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Revision History
Version 1.00; July 9, 2007
• Initial release.
Version 1.01; July 13, 2007
• Edited and expanded design notes.
The shaded area will not be used during the game.
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Select the following 12 terrain hexagons, and return the rest to the box: Design notes
Mini-Tikal was designed with the following goal: Minimize the playing time
while preserving as many elements of the full game as possible.
Because Tikal relies on diversity of terrain in order to present a variety of options
to the players, it was decided that a practical minimum number of terrain
hexagons to use for Mini-Tikal would be around a dozen. The exact number
12 was chosen because it is one-third the number of tiles in the full game, and
because a configuration of 12 tiles forms a desirable shape on the game board
when combined with the preprinted hexagons.
Selecting the specific 12 hexagon tiles to be used presented a challenge. The first
priority was to follow the terrain-type distribution of the full game as closely as
possible. The full game consists of 39 terrain hexagons (including the preprinted
ones but excluding the base camp): 17 temples (44%), eight treasure hexagons
(21%), 11 jungle hexagons (28%), and three volcanoes (8%).
Fortunately, this distribution afforded a very similar breakdown of the 15 terrain
hexagons to be used in Mini-Tikal: seven temples (47%), three treasure hexagons
Sort the 12 terrain hexagons into three sets according to the letters on their (20%), four jungle hexagons (27%), and one volcano (7%).
backs: A-B-C (five hexagons), D (three hexagons), and E-F-G (four hexagons).
The next task was to select the individual terrain hexagons of each type. With
With the letters facing up, shuffle each set separately, then combine all three
seven temples allocated in Mini-Tikal, and with two “1” level temples already
sets into a single stack such that E-F-G is at the bottom, D is in the middle, and
preprinted on the board, it was a natural decision to use all five of the remaining
A-B-C is on top.
values: one each of “2”, “3”, “4”, “5”, and “6”. Likewise, the three required
Note: Shuffle the D set first, then shuffle the E-F-G set under the table and treasure hexagon tiles were also selected for maximum variety: “2”, “3”, and “4”.
immediately place the shuffled D set on top of it so that no one sees what letter
Next, it was important to emulate the terrain progression curves of the full
tile is at the top of the E-F-G set. Finally, shuffle the A-B-C set under the table
game. For treasures, this was relatively easy: the full game follows a strict
and place it on top of the stack.
decrease in treasure values, so for Mini-Tikal the following treasure hexagon tiles
As in the full game, sort the square temple tiles by their numbers and stack were selected: A[“4”], C[“3”], and E[“2”].
them carefully in numeric order next to the board.
Temples were a more complicated matter. In the full game, the order of
Select four complete sets of round treasure wafers, then shuffle them upside- appearance of the 15 temple hexagon tiles resembles a curve with a gradual
down and put them in two stacks next to the board. Return the other 12 ascent followed by a sharp descent: A[“1”, “2”, “2”], B[“2”, “3”], C[“3”, “4”],
treasure wafers to the box. D[“5”, “5”], E[“5”, “6”], F[“4”, “4”], G[“3”, “3”]. For Mini-Tikal, it was tricky to
find a combination that would satisfy all the desired criteria, especially when
Place both the players’ scoring markers on space “20” of the scoring track.
constrained by the availability of the original tiles. After much trial and error,
the following set was arrived at: A[“2”], C[“4”], D[“5”], E[“6”], G[“3”].
Playing the game
The three jungle tiles were selected according to two criteria: availability in a
Randomly select a player to begin. Mini-Tikal is played the same way as the
spread-out distribution and maximum connectivity. The latter was deemed
auction version of the full game, with the following exceptions:
important due to the limited connectivity of some of the temple and treasure
• Each player may establish only one camp. hexagon tiles previously selected.
• Each player may place only one temple guard. Finally, the lone volcano hexagon needed to arrive in the middle of the game, so
a D volcano was selected.
• Since there is only one volcano hexagon in play, there are only two scoring
rounds in the game: one midway through, and one at the end. The next thing that needed to be determined was the randomization method
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