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Summary Niagara

The document summarizes the rules for playing the board game Niagara. It outlines 7 phases of play including preparations, objectives, playing paddle cards to take actions like moving canoes or influencing weather, moving the river based on played cards, passing the turn marker, and ending the game when a player collects enough gems.
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0% found this document useful (0 votes)
27 views1 page

Summary Niagara

The document summarizes the rules for playing the board game Niagara. It outlines 7 phases of play including preparations, objectives, playing paddle cards to take actions like moving canoes or influencing weather, moving the river based on played cards, passing the turn marker, and ending the game when a player collects enough gems.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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Summary of Rules for NIAGARA

i. Preparations: 7 gems are placed in their discovery sites. Cloud is placed on 0 on the weather track. Each player picks
their space on the board where they will play their paddle cards and store their gems. Each player’s pair of canoes are placed
on the beach in the docking area, and each player receives their 7 paddle cards (numbered 1-6 and a cloud card) which they
keep concealed. Starting player is chosen and given the life preserver.

ii. Objective: to be the first to bring back to land 4 gems of the same color, or 5 gems each a different color, or 7 total gems
of any combination of colors.

iii. Phase One: Every player lays a paddle card face-down on the game board.
iv. Phase Two: Starting with the player with the life preserver, a player flips over her paddle card and takes the action
shown. Then going clockwise, every player gets one turn to do the same.

A. Action “A”: Move Canoes (if a number-card is played)


1. Full amount of paddle points on the card is assigned to each canoe separately.
2. Both canoes on land: only one of the canoes is allowed to move.
3. One canoe on land: canoe in the water must be moved, and the player can choose whether to move the canoe that is on the
land or not.
4. Both canoes in the river: both canoes must be moved.
B. Loading or unloading gems: (cost per action = 2 paddle points)
1. All loading and unloading for one canoe must be done either before or after you move it: you can never unload a gem
from a canoe, move that canoe, then load another gem into that same canoe in one turn.
2. You can never load a gem and unload it in the same turn [but see D-3 below].
3. You can unload a gem onto any discovery site—it does not have to be the same color as the gem.
4. If you unload a gem, and immediately reload a gem at the same discovery site, the reloaded gem must be a different color
than the unloaded gem (this is two actions, so the cost = 4 paddle points) .
C. Stealing gems: (cost = 0)
1. If you land on the same space as an opponent’s loaded canoe—only at the end of a complete move UPriver.
2. You can steal even if you have unloaded a canoe at the beginning of your turn.
3. You can never unload a gem on a river space and then steal a gem on the same river space.
D. Bringing gems to land: (cost = 0)
1. Move the canoe upriver beyond the rope. Then place the gem in your play area—you own the gem. Leave canoe on the
beach in dock area until next turn.
2. You do not need to reach land by exact paddle points—extra paddle points are lost.
3. You may load/unload gems and bring your canoe/gems to land on the same turn.

E. Action “B”: Influence Weather (if a cloud card is played)


1. Player must move the cloud on the weather track one space up or down, or whichever is possible.
2. If you play a cloud card, you may not move a canoe nor load, unload, or steal a gem.

v. Phase Three: Move the river. The amount of spaces the river moves (speed of river) =
1. The lowest played number-card, plus or minus the number the cloud is on, or…
2. If only cloud cards (no number-cards) were played, and the cloud is on +1 or +2, the river moves that amount.
3. If only cloud cards were played, and the cloud is on 0 or -1, then the river does not move.
4. To move the river one space, place one river disc on the empty river space above the rope. Then push it downriver until it
passes the rope, thus moving the rest of the discs. One river disk should fall over the waterfall for each space moved.
5. If a disc gets stuck at the fork, simultaneously push the two lowermost discs by hand one disc-length upriver to get it
unstuck, then continue pushing discs from the top of the river.
When a canoe falls over the waterfall:
6. If it’s loaded, the gem goes back to the discovery site of the same color.
7. On her next turn, a player may pay a gem she owns to get a canoe back. Exception: If both canoes are at the bottom of the
falls, and the player owns no gems, she gets one of her canoes back for free.

vi. Phase Four: The previously-played paddle cards are flipped over. The life preserver is passed to the next person
clockwise—they start the next round. (The paddle cards create a discard pile that remains on the board until all 7 cards have
been played. Then, the players take their cards off the board to start over.)

vii. End of the Game: As soon as a player has collected, in her play area, enough gems, then that is the final round. But
the round continues until everyone has played. As such, multiple winners are possible.

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