TONGIAKI - RULES


HOME


HOME link1 link1 link1

BACKGROUND

The game is based on the Board Game of the same name. As per usual I have had to modify the rules a bit to suit simultaneous moves by the players.
The players represent different polynesian tribes, based in Tonga, who are trying to expand their influence by exploring the Pacific Ocean to discover new Islands.

Each turn players may place boats on different beaches on discovered islands. Once a beach exceeds its capacity then the boats will form a Migration Fleet which will then sail off into the Pacific on a voyage of discovery.

Assuming they avoid Storms and don't fall off the edge of the world they may make landfall on a new island.


THE BOARD

  1. The board consists of a 11 x 11 square grid.
  2. Coordinates of each square are given in an X / Y arrangement, where X is the horizontal coordinate, starting in the top left corner and Y is the vertical coordinate, also starting in the top left corner.
  3. Coordinate 1 / 1 will therefore be the top left square on the board.
  4. At the start of the game there is a single Island tile at the centre of the Board ( at coordinate 6/6 ) This is TONGA
  5. In addition there are 4 sea tiles located diagonally from TONGA ( at coordinates 5/5, 7/5, 5/7 and 7/7 ) .

GAME COMPONENTS

Each Player begins the Game with 15 Boats in their Supply

These Boats may be placed on Island Beaches during the game. There are no Boats on the board at the beginning of the game.

There are 48 tiles which may be placed on the board. 16 of these are Island tiles. One of these is TONGA which begins the game on the board.

Each Island tile has 4 Beaches, one on each side. ( North, East, South and West )

There are also 32 sea tiles. Each of these has movement routes across them marked in white. Again, there are 4 of these tiles which start on the board.

In addition to this, each route across a sea tile has a number printed at each end. This is the Weather Factor for this route. The higher the number the more dangerous the weather.

The weather factors vary from 1 to 4. The following list shows the approximate amounts of each weather factor on the sea tiles .....

  1. = 40%
  2. = 30%
  3. = 20%
  4. = 10%
However it should be noted that Typhoons can increase these values.

HOME


START MAP

HOME

On the right hand side of the map there is a list of all the Islands in the Game and a note of their 4 letter abbreviation and their VP Value.


GAMETURN

Each Game Turn consists of two phases.
  1. Action Phase
  2. Migration Phase

ACTION PHASE

In the Action Phase normally players will do an Expansion Action. Alternatively a player may do a Royal Island Action if it is possible. They may not do both.



Expansion.... The Player chooses an Island on the Map to Activate.

The Island may either be TONGA, which is a special case, or any other Island on the map on which the player has a presence at the start of the turn. A presence is considered to consist of having at least ONE Boat on beaches of that Island.

  1. If the Island chosen is TONGA then the player may make 2 Boat Moves as standard regardless of the number of boats they have on the Island at the start of the turn. They do not have to have any boats at all on the Island in order to do this. Players may always opt to make 2 Boat Moves on TONGA.
  2. At the start of the game on turn 1 this is the only option as TONGA is the only Island on the Map.
  3. If the chosen Island is not TONGA then the player counts the total number of their boats on all beaches of the Island at the start of the turn. They may now make a number of BOAT MOVES on the chosen Island equal to this number. If the player has no Boats on the Island then they may not choose this Island.
  4. A Boat Move consists of moving a boat from the players Supply onto a beach of the chosen Island. They may choose any Beach on the Island.
  5. If a player does not have enough Boats in their Supply then they may only place the ones they have.
  6. Alternatively a player can move a boat from a beach on the chosen Island back to their Supply.
  7. A player may always make less Boat Moves than the number they are entitled to, if they wish.

Royal Island Action.... If, at the beginning of a turn, an Island only has Boats on it belonging to a single player then that player may designate it as a Royal Island. This takes place at the beginning of the turn before any expansions.

  1. This can be done to any Island except TONGA. The Island effectively belongs to that Player for the remainder of the game.
  2. Each Player may only have ONE Royal island. If they already have a Royal Island they may not designate another.
  3. All Boats are then removed from the Island and returned to the players supply.
  4. In future, no Boats may be placed on this Island. If a Migration Fleet attempts to make Landfall on this Island they will simply bounce back to the Island they came from.
  5. The Island will be marked with a coloured border on the map to show who it belongs to. The player will gain VP's at the game end for this Island.

There are two Special Circumstances which can occur.

Special Circumstance 1 --- If the Player has NO Boats on the Map at the Beginning of their Turn they may do one of the following actions.

  1. The player may always place two Boats on TONGA. ( On Game Turn 1 this is the only option available )
  2. The player may place One Boat on any Island ( other than a Royal Island ) If a player chooses to place a boat on an Island which was designated a Royal Island at the beginning of the turn then the players order will fail.
Special Circumstance 2 --- If all of a Players Boats are on the Map at the Beginning of their Turn ( ie, they have no boats left in their supply ) they may do the following action.
  1. The player may remove one Boat from any Island beach and then Activate an Island to do an Expansion Action with this Boat as per the Expansion rules above.

MIGRATION PHASE

This is an automatic proceedure, the players have no part in it. At the end of the Action phase the number of boats on each beach is calculated. Beaches have a standard capacity of 3 Boats and a Migration will take place from any beach with more than 3 boats, starting with the beach which has most. All the boats on that beach will form a Migration Fleet. The following proceedure will be used for each Migration.

  1. Determine the beach with most boats. In the case of a tie, one of the tied beaches will be randomly chosen.
  2. Calculate the Migration Value (MV) of the Fleet. This is the number of different coloured Boats in the fleet, not the total number of boats.
  3. The Migration Fleet will set off in the direction of the beach it starts on and will either move onto an existing tile which is already on the map or a new random tile will be drawn from the deck.
  4. If the tile is an Island then Landfall will be made and the boats will be randomly distributed on the beaches of this new Island.
  5. If the tile is a sea tile then, firstly a comparison is made between the Weather Factor on the route across the tile which the Fleet is using and the MV of the Fleet. If the Weather Factor is greater then the Fleet is destroyed in a Storm and the Boats returned to the players Supply. If the Fleet survives then it will continue on and new tiles will be drawn until it is either destroyed or makes Landfall.
  6. It should be noted that Migration Fleets can also be destroyed by sailing off the edge of the World.
  7. Once the Migration Fleet has either been destroyed or has made Landfall the migration process begins again to see if any beaches have an over capacity of boats. This continues until all possible migrations have been made.
  8. It should also be noted that a chain reaction can occur if a migration Fleet makes Landfall on an existing Island.

Typhoons.... At the end of the Migration Phase a check is made to see if any Typhoons happen....

  1. A random tile number is drawn. If this tile is a Sea Tile and is already on the Map then a Typhoon happens on that tile. If the tile is still in the tile deck then nothing happens.
  2. If a Typhoon happens then a new random Sea Tile is drawn from the deck and this tile replaces the one on the Map. The first tile is returned to the deck. The weather factors on the new tile are all increased by one.
  3. It should be noted that Typhoons happen at the end of the migration phase after all migrations have taken place.
  4. It should also be noted that tiles placed on the map due to a typhoon are permanent and will remain on the map unless replaced by another typhoon.

ORDERS

Players may either designate a ROYAL ISLAND if the correct conditions exist, or they may do an expansion Action.

  1. If a player does not already have a Royal Island, and, if there is an Island on which they are the only person with boats, then they may designate it as a ROYAL ISLAND. Players may only have ONE Royal Island.
  2. If a player does an Expansion Action they choose an Island to Activate. They may then make a number of Boat Moves on that Island as detailed in the Expansion rules. Boats may be placed on any beaches on the island.

REPORTS

At the end of each turn the current map will be shown on the website along with a Report page which will detail the following items.
  1. Players current VP total.
  2. Location of each Players Boats.
  3. Results of all Migrations this turn.
  4. List of each players actions.
A typical example is shown below.

HOME


In addition to the Map and Report pages there will also be an animated gif file showing the Migrations which have taken place this turn.

  1. If no migrations or Typhoons have taken place this turn then the file will simply show the final Map position.
  2. Otherwise the file will show the Map at the start of the Migration Phase. Beaches which have reached capacity will be shown with a black bar across the Beach rather than each individual boat. All of the beaches with a black bar will generate a Migration.
  3. Details of the Migration Fleet will be shown on the right hand side of the map and the suceeding files will show the results of each Migration in turn.


VICTORY POINTS ( VP's )

All Islands other than TONGA have a VP value which varies from 2 to 5. TONGA's VP value is zero.

A note of each players current VP total is noted on the Report page of the website

A player gains VP's from an Island if they have a presence on that Island. This is defined as having at least ONE boat on the Island. Players DO NOT gain additional VP's from having more than ONE boat.

Many players can therefore gain VP's from the same Island.

Players also gain VP's from a Royal Island if they have one.

Players VP's will be calculated at the end of each turn and noted on the Game Report. They are determined by the current Map position only and are not carried forward from turn to turn. At the end of the game only the final map position matters.


GAME END

The Game End is triggered if any of the following events occur.
  1. At the end of any turn there are 12 or more Islands on the map ( including TONGA )
  2. if, during any turn, the final sea tile or final Island tile is played onto the map then the game ends immediately.
  3. At the end of turn 10.