Jeffro's Space Gaming Blog

Microgames, Monster Games, and Role Playing Games

Mularkle– A Preliminary Sketch

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Equipment:
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One Blue Hex Map Sheet  (Or several of varying shapes and sizes)
Several Light Brown ‘Plain’ Hex tiles
Several Dark Gray ‘Mountain’ Hex tiles
6 Light Brown 6-sided dice
6 Dark Gray 6-sided dice
6 Blue 6-sided dice
1 Black 12 sided die
1 Black 8 sided die
1 Black 6 sided die
54 ‘Mularkle’ Cards
54 ‘Manager’ Cards
20 Red Position Markers
20 Plastic ‘Office’ pieces
1 Terrain Valuation Track
Pencil and Note Paper for ‘Secret Orders’

[Note: This is for the spiffed up ‘German Game’ edition.  It should be easy to replace the fancy stuff with charts, pencils, and xerox copies for a PDF version.]
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Sequence of play:
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I Terrain Placement Phase
II  Deal Manager Cards
III Office Placement Phase
IV  Production Phase
IV a Secret and Simultaneous Bidding Phase
IV b Roll for valuation changes
IV c Management subphase
IV d Pre-production subphase
IV e Roll Production 
IV f Assign bonuses for highest score rolled this round 
IV g Roll for Ship Arrival

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I Terrain Placement Phase
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Players agree on the number of terrain cards for the game.  Shuffle and deal them.  Players take turn placing terrain.  Each ‘Plain’ or ‘Mountain’ hex must be adjacent to another ‘Plain’ or ‘Mountain’ hex after the first one is placed.

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II  Deal Manager Cards
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Manager cards track the qualities of the management team.  Some have special abilities.  Markers are used to keep track of their experience and/or use of special options.

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III Office Placement Phase
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Each player secretly selects a (numbered) terrain hex and a (lettered) direction.  Offices may not be placed on water hexes.  Offices control their hex and their surrounding hexes.  If two or more players’ zones of control overlapp, then simultaneously move their offices in the direction they specified.  If either of the shifted offices are still illegally placed, then the illegally placed office(s) is/are removed.  Repeat this Phase until there are no more available office locations.

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IV a Secret and Simultaneous Bidding Phase
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One Mularkle Card is drawn.  Players then write down their bids for each of several items: the revealed Mularkle Card, one Manager experience point, and (if there is one or more available locations) an office piece.  Players deduct their total bids from their scores.  Winning bidder takes the item.  In the case of ties, neither player gets the item.  One player is chosen to go first.  The person to their left goes first on the following round, and so on.

Advanced Rule (Optional):  A Free Trader arrives if a 1-3 is rolled on 1d6.  He has 10 cargo holds.  Role 1d6 to determine what he’s buying:  1-2 Water Product, 3-4 Plain Product, 5-6 Mountain Product.  Players secretli record their selling price.  The Trader purchases the lowest costs items until he fills his holds.  These points go into the players’ score immediately.
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IV b Roll for valuation changes
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Roll a die for each terrain type.  On a 6, the terrain value increases by 50.  On a 1, it decreases.  (Initial terrain values are 100 for Mountain, 50 for Plain, and 200 for water.)

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IV c Management subphase
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Play Manager Cards, assign them to any unmanaged Offices, and apply experience points.

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IV d Pre-production subphase
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Decalare the use of any held Mularkle cards and Manager special abilities.  Mularkle cards may be held or sold if the player does not wish to play it.

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IV e Roll Production
———————–
For each office, select seven dice.  The color the dice must match the colors of the terrain in your zones of control.  One of the dice is then replaced by your management die for that office.  (A manager with no experience uses a black 12 sided die.  With one experience, he uses a black 8 sided die.  A manager with two experience uses a black 6 sided die.)

Mountain dice score their value (usually about 100) on a roll of 1 or 2.  Plain dice score their value (usually about 50) on a roll of 1, 2 or 3.  Water dice score their value on a roll of 1.  Three of a kind (within a color group) scores the terrain value times the number of the kind.  Four of a kind (within a color group) scores double the terrain value times the number of the kind.  The Management die is ‘wild’ and can count as any color for the purpose of scoring three or four of a kind.

As in Farkel, the office scores zero points if it ever fails to roll any scoring combinations.  The player may reroll any non ‘frozen’ dice, but risks loosing all points if he does so.  If all dice are scored, the office may start over by rerolling everything.  [See rules for Farkel if this doesn’t make sense.  http://www.surfsdsa.com/farkel.htm ]

(Sub phases b-d are repeated for each player.)

Advanced Rule (Optional):  Instead of scoring points in the production phase, the players instead amass product into their warehouses.
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IV f Assign Bonus for Highest Scoring Office
———————————————–
The office with the highest score for this round earns points for each of its terrain hexes according to the value set in IV b.  [This encourages the players that go later to risk more in order to beat the highest score so far.]

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IV g Roll for Ship Arrival
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Roll a die and add the total to the Ship Arrival Tally.  If the tally is greater than or equal to the value agreed upon before the game began, the game is over.

Advanced Rule (Optional):  Players tally the total value of the product that is in their warehouses for their final score.
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Ideas for Mularkle Cards:
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**  The meanest one will be the push card.  (It can be played during the pre-production subphase.)  You may move one of your offices one hex in any direction.  If your zone of control overlaps another office’s zone of control, their office is moved one hex in the same direction.  If they are illegal placed after that, their office is removed from the board.

**  Reroll.  Can be played at any time you’ve rolled dice during a production round.  Reroll any ‘unfrozen’ dice that you want.
**  Double Value–  Terrain scores double this turn.

**  Nothin’–  Terrain scores zero this turn.

**  Demotion–  Demote one manager by one experience level.

**  Lockout–  Selected office cannot roll for production this round.

**  Warehouse Damage–  Advanced Card (Optional)  Some sort of damage to one player’s Warehouse occurs.

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