Druid Olympics, A Stonehenge Racing Game by Nicholas Tolle

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3–5 players. You are one of several druids competing in the games. This is a test of balance, speed, dexterity, willpower, and magic. Your opponents aren't going to make it that easy though. While you are trying to get to the alter, they are trying to slow you down. Welcome, and good luck.

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Druid Olympics, A Stonehenge Racing Game by Nicholas Tolle

As I looked at this board, I couldn't help but think of how difficult it would be to run in circles along the tops of the stones, constantly headed inward towards the middle. Besides making you dizzy, you would have to deal with wind, rain, and perhaps huge monolithic rocks magicly moved in your way by powerful wizards. The Olympic Games of ancient Greece came to mind. Granted we still have Olympic Games, but they are much tamer than the win or die type games of the original Olympics. What if the Celts also had a version of these games. Stonehenge would make a perfect field for such a competition. Start by running along the tops of the outer ring while trying to keep your balance, especially in strong winds. Just looking at it I couldn't help but think of it as one big obstacle course that has been waiting for thousands of years to be used again. This game is the safer version of that idea.

Game Rules

Number of players: 3–5

Object of the game: You are a druid competing in the games. You will have to balance yourself on the outer ring, race between the two rings, hurdle the inner ring, and then push yourself to the breaking point in an attempt to be the first one to the alter.

Getting Started

Equipment: Druid Olympics uses the board, the deck, one figure for each player, one disk and one bar for each player, the trilithons, and one disk of each color.

Setup: Place each player's figure (druid) on the white outer ring space above space 1. Put the five trilithons in the center of the board and put a colored disk into the capstone of each one. This will designate a color to each trilithon. Each player gets one disk and one bar of their color in a stock off the board. Shuffle deck and deal 3 cards to each player. Randomly decide which player is going first.

Playing the Game

Each turn consists of two rounds, a blocking round and a moving round. Each round will start with the first player and continue clockwise. At the end of each moving round each player will draw their hands back up to 3 cards.

Blocking Round: Starting with the first player, each player will decide whether or not to block a space. You may only play one block per turn, however, you may have one bar blocking and one disk blocking. In order to block a new space with a bar/disk that is already on the board, you must move it from its current location to the new location. To block a space, you must play a card. If you are blocking with a bar you may:

  • place the bar on any space in the colored outer ring so long as it matches the color of the card played
  • or place the bar in the numbered space that matches the number on the card played (Players may play multiple cards and add them to make higher numbers)

If you are blocking with a disk you may:
  • place the disk on the day or night symbol of the number card played (Ex. If card 4 was played and has the night symbol, you would block space 4 night) (Players may play multiple cards and add them to make higher numbers so long as they are all day or all night)
  • or sacrifice any card in your hand and block any one of the blue stones (stone arch)

You may also block using the trilithons. To do this you must play a trilithon card and at least one other card. The trilithon moved is the one designated by the color on the trilithon card played. To block with a trilithon you may:
  • place trilithon on number space of card played (Players may play multiple cards and add them to make higher numbers). This blocks both the numbered space and the colored space above it.
  • or place trilithon on number day/night space in inner ring and three stones after it (Players may play multiple cards and add them to make higher numbers so long as they are all day or all night). Place trilithon longways across the for blocked stones starting with the stone whose card(s) was played.
  • or play trilithon card and sacrifice both of your other cards and place trilithon across any three stones in the stone arch. If you take this action you will not be able to move this turn as you will be drained of energy.
Although players may move through their own bars and disks freely the trilithons block all players, including the one who played it. Use caution when placing trilithons.

Moving Round: To move along the colored outer ring, play one card and move to the next space of that color. From black space above 30 move to number space 1. If on black space above 30 already and moving onto one move as if moving on numbered spaces, otherwise stop on number space 1. To move along numbered spaces, play one card and move that many spaces. From number space 30 move to inner ring 1 night. Movement in day/night spaces is the same as number spaces only there are twice as many. When moving from 30 to inner circle, just finish movement as normal. From 30 day move to either of the first stones in the stone arch (stones furthest from the alter stone). By this time you are very tired and pushing yourself to your limits. You may now play as many of your cards as you want. After the first stone in the stone arch you may move one stone for each multiple of 10 (rounded down) that you play. (Ex. You play cards 15, 10, 29. This allows you to move 5 spaces.)

Moving Past Blocks: Each bar/disk requires one extra movement point to get past. To get past in outer ring you must play another card of the same color you were trying to get to. If color you were going to was one with a block on it you stop there and accept consequences associated with it. You will need one card of that color to get past each block in your way. In the stone arch each multiple of 10 (rounded down) is equal to one movement point. Trilithons require two extra movement points to get past, except in stone arch. Stones in stone arch that are covered by a trilithon are tripled. This means it requires a multiple of 30 to move one space (3 if it is the first stone in the arch). Any player whose turn ends on a block loses their next turn. Any player whose turn ends on a trilithon, except in stone arch, loses their next two turns. In the stone arch players walk across the top of the trilithons. The section of capstone before colored disk is space 1. The disk is space 2. The section of capstone after colored disk is space 3. This slows players down a lot, but does not cause them to lose turns as it is impossible to get past one in one turn when in the stone arch.

Ending the Game

The game ends when a player reaches the alter stone. This player is the Grand Champion and is celebrated as a hero. The rest are sacrificed.

Nicholas Tolle has been playing, modifying, and creating games for years. He felt that this would be a great way to get some of his ideas out there to the masses and hopes that they enjoy playing them as much as he enjoyed creating them. He abandoned his plans for world domination after playing "Risk" and finding that he could take over the world without having to worry about those pesky revolts that would challenge his reign as supreme and dominant ruler of the world, and soon the universe.

This rule set is for use with Stonehenge: An Anthology Board Game™ from Paizo. Stonehenge may be purchased at paizo.com or at your favorite local game store. © 2018 Paizo Inc. Titanic Games, its logo, and Anthology Board Game are trademarks of Paizo Inc. in the U.S.A. and other countries. All rights reserved. This contribution was made under the Anthology Board Game Library Agreement, whose conditions apply to the material in this document. For more free Stonehenge rule sets, visit the Stonehenge Library at paizo.com/stonehengelibrary.

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