Title- Astrology: A Koi's Journey .
Synopsis- Your solar system is on a direct course with the edge of the galaxy, but your sun's spirits refuse to be forgotten! Cross the void of space and overcome all 12 Beast Worlds to light the galaxy as a new constellation.
Goal: Collect 12 cards which form a Straight (1-12, 2-13, 3-14… 8-20) from any combination of colors.
Equipment: 1 six-sided die per player, 3 decks of 20 cards, 20 round pawns per player, 5 round pawns per player, and 1 hexagonal playing mat.
For 2 or 3 players age 10 and up.
Rules: The central hexagon cannot be owned by any player or pawn. Neither player can attack on their first turn. Each hexagon may only contain 1 square pawn at a time, regardless of color. Square pawns mark a hexagon as "owned" by the pawn's player. An owned hexagon can contain up to 6 round pawns. A hexagon cannot contain more than 6 round pawns of any color combination. Round pawns are used to attack adjacent hexagons owned by other players. If all 5 of your Square Pawns are in your equipment due to defeats, you may place the Square Pawn you gain at the start of your turn in the central hexagon.
Each turn a player draws 1 card from their face-down deck and places it face-up, visible to all players, next to their equipment.
Afterwards a player must take 1 square pawn of their color, if available in their equipment, and place it adjacent to another square pawn of their color OR place it on top of one of their own visible cards.
Next a player rolls their die twice, keeping track of that Turn's results. Firstly they may distribute a number of round pawns, X, from their pool that equals the sum of their two rolls on any hexagons they own.
Secondly if the two rolls are identical (1 & 1, 4 & 4, etc.), they may chose one of the following:
(A) Discard any 1 face-up card they own to the Shared Discards pile used by all players. If the card has a square pawn on it, they may move said pawn to the playing mat as well onto any unowned hexagon that is adjacent to a hexagon they own to a hexagon with at least one round pawn of your color.
(B) Draw 1 card randomly from the Shared Discards pile and place it face-up next to their other cards.
(C) Move 1 of their square pawns to an adjacent hexagon. which contains at least 1 pawn of the same color.
To Start: A. Each player places 1 Square Pawn of their color in the central purple hexagon, shuffles their 20-card deck, takes 1 die of their color, and takes 20 round pawns of their color. Each player needs a designated area for their equipment and one shared area for the Discard Pile.
B. Each player draws 1 card from their decks and places it face-up. Highest to lowest from this draw determines turn order for the game. In the case of a tie, each player rolls 1 die, with the higher roll designating the "first" person in their order.
The first player draws 1 card from their deck and rolls their die twice as listed above. At the end of a player's turn they may attempt attacks against an adjacent owned square using only one of their own owned hexagons which has at least 1 round pawn of their color.
A round pawn can only attack enemy square pawns if all pawns of the enemy's color are eliminated. When a round pawn attacks an enemy (round or square), each player rolls their die once. The attacking player wins ties. If the attacker wins, their pawn is placed in the enemy hexagon, taking up one of the six slots for round pawns. Defeated pawns, of either type, are returned to their owner's equipment.
When a square pawn is defeated it is not replaced with a round pawn. At this point attacking player steals 1 face-up card from the defending player's equipment, but they cannot steal a card with a square pawn atop it.
Author's note: I have a clear idea of how this would look in practice, but I know it would make a lot more sense with turn-by-turn images. I might just do that, but not right now. The idea is that various sections of the board will be pockmarked with round pawns of every color, square pawns will slowly move to more advantageous positions on the board, and ultimately players have to be careful with how they spend their 20 pawns lest they become stuck, unable to accrue cards for their Straight without dumb luck.
The idea is that your five-or-fewer square pawns and your in-play round pawns will make a constellation by the end on the playmat, strengthened by their twelve victories against the beast planets.