Animals

Reef Encounter of the Second Kind

Reef Encounters of the Second Kind was released at Essen 2006. It is an expansion set for Reef Encounter, introducing new creatures, opportunities, and tactics to the basic game.

The crown of thorns starfish with their voracious appetites have now found the reef and will consume any corals that they can reach. Blue shrimps will assist host shrimps in protecting the larger corals, but these blue shrimps are notoriously unreliable. Meanwhile, the polyp tiles now come in a variety of different forms, and even the rocks are liable to change shape.

A selection of cards provides one-off opportunities to influence the game, to introduce or to move the blue shrimps, or to affect the scoring at the end of the game. An appropriate card is also required before a parrot fish can consume its first coral.

Contents: 4 blue wooden shrimps, 48 special tiles, 56 cards (28 in English and 28 in German), and 2 rules sheets, one in English and one in German.

Expands:

Reef Encounter

Reef Encounters of the Second Kind Microbadge :

Reef Encounter

Reef Encounter is about life on a coral reef! Using polyp tiles, players grow different types of corals, which they can protect from being attacked by other corals through judicious placing of their four shrimp counters. To be successful players must consume polyps from neighboring corals in order to acquire the 'consumed' polyp tiles that are the key to the game. The consumed polyp tiles have a myriad of uses (and have a similar effect to the action points in games like Tikal and Java). Most importantly they can be used to flip over or lock the coral tiles, which determine the respective values of the different types of coral at the end of the game.

Description from the designer, Richard Breese.

Expanded by:

Reef Encounter of the Second Kind

Monkey Lab

As former lab monkeys, players cooperate and compete to free imprisoned monkeys from a well-guarded testing facility. Of course, since the monkeys don’t have keys, they must use their creativity and the items found around the lab to pick, pry, and smash the cages open. The more monkeys you rescue, the more reward you receive.

Hacienda

Hacienda has players competing for space on the South American pampas, aiming to bring their livestock to the most markets. You get three actions a turn to buy cards which then let you lay tiles to control land and herds, or you may buy extras, such as waterholes or the haciendas of the title to get bonus points.

The game has two card decks, one showing the different land types on the hex map, the other the different animals (pigs, cows, horses and sheep). Some cards are laid face up and you pay 3 pesos to buy the ones you want, or 2 pesos for an unknown card from the draw deck. You spend the cards to put your markers on land and to place your animal tokens on the board. Animals of a type go together to make a herd naturally, and each time a herd touches a market town on the board, you earn money for the size of herd and land attached. With careful hand and herd management, you can make good cash gains and also block your opponents. You need the money to buy more cards of course. 12 pesos also buys waterholes you can place next to your herds, or haciendas to go on your land or herds. If you run short of money, you can call a harvest and get cash off your land.

But the game is not about money. You score victory points halfway through the game and at the end. The more markets you are serving, the more points you get. The herds and the land get you points. The water and haciendas get you bonus points as well, which can be crucial to your success.

It should be noted, the game board has two sides: a symmetrical dog-bone shape of land types (appears in most of the photos), and a "random" more varied pattern of land types.

Flickin' Chicken

Try to land any part of your Flickin' Chicken on the target within the least of throws as possible. The player with the lowest score after nine-rounds is the winner.

SETUP
1 - Each player chooses a Flickin' Chicken. Pay attention to the color, this is YOUR chicken!
2 - Designate someone to be the score keeper. This person will keep score during the game using the included Score-Keeper and pencil. Write each player's name in the Score-Keeper.
3 - The youngest player takes the Target Disc first. They will be the first to throw the disc and their Flickin' Chicken.

PLAYING EACH ROUND
1 - Flickin' Chicken is played in 9 rounds. The person with the lowest score after nine rounds is the winner.

2 - At the start of each round, throw the Target Disc as far as you can. For the first round, the youngest player throws first. For subsequent rounds, the winner of the previous round, play paper-scissor-rock, flip a coin or other tie-breaking ritual to determinate the thrower. Greco-Roman Wrestling is not reccomended.

3 - Taking turns, and starting with the Target Disc thrower, each player throws their Flickin' Chicken at the Target Disc, trying to land any part of their chicken on the disc. If you land any part of your Flickin' Chicken on the Target Disc on your first throw, this is a "Pollo-In-One". Everyone should congratulate you, as it's quite a feat.

4 - After everyone has thrown, it is now time for your next throw (if needed). The player whose chicken landed furthest from the target disc will go next (throwing from where the chicken landed) continuing with the next furthest player, so forth and so on.

5 - Repeat this until everyone has landed any part of their Flickin' Chicken onto the Target Disc. Once you hit the target disc, remove your chicken from play. Keep track of your throws as each throw is equal to one point.

6 - When every player has landed their chicken on the target the round is over. It is now time to score the round.

7 - Repeat the above until you have played all nine-rounds.

SCORING
1 - The target Disc has 2 sides, a Bonus side and a Penalty side. Each round is different depending on which side of the Target Disc is facing up after it lands!

2 - If any part of your Flickin' Chicken is TOUCHING the center white circle of the Target Disc then score accordingly and as follows:
"Penalty +1" - Add one point to your score if any part of your Flickin' Chicken is touching the Penalty Circle.
"Bonus -1" - Deduce one point from your score if any part of your Flickin' Chicken is touching the Bonus Circle.

3 - After determining if any Bonus or Penalty points apply to a players score, write their score in the Score-Keeper using the including pencil.

4 - After 9 rounds of play, tally up the players' scores. The player with the lowest score wins! (from the Rules-book)