Les règles originales de Navia Dratp prévoient qu'un joueur puissent consistuer sa propre équipe de Maseitai, avec possibilité d'y inclure des doublons des Maseitai. Attention aux déséquilibres introduits, 2 tortues qui gagnent des Gyullas en avançant risquent de faire rager votre adversaire...
Ce mode de jeu où chaque joueur constitue librement sa propre équipe de Maseitai introduit la limitation à 1 exemplaire de chaque Maseitai par équipe.
Construit Singleton : Un Maseitai ne peut être recruté qu'en 1 unique exemplaire
Ce mode de jeu permet de drafter parmi 15 Maseitai choisis au hasard. Les parties se renouvellent avec plaisir, et ne nécessitent aucune préparation particulière.
Piocher au hasard 15 cartes de profils de Maseitai. En commençant par le joueur le plus jeune (ou le perdant précédent), chacun choisit successivement 1 Maseitai (sa carte de profil) jusqu'à ce que 14 d'entre eux aient été choisis (le dernier est écarté). Chaque joueur se retrouve ainsi au final avec son équipe de 7 Maseitai.
Trois cartes ont été créées par nos soins, en se basant sur les différents plateaux 3 joueurs des échecs traditionnels : le plateau carré hyperbolique, le plateau circulaire, et le plateau sphérique, présentés ici de gauche à droite :
Voici les règles particulières de déplacement et d'adjacence introduites par chaque modèle de plateau de jeu :
Le plateau schématique classique 4 joueurs trouvé sur internet a été retravaillé :
Les règles originales du plateau :
I'm inventing rules for multi-player Navia Dratp here, in which the cards and crystals that come packaged with the game are used to resolve the frustration of being the third or fourth player, whose disadvantage of initiative in a typical four-player chess variant is so much greater than Black in FIDE chess. The absence of rules against moving into check, and the fact that four colors of armies are unnecessary, also ease the transition.
The board pictured above would have to be created for one's self. Pieces are still aimed away from the owner to indicate which team they are on. The opening arrangement of the tiles is different, as shown.
In order to capture a Navia, there must be an empty Pharoah Square. Instead of going to the graveyard, a captured Navia is transported to any empty Pharoah Square of the captor's choice, and rotated to be on his team. He receives thirty crystals. The object of the game is to possess three Navia at the same time, although winning with the Navia promotion power is still allowed. If a player's Navia is captured, he does not leave the game, and still can attempt to win.
Play would proceed in rounds with three phases each, like this:
- Simultaneous Decision: Instead of being given to opponents, the cards are kept.
At the beginning of each round, all four players select the card of the figure they want to use that round, and place it on the table face-down.
If they are going to use a tile, they declare this openly, including the color. In that case, which tile is to be moved is kept secret until it is carried out.
All cards are then revealed. Where it will be moved is left unrevealed and optional until it is carried out.
If the player has more than one of their selected figure, which one will be moved is also left unrevealed and optional, or colored stickers may be attached to identical cards and pieces to distinguish them.
On the first round, play then proceeds from the player with the lowest point value total on his pieces to the player with the highest.
- Initiative auction: Players pay crystals out of their pots into their own bidding areas to move themselves up the queue from the turn order used the last round.
They continue paying crystals until there are no ties for any rank in the queue.
Play proceeds in the order of the person who was willing or able to pay the most crystals to the one who was willing or able to pay least. The crystals in the bidding areas are put in each player's own store (not his pot; they are spent and lost). If players are tied and have no more crystals, the one moving the figure with a lower point value wins the initiative. If both figures are the same point value, the player with the lowest total team points wins the initiative. If both are the same, the one who agrees not to make a capture wins the initiative. If in addition to these conditions both or neither are capturing, they both forfeit their turn and have their bids refunded.
3.Actions: Players take a turn with their declared piece in the order of the new queue.
If, between the initiative auction and his turn, any player's piece is captured which was the only one corresponding to his declared plan, he may instead use any other figure or tile on his team.
Start over at Simultaneous Decision.