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Board DescriptionIn 1981 TSR (original publishers of Dungeons and Dragons) released a minigame "They've Invaded Pleasantville". This is a fairly faithful re-creation of the map from that game. (Scroll to end for differences between Basic and Advanced Rules) Bonuses: Control a building and get a bonus equal to the number of rooms plus the number of doors plus 4. The roads and the railroad earn +1 for owning 3 territories in a row. (2 territories on the ends) The Gas Pumps, Grave Yard and Stock Pen are each worth +10. Grass territories have a modified HORDES! bonus. +1 if you control a grass territory and every grass territory 1 or 2 grass territories away from it. First round everyone gets a fixed bonus instead of the normal bonuses. First three players get +4, later players get more. Attack Rules: Thin black borders - can be attacked across. Thick black borders - cannot be attacked across unless there is a doorway. Dotted border - can be attacked across. Fog: Medium fog. View borders between: ---nonadjacent territories in buildings. ---in grass to other grass territories 4 territories away and into/across dotted borders. ---up to 5 territories away on the road/railroad. Not around corners. ---Gas Pumps/Stock Pen/Grave Yard up to 5 territories away, but not around corners. ---Between the grass and the road/railroad. Can see "bordering" territories (but cannot attack them.) Other Stuff: Initally all buildings have neutrals. 8 neutrals in building with more than 1 room. 16 neutrals in buildings with 1 room. Road and Railroad teritories with dotted borders start with 4 neutrals. Two fortifies at end of turn to any connected. No card capture. Advanced Rules/Differences: Initial Neutrals are twice what they are in basic. Building continent bonuses are worth 5 more than in basic. Dice are 8 sided instead of 6 sided. Attacking through a door is done at a -2 penalty. Territories inside bulidings are limited to 30 units. Can hold up to 8 Cards instead of 5. Cards ramp at 7 instead of 5. ------------------------------------------------------------ More on "They've Invaded Pleasantville" here http://boardgamegeek.com/boardgame/2215/theyve-invaded-pleasantville The basic idea of the games was that you were simulating "Invasion of the Body Snatchers". One player was the town people, the other was the Aliens. I've owned the games since it came out and played it once, but that doesn't mean it was a bad game. It's just one of those things I've hung onto most of my life. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionIn 1981 TSR (original publishers of Dungeons and Dragons) released a minigame "They've Invaded Pleasantville". This is a fairly faithful re-creation of the map from that game. (Scroll to end for differences between Capital and Basic/Advanced Rules) Bonuses: Control a building and get a bonus equal to the number of rooms plus the number of doors plus 4. The roads and the railroad earn +1 for owning 3 territories in a row. (2 territories on the ends) The Gas Pumps, Grave Yard and Stock Pen are each worth +10. Grass territories have a modified HORDES! bonus. +1 if you control a grass territory and every grass territory 1 or 2 grass territories away from it. First round everyone gets a fixed bonus instead of the normal bonuses. First three players get +4, later players get more. Attack Rules: Thin black borders - can be attacked across. Thick black borders - cannot be attacked across unless there is a doorway. Dotted border - can be attacked across. Fog: Medium fog. View borders between: ---nonadjacent territories in buildings. ---in grass to other grass territories 4 territories away and into/across dotted borders. ---up to 5 territories away on the road/railroad. Not around corners. ---Gas Pumps/Stock Pen/Grave Yard up to 5 territories away, but not around corners. ---Between the grass and the road/railroad. Can see "bordering" territories (but cannot attack them.) Other Stuff: Initally all buildings have neutrals. 8 neutrals in building with more than 1 room. 16 neutrals in buildings with 1 room. Road and Railroad teritories with dotted borders start with 4 neutrals. Two fortifies at end of turn to any connected. No card capture. Capital uses Advanced Rules: Initial Neutrals are twice what they are in basic. Building continent bonuses are worth 5 more than in basic. Dice are 8 sided instead of 6 sided. Attacking through a door is done at a -2 penalty. Territories inside bulidings (except Houses) are limited to 30 units. Can hold up to 8 Cards instead of 5. Cards ramp at 7 instead of 5. Except:Houses are Capitals. No bonus for holding a house - in fact there is a -1 factory penalty on each house. No way to attack out of a house - can only attack in. Houses start with 30 units. Card Capture is also ON - but no assimilation. ------------------------------------------------------------ More on "They've Invaded Pleasantville" here http://boardgamegeek.com/boardgame/2215/theyve-invaded-pleasantville The basic idea of the games was that you were simulating "Invasion of the Body Snatchers". One player was the town people, the other was the Aliens. I've owned the games since it came out and played it once, but that doesn't mean it was a bad game. It's just one of those things I've hung onto most of my life. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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