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11 Posts

Minotaurus» Forums » Rules

Subject: Pixelpusher's House Rules rss

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Pixel Pusher


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Got this game to play w/ 7 yr old Lego enthusiast nephew, and his parents. Was fun and simple.

Our house rules after 7 plays are:

1) The central temple tiles are rotated such that your scoring area is opposite from your starting area. This makes a big difference in gameplay and strategy, and makes the game considerably more fun since you now have to actually share pathways w/ competing players. This should be a standard rule IMHO.

2) Gray Walls may NOT be placed touching the central temple, nor the starting areas.

Rules we're trying, but not 100% sure about:

3) You must get all 3 heroes onto the central temple to win.

4) Minotaur and Players can move in straight directions AND in diagonal directions. Walls at diagonal corners block movement.

5) Minotaur is persistent on the board. If a player rolls black, he may choose to move the Minotaur or teleport him back to the central temple.

6) If the minotaur is blocked in by walls, he automatically teleports back to the central temple. (This keeps the minotaur in play.)

There still seems to be something missing. A lot of the board is unutilized.
Was thinking about trying a rule where players can somehow get kicked out of the temple, and back to the to the side positions. Say, if you roll black while the minotaur is on the temple, you can kick one of the safe heroes (chosen at random) out to either the start or another part of the map. This would mean more strategic play, potentially.
Also considering playing where Minotaur only moves diagonally, and the players only move horizontally.
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  • Last edited Sat Jul 31, 2010 7:17 am (Total Number of Edits: 2)
  • Posted Sat Jul 31, 2010 7:08 am
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Cameron Chien
United States
Rancho Cucamonga
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I like the two rules you're sure about. Have you tried using the green piece rule? I forget what it's called, but you can have your heroes hop over the hedges.

Cameron
 
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oden son
Sweden

Hi, good initiative with your rules extension proposals.

I just bought the game, more because I intuitively like the idea of combining the creativity of Lego with board gaming potential. Obviously the basic rules of this game are quite elementary but there should be room for much creative add ons.

How about exploring the following angles?

* Instead of rolling a dice, each player receives X (6?) movement points each turn. The player can then chose to either move up to X steps with one of his heroes AND/OR save Y movement points for later turns AND/OR expend multiples of Y (4? 6? 8?) movement points on moving gray wall(s).

* Let the Minotaurus move independently from the movement above either randomly or through dice as now.

* Instead of winning by just getting 1 (3) heroes to the temple, how about letting the Minotaurus actually guarding a valuable gem (new Lego piece), and the first hero that gets to the temple will fetch that gem(put it on that hero's head) and must return it to that player's starting area. If the Minotaurus captures the hero, the Minotaurus AND the gem will return to the temple in addition to the hero returning to the starting area. If a competing player's hero captures the hero carrying the gem, the gem is transferred to that player (possibly in one way or another restricting the old hero from recapturing the gem too soon, otherwise it will just bounce backwards and forwards...)

* Introducing other artifacts/objects that could be grabbed and used in the maze.

Please comment, test and develop further!

// Son of Oden
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We also came up with no walls around the temple, I think it's a must.

I had also thought of moving the colors of the end place. Good rule.

We decided that the minotaur attacks the square it is on plus all adjacent squares, since the paths are all two wide, and it is silly that you could sneak past the minotaur even in the path he's in.

I agree with the idea that the maze is underutilized. Going with odenson's suggestion of more artifacts, you could say that you couldn't get into the temple without a key, and that the keys start elsewhere in the maze.

 
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Another variant we came up with -- you have to place new walls instead of being allowed to move walls until 2xnumber-of-players walls have been placed. This keeps the wall placements from simply being a back-and-forth type thing.
 
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Pandora Caitiff


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pixelpusher94608 wrote:
1) The central temple tiles are rotated such that your scoring area is opposite from your starting area. This makes a big difference in gameplay and strategy, and makes the game considerably more fun since you now have to actually share pathways w/ competing players. This should be a standard rule IMHO.


Whoa! wow

When I put mine together I did this automatically. I didn't notice that the official set up has your colour nearest to you.
 
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Bryan Jensen
United States
Layton
Utah
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We play with the green face replacing the 3 roll. We modified so you get these choices with the green:

1. Move 3 spaces if you hop a "hedge"
2. Move any one of the "hedges" to the side (either direction, if available) up to 3 spaces following the direction of its longest side.
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jose carrion
Spain

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pixelpusher94608 wrote:
Got this game to play w/ 7 yr old Lego enthusiast nephew, and his parents. Was fun and simple.

Our house rules after 7 plays are:

1) The central temple tiles are rotated such that your scoring area is opposite from your starting area. This makes a big difference in gameplay and strategy, and makes the game considerably more fun since you now have to actually share pathways w/ competing players. This should be a standard rule IMHO.

2) Gray Walls may NOT be placed touching the central temple, nor the starting areas.

Rules we're trying, but not 100% sure about:

3) You must get all 3 heroes onto the central temple to win.

4) Minotaur and Players can move in straight directions AND in diagonal directions. Walls at diagonal corners block movement.

5) Minotaur is persistent on the board. If a player rolls black, he may choose to move the Minotaur or teleport him back to the central temple.

6) If the minotaur is blocked in by walls, he automatically teleports back to the central temple. (This keeps the minotaur in play.)

There still seems to be something missing. A lot of the board is unutilized.
Was thinking about trying a rule where players can somehow get kicked out of the temple, and back to the to the side positions. Say, if you roll black while the minotaur is on the temple, you can kick one of the safe heroes (chosen at random) out to either the start or another part of the map. This would mean more strategic play, potentially.
Also considering playing where Minotaur only moves diagonally, and the players only move horizontally.


Very interesting rules, specially 1 and 2

And what about Fearsome Floors rules?

Is it possible to adapt minotaurus board and pieces, to play something similar to Fearsome Floors ?

They have not exactly the same components, but the idea is slightly similar
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Bryan Jensen
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horak wrote:
And what about Fearsome Floors rules?

Is it possible to adapt minotaurus board and pieces, to play something similar to Fearsome Floors ?


What exactly are you proposing to make it similar to Fearsome Floors? The movement of the Minotaur after each person's turn? Since this does not have monster movement cards like FF are you proposing to roll the die for the Minotaur each turn, with rules implemented for how he "sees" and chooses to move toward pawns? What happens with him on rolls of gray, black (or green)?

BTW, we agree with the variant suggestion #1 but have not found allowing gray walls to be placed touching the color base tiles surrounding the temple to be that problematic of an issue. We play with the suggested "hedge hopping" variant that also grants the option to instead slide a hedge; if our rule change makes me think of anything, would have some hints of Quoridor, which would not grant offensive and defensive play to happen in the same player turn.

But that's just my preference given the gist of Minotaurus. If you test out any specific FF-like take on the rules please post on how it turns out.
 
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jose carrion
Spain

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quixotequest wrote:
horak wrote:
And what about Fearsome Floors rules?

Is it possible to adapt minotaurus board and pieces, to play something similar to Fearsome Floors ?


What exactly are you proposing to make it similar to Fearsome Floors? The movement of the Minotaur after each person's turn? Since this does not have monster movement cards like FF are you proposing to roll the die for the Minotaur each turn, with rules implemented for how he "sees" and chooses to move toward pawns? What happens with him on rolls of gray, black (or green)?



It was just an idea that came to me reading the optional rules,
I haven´t prove it yet.

The movement cards are the great problem, yes. Maybe rolling two dice for the Minotaur, or move always 6-9 squares.. I don´t know

For de die.. for example if you roll gray, black or green...it could be 3 movement points + the usual effect of the colour .. or one pawn has always 4 MP but cannot roll die ( and use colours) it would be marked with a piece in his head.


As you see, for the moment is only a couple of fools ideas..laugh

quixotequest wrote:


If you test out any specific FF-like take on the rules please post on how it turns out.



Of course. I´m just waiting for playing it with my daughter soon


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horak wrote:
Is it possible to adapt minotaurus board and pieces, to play something similar to Fearsome Floors ?

I've thought of that too. I've thought that you could play--

- Facing of minotaur matters. The guy that moves him leaves him facing a direction. (My son does this anyway).

- You can't pass by the minotaurs view--so, he's effectively blocking the whole hallway he is staring down.

- you could play that he moves X number of turns instead of spaces, each turn being a sweep down a hall and then he turns at the corner whichever way takes him closer to a guy (moving player chooses on ties). X would probably want to be lower than than the normal 8 moves. Maybe you could roll the dice or something.



 
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