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True Colours
The Game

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RULES
 
 
 
 

How you play True Colours is entirely up to you, but here are the basic game mechanics and play constraints.

 
 
 
     
Winning the Game - Through confrontational cardplay on a battlefield of vibrant colour, players strive to gain possession of any three of six prized rings and be the first to deliver them - via a die roll - to their own Violet starting position (Home). Each player’s move is launched by a die roll (with subsequent token repositioning) before cards may be played (Optional Powerplay). Whenever two players come to occupy opposing Red positions they are both permitted to Powerplay, and Conflict may ensue. Conflict is fast-moving, exciting and highly unpredictable cardplay. Yellow, Green and Blue Conflict cards are used to challenge one another for possession of one another’s rings. Rainbow, Red and Violet power cards allow players to strategically reposition player tokens. Other powers like Void and Freeze make Powerplays even more interesting. Die rolls keep the battlefield mixing and provide players with more power whenever they land on Yellow or Green positions. The first player to return Home - via a die roll - with three rings to their Home position is the winner of True Colours.

Setting Up
- All six rings are positioned on the arena, as shown in Figure 1. Each player selects a player token and places it on one of the six Violet Home positions - only one token per Violet position. Players sit next to their Home position for the entire game. Each player starts with one of the six rings, located in the black triangular Stash storage area adjacent to their Home. Players may place this ring over their token and carry it with them when they leave Home with their first die roll or they may leave it Stashed at Home. Though a player is permitted to regularly store one ring in their Stash during a game, all other rings they possess must be carried on their player token. The deck of power cards is shuffled thoroughly and each player is dealt six (6) cards. The remainder of the deck is placed face down in the centre of the arena. Players hold their cards in their hand, concealed from all other players. Turns are then taken in a clock-wise direction starting from the player chosen to start play.
     

Ring positions at the start of a game and the pathway players must follow when they move by rolling the die

 

 

 

 

 

Figure 1: Ring positions at the start of a game and the pathway that players must follow when they move by rolling the die.

     
Organising Conflict using CardsFigure 2: An example of how a player uses cards to establish Conflict between two players.
[a] The player lays a Rainbow card down and moves a selected player token from a Violet position, to one of its nearest Red positions. [b] The player then lays down another Rainbow card and moves another selected token from a Green position to its nearest Red position. [c] A Red card is then used to establish the correct arrangement for Conflict to commence (i.e. both players occupy Red positions that lie directly opposite each other across the arena). Battle may then begin with the first Powerplay by the person who initiated Conflict or that person’s player of choice.
     

Making Moves - Each player’s turn consists of:

    (1) Compulsory die roll (token moved clockwise around pathway); then
    (2) Optional Cardplay (Powerplay) | Possible Conflict* (Multiplayer Powerplay)

     *Conflict is possible only between players based on opposing Red positions.
     *Conflict ends when neither player in Conflict can, or chooses to, Powerplay.

If a player is unable or unwilling to match a Conflict card played against them, that player must forfeit ONE ring (if possessed) to the player who threw the Conflict card. The victor may continue if desired causing further Conflict with any player, including the current opponent, if enough powers are possessed. When Conflict ends, the die is retrieved by the player to the left of the person who started all the action and the game continues with that player making the next move.


The First Player to Return Home
Via a Die-Roll with Three Rings is the
Winner of the Game

"As Above, So Below"
Play on for the remaining three rings to get a second winner if you wish!


Constraints:

At no stage in the game may two player tokens occupy the same position on the arena. Therefore, you cannot use a power card to move a player to an already occupied position.

Die Roll - After you roll the die you move your playing token the indicated number of positions along the pathway in a clock-wise direction as shown in Figure 1. If the position to which you must move is occupied then you must move your token to the next unoccupied position further along the pathway. If you land on a Yellow or Green position you gain more power by taking a single card from the top of the central deck, adding it to your hand of concealed power cards. If you land on a Violet position as a result of a die-roll, any ring stored in its adjacent Stash may be taken.

Powerplay - You may use as many cards as you want to and you may use them for whatever purpose you choose so long as each card is used correctly. You are not required to start Conflict with any Powerplay. Do whatever you like! Show everyone your True Colours! To play a card you place it face-up on the arena for everyone to see. You then perform the action indicated by that card. If you wish, you may place a number of cards down on the arena at once, indicating that you wish to do all the actions associated with those cards.

Conflict - Players in Conflict take turns at Powerplay, using one or more cards (but only one Conflict card) in each Powerplay. The person who initiates Conflict between two players designates which of the two players has the right to first Powerplay. Successful colour-matching or Voiding of an opponent’s Conflict card entitles a player to have the next Powerplay. Either player may also attempt escape from Conflict or, alternatively, may transfer Conflict to a different pair of players. If a player attempts escape the opponent has the next Powerplay and may re-enter Conflict or organise Conflict between different players, passing the next Powerplay to one of the new combatants.


     
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The Cards of the True Colours game and their PowersTactics in the True Colours game
© D.Waddell 1986-2012 All Rights Reserved

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