In this Main Match, collect the most "Haps" on a board by using your unique powers.
Designer(s): RedsToad, Zero | Match Type: MM (for 6 players) |
Featured in: Master Of All Trades |
Mainmatch 8: Hap Hunt
The goal is to get the most points by making as many haps as possible over 20 rounds.
---Haps---
The goal of the game is to collect Haps.
Hap is a combination of 3 cards, where each of the 3 different parameters is the same on all 3 Hap cards, or different on all 3.
The three parameters are Shape, Color and Background color.
Shapes are Triangle, Square and Circle
Colors are Red, Blue and Green
Background colors are Black, Grey and While.
If at the start of a round any of the 3 cards you collect result in a Hap, they are removed automatically from your inventory and you score a point. [1]
Hap cards are not removed at any other time.
Hap cards may be traded, but the recipient will not receive the card until the beginning of next round.
Gifts will be processed as usual and the recipient of the gift will be notified about the gift immediately and will learn about the card that was sent as soon as the gift is accepted, but they will not receive the card until the beginning of the next round.
---Board Movement---
The game is played on a 6 by 6 board for a total of 36 spaces. 9 of the spaces are special spaces, and their placement is predetermined. The other 27 spaces each have a unique Hap Card.
When a player lands on a Hap Card square, they collect that card, leaving an empty space behind. If other players land on that space in future turns, nothing happens. If multiple players land on the same Hap Card space in the same round, neither player gets the card and it stays on the board.
Every 6 rounds the board will be reset. A copy of every collected card will be put in an empty spot, so the board will be filled with cards again, but in different places. Cards that were not collected and special spaces will not change positions.
Before the game all players will select a space with a Hap Card. They will start the game on that space. The card underneath them will not be immediately collected.
At the start of the game all players will be given a set of 3 Movement Cards, one with each of {1, 2, 3}. Additionally, each player will receive one 2-sided Cardinal Card.
Cardinal Cards allow you to select your direction of movement. A side of a cardinal card has 2 directions, and in your submission you may choose either one of those directions to move. For example, if you card is North-East, then you can select to move either North, or East.
After the round is over, the card will be flipped to the other side. That side will have the 2 directions that were unavailable in the first round. For example, a South-West card will become a North-East card. Next round the card will be flipped back to South-West side and then back to North-East and so on.
This allows for 6 possible different cardinal cards. Every player will receive a unique one at the start of the game.
Cardinal cards can be traded. Holding multiple cards allows you to move in any direction that shows on at least 1 card.
Holding no cardinal cards means that you cannot move.
Move Cards allow you to select how far you will move. In your submission you need to select one of the move cards to use in the round. The card is discarded, and you move the number of spaces equal to the number on the card.
At the start of a round, if you hold no move cards, your hand is replenished back to 3 cards.
Move cards can be traded. Holding no move cards means that you can not move.
Your submission has to include both a valid cardinal direction and a valid move card. Not submitting, or making an illegal submission will result in a 0.5 point penalty and no movement. The space you are on will not be activated again, so you will not be able to use a special space twice or collect 2 cards by not submitting.
---Player Powers---
Each player will possess 2 player powers, which will help them get the most points.
The powers are drafted before the game. After the 24 hour pregame, each player chooses 2 powers that they wish to take. If they are the only player to choose that power they receive it. If there are multiple players choosing the same power, neither player gets it and those players will be unable to choose the same power in the next round of drafting.
After the round of drafting ends, all players will be notified if they got their power and the list of selected powers will be revealed.
All players who haven’t drafted 2 powers will be prompted to select 1 power that they haven’t selected in the previous round. [2]
Note that you will be able to select only 1 power even if both of your claims failed and you still need to select 2 powers.
If a player doesn’t submit a power choice, it will be randomised.
Powers may be traded between players. If a player holds more than 2 powers they becomes overpowered, which means they start to lose control over their submissions.
A player holding 3 powers will get their direction randomised.
A player holding 4 powers will have their move randomised.
A player with at least 5 powers cannot move.
For randomisation of movement, all possible of Cardinal card + Move card are compiled and a random one is selected. This means that if you hold move cards {1, 2, 3, 3}, then you have a 50% chance to move 3.
---Challenge Tome---
Reward: If you select the same power as somebody else, you get that power. If you land on the same space with a Hap Card as an opponent, you receive the card.
If multiple players with challenge tome are clashing for the same space or power, then it is neither player gets that hap card / power.
Challenge: Visit special space 9. Do not visit other special spaces. Do not trade the tome before the game begins.
Penalty: Get a MoE. You may not score points from powers giving points at the end of the match.
---Tradable Items---
---Edge Cases---
[1] If a card in your inventory is a part of multiple haps, the maximum possible number of haps will be removed, chosen randomly.
[2] If there are players without 2 powers after 5 rounds of drafting, they will receive a random power still in the pool.
---Game Updates---
It is recommended that you get familiar with powers before proceeding with this section.
Game start:
Round updates:
Game End:
As you can notice in step 5 of game end, a solo winner receives only 1 Token of Life
If you have a number of cards resulting in multiple Haps then first it is checked how many Haps you can make (a card can still be in only 1 hap) , then those Haps are scored, then the cards for those Haps discarded.
This goes as 3 different steps in round update.
Because it is a rule change, you may request a 12 hour extension
In case of an extension, the redraft phase will take 36 hours
Clarification: Special spaces that require and action are done in the round, following the one you placed on it
Amendment: You can share images of your Hap Cards
Rule change:
This is how the game was processed from the beginning, but this is not what the rules state, specifically the not submitting part.
---Player and Space powers---
There are 5 different power categories, and each category has 5 powers. You may not choose 2 powers from the same category.
If a power has an active effect, it will have [A] mark before the power. You may indicate that you want to use that power in a round. Powers without the mark are passive and are checked every round.
Card Powers:
Movement Powers:
Bonus Powers:
Restriction Powers:
Interaction Powers:
Special Spaces:
Grid-based (The game involves play on a grid.)
Hap-like (The game takes elements from the Gyul! Hap! game from The Genius TV show, also known as Set.)
Observation (The game tests the players' observational skills.)