joemid 2017-05-20 14:53
Congratulations! I will download now and print and play when I get a chance. Love the art and concept! Hope to see more packs like this!
(Here is an english translation.)
The Lines of Hope Game is a print and play game, played only with cards, tested for 1-2 players.
Components: The game has a total of 83 cards
1 bomb threat marker 1 refugee protection marker 4 guards
10 cards of resources 12 cards of crisis 26 cards of refugees, divided into 8 families 24 cards of consequences 4 Agents Of the "Federation" 1 patrolman 4 rescues
24 cards on the consequence deck 57 cards on the main deck (26 refugees + 12 crisis cards + 10 features + 4 policemen + 1 patrolman + 4 rescues.)
Game mode:
Divide principal decks and consequences; Position the 4 guards in the field randomly, side by side, forming the 4 rows; The game begins with 4 refugees, each placed under a guard, randomly pulled from the main deck; They shuffle the decks; Each player draws three cards. If one is a crisis, it must be returned to the deck, the player shuffles the deck and pulls another card. Repeating this until you have three cards that are not crises; The player (s) must (obligatorily) perform 3 actions in his move.
Possible actions are: Pull a card play a card move a card (Both from one queue to another, as you move your position in the queue you are in.) Heal a bruised refugee Pass a family
The non-use of all actions implies pulling a consequence.
The player always lowers refugees at the end of one of the queues. A refugee needs to be on the range of an appeal. Each feature supports 2 refugees adjacent to the card, up or down. If a refugee runs out of resources this is considered a tense situation. At the end of the turn where a tension is generated, the player must draw a consequence. As at the end of each subsequent shift if the tension is not resolved.
At the end of the turn, after the 3 actions are used the player must add cards to his hand from the main deck, in the amount indicated by the danger marker. If this triggers a tension situation, it will be considered as started on the turn of the next move, and will only generate a consequence at the end of his turn.
When picking up a crisis card, the player must choose between adding 1 to the danger marker, or pulling a number of consequences equal to that indicated on the danger marker. The drawn crisis cards accumulate in the field, and whenever they form a group of 3, 1 is added to the threat marker. Whenever the threat marker is increased by 1, the row with the most refugees is destroyed (the save card is face down). Her refugees are relocated to the line with fewer refugees. By spending 3 actions, the player manages to repair a destroyed queue. If there is a Federation Agent, or a patrol in line to be destroyed, it can be sacrificed to prevent destruction.
Minority Mechanics: If there are refugees from different planets in a row of refugees, there may be a majority of refugees from one planet. In this case a voltage is generated. Except there's a federation agent or a patrol in that line. If the majority and minority relationship happens between refugees from the same alliance, there is no tension. Children do not count do not count to count majority, unless there is an adult of the same planet.
When a family is complete, and the first in line, the player may spend an action to move a family to the other side of the border. By doing this the player can move the danger marker back to 1 number, or advance the safety marker to 1 number. Each advancement in the safety marker gives players extra action per turn. Evil refugees can not cross the border.
Each guard has some alliance symbols. These guards only pass refugees belonging to that alliance. Except there's a federation agent or a patrol in that line.
The defeat conditions are: No more cards to draw at the end of your turn. If a situation requires you to add 1 to the hazard counter, and it is already at 4;
You win the game if you pass a family, with the security marker being at 4.