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Gamehelplibertalia
ルベルタリアは面白くも独創的なカードゲームです。3つのキャンペーン中、最も金持ちな海賊になるためにダブロンや戦利品タイルを集めなければなりません。各ターン、戦利品の分け前を最初に選ぶ権利を得るために1枚のカードを選びます。もちろん、各カードはこれら"ルール"を覆す特殊能力を持っています。リベルタリアの独創的な特徴の1つはみんなが同時にカードをセットしてスタートすることにあります。それは相手の戦略を読み慎重にカードを選ぶことになるでしょう。
遊び方
ゲームは3つのキャンペーンからなり、1つのキャンペーンは6日からなります. 1日は4フェイズからなります:
フェイズ 1: 日の出
フェイズ 2: 日中
フェイズ 3: 黄昏
フェイズ 4: 夜
最初のキャンペーンにおいて、全プレーヤーはランダムな9枚の船員カードと10ダブロンを持ちます。
フェイズ 1: 日の出 このフェイズ中、各プレーヤーはプレイする船員カードを秘密裏に1枚選びます。全員の準備が整ったら、プレーヤーは選択した船員カードを公開し、数字の小さいカードを貨物船の左から、数字が大きくなるにつれ右側へ置いていきます。同じ数字があった場合、同着数字の高い方が左側になります。このエフィズ中、日の出に発生する全ての特殊アクションは左から右へと実行される。
フェイズ 2: 日中 The only thing that happens in this phase is all crew members with a day action must take it, in increasing order of rank. (lowest goes first).
Phase 3: Dusk Each crew must claim a booty token from below the ship. Tokens are chosen in decreasing order of rank (the opposite of Phase 2) so the highest ranking crew get the best selection of tokens. After a crew claims a booty and resolves their dusk action (if any) they are immediately placed in their player's den before the next booty is claimed (which is important if someone is claiming a sabre later.) In some circumstances there might be no more booty to claim when a crew's turn to claim is resolved which means they get no booty and go to their den empty handed.
Phase 4: Night The only thing that happens in this phase is crew members use their Night actions. The difference is all crew members in your den resolve their night actions every night. So that Barkeep (his action is to score you 1 doubloon each night) you played on day 1 of the current campaign, will keep paying you every night (as long as he stays alive.) Play those night cards early!
Note: All crew must resolve as much of their actions as possible, even if disadvantageous to themselves or their controller! The Brute might kill himself, the Cannoneer has to pay 3 gold even if there are no eligible crew in a den to kill, the Merchant will sell your set of jewels or treasure maps if you have no other sets of matching treasure.
After the 6th day of the campaign, the round is over. Players resolve all “end of campaign” actions of crew members still alive in their dens (yes, crew members can be killed). All used crew members are removed from the game. Each player adds up the value of their booty tokens and doubloons (returning them to the bank) and moves their score marker ahead on the track. Each player should have 3 cards left in their hand. These carry over into the next 2 campaigns.
To setup for the next campaign each player gets 10 new doubloons and add an identical random set of 6 crew cards to the three crew left over. Thus players may have a slightly different hand from each other going forward.
Rounds 2 and 3 play just like round 1. At the end of the game the player with the most victory points is the winner.