"

¤ It symbolizes a printable game component that is related to "Tokens Movements" in the form of a full-page standard sheet size page(s) of A4 size. ( in some variants where the "Tokens Movements" can be kept on the CandiesCollectors side ... ... remember that the more "Tokens Movements" pages you print ... ... the more your "Game Board" will be browsable ... ... imagine if you ran out of "Tokens Movements" during a game ... ... that would be really bad, wouldn't it? ... ... that's why you should always have more than you need ... ... (Look at the minimum number of pages to print in the "STANDARD" or "SOLO" game versions.) ) ¤ The "Tokens Movements" are symbolized by a circle in which is a number from 1 to 9 on each "Tokens Movements" component. ¤ The value indicated by the number on each "Tokens Movements" component indicates the number of squares that can be covered by "Tokens Movements". Yes. You will have noticed it, this board game entirely in paper does not use dice. ¤ "Tokens Movements" are the only way ... ... apart from the "Cards Surprises!" (and except contrary indications) to move the "Pawns Characters" on the "Game Board" during the turn of each CandiesCollectors. ¤ The "Tokens Movements" only allow you to "MOVE FORWARD" (except for the "Cards Surprises!" which can allow you to "MOVE BACKWARD"). ¤ CAUTION: { There are different exceptions, depending on the position of the "Pawns Characters" of the CandiesCollectors who plays his turn. These exceptions are there to avoid blocking the CandiesCollectors against the edges of the "Game Board" because the exception caused will change the behavior of a "FORWARD" or "BACKWARD" with the "Tokens Movements". Exceptions also apply to all other "move sources", e.g. moves from "Cards Surprises! Exceptions can then be validated if one of these sets of exception conditions are met: Set [1] ~~ Too few squares left on the "Game Board" to "ADVANCE". ~~ Or inability to "GO FORWARD". ~~ BECAUSE (a) The two pieces at the ends (i.e., the entire layout) of the "Game Board" are not connected together: ( this means that a loop was not laid out when the pieces of the "Game Board" were placed before the start of the game, and therefore it does not allow to "make turns" on the "Game Board". ) OR (b) OR The two pieces at the ends (i.e., the entire layout) of the "Game Board" are connected together: ( this means that a loop was laid out when the pieces of the "Game Board" were placed before the start of the game, and this allows to "turn the board" on the "Game Board". ) (c) And when a CandiesCollectors is in a total incapacity to move his "Pawns Characters" to make a move completing his "ADVANCE" type move - by [total inability] it means an inability with respect to the position of her "Pawns Characters" on the "Game Board". -- example: Stashed Girl gets a (6) in terms of the value of the "Tokens Movements" she has drawn. except that Stashed Girl has only 3 spaces left in terms of the position of her "Pawns Characters" BEFORE she takes her "Pawns Characters" off the "Game Board". Stashed Girl in this case validates the exception and can GO BACK instead of FORWARD. Stashed Girl makes her first 3 "MOVE FORWARD" moves (reminder: the "Tokens Movements" have 6, so she must use 3). Stashed Girl now has 3 move points left (6 - 3 = 3), and since it is impossible for her to make a "MOVE FORWARD" move at this point. Stashed Girl in this case validates the exception and MUST move "BACK" instead of "FORWARD". Set [2] ~~ Too few squares left on the "Game Board" to "GO BACK". ~~ Or inability to "REVERSE". ~~ BECAUSE (a) The two pieces at the ends (i.e., the entire layout) of the "Game Board" are not connected together: ( this means that a loop was not laid out when the pieces of the "Game Board" were placed before the start of the game, and that therefore does not allow to "make turns" on the "Game Board". ) OR (b) OR The two pieces at the ends (i.e., the entire layout) of the "Game Board" are connected together: (c) And when a CandiesCollectors is in total incapacity to move his "Pawns Characters" to make a move completing his "BACKWARD" type move - by [total inability] it means an inability with respect to the position of his or her "Pawns Characters" on the "Game Board". -- example: Stashed Girl gets a (6) in terms of the value of the "Tokens Movements" she has drawn. except that Stashed Girl has only 3 spaces left in terms of the position of her "Pawns Characters" BEFORE she takes her "Pawns Characters" off the "Game Board". Stashed Girl in this case validates the exception and may MOVE FORWARD instead of BACKWARD. Stashed Girl makes her first 3 move points of the "BACKWARD" type (reminder: the "Tokens Movements" have 6, so she must use 3). Stashed Girl now has 3 move points left (6 - 3 = 3), and since it is impossible for her to make a "BACKWARD" move at this point. Stashed Girl in this case validates the exception and MUST move "FORWARD" instead of "BACKWARD". } ¤ In any case, even in case of a provoked Exception, the CandiesCollectors are strictly forbidden to take their "Pawns Characters" out of the "Game Board", during, before, or after a move, And this whatever the direction of the move (FORWARD or BACKWARD). ¤ Whether it is a move on the "Game Board" which is of type "FORWARD" or "BACKWARD" ... ... the logic will always be the same: `the movement on the "Game Board" must be done CASE by CASE`. ~ Unless otherwise indicated, diagonal movements are forbidden. ~ Unless otherwise indicated, crossing or stopping on impassable squares is also forbidden. ¤ Unless otherwise indicated, ~ each "Tokens Movements" drawn from the "Tokens Movements" pile must be done by first shuffling the "Tokens Movements" pile and then drawing blind. ~ each "Tokens Movements" put back into play must be put back into the "Tokens Movements" pile, then the "Tokens Movements" pile can be shuffled. ¤ PRINT DIRECTIONS: - The "Tokens Movements" components are not colored, but if you wish, you may well color them (once printed). - Each "Tokens Movements" page is named as follows: > `Page [*]` (where * is a number). > Each `Page [*]` corresponds to a different set of "Tokens Movements" components. > Print as many `Page [*]` pages as you need for your game. # A minimum number of pages is required - see for the different types of games: "STANDARD" or "SOLO". ¤ Unless otherwise specified, CandiesCollectors may not keep this type of game component for themselves (on their side). ¤ The descriptive legend icon (upper left corner) for this game component is represented by a moving marble (see picture: ). ¤ ATTENTION: If a situation indicates to recover one or more "Tokens Movements" and there are no more "Tokens Movements" ... ... available in play in the "Tokens Movements" pile ... ... then the game will end, and it will be time to count the "Tickets Treats" of each of the CandiesCollectors (as for a "STANDARD" game end).


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..