Rules:Elemental

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Elemental is a strategy game for two to four players. Each player represents one of the four basic elements: earth, water, air or fire. As is commonly known, all things are created by various combinations of these elements in the appropriate proportions. In this game, each players uses their counters with the goal of making the pattern called The Rose. If no player is able to complete a Rose, then the player with the most counters on the board wins.

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Contents

PREPARATION AND BEGINNING OF PLAY

Each player should choose an element. Each player starts the game by placing one counter at the center of the board directly over the icon for that particular element. The person who won the coin toss begins play by placing one counter anywhere on the board. Play continues in the direction determined by the gatlingEngine.

ELEMENTAL PATTERNS

In addition to the rose, there are four elemental patterns that may be formed with the counters: Mountain, Tidal Wave, Winds of Change, and Fireball. Any time a group of counters form a pattern (see below for the patterns) that pattern IMMEDIATELY takes effect.

Mountain

A Mountain consists of four identical counters arranged in a square. A counter may be part of more than one Mountain (i.e., the Mountains overlap forming a Mountain range). A Mountain may never be altered or destroyed by any of the other patterns (but see optional rule "Erosion" below).

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Tidal Wave

A Tidal Wave consists of at least four identical counters arranged in an "S" Shape, either horizontally or vertically. As soon as a Tidal Wave is formed, all of the counters in the Wave must move one square in the direction chosen by the maker (a "Step"). A Tidal Wave may move up, down, right or left. Once a direction has been chosen, the Tidal Wave continues moving in that direction, one Step per turn at the beginning of its creator's turn, immediately prior to the placement of a new counter. In addition, Tidal Waves will grow if they encounter identical counters that continue the "S" pattern. A Tidal Wave will immediately stop if (1) the pattern is destroyed, (2) the Tidal Wave encounters an edge of the board or (3) the Tidal Wave encounters a Mountain. Note that adding a new counter that continues the pattern of a stopped Tidal Wave will form a new Tidal Wave that can move any direction!

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Winds of Change

Winds of Change consists of four identical counters in sets of two, arranged in a line. Immediately upon creation, any counters between the two sets of two are instantly changed into the creator's element.

Although Mountains are not changed by this effect, counters on either side of the Mountain are still affected. The Winds of Change is a one time effect and will not occur again for the same exact set of four counters.

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Fireball

A Fireball consists of four identical counters in a triangular shape. The apex of a Fireball may not also be part of a Mountain. Immediately upon its creation, any counters in line with the apex of the triangle (including the creator's) are removed from the board, obliterated by the Fireball. A Fireball does not affect or pass through a Mountain. Fireball is a one time effect and will not occur again for the same exact set of four counters.

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Combinations

Except as noted for Fireball, the elemental patterns may be combined for multiple effects. For example, a Volcano is a Fireball that contains a Mountain. Volcanoes often have Side Vents (i.e. a second Fireball). A Death Star is a 4- directional Fireball (5 counters in a + shape).

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OPTIONAL RULE: Erosion

For advanced play, if a Tidal Wave encounters a Mountain, the Tidal Wave continues one more turn, destroying the first counter impacted within the Mountain and then stops. This makes for a more challenging but slightly longer game (because Mountains may now be destroyed by Tidal Waves).

ACCIDENTS HAPPEN

In the course of play, it sometimes occurs that elemental combinations are created and no one notices until the next turn, for example, a Winds of Change can create a Fireball combination that no one notices. In such cases, the Fireball does not work its destruction. It is the duty of every player to watch for elemental combinations, but mistakes happen. If everyone misses the creation of a pattern, the pattern does not occur, no matter who would benefit.

GOT QUESTIONS?

E-mail questions@kenzerco.com, write (511 Greenwood Ave., Waukegan, IL 60087), call (847) 540-0029 or check out KenzerCo's webpage

Manufactured in the United States of America. First Edition, First Printing. April 1999.

Credits: Game Design: Greg Stolze Additional game design work: Brian Jelke, David S. Kenzer and mark Muller Artwork: George Vrbanic Graphic Design: Jolly R. Blackburn with Steve Johansson and David S. Kenzer Playtesters: Trey Aittaniemi, Mark Schultz, Tim Anton, Robin Jones-Mendoza, Armando Mendoza, Mark Jelke, Adam Niepomnik, Mark Teepe, Jennifer, Kenzer, Audra Bonaroti, James Colletti

See Also

Elemental FAQ - Frequently asked questions for online play.

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