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tag:TOAG is an adaptation of the ancient game of Ishido set in Anglo-Saxon style. Following Anglo-Saxon tradition...
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TOAG is an adaptation of the ancient game of Ishido set in Anglo-Saxon style. Following Anglo-Saxon traditional sorcery you will learn to exercise your wiglung to anticipate and foresee how best to arrange the runes in order to optimize your weird (fate). This game has puzzled the minds of many for hundreds of years. Pit your wits against the fates and see if you are clever enough to solve the mysteries of the runes.
In the training version you will be able to undo moves and receive hints where to place runes. Such actions erase all gains you have made. Your score will reset as will any bonus accumulators you’ve earned. So, use them wisely. This version of the game is meant to allow you, at a cost, to explore various alternatives and teach you how to look ahead. Taking in all the details that surround you and foreseeing probabilities and potential is the bread and butter of Anglo-Saxon sorcery. Anglo-Sax sorcerers do not predict the future, they see the potential of all futures that could be and then choose and influence the one they want the most to occur.
You earn sorcery points by making 4 way connections. These are the most difficult to make happen, however, fortune favors the lucky just the same. Earn enough sorcery points with the classic game to unlock the Apprentice and Mastery versions.
Good luck young sorcerer.
It was believed that TOAG or Ishido was a means to divine the future. A game of chance that also offered a glimpse of future events. It teaches us that if we can perceive the possibilities before us we can better prepare for them in the future. TOAG (Ishido) was a training tool for ancient prophets who sought to learn the timely craft of seeing into the future.
THE RULES
There are 72 tiles, two of each combination of six colors and six icons. For example, there is 2 Red Feathers, 2 Blue Feathers, 2 Green Feathers, 2 White Feathers, 2 Purple Feathers, and 2 Yellow Feathers. There are 5 other icons with the same color configuration making a total of 72 tiles. At the start of the game six tiles are placed on the board automatically which are drawn from the bag of tiles after they have been shuffled. To place an additional tile on the board, you must match at least one adjacent tile according to the restrictions listed below. Each time you place a tile a random tile is drawn from the bag of tiles. You play until either you can no longer place a tile on the board or you have emptied your bag of 72 tiles.
To match a single tile, you must match either the color or shape.
To match two tiles, you must match one shape and one color.
To match three tiles, you must match two colors and one shape OR two shapes and one color.
To match four tiles, you must match two colors and two shapes.
When placing a tile you must consider those tiles which are adjacent to the location you want to place the tile at. You can not place a tile on top of a tile. If the space you want to place the tile at has 3 adjacent tiles you must match all three according to the restrictions listed above and so on. As you get further along in the game placing tiles will become increasingly more difficult. The strategy of the game is understanding how many colors of which tiles have already been drawn and which still remain in the bag. By carefully placing key tiles on the board you can plan for the arrival of certain tiles to score greater points. The more tiles you match with each placement of a tile the more points you will be awarded.
Tiles placed on the interior (lighter) squares score points when placed according to the number of adjacent tiles that they match. Tiles placed outside the interior award no points (Traveling the interior of the board is a step of progress and risk, walking only at its perimeter is the safe mans journey which ultimately takes you in circles).
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3 reviews
Size
83.6 MB
Last update
June 11, 2020