A GAme by DAviD J. mortimer - Alderac Entertainment Group

TM
A Game by David J. Mortimer
Introduction
Component L ist
The aim of Flock is to have the most impressive flock through
feeding, nest building and hatching. Selecting the actions is simple,
but when one bird flies, so do all the others!
Cards:
Tokens:
• 6 Action cards
• 1 Score Track card
• 1 Initiative/Round
Track card
Can you time your actions to take advantage of when the flocks fly?
G oal
• 30 Nest tokens
• 30 Egg tokens
• 30 Worm tokens
• 1 Sun token
• 55 Bird tokens,
11 of each player color
Players will expand their flock with the intention of scoring the
most victory points (VP) after three rounds of play. VP are scored by
controlling the action cards at the end of each round.
Setup
1.Create the board by placing the action cards in the center of the
play area, as shown in the diagram below. Be sure to use the
proper side of the Dominance and Competition cards based on
the number of players.
5.The player who woke up the earliest this morning is the starting
player. That player gains one worm and places one of their birds
on the initiative track on the space numbered 1. Clockwise from
the starting player, each player in turn order places one of their
birds on the space to the right of the last placed bird on the
initiative track. Note that only the early bird (the starting player)
gets a worms during setup.
2.Place the Score Track card next to the action cards. Each player
chooses a color and places one of their birds on both spaces
numbered 0.
6.Each player places three birds of their color in front of
themselves. This forms the player’s pool of tokens.
The remaining birds are placed next to the stock.
Players are now ready to begin the game!
3.Place the Initiative/Round Track card next to the action cards.
Place the sun on the round track on the circle numbered 1.
4.Place the nest, egg, and worm tokens together in reach of all
players. This forms the available stock of resources.
E xample 3–player Setup
Action Area
Tracks & Stock
Blue Player’s Pool
Dominance
Competition
Dominance
Red Player’s Pool
Yellow Player’s Pool
each on
Competition card
in pool
2
Be sure to use the correct side of the
Competition and Dominance cards according
to the number of players in the game.
Component Overview
Name of the action card.
Number of birds required
to be on the Competition
card to activate it.
VP values during scoring.
Steps 1–3 are performed
when the Competition
card is activated.
each on
Competition card
Actions available for the
players when the card is
activated.
in pool
Reward.
Indicates which side of
the card to use based on
the number of players in
the game.
Resource cost.
When the Dominance card is activated, ties for pecking order
start from the right and proceed to the left. During scoring, ties
for pecking order start from the left and proceed to the right.
Dominance
Competition
The sun token indicates the current round of the game.
At the end of each round, the sun is moved to the next space.
Nest
Egg
Worm
Sun
Birds
3
How to P lay
The starting player takes the first turn of the game. When a player
finishes their turn, play continues clockwise around the table.
Taking a Turn
During your turn, you must choose to perform one of the following:
• Place a bird from your pool onto one of the six action
cards.
• Activate an Action card by selecting a card with at least one of
your birds on it. All players with a bird on the card perform the
action (see “Activating an Action Card” below for details).
Players continue taking turns in clockwise turn order until the end
of the round is triggered by the Competition card being activated.
Once three rounds have been completed, the player with the most
VP wins!
Gaining R esources
When an action allows you to gain a nest, egg, worm, or bird, take
the token from the stock and add it to your pool. Note that you
can only gain birds that match your player color (you can never gain
other players’ birds).
R esource L imit
Each player may have a maximum of six of each
resource in their pool (6 nests, 6 eggs, and 6 worms).
Any additional resources that would take a player
beyond six are ignored.
Activating an Action C ard
To activate any of the action cards, you must have at least one of
your birds on it. We will go over activating the Dominance and
Competition cards later since they activate differently from the other
cards.
There are six different action cards and most allow you to choose
what action you wish to perform when the card is activated. In order
to choose an action and receive the reward, you must be able to
spend its resource cost.
When a card is activated, each player decides in turn order whether
to perform the action or not for each bird they have on the card. If a
player chooses not to perform an action, their birds are still returned
to their pool after the card is activated. Therefore, after each card is
activated, zero birds will remain on the activated card.
Spending R esources
When you spend a nest, egg, or worm, return the token from your
pool to the stock.
When you spend one of your birds, return the token from the
activated card to your pool. Once you gain a bird, it is only returned
to the stock if you cannot spend its upkeep cost during scoring (see
“Step 3: Scoring” on page 6).
P ecking Order
When the Dominance or Competition card is activated, the order in which the players perform
actions is determined by pecking order. Pecking order starts with the player that has the most
birds on the activated card, followed by the player with the second most birds on the card, then
the third most birds, and so on. Ties for the most birds are broken by using the initiative track
(Dominance is from right to left and Competition is from left to right).
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E xample R esource Cost
and R eward
When activating an action card, all players that
have birds on the card may spend resources to
gain rewards.
Activating the Dominance C ard
When the Dominance card is activated, the order in which the
players perform actions is determined by pecking order (having the
most birds on the card, with ties broken starting from the right of
the initiative track and proceeding to the left).
The first player in pecking order moves their bird on the initiative
track up to the space numbered 1, then moves the other birds on the
track one space to the right to fill the gap. The player then returns all
of their birds on the Dominance card to their pool.
The actions available to other players depends on the number of
players in the game, as follows:
2–3 Player Game
Resource Cost
Reward
The blue player activates the Hatching card.
With 2 birds on the card, he spends 3 worms
and 3 eggs to gain 3 additional birds followed
by returning his birds from the card to his pool.
The next player clockwise that has birds on the
card is the red player. She only has 1 bird on the
card, so she spends 1 worm and 1 egg to gain 1
additional bird followed by returning her bird
from the card to her pool.
E xample Activation
Players may perform any combination of actions
if they have 3 or more birds on the card.
The red player activates the Feeding card. With
4 red birds on the card, she gains 6 birds, and
then returns her birds from the card to her pool.
The next player clockwise that has birds on the
card is the yellow player. With 3 birds on the
card, he gains 4 worms, and then returns his
bird from the card to his pool.
The remaining players in pecking order, must perform the
following steps:
1)Relocate all of their birds on the Dominance card to one of the
other five action cards.
2)Return one opponent’s bird on the card they just relocated to
back to the opponent’s pool (if able).
4–5 Player Game
The second player in pecking order, must choose one of the
following options:
• Move their bird on the initiative track up to the space
numbered 2, then return all of their birds on the
Dominance card to their pool.
OR
• Relocate all of their birds on the Dominance card to one of
the other five action cards. Then return one opponent’s bird
on the card they just relocated to back to the opponent’s
pool (if able).
The remaining players in pecking order, must perform the following
steps:
1)Relocate all of their birds on the Dominance card to one of the
other five action cards.
2)Return one opponent’s bird on the card they just relocated to
back to the opponent’s pool (if able).
5
Activating the Competition C ard
Step 3: Scoring
The Competition card can only be activated when the total number
of birds on the card equals or exceeds the number on the bird shown
above the relevant round number in the Activation section (see the
“Example Competition Activation” diagram on the next page).
A player must still have a bird on the card to activate it.
The scoring step is resolved using the following three phases:
When the Competition card is activated, all players go through steps
1 and 3 even if they don’t have any birds on the activated card. Steps
1 and 2 are resolved in pecking order (having the most birds on the
card, with ties broken starting from the left of the initiative track and
proceeding to the right).
Players use their birds on the score track to indicate how many VP
they have scored during the game.
Step 1: Upkeep
In pecking order, each player counts up the total number of birds
they have in play (on action cards and in their pool). Each bird over
2 requires an upkeep cost of 1 nest and 1 worm. If a player cannot
spend the upkeep cost for their bird, the token is returned to the
stock . Players may choose not to spend the upkeep cost for any
of their birds if they wish, which must be returned to the stock as
normal.
After each player has finished spending upkeep for their birds,
proceed to the Relocate step.
Step 2: R elocate
In pecking order, each player relocates their birds on the Competition
card across the five other action cards (players cannot relocate birds
back to the Competition card).
Each player’s birds can be split up and relocated to up to two different
action cards, but no more than two different cards. Players may also
relocate any of their birds on the Competition card to their pool.
After each player has finished relocating their birds, proceed to the
Scoring step.
1) Score Action Cards
Players will score VP if they have either the most or second most
birds on each action card. Ties are broken in pecking order (starting
from the left of the initiative track and proceeding to the right).
Each action card (other than the Competition card) has a VP value
next to its name showing how many VP are scored:
• The player with the most birds on the card scores VP equal
to the first number.
• The player with the second most birds on the card scores
VP equal to the second number.
All other players do not score any VP for the card. Note that all birds
remain on the action cards after scoring.
2) Score Birds in Pool
Each player also scores 1 VP for each bird in their pool.
3) Move the Sun
Move the sun on the round track to the next space and start a new
round. If the sun is on the space numbered 3 after finishing the third
round, the game ends instead of starting a new round (see “End of
the Game” below).
Other Scoring Rules
• If you are the only player with birds on a card, you only
score the first number of the card’s VP value. You don’t score
for having the most and the second most birds on the card.
• You must have at least one bird on an action card to score it.
If there are no birds on an action card, it does not score any
VP at all.
End of the Game
The end of the game is triggered after the Competition card is
activated for the third time. The player who has the most VP wins!
If two or more players are tied for the most VP, the player with the
most total resources in their pool (nests, eggs, and worms) wins. If
players are still tied, the player who is the furthest to the left on the
initiative track wins.
6
Dominance
Competition
Dominance
each on
Competition card
in pool
Ref. 1
Competition
Dominance
Competition
Dominance
Competition
Dominance
Ref. 2
Ref. 3
E xample Competition Activation
(3–player game)
E xample Dominance Activation
(3–player game)
To activate the Competition card in round 2, there needs to be at
least 5 birds on it. The red player decides to activate the Competition
card since she has a bird on the card and the required number of total
birds on the card is met. When the Competition card is activated,
all players go through steps 1–3, followed by moving the sun on the
round track forward to the next space.
Both the blue and yellow players are tied for having the most birds on
the Dominance card, with the yellow player winning the tie since his
bird is further right on the initiative track (see Ref. 1). This makes the
yellow player first in pecking order, so his yellow bird on the initiative
track is moved up to the space numbered 1 (see Ref. 2). The blue and
red birds are then moved one space to the right (see Ref. 3). The yellow
player returns all of his birds on the Dominance card to his pool.
4/3
VP Value
The blue player is next in pecking order, and chooses to relocate his
birds to the Feeding card. There are no opponents’ birds on the card so
he cannot return one back to their pool.
Finally, the red player chooses to relocate her bird to the Hatching card.
Both the yellow and blue player have birds on the card. The red player
chooses to return one of the yellow player’s birds back to his pool.
Dominance
E xample C ard Scoring
When scoring the Hatching card, the red player ties for pecking
order with the yellow player since they both have the most birds
on the card. Looking at the initiative track, the red player wins the
tie and scores 4 VP since she is on space 2 compared to the yellow
player who is on space 3.
Yellow scores 3 VP for having the second most birds on the
Hatching card, while the blue player does not score any VP.
each on
Competition card
in pool
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Optional Rules
The following optional rules are presented here if players want to add
a deeper level of interaction and strategy. Players should agree upon
which optional rules to use at the start of the game.
A dvanced 2–player Variant
This variant gives 2–player games more strategic and tactical options.
The rules for the advanced 2–player game are the same as the
standard rules with the following exceptions:
Setup
Each player maintains two individual flocks so both players take two
sets of birds. Resources remain split between a player’s two flocks.
Only one flock is required to track scoring for each player, so each
player should return two birds from one of their flocks to the box.
Each player should place both of their flocks in front of themselves:
one flock on the left and the other flock on the right.
The starting player gains one worm and places a bird of their left
flock on the initiative track on the space numbered 1 and a bird of
their right flock on the space numbered 4. The second player then
places a bird of their right flock on the initiative track on the space
numbered 2 and a bird of their left flock on the space numbered 3.
When a player takes their turn, they first perform an action with
their right flock, then perform an action with their left flock. After
the player performs an action with both of their flocks, the next
player takes their turn.
Exception: The starting player takes the very first turn of the game
with only their left flock.
How to Play
A player’s left flock can never use a card that has just been used
by that player’s right flock. For example, if your right flock places
a bird or activates the Nesting card, the Nesting card cannot be
placed on or activated by your left flock. Since your left flock always
performs its action immediately after your right flock, this is easy to
remember.
Note: Your right flock cannot perform an action to place a bird on
an action card that already contains all six birds belonging to your
left flock.
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Scoring
Scoring follows standard rules with the exception that only one flock
is required to track scoring for each player. In other words, a player
scores VP for both of their flocks using just one set of bird tokens on
the score track.
If players are tied for the most VP at the end of the game, the
combined total resources (nests, eggs, and worms) in the pools of the
player’s two flocks determine the winner. If players are still tied, the
player with a bird furthest to the left on the initiative track wins.
Free Flight
This variant gives players more tactical options for relocating their birds.
When the Competition card is activated, players may relocate their
birds to any number of different cards, instead of only up to two
different cards (players cannot relocate birds back to the Competition
card).
When the Dominance card is activated, players may relocate their
birds following the normal rules.
Hungry Birdies
This variant gives players a greater challenge of maintaining large flocks.
When the Competition card is activated, players must spend
the upkeep cost for each of their birds during Step 1: Upkeep.
The upkeep cost for each bird also depends on the current round
according to the list below:
• Round 1: 2 worms + 2 nests
• Round 2: 2 worms + 1 nest
• Round 3: 1 worm + 1 nest
TM
Credits
Copyright & Contact
Game Design: David J. Mortimer
© 2016 Alderac Entertainment Group. Flock, Alderac
Entertainment Group and all related marks are ™ and ©
Alderac Entertainment Group, Inc. 4045 E. Guasti Road #210,
Ontario, CA 91761 USA. All rights reserved.
Development: John Goodenough
Illustrations: Valentina Moscon
Graphic Design: Paul Tseng
Editing: Nicolas Bongiu, Todd Rowland, Mark Wootton
Production: Dave Lepore
Playtesters: Bath Gaming Group players, Nicolas Bongiu,
John Goodenough, Paul Harvey, David Laister, Rachael
Mortimer, Jacob Mortimer, Adam Mortimer, Valentina
Moscon, Playtest UK members, Tomas Roldan, Todd
Rowland, Paul Tseng, Mark Wootton, John Zinser
Made in China.
Warning: Choking hazard!
Not for use by children under 3 years of age.
Visit our website
www.alderac.com/flock
www.alderac.com/forum
Questions?
Email CustomerService@alderac.com
9
C ard R eference
When the Feeding card is activated, each player, in turn
order, may perform the following actions:
• Spend 1 bird to gain 1 worm.
• Spend 2 birds to gain 3 worms.
• Spend 1 bird to gain 1 nest.
• Spend 2 birds to gain 3 nests.
A player may perform any combination of these two actions
if they have 3 or more birds on the card.
A player may perform any combination of these two actions if
they have 3 or more birds on the card.
When the Laying card is activated, each player, in turn
order, may perform the following actions:
When the Hatching card is activated, each player, in turn order,
may perform the following actions:
• Spend 1 bird and 1 nest to gain 1 egg.
• Spend 2 birds and 2 nests to gain 3 eggs.
A player may perform any combination of these two actions
if they have 3 or more birds on the card.
10
When the Nesting card is activated, each player, in turn
order, may perform the following actions:
• Spend 1 bird, 1 egg, and 1 worm to gain 1 bird.
• Spend 2 birds, 3 eggs, and 3 worms to gain 3 birds.
A player may perform any combination of these two actions if they
have 3 or more birds on the card. Birds gained are taken from the
stock and placed in the player’s pool.
Dominance
Competition
Dominance
each on
Competition card
in pool
When the Dominance card is activated, the order in which the
players perform actions is determined by pecking order (having
the most birds on the card, with ties broken starting from the
right of the initiative track and proceeding to the left).
The first player in pecking order moves their bird on the
initiative track up to the space numbered 1, then returns all of
their birds on the Dominance card to their pool.
In a 2 or 3 player game, the remaining players in pecking order,
must relocate all of their birds on the Dominance card to one of
the other five action cards, then return one opponent’s bird on
the card they just relocated to back to the opponent’s pool.
In a 4 or 5 player game, the second player in pecking order
must either move their bird on the initiative track up to
the space numbered 2 and return all of their birds on the
Dominance card to their pool, or relocate all of their birds on
the Dominance card to one of the other five action cards and
return one opponent’s bird on the card they just relocated to
back to the opponent’s pool. The remaining players in pecking
order, must relocate all of their birds on the Dominance card to
one of the other five action cards, then return one opponent’s
bird on the card they just relocated to back to the opponent’s
pool.
The Competition card can only be activated when the total
number of birds on the card equals or exceeds the number
on the bird shown above the relevant round number in the
Activation section.
Step 1: Upkeep
In pecking order, each player counts up the total number of
birds they have in play. Each bird over 2 requires an upkeep
cost of 1 nest and 1 worm or the bird is returned to the stock.
Step 2: Relocate
In pecking order, each player relocates their birds to up to two
different action cards.
Step 3: Scoring
The scoring step is resolved using the following three phases:
1) Score Action Cards
Players score VP if they have either the most or second most
birds on each action card. Ties are broken in pecking order
(starting from the left of the initiative track and proceeding
to the right).
2) Score Birds in Pool
Each player also scores 1 VP for each bird in their pool.
3) Move the Sun
Move the sun on the round track to the next space and start
a new round. If the sun is on the space numbered 3 after
finishing the third round, the game ends instead of starting a
new round.
11
Quick R eference
Setup
1.Place the action cards in the center of the play area. Be sure to
use the proper side of the Dominance and Competition cards
based on the number of players.
2.Place the Score Track card next to the action cards. Each player
chooses a color and places one of their birds on both spaces
numbered 0.
3.Place the Initiative/Round Track card next to the action cards.
Place the sun on the round track on the circle numbered 1.
4.Place the nest, egg, and worm tokens together in reach of all
players. This forms the available stock of resources.
5.The player who woke up the earliest this morning is the starting
player. That player gains one worm and places one of their birds
on the initiative track on the space numbered 1. Clockwise from
the starting player, each player in turn order places one of their
birds on the space to the right of the last placed bird on the
initiative track Note that only the early bird (the starting player)
gets a worms during setup.
6.Each player places three birds of their color in front of
themselves. This forms the player’s pool of tokens.
The remaining birds are placed next to the stock.
Players are now ready to begin the game!
Taking a Turn
During your turn, you must choose to perform one of the following:
• Place a bird from your pool onto one of the six action
cards.
• Activate an Action card by selecting a card with at least one of
your birds on it. All players with a bird on the card perform the
action (see “Activating an Action Card” below for details).
When you finish placing a bird or activating an action card, your
turn ends and the next player clockwise takes his or her turn.
Activating an Action C ard
To activate any of the action cards, you must have at least one of your
birds on it.
When a card is activated, each player decides in turn order whether
to perform the action or not for each bird they have on the card. If a
player chooses not to perform an action, their birds are still returned
to their pool after the card is activated. Therefore, after each card is
activated, zero birds will remain on the activated card.
End of the Game
The end of the game is triggered after the Competition card is
activated for the third time. The player who scores the most VP
wins!
If two or more players are tied for the most VP, the player with the
most total resources in their pool (nests, eggs, and worms) wins. If
players are still tied, the player who is the furthest to the left on the
initiative track wins.
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