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After
being placed, this piece, may
rearrange the pieces in the three bins
made up of his own and the two
adjoining bins (post and prior). He
may do so in any way he sees fit.
The
Figure 1. The arc of the Farmer Sowing.
hunter may move up to X bins
beyond his normal limit, where X
equals the number of other pieces lifted with it. For example, a player lifting the hunter
with two other pieces may drop the hunter in any of the three bins he would normally
sow and then move the hunter either one or two bins further forward.
The bin in which a warrior resides may not be captured,
unless it is by another Mighty Man (special piece) that the capture is made.
Upon being placed the Chieftan may use the ability of any
Mighty Man in an adjoining bin as if it were his own. For example, if a player sows the
Chieftan in a bin beside the farmer, he may treat the chieftan as a farmer for that play.
The wise woman cancels any action by a Mighty Man,
if it would change the piece count in her bin. This does not apply to regular sowing, just
the special powers another piece might enact after being placed.
If placed into an empty bin the Witch Doctor may call
back three normal pieces from the opponent's storage bin. These pieces are placed into
the bin with the Witch Doctor.
This piece only moves backward. A player lifting it may
move it up to X bins in a clockwise direction. X equals the number of other pieces
lifted with it. For example if a player lifts the Trickster from a bin with three other pieces
those three pieces would be sown normally, but the Trickster may move one, two or
three bins (player's discretion) in the opposite direction.
If this piece is captured the bin from which it was taken is now
poisoned and cannot be used for the remainder of the game. Mark it with a small stick
or other such token. From that point on any seeding that would normally go into that bin
simply skips over and continues on in usual fashion.
If this piece is played to a bin with another Mighty Man already in
it, that piece is reverted back to a regular piece and loses any special abilities. This
does not work on the Wise Mother.
Suggested Use:
At the beginning of the game decide how many of the Mighty Men you will
include. Choose the ones you like, or draw them randomly. Substitute each of these pieces for
one of the regular pieces. Set up the board normally, with the exception that one player (A)
gets to decide where the Mighty Men will be placed, while the second player (B) then decides
which side of the board they will take. Player (A) moves first.
Try mixing and matching a number of the different Mighty Men in a single game (like the
Farmer, Warrior, Trickster and Wise Mother), or use several of the same one (like three
shepherds).