Octolania - Board Game (own rules / classic rules)
Print Profile(1)

Bill of Materials
- Super Glue x 1: Just a bit to secure the magnets and the cylindrical part
Description
This is Octolania.
The name is simpel and so are the rules. (ad least the classic ones)
It's based on classics but I added quite a twist to it.
The stackable figures are made for some unique rules.
Have fun using the boost or hop on another Player, but be careful to not land in jail for blocking other players or rolling to much sixes.
The Box Contain's Magnets to stick together and doubles up as an storage box, the Goal-Fields can be closed and opened simply by twisting.
You need:
12 Magnets 8x2 (mine measured 1,7 in height - if you run into Problems let me know)
12 Drops of Super Glue
There are Pauses in the Prints to imbed the magnets - Please ad a drop of Super Glue before the magnets to secure them.
Boost Me (for free)
You can boost in the game, or boost the game it's up to you.
Your are just looking up the rules again? Go ahead - scroll on.
Thank You <3
Searching for the Ruels here you go:
Classic Rules:
- Start with 3 to 6 pieces each on the colored home fields.
- Roll a Dice (D6) up to 3 times if you can't move at all (except you rolled too high to reach one of your goal fields directly)
- Rolled a 6? - Great! - Set your piece at the start an roll again.
- The rest of the classic rules? Stick to “Don't get Angry”
Quick Rules (Classic+) see special moves down below
- Start with 3 to 6 pieces each on the colored home fields.
- Roll a Dice (D6) up to 3 times if you can't move at all (except you rolled too high to reach one of your goal fields directly)
- Rolled a 6? - Great! - Set your piece at the start an roll again.
- Hit another 6? - Exzellent! - “Time to Boost”
- Hit another 6 - Dam'it! - You seem to cheat, therefore go to jail and hope to roll better in the next turn (*-Field in the middle)
- If you are in jail, you need another 6 to “Escape Jail”
- You hit a 6 and none special activity can be triggert? Follow the road to success. You got another roll- but be careful to not End up in jail again.
- If you reach one of the “Goal Fields” directly, let your figure drop into the box.
- The rest of the classic rules? Stick to “Don't get Angry”
Full Rule Set (here is the fun part) see special moves down below
- Start with 3 to 6 pieces each on the colored home fields.
- Roll a Dice (D6) up to 3 times if you can't move at all (except you rolled too high to reach one of your goal fields directly)
- Landing a Six but you still can't move? - Give it another 3 shots.
- 3 is to much - there are never more than 2 pieces on one field. Otherwise someone gets “Squished”.
- It’s your turn? Great let's roll a dice (d6):
- Hit ⚀ to ⚄ Move if you can, follow the road around the hill.
- For each piece in jail, you are getting –1 field to move.
- If you are lucky you reach the “Goal fields”
- Hit ⚅ Great a special move is activated but there is a specific order:
- If it is the 3rd ⚅ in your turn – Last Piece moved goes to Jail (Cheater, end your turn now!)
- “Unblock” one of your Figures – Send the Blocker to Jail (roll again)
- “Escape Jail” – if you were there (roll again)
- “Time to Boost” - if you are on one of the 4 fields (roll again)
- “Release” another piece from Home (roll again)
- Nothing happend - realy? At least you can move 6 fields (roll again)
- Hit ⚀ to ⚄ Move if you can, follow the road around the hill.
Let's take a look at the special Moves as well:
Getting Blocked and “Unblock”
If the field you land on is already occupied, just hop on the piece standing there.
The figure underneath (gray) get “Blocked” an is not able to move any more.
The opponent now get's a chance to “Unblock” in there turn. If he/she hits a six, the piece above get's send to jail.
You do not need to “Unblock” if you are blocking yourself.
Getting "Squished”
If the field you land on is already occupied by two pieces the piece down below (gray) get's “Squished” and returns to the colored home field's. You may accidentally squish yourself. This rule also applies to jail you might escape jail that way.
"Escape Jail”
In Your turn you might be able to escape the jail and finally don't need to do that math any more (-1 per each piece in jail on Movement)
If you trigger “Escape Jail” one of your figures is send home. You might not be able to move now, in that event you can roll up to 3 times again. (But don't cheat by rolling to much sixes - again)
Finally “Time to Boost"
You only can activate boost if you are the only figure on the boost field, if some blocking ist going on the Boost is not able to activate. If you would miss your “Goal Fields” boost does't activate either.
But if it activates you gain enough momentum to run over that hill. Any of the 4 Boost fields will get you started so be clever with your Movements. (It saves you 7 fields)

"Release" the beast/piece
Just set one of your pieces on the boost field next to it. If you hit a six after that you might activate the Boost.
You also don't need to free up that field - if you want to move with another piece on the fields (waiting on a boost) go ahead.
“Goal fields”
After completing your round (clockwise), you need to fall into the Goal Fields. There are two for you therefore you get lucky a bit easier. You need to land on the field's with an exact roll. If you rolled to much, your roll get's canceled completely. Finish all your pieces first to win the game.

That's all thank's for reading and ENJOY.
License
You shall not share, sub-license, sell, rent, host, transfer, or distribute in any way the digital or 3D printed versions of this object, nor any other derivative work of this object in its digital or physical format (including - but not limited to - remixes of this object, and hosting on other digital platforms). The objects may not be used without permission in any way whatsoever in which you charge money, or collect fees.



















Comment & Rating (0)