PTTT Rules Final

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Peter Trum T

H
E
Trumpeter
By Reed Ambrose
Synopsis Game Play - Round
Peter Trum the Trumpeter is a solo, dexterity-based A round consists of four phases:
game that is not for the short of breath. You are the 1. Blow the breath cube
trumpeter to the king. Disasters and darkness 2. Move the time cube
descend upon the land, villagers flee in droves, and 3. Move the villagers/dice
it's up to you to alert them to the dangers, bringing 4. Resolve the attacks
them safely into the castle. The fate of the land rests
in your lungs, don't blow it. 1. Blow the breath cube
Blow the breath cube so that it lands in a desirable
Components numerical area. From the numbers, the player will be
1 board and 1 trumpet area (printable, 1 page each) able to assess the impending attacks and move their
5 dice (any color) = villagers (no rolling dice involved) dice before the attacks occur. The numbers represent
7 cubes multiple things that will be covered with the rest of the
2 Red = royalty game play.
2 Yellow = treasure
1 Blue = wizard If the breath cube spans more than one numerical
1 White = breath area, the area that contains the majority of the cube is
1 Black = darkness the area that is used. If the cube is split equally
Setup between then the player may choose at that point.
On the board page, place all five dice in a starting
square with a value of six pips, two red cubes (royalty)
on the tower squares, two yellow cubes (treasure) on
the cave squares, one blue cube (wizard) on the
dungeon square, and one black cube (darkness) on the
zero hour time slot. On the trumpet area page, place
one white cube (breath) on the trumpet's mouth area.
When the breath cube is blown and does not touch
any numerical area, the player treats the turn as 0-1.
black This means that no attacks happen but the time cube
moves one number.
S T A R T
Easy Variant: If the breath cube spans more than one
numerical area, the player may choose which one to
use for the current turn. When the breath cube is
blown and does not touch any numerical area, the
player re-blows the breath cube without penalty. The
player may choose this variant prior to starting the
yellow game and for the duration of the game.
yellow
While blowing forms are widely rumored around the
red red kingdom… for best blowing results, place one finger
from each hand on each side of the breath cube as
close as you can without touching the cube.

blue
white

Goal
Rescue the villagers (5 dice) from the impending
attacks and darkness. Blow the breath cube to move
your dice, avoid attacks, and bring them safely into the
castle. The game ends when either time is up (that is
when the time cube hits the skull, you finish that turn Bring your mouth as level as you can with the cube
out even though it will not have any attacks) or all the and then blow. This form will create a tunnel to
dice get rescued and/or eliminated. Continue to play maximize the air. Practice a few times before you
rounds until the game ends. start. 1
2. Move the time cube 4. Resolve the attacks (continued)
Based on the numerical area the breath cube landed Between the targeted row and columns, two target
on, the number on the right side of the diamond squares will be formed where the row and columns
represents the time passed for the turn. Move the time intersect. All attacks for the round occur using both
cube equal to the right-side number that the breath targeted squares, meaning each attack hits two
cube landed on. Each turn, time continues to add as different places at the same time. Dice can be hit twice
time progresses past the twelfth hour. Dice do not have by the same attack, e.g. with a dragon attack. Plan to
to be or stay ahead of the time cube. avoid attacks from both target squares (see Xs below).
4

3,2 5 6
x x
6
3. Move the villagers/dice The numbers could also be seen as (X, Y) coordinates
Move the dice according to the following rules: the on a graph if that helps plot the target squares easier.
number on the left side of the diamond determines Use the target squares to determine where the attacks
how many dice get to move AND how many spaces will hit.
they get to move. A 1 means one die moves one space,
2 means two separate dice move two spaces, 3 means Zero Time/Hours
three separate dice move three spaces, and 4 means When the breath cube lands on an area with zero
four separate dice move four spaces. time/hours, attacks still happen. Use the same attacks
1,2 of where the time cube currently rests but with the
latest movement number for the targeted columns to
determine target squares for the attacks. Although
2,2 attacks still happen, the benefit of not using any
time and still moving your die remains.
3,2
4,2 3,0 zero time/hours
Dice do not have to move the full amount. A die may
not be chosen for movement twice in one round. Dice
can move diagonally or orthogonally in any direction.
Dice may not share squares with other dice. Dice can Attacks
not be attacked while in the start zone but a dice can See game board for visuals.
not move back into the start zone once it has left the
zone. Archers
4. Resolve the attacks Dice on target row lose 1 pip.
From the number your breath cube landed on,
the right number has already moved the time cube to Sorcery
a new hour. This hour also determines what attack(s) Dice on target row and columns reroll for new pips.
will be happening. Each hour corresponds with the
attacks to the right of it. The attacks will happen in
order from left to right and target the row that they Catapults
align within. Dice on target columns lose 2 pips.
3,2
Dragon
Hits the first dice in all diagonal directions for 2
6 pips; hits target dice for 3 pips.

The targeted columns are determined by the number Plague


on the left side of the diamond which already All adjacent and connected dice lose pips equal to
determined your dice movements. their distance from the target square. If a die is on
the target square, it loses zero points.
3,2 Flood
4 3 2 1 2 3 4 Target square plus all adjacent squares move to an
open square not in the flood zones and lose 1 pip.

2
Special Terrain Scoring
Tree Squares - A die loses one pip if it enters a tree When a dice enters the castle, place it on the farthest
square. left available slot. The game ends when either time is
up (that is when the time cube hits the skull, you finish
that turn out even though it will not have any attacks)
Mud Squares - A die must stop immediately if it enters or all the dice get rescued and/or eliminated.
into a mud square. A die can only move out of a mud
square at a distance of one square away. When the game ends, count the total value of the dice
that made it in the castle (be sure to double the score
of the dice with a cube) and then subtract the amount
of the first slot to the right not covered by a dice.
Hill Squares - Damage is doubled if a die is hit on a hill
square.

Special Movement -15 -10 -6 -3 -1


Solid Lines
The solid lines are barriers for dice. Dice cannot cross
solid lines. The solid lines mark off realistic boundaries x2 x2 x2 x2 x2
according to the map’s terrain. The solid lines do not
block or hinder the attacks in any way.
12 + 8 + 4 - 3 = 21

In the example above, the first, second, and third dice


have a cube to double their value while the player will
subtract three from their total, 24, because they have
three dice in the castle. Thus, the final score for the
example above is 21, earning the player the title of
Journeyman trumpeter.
In the example above, the die has one move, it
can move up, down, or diagonal but not through the
solid lines and into a tower. Master = 41-60 points
Journeyman = 21-40 points
Apprentice = 1-20 points
Special Cubes
When a dice moves into a square with a cube, place
that cube on top of the dice. All cubes double the value
of the die that carries it upon arriving in the castle.
Credits
Treasure cubes (yellow, on cave squares) Craig Boyd, Jeff Kight, Israel Waldrom, G. Uitz, and
These cubes grant the die that carries it one extra David Clarke
movement when that die is chosen to move. The cube
cannot be lost unless the die holding it is eliminated.
The die still loses pips like normal when hit.

Royalty Cubes (red, on tower squares)


These cubes grant the die that carries it immunity
from one attack but the carrier loses the royalty cube
upon being hit. The royalty cube then returns back to
the square it started on. If the die was hit on the square
of the royalty cube then the cube remains on the die.

Wizard Cube (blue, on dungeon square)


This cube grants the die that carries it the ability to
choose the number of pips it wants if hit by a sorcery
attack. The cube is lost if it by any other attack.

Version 5 - 8.18.2017
3

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