1993 Puesto n.º 12498 en BGG

Highlanders

3–5 jugadores 90 min A partir de 12 años 2.0/5 de complejidad 5.6/10 de valoración

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Rheingold is basically a Castle Risk-style game without the dice combat. The board depicts, rather fetchingly, eighteen castles on or near the Rhine. These are given point values depending on their size or importance, ranging between 1 and 3. The castles are linked to numerous movement areas by tracks meaning that some of the castles are in powerful positions (especially those providing or guarding a river bridge) and others are stuck out on a limb. At the start of the game, the castles aren't owned by anyone and the winner of the game is the one with the most points of captured castles at the end of the game.

Qué sensaciones ofrece

Point to Point Movement Action Points Wargame Medieval

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Preparación

1. Place the game board in the center of the table. The board shows 18 castles connected by roads along the banks of a loch, with sword icons beside each castle indicating defender strength (1, 2, or 3 swords). Tartan banners with coat-of-arms symbols (1–6 heraldic crests) mark the knight entry points. 2. Each player chooses a color (in a 2-player game, each player takes two colors) and takes all components of that color: 21 knights (12 single-knight tokens, 5 double-knight tokens, 4 five-knight tokens) and 6 shield tokens. 3. Each player places their shield tokens face-down (tower side up) so their values are hidden, then shuffles them. 4. Determine the starting player; play proceeds clockwise.

Flujo del turno

A player's turn has two mandatory parts: PART 1 – Deploy a Knight: Roll the die and place one knight token on the tartan banner whose number of heraldic crests matches the die result (1–6). Multiple colors may share a banner; no combat occurs on banners. A player may NOT place a new knight on a banner where they already have a knight present. PART 2 – Move Knights: Spend up to 3 moves total, distributed freely among any of your knights. One move equals the distance between two adjacent camps, between a banner and an adjacent camp, or between a castle and its adjacent camp (drawbridge). Knights must follow roads (dotted lines). Camps may only hold knights of one color; enemy-occupied camps block passage but can be attacked. During movement a player may attack enemy knights in camps and capture castles.

Puntuación y victoria

Count sword icons beside all castles you control at game end. Highest total wins. Tiebreaker: most knights on the board. Fuentes de puntuación: Sword icons (1, 2, or 3) beside each controlled castle, Tiebreaker: number of knights on the board

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Setup

Players choose one color each; in a 2-player game each player takes two colors.

Each player selects a color and takes all components of that color (knights and shields). In a 2-player game only, each player controls two colors instead of one.

Setup

Each color has 21 knights across three token sizes representing 1, 2, and 5 knights.

Each color's 21 knights are represented by: 12 small tokens (1 knight each), 5 medium tokens (2 knights each), and 4 large tokens (5 knights each). Tokens of different sizes can be swapped for their equivalent count at any time during the game to avoid overcrowding.

Setup

Each color has 6 shield tokens with values 0, 0, 0, 1, 2, 3 that are kept hidden.

Each player has 6 shield tokens with values 0, 0, 0, 1, 2, and 3. At setup they are placed face-down (tower side up) and shuffled so their values are unknown. Shield values are hidden from all other players and only revealed during combat.

Turn structure

Each turn has two parts: (1) roll die and deploy a knight, (2) move knights up to 3 moves total.

On your turn you must: (1) roll the die and place one knight on the tartan banner whose heraldic crest count matches the result; (2) spend up to 3 moves total distributed among any of your knights on the board. Both parts are mandatory (you must roll and deploy; movement up to 3 is optional in quantity but the action is taken).

Turn structure

Roll the die and place one knight on the banner matching the die result.

At the start of your turn, roll the die. Place exactly one knight (small token = 1 knight) on the tartan banner whose number of heraldic crests equals the die result (1–6). You cannot deploy to a banner where you already have a knight present. Knights of different colors may coexist on the same banner without conflict.

Restriction

No combat occurs on banners; banners cannot be re-entered or crossed once a knight leaves.

Banners are entry-only zones. Multiple colors may occupy the same banner simultaneously without combat. Once a knight leaves a banner, it may never return to that banner and may not pass through any banner during movement.

Restriction

You cannot deploy a new knight to a banner where you already have a knight.

If one of your knight tokens is already present on a specific tartan banner, you cannot place another knight of your color there, even if the die result matches that banner. Other colors are unaffected by this restriction.

Movement

Knights spend up to 3 moves per turn following roads; moves can be split among multiple knights.

Each turn you have 3 moves to spend. A move is defined as the distance between two adjacent camps, between a banner and an adjacent camp, or between a castle and its directly adjacent camp (the drawbridge space). All movement must follow roads (dotted lines on the board). The 3 moves can be spent on a single knight or divided in any way among multiple knights.

Informe estratégico

Forming strong squads

Because capturing any castle requires at least 2× the defender count (swords or enemy forces), lone knights are ineffective at castle sieges. Funnel knights through the same path using your 3-move allowance to accumulate forces in a single camp before attacking.

Shield placement timing

You must decide whether to place a shield at the exact moment of capture — you cannot do it later. High-value castles (3 swords) are high-priority targets so shielding them immediately is critical. Drawing blind means variance is high; consider the 50% chance of drawing a 0-value shield.

Targeting the 17th castle

Capturing the second-to-last castle grants you the last castle for free. Identify high-sword-value castles late in the game and position for the 17th capture to claim an automatic bonus castle.

Hidden shield bluffing

A 0-value shield is indistinguishable to attackers from a 3-value shield. Defenders can use this uncertainty to discourage attacks on weakly held castles. Attackers should weigh the risk of a failed attack (wasted move) against the potential gain.

Banner deployment denial

Since you cannot deploy to a banner where you already have a knight, leaving a knight on a banner for too long blocks your own future deployments on that number. Move knights off banners quickly to keep all entry points available.

Minimum castle defense

A castle only needs one knight OR one shield to be legally defended. Use a 0-value shield to 'park' a minimum defense, freeing all knights to campaign elsewhere — but be aware this gives the castle zero extra defensive strength.

Prioritizing high-sword castles

Scoring is based entirely on sword icons, so a 3-sword castle is worth three times a 1-sword castle. Focus your squad-building efforts on the highest-value castles even if they are harder to capture.

Preguntas frecuentes y casos límite

How many knights do I need to attack an enemy castle if I don't know the shield value?

You need at least 2× the total defenders (knights + shield). Since the shield is hidden (0, 0, 0, 1, 2, or 3), you don't know the exact total until the attack is declared and the defender flips the shield. Plan for the worst case (shield value 3) if you want a guaranteed win. A failed attack still costs you the move.

Do sword icons count when attacking a castle that is already occupied by another player?

No. Sword icons are only relevant for unoccupied castles. Once a player controls a castle, only their knights and shield token value count as defenders.

I forgot to place a shield when I captured a castle. Can I place one later?

No. A shield must be placed at the exact moment of capture. If you did not place one then, you cannot place one later.

Can I leave a castle with no knights if I have a shield on it?

Yes. A castle only needs at least one knight OR one shield token (even a value-0 shield) to be considered defended. Either alone satisfies the minimum requirement.

What happens to the last uncaptured castle at game end?

The game ends when the second-to-last castle is captured. The very last uncaptured castle is automatically given to the player who captured the second-to-last one — no additional action required.

I rolled a number but I already have a knight on that banner. What do I do?

You cannot deploy to a banner where you already have a knight. You are blocked from placing a knight there this turn. The rulebook does not describe a reroll or alternative — the deployment is simply skipped or the player must accept they cannot place a knight this turn.

Can I gather knights from multiple camps to attack in one turn?

Yes. You can use your 3 moves to move knights from two or even three adjacent camps into a single camp, then spend the final move entering the castle or attacking. Moves are freely distributed among any knights.

Two players have the same sword-count at game end. Who wins?

The tied player with the most knights currently on the board (in camps and castles) wins.

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