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Gamehelppipeline

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Overview

The game is played over 18 Rounds split into phases, phase 1 is 8 rounds, phase 2 is 6 rounds, phase 3 is 4 rounds


Turn

On your turn, complete the Work phase then the Machine Phase

Place a meeple on the action space you wish to perform regardless of if it is occupied or not, you may even stay where you were before and do the same action again. This can be from the main action spaces, the Government Pipes, or your personal action spaces.

After which, you MAY pay $10 to take an action adjacent to your main action space IF you took an action on the main action spaces

If either action you took shows the turn order symbol, you can change your place in turn order for next round, if desired

After which, you may pay $15 to activate as many of your personal pipes as you wish

In addition, at any point as long as it does not interrupt another action, you may fulfil any Contracts and/or Orders. Contracts can be slowly worked on whilst Orders have to be completed all in one action.


Refresh Phase

At the start of the 2nd and 3rd segment, there is a refresh phase

First, remove the rightmost column of contracts and refill the left after sliding

Any player with incomplete contracts receives a penalty token for each, then the incomplete contracts are discarded

Oil barrels on contracts are removed

Deferred contracts now become active

Resupply Markets and Remove Oil depending on the supply and demand markers

Fully discard and replace the Tank and Machine Shops

Flip face down Upgrades faceup


Game End

The game ends at the end of the 18th Round

Any incomplete contracts are removed and their owners receive a penalty token for each

Oil Barrels give the player money based on their personal value of them

Pipelines earn money based on how well they can refine the oil which runs through them

Players earn money from how well they satisfy the Valuation tile

Players lose money for each penalty token they hold at the rate denoted on their personal board

The player with the most money, wins!

If tied, the player earliest in turn order wins!