Texto completo do manual
A world of beautiful colors comes alive as players complete commissions that picture some of the finest European and
American art works from the past six centuries. The word pastiche is used in the fields of literature and art to refer to
something that is an imitation or recreation of an earlier work, often as a respectful homage or tribute to the original. In
this game, players are making pastiches by mixing colors and recreating some of the palette colors used to create the
original paintings of the masters. Explore the paintings, palettes and pasts of the artists in this unique and challenging
game for the whole family.
CONTENTS
Components
......................................................................page 1–2
Object of the Game.......................................................... page 2
Game Setup...................................................................... page 3
How to Play
.......................................................................page 4–6
Game End & Scoring........................................................page 6–7
Appendix 1: Examples Of Creating Colors....................page 8–9
Appendix 2: Learning
About Colors
...............................page 10–11
COMPONENTS
1 Rule Book. 34 Commission Cards. Completing commission cards is the main way players earn points. The commission cards
picture 34 different famous paintings, and feature two works
from 17 different artists. Each commission card includes the
following information:
1.
information about each art work (name, gallery, dates, artist,
nationality, etc.)
2. commission card points (points earned by completing that
commission, ranging from 8 to 16)
3. artist bonus points (points earned by completing both commissions by this artist)
4.
a palette of two to seven “dabs” of color (the colors needed to complete that commission)
131 Palette Cards. Palette cards are used to complete
commission cards and score commission points. Each palette card shows its color and name, along with the number of points it contributes to a commission (or the number of points it may potentially be worth at the end of a game).
The distribution of palette cards is as follows:
•
Primaries:
red, yellow, and blue (worth 4 points, 8 of each)
• Secondaries: orange, green, violet, and brown
(worth 1 point, 12 of each)
•
Tertiaries:
amber, scarlet, olive, teal, magenta,
and purple (worth 2 points, 6 of each)
•
Shades:
black and white (worth 3 points, 6 of
each); gray (worth 6 points, 6 cards)
•
Bisque
(worth 5 points, 5 cards)
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2
OBJECT OF THE GAME
The goal of Pastiche is to score the most points, which are earned by completing commission cards through collecting
the necessary palette cards required for each. Scores are calculated at the end of the round in which one player has
reached a certain number of commission card points (see Game End & Scoring ). The player with the most points from
completed commission cards, usable palette cards in hand, and artist bonus points will be declared the winner.
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GAME SETUP
General setup
1. Three-hex starting piece: Place the three-hex starting piece in the center of the playing area, leaving enough open
space on all sides of this starting piece for additional hex placement during the game.
2. Palette board and cards: Place the palette board to one side of the playing area, within reach of all of the players
if possible. Stack the palette cards face-up on their respective spaces on the palette board. The palette cards on the
board are referred to as the palette bank in these rules.
3. Palette hexes: Place all of the palette hexes face-down on the opposite side of the playing area, also within reach
of all of the players if possible.
4. Commission cards: Shuffle the commission cards, and deal four of them face-up above the playing area. These
four face-up commission cards are referred to as the gallery in these rules. The remaining commission cards form a
face-down deck to the right of the gallery.
Player setup
Randomly
determine a start player, and assign this player the Starting Player card. Since the game will end at the end
of a round, all players will get an equal number of turns (see Game End & Scoring). At the start of the game, each
player receives:
1. Two random commission cards and two easels for placing these on
2. Two random palette hexes
3. One of each of the secondary color palette cards (green, violet, orange, and brown)
4. One player reference card
Note that the commission cards (on easels), palette hexes, and palette cards that a player has in hand are secret,
although players can play with these face-up when learning the game, or if playing the game casually or if mutually
agreed upon as a house rule.
Refer to the illustration below for an example of the complete setup for a four player game.
Game Setup
3
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HOW TO PLAY
A round consists of players taking turns in clockwise order. Each player’s turn consists of three main phases, which
are listed on the reference card as follows:
A. Mixing Phase
1. Place hex and collect palette cards
B. Painting Phase
2. Trade palette cards with players and/or bank (optional)
3. Trade one commission card with the gallery (optional—but only once per phase)
4. Complete commission cards (optional)
C. Clean-up Phase
5. Check palette card hand limit (8 cards)
6. Draw new hex
Mixing Phase
1. Place hex and collect palette cards
Placing a hex: Place one of your two hexes adjacent to
at least one side of the 3-hex starting piece or adjacent to
one side of a hex previously placed by another player.
Collecting Palette Cards: After placing a hex, you may
collect palette cards in one of two ways (but not both):
1.
Mix the smaller “dabs” on the points of the hex. The
colors on the points of the hex you have just placed
will mix with the colors on the points of the adjacent
hexes to create new colors. Refer to the color chart on
your player reference card to see which palette cards
are generated by the various combinations of two or
three primary colors, and collect these cards from the
palette bank. No palette card is created if a combination
is made up of only two identical “dabs” of the same
primary color - a palette card in a primary color can only
be created in this way if three identical “dabs” of the
same primary color are mixed together
, OR:
2.
Take the large “dab” in the center of the hex. Each
palette hex has a single or double primary color in its center. Instead of receiving the palette cards created by combining the “dabs” on the points of the palette hex, you may take one primary palette card (red, yellow or blue as indicated in the center of the hex). In the case of hexes with two primary colors at the center, you do not receive both colors, but may choose between the
two primary colors.
Refer to Appendix 1 at the end of the rulebook for several examples of creating colors by hex placement.
Strategy Tip – Placing Hexes: When placing hexes, try to accomplish one or more of these goals:
• Maximize
the number of palette cards you collect;
• Mix specific colors to get one or more specific palette cards that you need for your commissions;
• Thwart your opponents’ plans by a strategic hex play. Especially be careful to avoid a placement that enables
the next player to mix three dabs of the same color and so easily get a primary color plus other palette cards!
4
6
5
4
3
2
1
1
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Painting Phase
The Painting Phase includes trading palette cards with other players and/or the bank, trading a commission card with
the gallery, and completing commission card(s). These three different actions may be done in any order, and as often
as players wish during this phase. The exception is trading a commission card with the gallery, which may only be
done once per turn.
2. Trade palette cards with players and/or bank (optional)
Trading with other players: During this phase you may freely trade your palette cards (not commission cards) with
other players, making whatever deals are acceptable to both players. The player whose turn it is must be involved in
any trade made on that turn.
Trading with the palette bank: You may trade palette cards in hand with the palette bank as follows:
• any
three palette cards of the same color for a black, white, or any secondary or tertiary color (Note: bisque, gray,
and primary colors can not be gained in this way)
• a yellow and brown for a bisque
• a black and white for a gray
• a primary color plus any other palette card (as a penalty) for a different primary color
Traded palette cards are returned to the appropriate stack in the palette bank. Strategy Tip - Obtaining Primary Colors: There
are several different ways to obtain the specific primary color that
you need for a certain commission: •
Placing a hex and taking the primary color matching
the large “dab” in the center of the hex (choosing
one color if there is a choice of two)
•
Placing
a hex and mixing three smaller “dabs” of the
same primary color on the points of adjacent hexes
•
Trading
with the palette bank by giving up a card of
another primary color along with any other palette card (as a penalty)
•
Trading
with another player (extremely rare,
because players will usually only collect the primary colors they need for their own commissions)
3. Trade one commission card with gallery (optional)
You may trade one (and only one) commission card from your hand for one of the four cards in the gallery. At no time may you trade commission cards with other players. While players may trade palette cards and complete commissions as often and in any order that they wish during the painting phase, trading a commission card with the gallery may only be done once per turn, but at any time during this phase.
4. Complete commission cards (optional)
You may complete one or more commission cards from your hand and/or the gallery by matching palette cards to the palette colors shown on the commission cards. This may only be done on your own turn, and during this phase. Place the appropriate commission card face-up in front of you (visible to all players for the rest of the game), show the matching palette cards in your hand to the other players, and then return them to the palette bank. Immediately draw a new commission card from the commission card deck to replace the commission that was just completed from your hand or the gallery. Players should always have two commission cards in hand, and the gallery should always have four commission cards.
5
Play this tile & obtain
a Yellow
Play this tile & obtain
a Red
Play this tile &
obtain your choice
of Blue or Red
2
4
3
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Clean-up Phase
5. Check palette card hand limit (8 cards)
You may not hold more than 8 palette cards in your hand at the end of your turn. Excess cards chosen by the active
player must be discarded and returned to the palette bank. This hand limit is only enforced at the end of your own turn,
so you may have more than 8 cards in hand at other times during the game (e.g. as a result of trading on another
player’s turn).
Strategy Tip – Hand Management: Try to manage your collection of palette cards carefully so that you never have
to waste cards by discarding them. One way to do this is by trading for black, white, and gray cards, and also by not
collecting palette cards for too many commissions at a time. If you think that the game might end before your next
turn, try to make sure that the palette cards in your hand match commission cards in your hand, so that they will score
additional points (see Game End and Scoring below).
6. Draw new hex
Draw a new hex tile to replenish your hand up to two hexes, and end your turn. Play now passes to the next player in
order, and continues in this way until the end of the game.
GAME END & SCORING
End of the Game
The end of the game is triggered when one player has completed commissions worth a cumulative total of points (not
including artist bonuses) as follows:
• 4
players: 35 points
• 3 players: 40 points
• 2 players: 45 points
When one player reaches this point total, the game continues until the end of the round, so that all players have had an
equal number of turns.
Calculating Scores
The winner is the player with the highest sum of points earned from: • completed
commission cards
• usable palette cards
• artist bonuses
Completed commission cards are the commission cards completed by players during the game.
Usable palette cards are palette cards in a player’s hand at the end of the game that are usable to complete
commission cards remaining in that player’s hand (i.e. not gallery commission cards). Each palette card may only be
counted once at most (e.g. if both of your in-hand commissions require green cards to complete, you must have two
green cards in your hand to score one point each for these green cards).
Artist bonuses
are the bonus points earned for completing two commissions by the same artist. This amount is listed
on
the commission cards, and has been set as follows: 3 points for commissions cumulatively worth a total of 15-17
points, 4 points for commissions worth 18-22 points, 5 points for commissions worth 23-27 points, and 6 points for
commissions worth 28-31 points. This bonus is awarded once for each pair of such cards, not for each card separately.
In the event of a tie, the following tie-breakers are used (in order) to determine the winner:
1. most commissions completed
2. most points in usable palette cards
3. most points in artist bonuses
Refer to the examples to the right for an illustration of scoring.
In the scoring example of the four player game (shown on the right), Joanne triggered the end of the game when she
completed The Fifer commission card, giving her a commission card total of at least 35 points. The game continued
until the end of the round, at which point all commission cards were added, plus palette cards usable to complete
commission cards in players’ hands, plus artist bonuses. Joanne won with 44 points; Genny and Alex tied with 40
points (they also tied by having the same number of commission cards, but the tie was broken by Genny who had the greater number of usable palette card points). Paul came in last, but he had a great time!
6
6
5
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End of Game Scoring
Genny
Completed Commission Cards
Arearea (The Red Dog)
1897 - Oil on Canvas
Musée d'Orsay, Paris, France
13
(5)
Paul Gauguin (1848-1903) French
+
13
+
Paul
The Needlewoman
1650 - Oil on Canvas
National Gallery of Art, Washington DC, USA
13
(4)
Diego Velazquez (1599-1660) Spanish
13
+
Completed Commission Cards
Summer Squall
1880 - Oil on Canvas
Sterling and Francine Clark
Art Institute, Williamstown, MA, USA
9
(3)
Winslow Homer (1836-1910) French
+
9
+
Joanne
Summer Night
1880 - Oil on Canvas
Musée d'Orsay, Paris, France
8
(3)
Winslow Homer (1836-1910) French
8
+
Completed Commission Cards
The Annunciation and
Presentation in the Temple
1445 - Oil on Panel
Gemäldegalerie, Berlin, Germany
16
(8)
Rogier Van der Weyden (1399-1464) Dutch
16
Alex
Fishing Boats on the Beach
1888 - Pen and Ink with Watercolor
Museum of Modern Art, New York
13
(5)
Vincent van Gogh (1853-1890) Dutch
+
13
+
Antibes, The Pink Cloud
1888 - Oil on Canvas
Private Collection
15
(5)
Paul Signac (1863-1935) French
15
+
Completed Commission Cards
Van Gogh's Bedroom
1889 - Oil on Canvas
The Art Institute of Chicago, Chicago IL, USA
14
(5)
Vincent van Gogh (1853-1890) Dutch
14
+
The Rest (Berthe Morisot)
1870 - Oil on Canvas
Private Collection, Rhode Island, USA
9
(4)
Edouard Manet, (1832-1883) French
9
+
Little Blue Horse
1912 - Oil on Canvas
Saarland Museum, Saarbrücken, Germany
16
(6)
Franz Marc (1880-1916) German
16
+
The Fifer
1866 - Oil on Canvas
Musée d'Orsay, Paris, France
9
(4)
Edouard Manet (1832-1883) French
9
+
The Forge of Vulcan
1630 - Oil on Canvas
Museo del Prado, Madrid, Spain
8
(4)
Diego Velazquez (1599-1660) Spanish
8
Usable Palette Cards in hand
White
3
Olive
2
+
5
= 40 points
Homer
+ Artist
Bonus
+
3
= 36 points
Usable Palette Cards in hand
Red
+
4
= 44 points
Van Gogh
+ Artist
Bonus
+
5
= 40 points
7
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2nd Round of Play
Paul 6th
= Choice between
Blue or Yellow
Genny 5th
= Green
= Purple
= Amber
= Violet
Paul 6th
= Choice between
Blue or Yellow
Genny 5th
= Green
= Purple
= Amber
= Violet
Paul 6th
= Choice between
Blue or Yellow
Joanne 7th
= Orange
= Magenta
= Teal
= Ø
Genny 5th
= Green
= Purple
= Amber
= Violet
Joanne 7th
= Orange
= Magenta
= Teal
= Ø
Alex 8th
= Green
= Red
= Orange
Genny 5th
= Green
= Purple
= Amber
= Violet
9
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APPENDIX 2: LEARNING ABOUT COLORS
AN INTRODUCTION TO COLOR
The game Pastiche is inspired by the famous works of master painters, and by a love for color. The following
information is provided for educational purposes and to enhance an appreciation of some the concepts underlying the
mixing of colors in the game, but it is not essential to know for playing the game.
The word pastiche
is used in the fields of literature and art to refer to something that is an imitation or recreation of
an earlier work, often as a respectful homage or tribute to the original. In this game, players are making pastiches by
mixing colors and recreating some of the palette colors used to create the original paintings of the masters.
The color wheel – sometimes called a color circle - is a commonly used system for organizing colors in a circular
shape, in order to show the relationship between colors. Used by artists, designers, and scientists, it helps
understand the use of color
. The basic color theory behind the color wheel – such as the concepts of warm and cool
colors,
and of complementary colors - can have useful application in the fields of art and design.
The origin of the color wheel is usually credited to the color circle designed by Sir Isaac Newton in 1666. Since that
time scientists and artists have proposed various models of color theory, some based on the spectrum of light, others
based on mixing paint pigments. For Pastiche, we’ve created our own version of the color wheel.
The Pastiche Version of the Color Wheel
10
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Most color wheels used by artists consist of 12 main divisions:
Primary colors (red, yellow and blue) are the basic colors from which all other colors are mixed.
Secondary colors (green, orange, and violet) are created by mixing the primary colors.
Tertiary colors (red-orange, red-violet, yellow-orange, yellow-green, blue-violet and blue-green) are created by mixing
primary and secondary colors.
Traditional color theory used in art and design, especially painting, employs the RYB color model just described.
This uses red, yellow, and blue as the primary colors, which are the three colors that painters have long used in
their palettes for creating other colors. Other color wheels are commonly used for representing other color models.
The RGB color model applies these principles to light, and uses red, green and blue as primary colors to create a
spectrum
of colors. Modern scientific color theory as applied to the world of print employs the CMYK color model,
which uses cyan, magenta, and yellow as the three primary colors (along with key = black) needed for mixing and creating the full range of colors with ink.
Do red and blue make purple, indigo, or violet? There is ongoing debate about color naming conventions. This is
partly the result of different models of color mixing, which take into account that light, ink, and pigments mix differently.
Additive color theory is based on mixing actual light (e.g. rainbows and prisms), while subtractive color theory is
based on mixing paint pigments and ink. The results of color mixing will vary, depending on the nature of what is being
mixed. For example, combining red and green light will produce a very different result than combining red and green
paint. In other words, color is not the simple subject that it might appear to be. This is not helped by the fact that our
everyday
vocabulary of color names is by no means adequate or standard. In common English usage the colors violet
and purple are often used interchangeably, although according to a strict definition of these names this is not entirely
correct. Purple is also frequently used as a blanket term to describe any hue of color between blue and red. In the
game Pastiche, the secondary color created by mixing blue and red is called violet, in keeping with the majority of
color wheels used by painters and artists. In the world of art, purple is often considered to be somewhere between violet and red on the color wheel, while indigo is considered to be between violet and blue. In the game the tertiary color
created by mixing violet and blue has been named purple, reflecting a more general usage of the word and one
color commonly associated with this name. No standard convention exists for naming tertiary colors, so the names used for these colors in Pastiche
are not to be considered authoritative.
What about brown? Brown is not technically a secondary color in the color wheel, but is considered a secondary
color for the purposes of the game design. In real life it can be made by mixing red with green (which in turn is created by
mixing blue and yellow), so the game does accurately reflect the fact that brown can be created using a mixture of
all three primary colours.
Basic color theory
holds that colors affect us in various ways emotionally and psychologically, and that a color
scheme can set a mood or atmosphere. The color wheel has proven to be a useful tool for assisting in combining
and selecting colors for this purpose. It is often used to distinguish between warm colors (red through orange
through yellow) which are vivid and energetic, and cool colors (green through blue through purple) which are calm
and soothing, while white, black, and gray are considered neutral. Colors that are opposite on the color wheel are
considered complementary colors, while three colors that are adjacent on the color wheel are considered analogous
colors. These concepts are used by artists to create different effects in their paintings.
11
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CREDITS
Original game design, layout and rules: Sean D. MacDonald
Game and rules development: Rick Soued, Gryphon Games
Graphics and production: Pixel Productions, Inc.
Art used by permission from the Bridgeman Art Library, New York City
Lots more family games available from Gryphon Games
www.eagle-gryphon.com
CREDITS
Original game design, layout and rules: Sean D. MacDonald
Game and rules development: Rick Soued, Gryphon Games
Rules editing and Appendix 2 text: Richard Pot
Graphics and production: Pixel Productions, Inc.
Art used by permission from the Bridgeman Art Library, New York City
Lots more family games are available from Gryphon Games, including:
www.eagle-gryphon.com
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