The rules of the game of Three Kingdoms Kill

start the game

1, identify yourself

Refer to the table below, and draw ID cards equal to the number of players:

Number of activities, adults, loyal subjects, anti-thieves, traitors

4 1 1 1 1

5 1 1 2 1

6 1 1 3 1

6 1 1 2 2

7 1 2 3 1

8 1 2 4 1

8 1 2 3 2

9 1 3 4 1

10 1 3 4 2

Give each player an ID card at random. Players who have obtained the master status should immediately identify themselves (put the master card face up in front of them). Players with other identities should keep their ID cards so that other players don't know their identities.

2. Choose a military commander

The military commanders with special abilities in the first game provided rich changes and fun for the game, but at the same time, it also made the game relatively complicated. If it is the first time to play the Three Kingdoms Kill, it is suggested that you don't need a role card for the time being. Skip this part and continue to watch "Hand out Physical Cards". If you have a general understanding of "Three Kingdoms Kill", you can try to join the military commanders to play games, and choose the military commanders according to the following steps.

First, the players who have obtained the master status (hereinafter referred to as master players) will be presented with "Cao Cao", "Liu Bei" and "Sun Quan", and two military commanders cards and one * * * five military commanders will be randomly selected. The main player chooses a military commander to play the game, and displays the selected military commander card to other players.

Shuffle the remaining 24 military commanders' cards and randomly distribute them to each remaining player (/kloc-2 cards for each player in the 0/0 player's game). Then each person chooses a card from the three cards to buckle in front of him, and displays it at the same time after all players choose it. Mix the remaining unselected military commanders together and face down.

Step 3 distribute physical cards

Take the physical value card corresponding to the maximum physical value of the character (see Gouyu number), and cover the military commander card on the left. Put the physical strength card under the military commander card to display the current physical strength value. When deducting physical strength, move the military commander card to the right to block the deducted physical strength.

◆ A master adds a little more to his physical strength limit (not if he hits four people). For example, when a character with three physical values is a master, the upper limit of physical values is four, and a physical card with four physical values is used.

◆ If you don't join the military commander card, everyone will be a military commander, with a physical limit of 4 and no skills. The maximum physical strength of a master is 5 (more than 5 players in wartime).

4. Distribute the starting hand

Shuffle the cards and randomly assign 4 cards to each player. This is the beginning hand.

Hand: A card held in the hand.

Put the remaining cards in the center of the table in a pile (the cards discarded by the player in the game are put aside to form a discard pile, and all the cards in the discard pile are placed face up).

Circular flow

When playing games, start with the master and proceed counterclockwise in turn. That is, each player has his own turn. After one player's turn is over, the right player's turn begins and goes on in turn.

Flow chart of "Three Kingdoms Kill" Round

Each player's turn can be divided into six stages:

My circle begins.

II decision-making stage

Three-touch stage

The fourth stage

V. Abandonment stage

The end of the sixth round

My circle begins.

Usually you can skip, and some military commanders can use the skills at this stage.

II decision-making stage

If you have delayed prompts in front of you, you must judge them in turn.

◆ If two or more delay packages are placed horizontally in front of you, judge from the last package (the final judgment of the earliest placement).

Three-touch stage

Touch two cards from the top of the pile.

◆ In the game, unless otherwise specified, "touching the X card" means touching the card from the top of the pile.

◆ When it is necessary to touch cards or will affect the card pile, if there are no cards in the card pile, immediately shuffle the discarded card pile to form a new card pile.

The fourth stage

You can use 0 to any card to strengthen yourself or attack others, but you must abide by the following two rules:

1. You can only use [Kill] once in each battle stage.

2. No two cards with the same name can be placed in the referee area or equipment area in front of any player.

Every time a card is used, the effect of that card is executed. Unless otherwise specified, game cards must be discarded (put in the discard pile) after use.

V. Abandonment stage

In the stage of playing, if you don't want to play or can't play, you will enter the stage of discarding cards. At this time, check whether the number of hands exceeds the current physical value (the upper limit of the number of hands is equal to the current physical value), and you need to abandon one hand every time you exceed one hand.

The end of the sixth round

Usually you can skip, and some military commanders can use the skills at this stage.

Supplementary explanation:

1) In the game, unless otherwise specified, touching cards refers to touching cards from the top of the game deck.

2) The game cards used, played or discarded by the players in the game are put aside to form a discard pile, and all the cards in the discard pile are placed face up. When there are no cards in the pile, the discarded pile will be immediately mixed to form a new pile.

3) "Upper limit of physical strength" is different from "current physical strength value".

The death of a military commander

When a military commander's physical strength drops to zero or less, he enters a state of near death. Unless he or someone else saves the military commander with [peaches] at this time, or he or she saves himself (restores some physical strength) with [wine], the military commander will be out. After the military commander is out, discard all the cards of the military commander and the cards in the judgment area, and show your identity card.

Reward and punishment:

Anyone who kills an anti-thief (even if the murderer is an anti-thief) touches three cards at once.

If the master kills the loyal minister by mistake, the master needs to discard all the hand cards and equipment cards immediately.

game over

When any of the following happens, the game ends immediately:

1) The master was "killed". At this time, if the mole is the only surviving character (there is only one mole surviving), the mole wins, and in other cases, the anti-thief wins (whether the anti-thief character is alive or dead).

2) All thieves and spies are dead: the master and loyal subjects (dead or alive) win.

Edit the rules of the game in this paragraph.

Game goal

The game goal of the player is determined by the identity card he has obtained, and the winning conditions of each identity are as follows:

Master: Destroy all anti-thief spies and pacify the world.

Loyal minister: protect the master at all costs, and the conditions for victory are the same as those of the master.

Anti-thief: overthrow the master.

Mole: Get rid of everyone except yourself and become the last survivor.

Detailed rules

1, draw lots to decide the seats according to the order of playing cards.

2. The introduction of the dark soul character. If there is no dark soul character card, then the player who is the first to go out will not be the first to go out in the next game. In other words, the last drop of blood is protected by the rules. But as long as someone goes out first, or the attacked person attacks him, he is not protected by this rule.

When there are only three players left in the competition, after three rounds, everyone in each round will reduce their physical strength at the same time. If they are out together, they will go on to the next round.

(Detailed explanation: the last three situations are basically: 1 main 2 anti, 1 main 1 anti 1, 1 main 2, 1 main 1 main. The remaining masters need to weaken the other two people who have no clear role, strengthen themselves at the same time, and finally help them get rid of the threatening role, while the remaining people can hardly fight against the masters after being weakened continuously. )

Rule purpose:

1) Reduce the delay time of some links in the game;

2) Avoid playing emotional cards and other factors that affect the game;

3) Balance and adjust the role of the mole.

~ scoring rules ~

Now use the new rules of the fourth edition to score as follows:

Mole's score is as follows:

Mole wins: score =4+ number of players ×2.

Master/loyal minister wins: If the master loses after the war, the score = number of players ×1; If you fail to play against the master, score =0.

Anti-thief wins: survival: score = 1 death: score =0.

My main score is as follows:

The main/official army wins: score =4+ the number of official army survivors when winning ×2.

Anti-thief wins: score =0

The mole won: score = 1.

Loyalist scores are as follows:

The main/loyalist army won: the score =5+ the number of loyalists surviving when winning × 1.

Anti-thief/spy wins: score =0

The score of thief prevention is as follows:

Master/loyal minister/spy wins: score =0.

Anti-thief wins: score = survival number of anti-thief when winning ×3.

In addition, there are personal bonus points: for every/kloc-0 anti-thief or spy destroyed by the winning master/loyal minister, 1 point will be added.

+65438 +0 points for each loyal servant or traitor killed by an anti-thief, and +2 points for the master.

The following are the rules for the extended scoring tournament:

The new version of the rules

* Develop the number of games according to the number of people, take turns to be the master and accumulate points.

* Decide on a starting player and take charge from him/her. After the end of a game, record each player's score according to the following table, then hand over the master identity to the next player (the rest of the identities will still be randomly selected from other players), and so on until everyone has been the master once, and the one with the highest score wins.

~ reincarnation rules ~

After the character leaves the game, put his hands and equipment cards, lightning and happiness into the discard pile to show his identity, but the player does not quit the game. Role cards are put into the role card pile for shuffling.

Other players can choose to give him a hand as a sacrifice every turn. Each player can only sacrifice once per turn.

When the hand of an out-of-game character reaches 4 (4-5-player game: 3), the player immediately reincarnates-mix the unused character cards into a pile, and open the first card with the same nationality as the player from the top of the pile, that is, the reincarnated character (if it is a character from other countries, the first card opened is regarded as its reincarnated role). Put the role card before reincarnation back into the unused role card pile.

The reincarnated character's initial physical strength value is 1, and it is regarded as participating in the game after reincarnation. Next time it's his turn, you can act normally. Players are treated the same as other players after reincarnation, but other roles cannot be sacrificed.

Because the player's ID card has been turned over, the character is still considered out when judging the winning conditions. Anti-thieves who attack reincarnation will not be rewarded for touching three cards, and masters who attack loyal subjects after reincarnation will not be punished. For example, there are 1 masters, 1 anti-thieves and a reborn anti-thief. If the master attacks the thief at this time, even if there is a reincarnation of the thief on the field, it is still regarded as the master's victory.

Players can cycle again and again.

If there are no characters of the same nationality in the unused character group, you can't be reborn (in rare cases). In this case, the player can keep four cards that accept the sacrifice, but can't accept the new sacrifice.

Anima Nera

Lohan: After the loyal minister came out, he became the dark soul of Lohan. You can resist a little damage for the possessed player, and the possessed player can't refuse, and you have to give up a hand and the dark soul disappears.

Xuanwu: After the anti-thief came out, he became the dark soul of Xuanwu. Xuanwu dark soul possession is to touch a card from a pile of cards, which can be exchanged with a card designated by the dark soul in the possession player at any time, and the dark soul disappears at the same time.

You Zhu: After the spy went out, he became the ghost of You Zhu. You can order the possessed player to discard all the cards in his hand at the stage of playing cards, and then draw the same number of cards as the discarded cards from the pile, and at the same time the dark soul disappears.

Rule of Three Kingdoms Killing 3V3

◆ Summary

1. This is a variation of the team warfare rules attached to the core rules of the Three Kingdoms Kill, which is suitable for 6-player games or team communication.

2. The two sides are divided into two camps, each with three players, each with the identities of a coach and two strikers.

◆ Game goal

Destroy the opposing camp, coach

Choose a general.

The master in the ID card represents the warm coach and the loyal minister represents the warm striker.

Mole stands for cool and handsome, and anti-thief stands for cool striker.

The seating order of both sides is: cool shooter A- cool coach B- warm shooter B- warm coach A (around the table).

Step 1: Divide all military commanders into several piles, with 8 military commanders in each pile. Lift your back.

Step 2: put the folded military commanders' cards back in their original places, and each coach of the two teams chooses a pile.

Step 3: Take out the master and the traitor from the ID card and spread them evenly on the table with their backs up. The coaches of the two teams draw one each.

Step 4: Get the warm color ID card of the main card and the cold color ID card of the traitor card. The next round directly rotates the color system. Two military commanders selected by the two teams, *** 16. Evenly spread on the game table, waiting for the coach to choose.

Step 5: The warm color department will decide whether the opposing coach chooses the commander first or himself. The cool owner will decide whether the other owner or himself will act first.

Step 6: Select the sequence and quantity as 1, 2, 2, 2, 2, 2, 1.

Step 7: The military commanders selected by both sides of the competition will be put face up in front of their coaches and displayed in full.

Step 8: After all the selections are completed, the coaches of both sides will select three of the eight military commanders and put them in their respective positions of coach and striker in turn, with their backs up. After both parties choose, it will be displayed at the same time.

◆ Game flow

The coach of the cool side decides which side moves first. After the decision, each character will get 4 cards. In the first round, only the coach can act first.

1. Put your ID card face up. When a player's action begins, the identity card in front of him is placed horizontally; At the end of a player's turn, the ID card in front of everyone is in a horizontal state, so everyone's ID card is reset.

According to the order of action, both sides have the opportunity to take action alternately. However, if it is one party's turn to take action, and all the identity cards of this camp are in a horizontal state, while the other camp still has the non-horizontal identity cards, the right to take action should be given to the other camp until the situation described in 1 occurs.

3. The party with the right to act can be chosen by the coach, who will act or be a striker. If the coach is selected to act, the coach will hand over the right to act after completing a round; However, if the shooter is selected to act, the right to act must be handed over after all the shooter rounds have been executed separately. That is to say, if both strikers are not killed, then the rounds of the two strikers will continue, and the ID cards of both strikers will be placed horizontally.

Brief introduction of game card (same as Three Kingdoms Kill)

4. When multi-skill conflicts occur at the same time, they shall be solved in counterclockwise order.

◆ Change law of common cards

The target of Na Man invasion is all characters, but the order of appearance (killing) is specified by the player who invaded Na Man (clockwise or counterclockwise).

All characters are designated as targets, but the order of playing cards (flashing) is specified by the player who issues all arrows (clockwise or counterclockwise).

The objects of Taoyuan's sworn relationship are all characters. However, the order of adding blood is specified by the player who leaves Taoyuan to become sworn (clockwise or counterclockwise) (the same as the core rule).

Gu Fengshou specifies that the target is all characters, but the card picking order is specified by Gu Fengshou players (clockwise or counterclockwise).

Lightning lightning is not used in this rule.

◆ Reward and punishment

If you kill any character, you can immediately touch 3 cards, even if you kill your partner.

◆ Mastering skills

Master skills are not used in this rule variation.

In this mode, the coach's physical strength and maximum physical strength are+1.

◆ About communication

When this rule is implemented as a competitive competition, all language and gesture communication between team members is prohibited.

Summary of judgment

Zhen Ji Luoshen Black can always touch the cards.

Ma Chao's soldiers directly hit the red.

Xia Houdun is strong, but absent-minded.

I don't want to be happy, but I miss that heart.

Lightning spades 2~9

Bagua red = flashing

The grain in the army was cut off from grass.

Lightning struck spades.