Gamehelpdanceofmuses
Overview
Place tiles then proceed to maneuver them around in order to show you have the best dancers
Setup
Starting with the Start player, each player takes turns placing their Muses until all are placed
Of your Muses, one MUST be placed facedown, but it's up to you which and at what point
When you place a Muse, except for the first, it must be placed orthogonally or diagonally adjacent to a muse already in play
After a Muse is placed, mark it with one of your dice with a value of 1
Once all Muses are placed, the dance can commence!
Turn
On your turn, pick a Muse regardless of who owns it
Move the selected Muse 1 step either Horizontally or Vertically, which may involve pushing other Muses
Regardless of how a Muse is moved, it & all Muses affected must remain part of the group, as long as an edge OR a corner touches another Muse it is considered still part of the group (and there must only be one single group, so moving to create two unconnected groups is forbidden also)
All Muses moved will then have their dice value increased by 1 regardless of owner
Before or after taking the move, you have the option of also using their special power, with two conditions: 1) You can only use special powers of faceup visible Muses, 2) You can only use the power of a Muse if you intend to and are able to take the move action with it i.e. you cannot use power of Muse A then move Muse B
Round End
The round ends as soon as any Muse (hidden or visible) has its dice reach 6
Any other actions that could have been taken (Ability or Movement) are voided
Hidden Muses are flipped faceup
If the value of a dice equals the number of suns on a Muse, the Dice is changed directly to value 6
Players collect their dice as they are and order them in descending value to then check against everyone else's dice of the same rank, and whoever has the absolute highest in each rank (no ties) gains 1 point
e.g. white has 6-4-3, black has 6-4-4, red has 5-5-3, among 1st positions white & black tie at 6 so no points, among 2nd positions red 5 is the clear highest so scores 1 point, among 3rd position black 4 is the clear highest and scores 1 point
In addition, whoever has the highest scorable dice wins an extra point, e.g. in the previous example white and black neutralised each other in 1st position, so we look to 2nd position to see a clear highest of 5 from red so they score the bonus point
If playing two rounds, and this is round two, the extra bonus point is increased to 2 points, unless no one won the bonus in round one and then round two's bonus is reduced to 1 point
Game End
The game ends after one or two rounds, as decided before play.
The player with the most points, wins!
If tied, this is broken by Bonus Points awarded, then by total sum of dice, then shared.