Tibetana - How to Play. Board Game Tutorial
set your Priestess in the right place to build pagodas but you must not ignore to have your Guardians around to protect them in tibetana and today we'll be teaching you how to play tibetana game designed by borha barinaga seses and Daniel pwns and published by Gen X Games and hello everyone it's da and Taran here from M University all right let's get to the classroom in tibetana players are competing tribes in Buddhist Tibet competing against each other to control the landscape and to build pagodas it is a tactical battle for control as players will place and move Guardians for protection and priestesses for worship ultimately using those priestesses to draw energy from the board to build up their pagodas all the while players will try to harness to their best abilities the sometimes volatile powers of the Demons from the Tibetan culture it's a race to build pagodas and the first player to build three fivestory pagodas or whoever has the most points in pagodas when the game reaches its end will be the winner with 19 separate board tiles the game has variable setup but for your first few games lay the board out exactly as shown in the rule book your three tile types the deserts forests and mountains will be laid out like so on each player's designated starting hick Place one Priestess one guardian and three pagota pieces in a stack your remaining pieces four priestesses four Guardians and 15 pagota pieces form your personal Supply and be aware what we're showing you here is a resin prototype the final game pieces will be plastic and much more flexible and durable place the two portal pieces in there indicated locations each of the portals will adjoin a single hex and the two hexes thus adjoined are considered adjacent for all purposes next seed the board with energy player starting hexers get no energy all hexers which are adjacent to one of the player starting locations are seated with a single energy place two energy in all hex's adjacent to one of those and remaining hex's get three energy finally set up the summoning board between the two players on this circular track of the board you'll place the die in the top space doesn't matter what number you place it on and above the board place the five demon cards the order doesn't matter but it tells you what numbers those demons will correspond to numbers 1 2 3 and so on place each Demon's mini and pedestal into its space on the summoning altar ready for use finally these two boxes represent where the players will store their energy each player takes two starting energy from the supply and you're now ready to play Tiana is played in turns starting from the black player and going back and forward until the end of the game is reached a turn consists of taking actions on the very first turn black May take up to two main actions on all subsequent turns players may take three actions there are six different actions available these three are called basic actions and may be taken any number of times on your turn these are move train and build these three actions are called special actions you may take each of them at most once per turn and taking one of them requires you to spend two energy from your pool these actions are summon expel and portal also once per turn you're allowed to take an exert action in which case you spend two energy in order to take a fourth action the exert action could be basic or special just remember that if it's special the total energy cost of doing this is four the first action is train and this is how you bring new guardians or priestesses onto the board to do this take one guardian or Priestess from your supply and add it to an empty space in a territory where you have a pagota of any height if you have no priestesses or Guardians in your supply you can't take the action each territory type has a different maximum capacity for priestesses and Guardians the deserts have a maximum capacity of two the forests have a maximum capacity of three and the mountains a maximum capacity of four you cannot train in a territory if it is full the second basic action is move to do this take a priestess or guardian and move it to an open slot in an adjacent territory as was the case for training if a territory is full you can't move into it you may always freely move into a territory which does not contain any of the opponent's pieces whether that be empty or or whether it has only your own or neutral pieces you may also freely move into a territory if the only opposing pieces there are pagodas if you do this immediately clear the pagodas returning those pieces to your opponent's Supply however to move into a territory which contains any opposing guardians or priestesses you must first clear that territory if that opposing Priestess or Guardian is the only enemy piece in that territory including pagodas then in order to clear it you must have three or more of your own Guardians in territories adjacent to that destination territory so here I have these three Guardians so they can clear this white Guardian which is return to the player's Supply as one of them moves in if the territory contains two opposing pieces again for these purposes a pagoda of any height counts as a piece then you must have five of your Guardians in adjacent territories for example if black wanted to clear this territory then it would need another Guardian here and perhaps this one moving into here to have the total requirement of five to clear this territory and move in a territory with three opposing pieces requires seven Guardians surrounding it to clear and this is actually not possible to achieve unless you add some expansion modules for the game although adjacent Guardians is what you need to clear enemy pieces it can still be a priestess which does the final move the third basic action is build and this is how you'll use your precesses to draw energy from the board and build your pagota stories follow these steps firstly choose a territory of origin this must be a territory containing at least one of your priestesses and at least one energy then choose a destination territory this must also contain at least one of your priestesses and must either already have one of your pagodas which is shorter than five stories or an empty pagota space that means the space is not filled by a demon the origin and destination can be the same territory they could be adjacent territories or if they're nonadjacent territories then check that there is a chain of territories in between also containing at least one of your priestesses finally make sure the origin and destination priestesses are not pressured to do that count up how many Guardians each player has in the priestess's territory and all adjacent territories if the opponent has more the Priestess is pressured if the opponent has fewer or equal then the Priestess is not pressured a pressured Priestess cannot be the origin or destination but can be one of the links in a chain so looking at White's layout here this territory is a valid origin and a valid destination this Priestess is pressured by two opposing Guardians to one and so this could not be an original destination but could be part of a chain this territory is is not pressured two Guardians a piece but it has no energy so this is a valid chain or destination but not origin this territory has energy and is not pressured but has a demon in the pagota slot so this could be a valid origin chain but not destination as such in this layout there are four possible legal build actions which the white player could take once you've chosen one place one of your pagota pieces into the destination and draw an energy from the origin and add it to your pool as it's a basic action you can build more than once per turn however the same press cannot serve as destination for multiple build actions within a turn as such if you were building twice on this turn you could build either option one or four but not both and either option two or three but not both finally Advance the summon die one step around the summon track this die completing a full lap is one of the ways to trigger the summon demon action and that's what we'll talk about next the first special action is to summon a demon you may do this with any action on your turn by spending two energy from your pool or if the summon die has just completed a lap then the next action any player takes must be to summon a demon but there will be no energy cost for doing so to be clear this means that if you finish the lap on your first or second main action of a turn then your second or third action will be to summon if you complete the lap on the third action of your turn then your opponent first main action will be summoned regardless of how it's triggered the first step of summoning is to roll the Dy and this determines which of the five demons will be summoned each of the Demons has three states of summoning the first is natural its miniature will be placed on the board and there will be a natural effect applied to that territory the second is agitated you'll place the Demon's Mini on top of its pedestal and you'll now apply the stronger agitated passive effect to that territory the third state is exploding and when this is triggered you'll apply a single oneof strong effect in or around that territory and then return it to its place on the summoning altar demons will go through this in a cycle so you'll summon it to Natural then to agitated and then you'll explode it back Cy in like so so as the player taking the summoning action if you summon a demon from its resting state to its natural state you get to choose where the demon is placed it may be placed into any empty pagota space on the board that is having a demon present will block up the pagota space and mean that no player can build pagodas there if you summon a demon from its natural state to its agitated State you may reposition that demon again into any empty pagota space on the board adding its agitated pedestal when you do when you summon a demon to its exploding State you do not get to reposition that demon it will explode in that location with the effects applied there before you return the minis to the supply if you roll a six when summoning this is a powered summoning and you will summon one of the Demons two steps at once roll and keep rrolling until you don't roll a six and then either summon that demon from off the board straight into its agitated state in the territory of your choice or Advance it directly from natural to exploding in its current location if it was already agitated when the powered summoning occurs then you just explode it you don't resummon it in its natural state to complete the action always return turn the D to the top of the summoning track even if it's started partway through a lap I'll cover exactly what these demons effects are at the end of the video but for now I'll keep taking you through the different actions the second available special action is expel pay the two energy and move any one demon of your choice to an adjacent territory which has an empty pagota space the expel action is what gives you the most control control over using the Demon's abilities to your benefit the Third special action is regenerate portals remember during setup we placed two portals adjacent to a single hex each and for all purposes in the game those hexes are considered adjacent to each other the regenerate portals action allows you to reposition both of those portals to wherever you want around the edge of the board again each portal will link to a single hex only and those will now be considered adjacent the final action is exert which lets you spend two energy to take a fourth action on your turn the game can end in the following ways if one player completes three pagodas of five stories each the game ends immediately and that player wins if a player is ever reduced to having no pagodas on the board then the game ends immediately medely and that player loses if the final energy has been drawn from the board or the players have collectively gone 10 turns without drawing any energy from the board then the game ends and you'll resolve based on points for your pagodas each of your level one pagodas is worth one point level two pagodas are worth three level three is worth six level four is worth 10 and level five is worth 15 the player with the most points wins finally at any point the players may choose to draw the game by agreement or one player May concede now we'll take you through what the five demons do and do note you can start playing now and learn about the demons as you go if you want but if you want to learn ahead of time this section is for you the death dancer is used to clear out figures from a space at the end of every turn while death dancer is on the board the active player chooses one Priestess or Guardian in death Dan's territory and returns it to its owner's Supply when in its agitated State this increases to removing two figures when the death dancer explodes both players get the chance to remove figures from either the death dancer's territory or any adjacent territory not containing a pagoda the active player gets to do this first first followed by the inactive player and then the active player again before the demon is returned and you're going to see this sort of behavior from all of the Demons exploding Powers both players will get to do something but the active player will have a stronger version The Shape Shifter in an otherwise empty territory has no effect but if you have any pieces in the shape shifter's territory then a natural Shape Shifter counts as a guardian for you if the shape shifter is agitated then it counts as both a guardian and a priestess for you here white is considered to have two priestesses and one Guardian in this territory it won't count towards the territory's capacity but you can't move it and still can't build a pagota there when the shape shifter explodes the active player trains a priestess or Guardian either in its territory or an adjacent one excluding one control by the other player then the inactive player trains then the active player again the wind traveler speeds up movement for a natural wind traveler if the figure begins or moves into the wind traveler's space then it has two movement range for that action if the wind traveler is agitated then that movement range increases again to three just note that each individual step of a long range movement must itself be legal when the wind traveler explodes there are two possible effects the player can either build a pagota level following all of the normal rules except that energy is not required in the origin and is not drawn from the board or the player can gain three energy from the General Supply when this demon explodes the active player chooses one of those options and the inactive player must take the other the Mind ruler ify as priestesses for the purposes of the build action only in its natural state priestesses in the mind rulers territory are stunned they cannot take part in a build action origin destination or chain in the agitated state priestesses in that territory act as if they are the other color during build actions so here black could draw energy from here across the Mind ruler's territory to build a a Goa here finally when the Mind ruler explodes the active player May first remove one Priestess from the Mind ruler's territory or an adjacent one again excluding any territories with pagodas then the inactive player may take this effect then the active player each player gains one energy from the general supply for each of their priestesses removed in this step and remember through all of these you can Target your own pieces this could be a way to take priestesses away from where you don't want them or a way to generate energy for yourself finally the multiple blocks out a territory while it's in its natural state all of the Priestess and guardian spaces in that territory are considered filled no player may move into or through it in its agitated State this is still true plus all of the adjacent territories are reduced in capacity by one here this Forest territory is now full no other black piece may move into there if a territory becomes over capacity when the multiple is summoned then the player who controls those figures does have the option to move out of there using the next actions either on the current turn or if that player is the inactive player then with the first actions of their next turn however as soon as that player's turn ends or that player chooses to take any action other than moving a figure out of that territory then remaining figures are crushed return to the player's Supply when the multiple explodes the entire territory it was on including any energy present is removed from the game if there was a portal on that territory then it remains inactive until somebody takes the move portal special action and that's how to play tibetana we are using a prototype copy of the game so the rules components may not be final and do check out the project page for the game we'll put a link to that in the description below and thanks so much for watching your like and comments are much appreciated subscribe to see what's coming and let us know what games you've been playing see you next time