Sacred HillTM
Level 1 Rules
NOTE The figures that are refered to below are found on the illustrations supplied with the game. Figures will be added to this page shortly. DEFINITIONS Adjacent: Next to, either horizontally or vertically - not diagonally. Besieged: (Of a single ringfort/hill only) being surrounded on all available adjacent sides by enemy ringforts, figs. 8a-d. Once you link a ringfort to another, they cannot be besieged. Hill: One of the 45 board cells centred on a single hole, fig. 3. Kingdom: A group of one or more linked ringforts of the same colour, fig. 5. Knight's Move: The basic move, in the manner of a chess knight, i.e., one by two or two by one, fig. 6. Knot: A continuous loop or strand within a kingdom. Fig. 13 shows single knot kingdoms as Blue and multiple knot kingdoms as Red. Different styling is used to highlight each Red knot. Click here to find out more. Linking: Placing one bridge tile between the new ringfort and each adjacent friendly ringfort. Bridge tiles only fit one way round, replacing two corner tiles. If the new ringfort links to one other ringfort, one bridge is used; if it links to two ringforts, two bridges are used, etc.. All links are made in the same turn, figs. 7a-e. Ringfort: Initially, a group of four corner tiles fitted around a hill matching the board markings. A complete ringfort is built in a single turn, fig. 4. They can be linked to other friendly ringforts in Battle. Territory: The total number of hills occupied by each player. fig.
3 - A hill. AIM PREPARATION FIRST
PHASE - MANOEUVRES fig.
9a - Red started and Red to move. Ticks are legal
moves but crosses are not. Crosses are too close (within a knight's
move) to friendly ringforts. Once you touch a hill you are committed. SECOND
PHASE - BATTLE fig. 9c - Blue has already built two ringforts in Battle. Red proceeds to Battle and must now build on hills adjacent to friendly ringforts which are marked with ticks. Towards the end of a game you may find that there are no hills to build on which are adjacent to your own ringforts. You must still build a ringfort, but if it is on an already besieged hill (see Capturing Ringforts), your opponent must capture it before building any new ringforts. CAPTURING
RINGFORTS fig. 9d - Red previously besieged a blue ringfort and must now capture it. ILLEGAL
MOVES PASSING END
OF THE GAME SCORING fig. 9e - Finished game scoring with kingdoms: Blue has 2 kingdoms and Red has 3, so Blue wins. Blue scores 2 points (for the win) plus 1 point (for the difference between 2 and 3) which equals 3 points. When scoring with knots, make sure that all ringforts are linked on every side, as this will affect the knot count, fig. 13. Corner tiles only surround kingdoms; bridge tiles make all links. An easy way to check how many knots there are in a kingdom is to trace a knot from any point removing just the bridges. If all are removed, the kingdom has one knot; if bridges remain you have more than one. Repeat the process. fig. 9e - Finished game scoring with knots: Blue and Red both have 4 knots, so territory is counted. Red has 23 hills and Blue has 22, so Red wins. Red scores 2 points (for the win) plus 1 point (for the difference between 23 and 22) which equals 3 points. fig. 13 - Examples of knots within kingdoms. Blue kingdoms have a single knot whilst Red kingdoms have multiple knots. Different styling is used to highlight each Red knot. |
© M. W. Heasman 1993-2009. All Rights reserved. Patented, Designs Registered & Trade Marks. |