| Tips on Tektolioing: Rule clarifications
The instructions seem complicated and it's hard to get the game going. Any suggestions?
The rules can be a bit whelming at first, but stick with it once you get into it, things move right along! But to get the game flowing more quickly, try these on for size:
- Read through the Rulebook before everyone sits down to play and familiarize yourself with the rules. When questions arise, you will have some idea of where to find answers.
Tektolio is similar to a role-playing game, in that it can be difficult to grasp when novices try to play without a seasoned leader. You will benefit from an experienced Arkitekt who can guide you through the game.
- Refer to the Quiktolio. If it doesn't answer a question outright, it will direct you where to turn in the Rulebook for further clarification. The Rulebook's Table of Contents also references many other subjects.
- Learn playspace color/texture meanings. The Quiktolio and the Rulebook detail the specific things that happen on each type of playspace (Red Marble, Blue Tile, etc.) and are a quick way to learn what's required. Once you understand each of the playspace types, the game will progress more smoothly.
There seem to be differences between the Rulebook and the Quiktolio regarding Terracotta Tile spaces. Please clear this up!
Sorry, we goofed here. When you are trapped in the Attic or Cellar, you DO roll immediately for your first escape attempt (the Quiktolio omits this point). Thereafter, you take your normal turn; i.e., collect a This/That card and roll d8. The only difference is that you cannot move unless you roll a 1-4, whereupon you can escape to the Over Hall or Under Hall.
Then what about the Blue Tile Hall spaces? If I roll a 1-4 to escape the Attic or Cellar, is that how far I move?
Movement is moot off the three Blue Tile Hall spaces (Over, Under and Long). You never stay there. If you land there either while moving along the outer yellow marble Hall track, or after leaving the Attic, Cellar or Closet spaces you always collect 50 points and go to a Room Event in the Room of your choice.
Likewise, you don't ever get stuck in the Closet; if you get sent there, you draw 3 This/That cards, move immediately to the Long Hall, collect 50 points, and then depart for your favorite Room and Event.
In any of the above cases, your d8 roll then is used to determine which Room Event you encounter.
I'm not too sure what I'm supposed to do with a Room Event. How do I decide what the problem is and how do I solve it?
That's part of the "thinking out of the box" aspect of Tektolio. Listen closely to your Event; have your Arkitekt reread both the Event and the Room Description as many times as you need. Consider the This/That cards you're holding, and scope out what your opponents have (the last few play sessions, my sister Carol enthusiastically started trading and selling off her cards!). Choose some aspect that seems to be a problem that you can solve with the cards you have and the other objects available in the Room or Event. You may also assume certain things based on the Room Description or Event that may lead you to further items that you can use. Consult the Rulebook under Kontraptions, Rule 1, Assumptions.
Ultimately, you just have to let your imagination go zooming off into the wild blue and try to keep up with it long enough to build a Kontraption!
Everybody else keeps offering suggestions and interrupting my Room Event. How do I make them shut the heck up?
It's been a rare occasion when players DON'T all end up kibitzing for each other (that's part of the fun!). But if your group insists on purism, then it's your Arkitekt's job to silence the peanut gallery....
Tips on Tektolioing: Modification
I'm not ready to explain an Office Men's Room to my 6-year old girl, and some of the items in the game may be inappropriate for small children. How can I make the game playable for them?
Tektolio has infinite tailorability, both to specific players and to groups of players. We've posted our first two alternate Room .pdfs with new Events (E.G. page) so substitute one of those for the Men's Room (or whatever other Room you choose).
We'll be posting other free alternate Rooms periodically, and hope to have additional card sets for purchase by Fall 2001, so keep checking back!
As for any potentially objectionable objects around the Villa, the first thing to do is to have a parent, counselor, teacher or trainer play the Arkitekt. Being in that position of authority will allow you to monitor what happens in the game. If the objectionable item is a This/That card, remove that card from the deck prior to the game. If the objectionable item is mentioned in a Room Description or Event, simply skip over it when reading aloud to the players they'll never miss it.
e-mail us with questions: tektolio@oktabo.com |