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• The colors of the cubes emerging from the tower determine which actions are available this phase. • The largest number of cubes of a single color deter­ mines the number of action points (AP) that can be spent on a single available action during this game phase.

Available actions:

(1) BLUE / Move: Each action point allows the player to move each of his ships to an orthogonally adjacent water space. If a ship ends its movement on an anchor space, the player can establish one of his trading posts on the adja­cent trading post space, provided that it’s not occupied. This player can now build on this island. The first player to establish a trading post on an island scores 3 victory points for his discovery. Ships may move through another ship, but may not stop on the same space.

(2) BLACK / Load: The player moves the cannon scoring disc on his player sheet one space to the right for each action point, up to a maximum of 12. If the cannon scoring disc moves past 12, the end of the track, the player leaves the disc at 12 and collects two gold, no matter how many extra cannons they would have received.

(3) RED / Plan: With this action, the player can take neutral landscape tiles or his own village tiles from the general supply and place them next to his player sheet. Taking one of his own village tiles, regardless of its size, costs 1 AP. Taking a neutral landscape tile costs 1­-6 AP, depending on its size. A player can take only one neutral landscape tile during each game phase.

(4) BROWN / Progress: The player moves the progress scoring disc on his player sheet one space clockwise for each action point used. Each time he reaches or passes a space with imprinted victory points, he must take a progress token from the storage board and place it on his player sheet. If the progress scoring disc moves past the end of the track, the player leaves the disc at the end of the track (15 points) and collects two gold, no matter how many extra spaces they would have moved.

(5) GREEN / Build: With this action, the player can build the neutral land­ scape or village tiles from the personal supply next to his player sheet face down on any island that contains at least one of his own trading posts. Placing a village tile costs only 1 AP. Placing a neutral landscape tile costs 1­-6 AP, depending on its size. Buildings must be built orthogonally tracing a route through their own and neutral landscape tiles back to a trading post. Covering a goods icon allows the player to take that tile.

(6) YELLOW / Buy: With this action, the player can buy production tokens for 2­-4 AP from the storage board. The AP cost of a production token equals the number on this token. The player stacks purchased production tokens on his player sheet with commodity tokens of the same type.

(7) WHITE / Special: For this action, the player has two choices:

  1. Change the player order: The player advances his disc one space on the special action track for each action point spent. If he lands on a space occupied by one or more discs, he places his disc on top of any disc(s) already on this space. It is not required to move the full number of spaces as the power of the action. Players may move less than the full number.
  2. Take a special action: A player who has advanced at least once on the special action track will have his disc on a non­ white space. The color of this space matches one of the actions described previously. If no cube of this color is in the action space, the player can still take this color’s corresponding action.