Floating Islands

## Introduction

This game uses ideas from many other games, such as Capture the Island, Cube Conquest, and Floor's Lava! [webpage not available]. But in this two-player game, you use various cards and some strategic planning to eliminate your opponent's army from the Floating Islands!

## Components

All 36 tiles

All 56 cards (including wild cards)

20 cubes for each player

2 dice

## Setup

Shuffle the tiles. Set the tiles up facedown in a 6x6 grid. (Be sure to set them up pointing in **random** directions. This will be important later in the game.)

The two dice will be used as coordinates. The black die will be used for the OVER number (showing how far to the right the coordinate will be), and the white die is used as the DOWN number (showing how far DOWN from the *TOP EDGE* the coordinate will be).

The two dice will also be used to determine how many cards each player receives on their turn. To do this, each player selects one of the dice. If both players want the same die, roll to determine. Highest roll picks first.

### Opening Turn:

Roll both dice. Using them as coordinates, flip the corresponding tile on the board over.

Give each player the number of cards that the number on their die shows. [EXAMPLE: Bob chose the black die. A "4" was rolled on the black die. Thus, Bob receives 4 cards.]

#### **A VERY IMPORTANT NOTE**

ALWAYS count coordinates from the **TOP LEFT CORNER.** This means that a roll of [black] 4 and [white] 1 would be the **fourth tile** in the **top row**, *NOT* the fourth tile fourth tile in the **second from top** row. (See picture.) This same dice coordinates rule is used in Floor's Lava! [webpage not available].

## Play

### FIRST TURN:

The tile that was just flipped over will have a symbol (Droplet, Hammers, Three Circles, Bricks, Gears, or Arrows) on it. Whoever has a card with that symbol goes first. If both have it, whoever chose the black die goes first. If neither person has it, then re-roll the dice. Do not flip the tile that was previously flipped over back over. Repeat this process.

### SUBSEQUENT TURNS:

All subsequent turns must be done in the following order:

1. Roll both dice.
2. Flip one island tile over based on the coordinates from the dice.
3. Receive the cards you are entitled to.
4. Play cards to attack, move, or perform other actions.

#### To Attack:

To attack, follow the following procedure:

1. Play one of the following cards to do one of the subsequent actions. All of these except C will necessarily produce a Battle.
	1. A: use a HAMMERS card to **move** up to 6 men to a tile currently occupied by your opponent;
	2. B: Play a card with the same symbol as the tile you wish to attack to **place** up to 6 men on a tile currently occupied by your opponent;
	3. C: Use a **special card coupled with a tile** to remove your opponent without a fight. (However, to use this method, you must both occupy the special tile AND have a card with that symbol to activate this ability.)
2. If your cubes (on the tile on which a Battle is occurring) outnumber your opponent's cubes on the same tile, you have an Advantage. If you have an Advantage, you may reroll the die ONE TIME if you do not like the number that you rolled. If your opponent outnumbers you, he/she has the same option. But the die may ONLY be rerolled **ONE TIME.**

## Table of Uses of Cards & Tiles

**CARDS**

**TILES**