http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=BillFraser&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T12:46:55ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Gamehelpthreethousandscoundrels&diff=19748Gamehelpthreethousandscoundrels2024-01-28T22:29:45Z<p>BillFraser: </p>
<hr />
<div>===Overview===<br />
<br />
The games ends after 2 rounds / 8 turns (short) or 3 rounds / 12 turns (long)<br />
<br />
<br />
===Turn===<br />
<br />
A Player's turn consists of the following:<br />
<br />
Plan<br />
<br />
Abilities<br />
<br />
Scoundrel OR Sheriff<br />
<br />
<br />
===Plan===<br />
<br />
Pick a card from your hand and place it on a slot<br />
<br />
If the card you played matches the slot, this is a normal play<br />
<br />
If the card you played does NOT match the slot, this is a bluff<br />
<br />
Either way, no one but you knows what you played<br />
<br />
Note, if you make a bluff for a card you already have in your hand, you will have to make another bluff e.g. if you put a 3 on the 2 slot, you can't put a 3 on the 3 slot so would have to bluff again<br />
<br />
However, the 0 card does not match a slot and so does not create the issues just discussed<br />
<br />
The other important note is that the 6 slot (whether you use an actual 6 or not) does not have an ability associated with it<br />
<br />
If you wish to call another player's bluff, you have 3 henchmen which you can use, you place one of these on a card you think is a bluff, but other players can also send henchmen to the same card, you just can't have more than one of your own at a card and they can only be played on a player's most recent card, you can't call them on anything they previously played. Additionally, you can't call your own bluff and you can't move a Henchman if it is already in use.<br />
<br />
<br />
===Abilities===<br />
<br />
In an order of your choosing, use abilities which match the slot (not the card) you occupied this turn<br />
<br />
Other than gaining money, and abilities acquired throughout the game, there are two abilities discussed below<br />
<br />
<br />
A/2 Scout<br />
<br />
This lets you look at a safe in advance, and you then place a token of yours on it to show you've looked. Once looked, you can view safes again at any time, even if it is later owned by an opponent. You may place any of your tokens on the safe, but if you place a token that matches the safe's true value, it's worth an extra point to the stealer (which may or may not be you)<br />
<br />
<br />
5 Steal<br />
<br />
You can take any safe, along with all tokens on it, but you are restricted to 1 safe per day cumulative, i.e. you can take 1 safe on day 1 then 1 safe on day 2, or you can take 0 safes on day 1 then 2 safes on day 2, but can't take 2 on day 1 and 0 on day 2. However, you can swap safes, by stealing above limit, looking at them, then returning a safe of your choice. Regardless of whether you swap steal or straight steal, all tokens remain on their respective safes at all times.<br />
<br />
<br />
===Scoundrel or Sheriff===<br />
<br />
At the end of your turn, you can either call a Scoundrel or activate the Sheriff<br />
<br />
If you pick the Scoundrel option, pay the cost and place the desired Scoundrel on one of your 5 spaces for them, then refill the Saloon. If you wish, and at this point only, you can re-arrange your Scoundrels. In addition, if the new scoundrel doesn't fit, pick a scoundrel to discard or discard the scoundrel just hired.<br />
<br />
If you pick the Sheriff option, or can't afford a Scoundrel, discard the Saloon's rightmost scoundrel and refill the Saloon. After which, pick either receive $2, pay $2 or $4 to free 1 or 2 henchmen respectively, or on the final day only spend $12 to buy a safe<br />
<br />
<br />
===End of Day===<br />
<br />
The day ends after each player has taken 4 turns<br />
<br />
Bluff Check - IMPORTANT non-henchmen marked cards are NOT checked, so could be genuine or could be a bluff, they just aren't checked<br />
<br />
If a card does have one or more henchmen on it, it is checked, flip the card over to see if it was genuine or a bluff<br />
<br />
If genuine, all henchmen on the card are sent to jail and are out of commission until recalled by the associated Sheriff action<br />
<br />
If bluff, the henchmen owners gain 1 Reputation and gain their henchmen back to their supply, the bluffer loses 1 Reputation<br />
<br />
If this were the final day, move to scoring, otherwise<br />
<br />
Without revealing them, if they weren't already revealed, each player shuffles their played cards SEPARETELY, then these shuffled played cards are placed at the end of your deck, NOT shuffled into them, as such your next hand will be completely different from current<br />
<br />
The player with the current highest reputation decides who starts the new round<br />
<br />
<br />
===Game End===<br />
<br />
Once 2 or 3 days have elapsed (for short or long version) the game ends<br />
<br />
Reveal safes<br />
<br />
Everyone gains points for the safes as stated + 1 point per token that matches that safe's value<br />
<br />
Based on a players reputation, they may gain or lose a certain number of points<br />
<br />
Scoundrels may grant extra points<br />
<br />
The player with the most points wins!<br />
<br />
===One Last Thing===<br />
<br />
It isn't clear from the rules, but by looking at a picture of the actual board, you can tell that during the game, your reputation can't go below -2 nor above +6.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpthreethousandscoundrels&diff=19747Gamehelpthreethousandscoundrels2024-01-28T21:49:51Z<p>BillFraser: I suspect the other comment was made by someone who made a mistake. My goal was to leave the warning in there, but make it more targeted. It should probably be moved to the strategy page anyway, when there is one.</p>
<hr />
<div>===Overview===<br />
<br />
The games ends after 2 rounds / 8 turns (short) or 3 rounds / 12 turns (long)<br />
<br />
<br />
===Turn===<br />
<br />
A Player's turn consists of the following:<br />
<br />
Plan<br />
<br />
Abilities<br />
<br />
Scoundrel OR Sheriff<br />
<br />
<br />
===Plan===<br />
<br />
Pick a card from your hand and place it on a slot<br />
<br />
If the card you played matches the slot, this is a normal play<br />
<br />
If the card you played does NOT match the slot, this is a bluff<br />
<br />
Either way, no one but you knows what you played<br />
<br />
Note, if you make a bluff for a card you already have in your hand, you will have to make another bluff e.g. if you put a 3 on the 2 slot, you can't put a 3 on the 3 slot so would have to bluff again<br />
<br />
However, the 0 card does not match a slot and so does not create the issues just discussed<br />
<br />
The other important note is that the 6 slot (whether you use an actual 6 or not) does not have an ability associated with it<br />
<br />
If you wish to call another player's bluff, you have 3 henchmen which you can use, you place one of these on a card you think is a bluff, but other players can also send henchmen to the same card, you just can't have more than one of your own at a card and they can only be played on a player's most recent card, you can't call them on anything they previously played. Additionally, you can't call your own bluff and you can't move a Henchman if it is already in use.<br />
<br />
<br />
===Abilities===<br />
<br />
In an order of your choosing, use abilities which match the slot (not the card) you occupied this turn<br />
<br />
Other than gaining money, and abilities acquired throughout the game, there are two abilities discussed below<br />
<br />
<br />
A/2 Scout<br />
<br />
This lets you look at a safe in advance, and you then place a token of yours on it to show you've looked. Once looked, you can view safes again at any time, even if it is later owned by an opponent. You may place any of your tokens on the safe, but if you place a token that matches the safe's true value, it's worth an extra point to the stealer (which may or may not be you)<br />
<br />
<br />
5 Steal<br />
<br />
You can take any safe, along with all tokens on it, but you are restricted to 1 safe per day cumulative, i.e. you can take 1 safe on day 1 then 1 safe on day 2, or you can take 0 safes on day 1 then 2 safes on day 2, but can't take 2 on day 1 and 0 on day 2. However, you can swap safes, by stealing above limit, looking at them, then returning a safe of your choice. Regardless of whether you swap steal or straight steal, all tokens remain on their respective safes at all times.<br />
<br />
<br />
===Scoundrel or Sheriff===<br />
<br />
At the end of your turn, you can either call a Scoundrel or activate the Sheriff<br />
<br />
If you pick the Scoundrel option, pay the cost and place the desired Scoundrel on one of your 5 spaces for them, then refill the Saloon. If you wish, and at this point only, you can re-arrange your Scoundrels. In addition, if the new scoundrel doesn't fit, pick a scoundrel to discard or discard the scoundrel just hired.<br />
<br />
If you pick the Sheriff option, or can't afford a Scoundrel, discard the Saloon's rightmost scoundrel and refill the Saloon. After which, pick either receive $2, pay $2 or $4 to free 1 or 2 henchmen respectively, or on the final day only spend $12 to buy a safe<br />
<br />
<br />
===End of Day===<br />
<br />
The day ends after each player has taken 4 turns<br />
<br />
Bluff Check - IMPORTANT non-henchmen marked cards are NOT checked, so could be genuine or could be a bluff, they just aren't checked<br />
<br />
If a card does have one or more henchmen on it, it is checked, flip the card over to see if it was genuine or a bluff<br />
<br />
If genuine, all henchmen on the card are sent to jail and are out of commission until recalled by the associated Sheriff action<br />
<br />
If bluff, the henchmen owners gain 1 Reputation and gain their henchmen back to their supply, the bluffer loses 1 Reputation<br />
<br />
If this were the final day, move to scoring, otherwise<br />
<br />
Without revealing them, if they weren't already revealed, each player shuffles their played cards SEPARETELY, then these shuffled played cards are placed at the end of your deck, NOT shuffled into them, as such your next hand will be completely different from current<br />
<br />
The player with the current highest reputation decides who starts the new round<br />
<br />
<br />
===Game End===<br />
<br />
Once 2 or 3 days have elapsed (for short or long version) the game ends<br />
<br />
Reveal safes<br />
<br />
Everyone gains points for the safes as stated + 1 point per token that matches that safe's value<br />
<br />
Based on a players reputation, they may gain or lose a certain number of points<br />
<br />
Scoundrels may grant extra points<br />
<br />
The player with the most points wins!</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptortugasixteensixtyseven&diff=18772Gamehelptortugasixteensixtyseven2023-11-06T15:55:19Z<p>BillFraser: </p>
<hr />
<div>==Summary==<br />
Players will be divided into teams evenly (British and French), if there are an odd number of players, there will be one lone Dutch player. Either way, the team you are on is secret, and you may not reveal your team to the other players<br />
<br />
After this, players are randomly distributed to the two boats.<br />
<br />
To finish setup, the captain of each ship decides which nationality's hold the first treasure for their ship starts at<br />
<br />
The winner is the team that has the most chests in their team's holds when the Spanish Armada event card is revealed. The Dutch team only wins if the British and French teams are tied at the end of the game. If there is no Dutch team, then the Spanish Armada is removed and event deck is shuffled and the game continues until it is no longer tied.<br />
<br />
==Terms==<br />
&#42; '''Captain:''' The person at the front of either ship.<br />
<br />
&#42; '''First Mate:''' The person on the second space of either ship.<br />
<br />
&#42; '''Cabin Boy:''' The last person on the ship. This may be the first mate or the captain if alone.<br />
<br />
&#42; '''Governor:''' This is the first person in the line on Tortuga.<br />
<br />
==Actions==<br />
On your turn there are a number of actions you can perform and they depend on where your character is located. '''NOTE:''' In 2-player games, each player gets 2 actions per turn.<br />
<br />
===All Players:===<br />
&#42; '''View 2 Event Cards:''' Secretly view the front of any 2 of the 5 face-down Event cards<br />
<br />
&#42; '''Reveal 1 Event Card:''' Reveal any 1 of the event cards. Show this card to all players and resolve the consequences listed on the card. Replace the revealed card with the top card from the event deck face-down<br />
<br />
&#42; '''Force another player to reveal one of two event cards:''' Choose any other player and then select any 2 of the event cards. The player you chose selects either of those 2 event cards, reveals it to all players, and resolves it<br />
<br />
&#42; '''Move:''' Move your pawn from either ship or Tortuga to an adjoining rowboat. Or, move your pawn from a rowboat to the back of the line on Tortuga or to the back of the line on the adjoining ship<br />
<br />
===Captain:===<br />
&#42; '''Call for an Attack:''' Successful attacks let you take treasure from the Spanish Galleon. If the Spanish Galleon is out of treasure, successful attacks let you take treasure from the other pirate ship. See “Vote Cards” section for details<br />
<br />
&#42; '''Maroon a player:''' Maroon any other pawn on your ship to Tortuga<br />
<br />
===First Mate:===<br />
&#42; '''Call for a Mutiny:''' Successful mutinies maroon your captain to Tortuga. See “Vote Cards” section for details<br />
<br />
===Cabin Boy:===<br />
&#42; '''Move a Treasure:''' Move 1 treasure token already on your ship from the British treasure hold to the French treasure hold, or vice versa<br />
<br />
===Governor:===<br />
&#42; '''Call for a Brawl:''' Brawls move the 2 pieces of treasure already on Tortuga to one or both treasure areas on Tortuga. See “Vote Cards” section for details<br />
<br />
==Vote Cards==<br />
Attacks, Mutinies, and Brawls are all types of votes. When a vote is called for, all players participating in the vote will put 1 of their vote cards into the middle. For each type of vote, the top vote card from the vote deck is also added. All cards in the middle are then shuffled and revealed, and the result of the vote is carried out.<br />
<br />
After the vote is complete, mix and place all played vote cards face-down at the bottom of the vote deck. Each player who participated in the vote draws a new vote card from the top of the vote deck.<br />
<br />
===Attack===<br />
The captain of a ship may call for an attack as their action. If the captain is the only player on the ship, they may still call for an attack. Only players on the attacking captain’s ship participate in the vote.<br />
<br />
Only the top section of the vote card matters in an attack and contains a cannon, a torch, or water. Every 1 water cancels out 1 torch. If there is at least 1 cannon, and at least 1 “successful” Torch played in the vote, the captain may take 1 piece of treasure from the Spanish Galleon and place it in either hold on their ship.<br />
<br />
If the Spanish Galleon is out of treasure the captain may take 1 piece of treasure from either treasure hold on the other pirate ship (Flying Dutchman or Jolly Roger), even if the other ship has no pawns on it, and place it in either hold on their ship.<br />
<br />
'''Example:''' If 2 cannons, 1 torch, and 1 water were played, the attack would fail since the water canceled the torch and there were no “successful” torches.<br />
<br />
'''Example:''' If 1 cannon, 2 torches, and 1 water were played, the attack would succeed since there is 1 cannon and only 1 of the torches was canceled by water, thus leaving 1 “successful” torch.<br />
<br />
'''Example:''' If 2 cannons and 2 torches were played, the attack would succeed. However, you still only take 1 piece of treasure.<br />
<br />
===Brawl===<br />
The governor of Tortuga may call for a brawl as their action. If the governor is the only player on Tortuga, they may still call for a brawl. Only players on Tortuga participate in the vote.<br />
<br />
Only the middle section of the vote card matters in a brawl and contains either a British flag or a French flag. If a majority of the revealed cards are British flags, place both pieces of treasure on Tortuga in the British treasure area. If a majority are French flags, place both pieces of treasure on Tortuga in the French treasure area. If there is a tie, place 1 piece of treasure in each area. The two pieces of treasure on Tortuga always remain on Tortuga, but they may be moved to either of the areas on Tortuga in future brawls.<br />
<br />
===Mutiny===<br />
The First Mate of a ship may call for a mutiny as their action. Only players on that ship, except for the captain, participate in the vote.<br />
<br />
Only the bottom section of the vote card matters in a mutiny and contains either a skull or a helm. If a majority of the revealed cards have a skull, then the captain on the mutinying ship is marooned to Tortuga. If a majority have a helm or there is a tie, nothing happens.<br />
<br />
==Getting Marooned==<br />
If a pawn on a ship gets marooned to Tortuga, pawns ranked behind it on the same ship will move up to fill in the empty pawn position. If the captain is marooned, the first mate becomes captain. If everyone on a ship has been marooned, the treasure that is on that ship remains on that ship in the same treasure holds. That treasure still counts towards a team’s total treasure unless it is moved later in the game. If a player boards an empty ship, they become captain of that ship.<br />
<br />
If you are marooned to Tortuga, your pawn is placed at the back of the line on Tortuga. For example, if Tortuga is currently empty then the “back of the line” is the Governor’s position. For another example, if Tortuga already has 2 pawns on it, the “back of the line” is the “3” position. While on Tortuga you still get turns and you may still perform player actions as normal.<br />
<br />
If you are already on Tortuga and you get marooned again, two things happen to you. First, your pawn is moved to the back of the line on Tortuga and pawns that were ranked behind you move up. (If you are <br />
alone on Tortuga your position does not change). Second, one of your vote cards is chosen at random by another player and placed unseen at the bottom of the vote card deck. You will play with fewer vote cards for the rest of the game. If you are marooned multiple times while on Tortuga, you will lose multiple vote cards. If you lose all of your Vote cards you may still call for a vote if in a position to do so but you will not be able to participate.<br />
<br />
==Rowboats==<br />
Moving to a rowboat takes one action. Therefore, it takes two total actions to get from Tortuga to a ship or from a ship to Tortuga, since you must move to the rowboat as one action, and move to the <br />
ship or Tortuga as the second action. If there is a pawn currently on a rowboat, no other pawn may move onto that rowboat since each rowboat holds only 1 pawn at a time. If your pawn is on a rowboat, you do not participate in votes. You are allowed to “sit” on the rowboat and perform other actions (e.g., viewing and revealing cards) in order to block other pawns. If you are marooned while on a rowboat, you must return your pawn to the back of the line on Tortuga, but you do not lose a Vote card.<br />
<br />
==Ending and Winning the Game==<br />
As soon as the event deck runs out and the only unrevealed event cards left are the 5 in the row, shuffle those 5 cards and lay them out in a new row. The Spanish Armada card will be one of those final <br />
5 cards and revealed cards will no longer be replaced.<br />
<br />
Immediately when the Spanish Armada is revealed, the team with the most treasure wins the game. You can win with your team regardless of where your pawn is when the game ends.<br />
<br />
In games with an odd number of players, if teams are tied when the Spanish Armada card is revealed, the Dutch player wins. <br />
<br />
In games with an even number of players, if teams are tied when the Spanish Armada card is revealed, remove the Spanish Armada card from the game and shuffle all discarded and unrevealed event cards into a new event deck. Do not shuffle in cards that are currently in front of a player, such as an Albatross, Letter of Marque, or a Treasure Map. Lay out 5 new event cards in the row and continue playing where you left off. The first team to take the lead wins the game.<br />
<br />
==Event Cards==<br />
In the descriptions below, '''any player''' includes yourself. '''Another player''' does not include yourself. All card resolutions are mandatory when revealed.<br />
<br />
===Helpful Cards (6)===<br />
&#42; '''Letter of Marque''' (3)''':''' Revealer moves any player currently on Tortuga or a rowboat to the back of the line of either ship. Revealer may also save this card and use it as a future action.<br />
<br />
&#42; '''Pistol''' (3)''':''' Revealer selects another player. That player is marooned. Pistols cannot be saved to use as a later action.<br />
<br />
===Hurtful Cards (6)===<br />
&#42; '''Albatross''' (3)''':''' Revealer keeps this card face-up in front of them for the rest of the game. If at any point a ship has 2 total albatross’ on board, all players on that ship are marooned to Tortuga. '''Example:''' The first mate revealed an albatross earlier in the game and has it in front of them. If anyone on that first mate’s ship (including themself) reveals another albatross, everyone on that ship (even those players without albatross cards) are marooned to Tortuga. If you possess 2 albatross cards and you enter a ship, everyone on the ship (including you, who just joined the ship) is immediately marooned to Tortuga. You are essentially a walking bomb. Albatross cards have no effect on Tortuga. If more than 1 player enters Tortuga simultaneously because they all were marooned from Albatross cards, they reverse their rank order (Cabin Boy would get best-ranked open pawn spot on Tortuga, Captain would get worst, etc.).<br />
<br />
&#42; '''Black Spot''' (3)''':''' Revealer is marooned.<br />
<br />
===Treasure Maps (3)===<br />
Revealer gives the treasure map to another player. When the player given the card uses a treasure map, it does not count as an action. A player may be given and possess multiple treasure maps. In 2 and <br />
3-player games, players still must give revealed treasure maps to another player.<br />
<br />
&#42; '''Atlantis''' (1)''':''' Owner may move from one ship to the back of the line on the other ship immediately before any player’s turn (including their own). Using Atlantis does not count as an action. Owner may not use this card to move from Tortuga or a Rowboat to a ship. Discard after use.<br />
<br />
&#42; '''El Dorado''' (1)''':''' Owner immediately draws 1 extra vote card. In any one future vote, owner may play two vote cards instead of the usual one. Players given El Dorado (including those playing down vote cards from being marooned while on Tortuga) may keep the El Dorado card and not use its ability in order to keep more vote cards in their hand. Discard the El Dorado card after using two cards in a vote.<br />
<br />
&#42; '''Fountain of Youth''' (1)''':''' Owner may choose to not be marooned after revealing a black Spot, getting shot with a pistol, being marooned by their captain, or being marooned from a successful mutiny. Discard after use.<br />
<br />
===Starred Cards (3 added into each game at random)===<br />
&#42; '''Black Powder:''' Revealer places the explosion token on either rowboat. That rowboat may not be used for the rest of the game. If a player is currently on that rowboat they are marooned to the back of the line on Tortuga. The only way to move to a ship without its rowboat is to use a Letter of Marque or Atlantis.<br />
<br />
&#42; '''Cabin Fever:''' Revealer chooses 1 other player. Revealer and the chosen player’s loyalty cards are shuffled and redistributed to each of them. They each secretly view their new loyalty card.<br />
<br />
&#42; '''Crow's Nest:''' Revealer places any one player’s hand of vote cards face-down in the vote deck. Revealer then privately searches the entire vote deck for any vote cards to replace the cards that were in that player’s hand. Shuffle the vote deck after completing. Be sure to replace that player’s hand with the same number of vote cards they had when Crow’s Nest was revealed. <br />
<br />
&#42; '''Eight Bells:''' All pawns on the revealer’s boat or island are put into the pouch and drawn out randomly back onto that boat or island. There is no effect if the revealer is alone or is on a rowboat. <br />
<br />
&#42; '''Facade:''' Revealer swaps pawn positions with the player sitting on their right.<br />
<br />
&#42; '''Pirate Code:''' Revealer may not participate in the next two votes (Attack, Mutiny, or Brawl) that they would have been a part of. They may still call for a vote if in a position to do so. If they are alone for a vote, a vote card is still added from the deck. Discard after not participating in the second vote.<br />
<br />
&#42; '''Scurvy:''' All players on the same ship or island as the revealer, including the revealer, lose their next turn. Those players still lose their next turn even if they are moved off of the Scurvy revealer’s ship or island. Players losing their turn may still participate in relevant Brawls, Mutinies, or Attacks called for by non-skipped players. In 2-player games, skipped players miss both actions for their next turn.<br />
<br />
&#42; '''Stormy Seas:''' All treasure on the revealer’s ship is returned to the Spanish Galleon (if on a ship) or the Tortuga treasures are returned to their original starting areas (if on Tortuga). Remember, if there is treasure on the Spanish Galleon, captains can not attack each other’s ships until the treasure on the Galleon is gone. There is no effect if the revealer is on a ship with no treasure or is on a rowboat.<br />
<br />
===Game Ender (1)===<br />
&#42; '''Spanish Armada:''' The game ends when the Spanish Armada card is revealed. If the Spanish Armada card is the last card left, players may not use an action to view cards or to force other players to reveal cards.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&diff=18241Gamehelppontedeldiavolo2023-10-01T15:24:52Z<p>BillFraser: /* Place 2 Tiles */</p>
<hr />
<div>For tips on how to play Ponte del Diavolo, see <b>[[Tips_pontedeldiavolo|Tips_PonteDelDiavolo]]</b><br />
<br />
'''[https://tesera.ru/images/items/178377/Ponte%20del%20Diavolo.pdf Rules]'''<br />
<br />
== Overview ==<br />
<br />
The object of the game is to form groups of islands linked by bridges.<br />
<br />
=== Definitions ===<br />
<br />
'''Island''': 4 orthogonally adjacent tiles of the same colour.<br />
<br />
'''Sandbank''': Fewer than 4 orthogonally adjacent tiles of the same colour.<br />
<br />
'''Bridge''': Game piece that connects 2 tiles of the same colour.<br />
<br />
'''Water''': Empty space on the board.<br />
<br />
== Game Start ==<br />
<br />
# The first player places 2 light tiles anywhere on the board.<br />
# The second player chooses to play as the light tile or the dark tile player.<br />
# Play resumes with the dark tile player.<br />
<br />
== Game Turn ==<br />
<br />
Each player takes turns to place either:<br />
* 2 tiles of their own colour, '''or'''<br />
* 1 bridge.<br />
<br />
=== Place 2 Tiles ===<br />
<br />
Tiles can be placed anywhere on the board except:<br />
* Under bridges, or<br />
* Adjacent to an '''island''' of the same colour, even diagonally.<br />
* Where it would create an island that is adjacent to another tile of the same colour.<br />
* Where it would create a set of 5 of more connected tiles of the same colour.<br />
<br />
=== Place 1 Bridge ===<br />
<br />
A bridge can be placed between 2 tiles of the player's colour that are 2 spaces from each other in any direction orthogonally or diagonally, or at a '''[[Gamehelpchess#The_moves_of_the_pieces|knight's move]]'''.<br />
* The centre of a bridge must be over an empty (water) space (knight's bridge needs both water spaces), not a tile<br />
* Each tile can have a maximum of one bridge connection.<br />
* Bridges may not cross each other.<br />
<br />
== Game End ==<br />
<br />
Game end is triggered when either player:<br />
# Is unable to place 2 tiles, and<br />
# Chooses not to (or is unable to) place a bridge.<br />
<br />
The dark tile player can always take an equal number of turns.<br />
<br />
'''Note:''' unlike the printed rules, in the BGA implementation there is an infinite supply of tiles and bridges.<br />
Thus, the game will only end when a player has fewer than 2 valid squares available for tiles.<br />
<br />
=== Scoring ===<br />
<br />
The players score each group of islands connected by bridges (including connections via '''sandbanks''') according to a rule of triangular numbers:<br />
{| class="wikitable" style="width:auto;text-align:center;" border="2"<br />
!# connected islands<br />
|1<br />
|2<br />
|3<br />
|4<br />
|5<br />
|6<br />
|7<br />
|8<br />
|9<br />
|10<br />
|11<br />
|12<br />
|-<br />
!Score<br />
|1<br />
|3<br />
|6<br />
|10<br />
|15<br />
|21<br />
|28<br />
|36<br />
|45<br />
|55<br />
|66<br />
|78<br />
|}<br />
<br />
=== Tiebreaks ===<br />
<br />
# Most islands.<br />
# Most bridges.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&diff=18239Gamehelppontedeldiavolo2023-10-01T15:15:51Z<p>BillFraser: /* Place 2 Tiles */</p>
<hr />
<div>For tips on how to play Ponte del Diavolo, see <b>[[Tips_pontedeldiavolo|Tips_PonteDelDiavolo]]</b><br />
<br />
'''[https://tesera.ru/images/items/178377/Ponte%20del%20Diavolo.pdf Rules]'''<br />
<br />
== Overview ==<br />
<br />
The object of the game is to form groups of islands linked by bridges.<br />
<br />
=== Definitions ===<br />
<br />
'''Island''': 4 orthogonally adjacent tiles of the same colour.<br />
<br />
'''Sandbank''': Fewer than 4 orthogonally adjacent tiles of the same colour.<br />
<br />
'''Bridge''': Game piece that connects 2 tiles of the same colour.<br />
<br />
'''Water''': Empty space on the board.<br />
<br />
== Game Start ==<br />
<br />
# The first player places 2 light tiles anywhere on the board.<br />
# The second player chooses to play as the light tile or the dark tile player.<br />
# Play resumes with the dark tile player.<br />
<br />
== Game Turn ==<br />
<br />
Each player takes turns to place either:<br />
* 2 tiles of their own colour, '''or'''<br />
* 1 bridge.<br />
<br />
=== Place 2 Tiles ===<br />
<br />
Tiles can be placed anywhere on the board except:<br />
* Under bridges, or<br />
* Adjacent to an '''island''' of the same colour, even diagonally.<br />
* Where it would create an island that is adjacent to another tile of the same colour.<br />
<br />
=== Place 1 Bridge ===<br />
<br />
A bridge can be placed between 2 tiles of the player's colour that are 2 spaces from each other in any direction orthogonally or diagonally, or at a '''[[Gamehelpchess#The_moves_of_the_pieces|knight's move]]'''.<br />
* The centre of a bridge must be over an empty (water) space (knight's bridge needs both water spaces), not a tile<br />
* Each tile can have a maximum of one bridge connection.<br />
* Bridges may not cross each other.<br />
<br />
== Game End ==<br />
<br />
Game end is triggered when either player:<br />
# Is unable to place 2 tiles, and<br />
# Chooses not to (or is unable to) place a bridge.<br />
<br />
The dark tile player can always take an equal number of turns.<br />
<br />
'''Note:''' unlike the printed rules, in the BGA implementation there is an infinite supply of tiles and bridges.<br />
Thus, the game will only end when a player has fewer than 2 valid squares available for tiles.<br />
<br />
=== Scoring ===<br />
<br />
The players score each group of islands connected by bridges (including connections via '''sandbanks''') according to a rule of triangular numbers:<br />
{| class="wikitable" style="width:auto;text-align:center;" border="2"<br />
!# connected islands<br />
|1<br />
|2<br />
|3<br />
|4<br />
|5<br />
|6<br />
|7<br />
|8<br />
|9<br />
|10<br />
|11<br />
|12<br />
|-<br />
!Score<br />
|1<br />
|3<br />
|6<br />
|10<br />
|15<br />
|21<br />
|28<br />
|36<br />
|45<br />
|55<br />
|66<br />
|78<br />
|}<br />
<br />
=== Tiebreaks ===<br />
<br />
# Most islands.<br />
# Most bridges.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpfaraway&diff=17959Gamehelpfaraway2023-09-04T23:33:21Z<p>BillFraser: /* Game End */</p>
<hr />
<div>===Overview===<br />
<br />
You create and satisfy 8 objectives chosen by yourself which are presented across 8 rounds<br />
<br />
<br />
===Turn===<br />
<br />
Firstly, everyone simultaneously picks a card to be their next region card on their tableau<br />
<br />
If a player plays a card which has an Exploration Duration (top left number) higher than the previous card, they gain 1 Sanctuary card + 1 Sanctuary card per Clue in their possession<br />
<br />
The final part of the turn is taken in turn order, from lowest to highest Exploration Duration. A player first takes a new Region card of their choice from the supply, then if they gained multiple Sanctuary cards they now have to choose just one to keep<br />
<br />
<br />
===Game End===<br />
<br />
The game ends at the end of the 8th round<br />
<br />
At this point, flip all your regions face down as this is important for how scoring works (Sanctuaries stay face up)<br />
<br />
Reveal the rightmost Region card and, if it meets the requirements in the middle right (if any), score it based on the icons in the lower right. It can be a fixed number, or may be based on how many of certain biomes or icons [counting only icons in the upper right] are face up (at this point, only one card and the sanctuaries are face up).<br />
<br />
Then reveal the next rightmost Region card and score it, and so forth until you score all 8 regions<br />
<br />
It's important to note that the cards that were placed earlier will still be upside down and thus will NOT help score cards placed later, so take this into account during the main phase<br />
<br />
Once all regions have been scored and are now face up, score the Sanctuaries in whatever order you please<br />
<br />
After which, the player with the highest score wins!<br />
<br />
If tied, the player with the lowest total Exploration Duration wins!</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpgrosstarock&diff=17955Gamehelpgrosstarock2023-09-04T18:28:35Z<p>BillFraser: /* Deal */</p>
<hr />
<div>[[Category:Card games]]<br />
Grosstarock is a point-trick game for 3 players played with a 78 card tarot deck with a particular emphasis on the last trick. (It can also be played as a 2-player adaption, which uses a little less skill and more luck.)<br />
<br />
== Deal ==<br />
The Deal and play are counter-clockwise. The Dealer takes an extra three cards (the Talon) into their hand, and discards an equal number face down, which will count for their at the end. They may never discard an Honour (a King, the I or XXI of Trumps, or the ’Scuse/Fool), nor a card that forms part of a declaration (unless necessary). They may only discard trumps if they thereby becomes void in them.<br />
<br />
== Declarations ==<br />
Beginning with the dealer, each player must make any of the following declarations, and be payed for them immediately by the other players.<br />
<br />
;Trumps<br />
: ‘Ten Trumps’ is worth '''10''' points; more may be declared for '''5''' more each. (''E.g.'', ‘Eleven Trumps’ is '''15''', ‘Twelve Trumps’ is '''20''', ''&c.'') It must be stated whether ‘with’ ''(avec)'' or ‘without’ ''(sans)'' the Pagat (the I of Trumps).<br />
;Matadors<br />
: ‘Three Matadors’ consists of the three cards of the Trull (the 'Scuse, the I of Trumps, and the XXI of Trumps), for '''10''' points. ‘Four Matadors’ adds the XX of Trumps for '''15''', ‘Five Matadors’ the XX and XIX for '''20''' , ''&c.''<br />
;Cavalry<br />
: A ‘Cavalry’ is a set of all four Court Cards in one suit for '''10'''; a ‘Half Cavalry’ is any three Court Cards in one suit plus the ’Scuse for '''5''', and an ‘Abundant Cavalry’ is all four Courts plus the ’Scuse for '''15'''. The suit (and missing card) must be named.<br />
;Kings<br />
: ‘Kings’ is all four Kings for '''10'''; ‘Half Kings’ is any three plus the ’Scuse for '''5,''' and ‘Abundant Kings’ is all four Kings plus the ’Scuse. for '''15'''. The missing suit (for Half) must be named.<br />
<br />
== Play ==<br />
<br />
Eldest leads to the first trick. All must follow in turn with a card of the suit led, if possible; otherwise they must play a Trump; otherwise they may play any card. The player of the highest Trump (if any), or otherwise the highest card of the suit led, wins the trick and places the cards face down in front them. They then leads to the next trick.<br />
<br />
The cards rank in the traditional order: In black or ‘straight’ suits, the numerals follow the Courts in descending order; in red or ‘round’ suits, the numerals follow the Courts in ascending order:<br />
<br />
♠♣︎ K Q C J 10 9 8 7 6 5 4 3 2 1<br />
<br />
<span style="color: red;">♥♦ K Q C J 1 2 3 4 5 6 7 8 9 10</span><br />
<br />
<span style="color: blue;">XXI, XX, XIX, ... IV, III, II, I</span><br />
<br />
The ’Scuse is the exception to the obligation to follow suit or trump. It may be played at any time and excuses the player. Instead of being collected with the trick, however, it is taken into the player’s own trick pile and another card from the player’s trick pile is given to the winner of the trick instead. Note that if the player of the ’Scuse takes no tricks, they must surrender it to the winner of that trick. If played to the last trick, the ’Scuse is lost the winner of the trick. The ’Scuse may never be played to the next-to-last trick. On the third-to-last trick, a player who does not have it may demand that it be played. If led to a trick, the player of the ’Scuse names the ‘led suit.’<br />
<br />
Any player who loses a King or the Pagat before the last trick pays '''5''' to each other player; if a player wins a trick with the Pagat (but not a King) before the last trick, both other players pay then '''5'''.<br />
<br />
== Score ==<br />
The following feats are then scored for:<br />
(''N.B.'' The lower values in parentheses are for when the game is played without Pots.)<br />
<br />
;Tout<br />
: If a player takes all 25 tricks, both others pay them '''85''' (25), as well as the card points.<br />
;Misère<br />
: If just one player takes no tricks, each pay them '''25'''. Ultimos and cards are not scored; failed ultimos are.<br />
;Ultimo<br />
: If a player takes the last trick with the Pagat or King, they receive '''45''' (15) from each for a Pagat Ultimo, or '''40''' (10) for a King.<br />
;Failed Ultimo<br />
: A player who plays a King or Pagat to the last trick but does not win the trick pays the ultimo value to each other player.<br />
;Last Trick<br />
: If none of the above has occurred, the player of the last trick receives '''20''' (5) from each.<br />
<br />
<br />
== Pots ==<br />
The game is usually played with two pots, a King Pot and a Pagat Pot, which increase the bonuses and penalties associated with the relevant Ultimo cards.<br />
<br />
At the start of the game and whenever a pot is empty, each player contributes '''20''' points to any empty pot.<br />
<br />
Before dealing, the Dealer pays '''5''' to each pot, and moves them to their right.<br />
<br />
A player who loses a King or the Pagat also pays '''5''' to the appropriate pot.<br />
<br />
A player who wins or loses a King or Pagat Ultimo receives the contents of the appropriate pot, or doubles it, respectively.<br />
<br />
A player who wins a ''Tout'' wins the contents of both pots.<br />
<br />
At the end of the game, the pots are divided evenly.<br />
<br />
== Two Player Version ==<br />
All is as above, except the following.<br />
* One hand is simply left undealt and out of play. The dealer receives 28 cards; the opponent 25.<br />
* There are no pots, and the lower ultimo values are used.<br />
* Misère is not possible, since it would be the same as the other player achieving <i>Tout</i>.<br />
* Rather than being scored with payments throughout, at the end of each hand each player’s score is totaled, and the difference between them is recorded for the player that has the higher total.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpgrosstarock&diff=17954Gamehelpgrosstarock2023-09-04T18:27:53Z<p>BillFraser: /* Declarations */</p>
<hr />
<div>[[Category:Card games]]<br />
Grosstarock is a point-trick game for 3 players played with a 78 card tarot deck with a particular emphasis on the last trick. (It can also be played as a 2-player adaption, which uses a little less skill and more luck.)<br />
<br />
== Deal ==<br />
The Deal and play are counter-clockwise. The Dealer takes an extra three cards (the Talon) into their hand, and discards an equal number face down, which will count for their at the end. They may never discard an Honour (a King, the I or XXI of Trumps, or the ’Scuse), nor a card that forms part of a declaration (unless necessary). They may only discard trumps if they thereby becomes void in them.<br />
<br />
== Declarations ==<br />
Beginning with the dealer, each player must make any of the following declarations, and be payed for them immediately by the other players.<br />
<br />
;Trumps<br />
: ‘Ten Trumps’ is worth '''10''' points; more may be declared for '''5''' more each. (''E.g.'', ‘Eleven Trumps’ is '''15''', ‘Twelve Trumps’ is '''20''', ''&c.'') It must be stated whether ‘with’ ''(avec)'' or ‘without’ ''(sans)'' the Pagat (the I of Trumps).<br />
;Matadors<br />
: ‘Three Matadors’ consists of the three cards of the Trull (the 'Scuse, the I of Trumps, and the XXI of Trumps), for '''10''' points. ‘Four Matadors’ adds the XX of Trumps for '''15''', ‘Five Matadors’ the XX and XIX for '''20''' , ''&c.''<br />
;Cavalry<br />
: A ‘Cavalry’ is a set of all four Court Cards in one suit for '''10'''; a ‘Half Cavalry’ is any three Court Cards in one suit plus the ’Scuse for '''5''', and an ‘Abundant Cavalry’ is all four Courts plus the ’Scuse for '''15'''. The suit (and missing card) must be named.<br />
;Kings<br />
: ‘Kings’ is all four Kings for '''10'''; ‘Half Kings’ is any three plus the ’Scuse for '''5,''' and ‘Abundant Kings’ is all four Kings plus the ’Scuse. for '''15'''. The missing suit (for Half) must be named.<br />
<br />
== Play ==<br />
<br />
Eldest leads to the first trick. All must follow in turn with a card of the suit led, if possible; otherwise they must play a Trump; otherwise they may play any card. The player of the highest Trump (if any), or otherwise the highest card of the suit led, wins the trick and places the cards face down in front them. They then leads to the next trick.<br />
<br />
The cards rank in the traditional order: In black or ‘straight’ suits, the numerals follow the Courts in descending order; in red or ‘round’ suits, the numerals follow the Courts in ascending order:<br />
<br />
♠♣︎ K Q C J 10 9 8 7 6 5 4 3 2 1<br />
<br />
<span style="color: red;">♥♦ K Q C J 1 2 3 4 5 6 7 8 9 10</span><br />
<br />
<span style="color: blue;">XXI, XX, XIX, ... IV, III, II, I</span><br />
<br />
The ’Scuse is the exception to the obligation to follow suit or trump. It may be played at any time and excuses the player. Instead of being collected with the trick, however, it is taken into the player’s own trick pile and another card from the player’s trick pile is given to the winner of the trick instead. Note that if the player of the ’Scuse takes no tricks, they must surrender it to the winner of that trick. If played to the last trick, the ’Scuse is lost the winner of the trick. The ’Scuse may never be played to the next-to-last trick. On the third-to-last trick, a player who does not have it may demand that it be played. If led to a trick, the player of the ’Scuse names the ‘led suit.’<br />
<br />
Any player who loses a King or the Pagat before the last trick pays '''5''' to each other player; if a player wins a trick with the Pagat (but not a King) before the last trick, both other players pay then '''5'''.<br />
<br />
== Score ==<br />
The following feats are then scored for:<br />
(''N.B.'' The lower values in parentheses are for when the game is played without Pots.)<br />
<br />
;Tout<br />
: If a player takes all 25 tricks, both others pay them '''85''' (25), as well as the card points.<br />
;Misère<br />
: If just one player takes no tricks, each pay them '''25'''. Ultimos and cards are not scored; failed ultimos are.<br />
;Ultimo<br />
: If a player takes the last trick with the Pagat or King, they receive '''45''' (15) from each for a Pagat Ultimo, or '''40''' (10) for a King.<br />
;Failed Ultimo<br />
: A player who plays a King or Pagat to the last trick but does not win the trick pays the ultimo value to each other player.<br />
;Last Trick<br />
: If none of the above has occurred, the player of the last trick receives '''20''' (5) from each.<br />
<br />
<br />
== Pots ==<br />
The game is usually played with two pots, a King Pot and a Pagat Pot, which increase the bonuses and penalties associated with the relevant Ultimo cards.<br />
<br />
At the start of the game and whenever a pot is empty, each player contributes '''20''' points to any empty pot.<br />
<br />
Before dealing, the Dealer pays '''5''' to each pot, and moves them to their right.<br />
<br />
A player who loses a King or the Pagat also pays '''5''' to the appropriate pot.<br />
<br />
A player who wins or loses a King or Pagat Ultimo receives the contents of the appropriate pot, or doubles it, respectively.<br />
<br />
A player who wins a ''Tout'' wins the contents of both pots.<br />
<br />
At the end of the game, the pots are divided evenly.<br />
<br />
== Two Player Version ==<br />
All is as above, except the following.<br />
* One hand is simply left undealt and out of play. The dealer receives 28 cards; the opponent 25.<br />
* There are no pots, and the lower ultimo values are used.<br />
* Misère is not possible, since it would be the same as the other player achieving <i>Tout</i>.<br />
* Rather than being scored with payments throughout, at the end of each hand each player’s score is totaled, and the difference between them is recorded for the player that has the higher total.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpgrosstarock&diff=17953Gamehelpgrosstarock2023-09-04T18:22:27Z<p>BillFraser: /* Declarations */</p>
<hr />
<div>[[Category:Card games]]<br />
Grosstarock is a point-trick game for 3 players played with a 78 card tarot deck with a particular emphasis on the last trick. (It can also be played as a 2-player adaption, which uses a little less skill and more luck.)<br />
<br />
== Deal ==<br />
The Deal and play are counter-clockwise. The Dealer takes an extra three cards (the Talon) into their hand, and discards an equal number face down, which will count for their at the end. They may never discard an Honour (a King, the I or XXI of Trumps, or the ’Scuse), nor a card that forms part of a declaration (unless necessary). They may only discard trumps if they thereby becomes void in them.<br />
<br />
== Declarations ==<br />
Beginning with the dealer, each player must make any of the following declarations, and be payed for them immediately by the other players.<br />
<br />
;Trumps<br />
: ‘Ten Trumps’ is worth '''10''' points; more may be declared for '''5''' more each. (''E.g.'', ‘Eleven Trumps’ is '''15''', ‘Twelve Trumps’ is '''20''', ''&c.'') It must be stated whether ‘with’ ''(avec)'' or ‘without’ ''(sans)'' the Pagat (the I of trump).<br />
;Matadors<br />
: ‘Three Matadors’ consists of the three cards of the Trull, for '''10''' points. ‘Four Matadors’ adds the XX of Trumps for '''15''', ‘Five Matadors’ the XX and XIX for '''20''' , ''&c.''<br />
;Cavalry<br />
: A ‘Cavalry’ is a set of all four Court Cards in one suit for '''10'''; a ‘Half Cavalry’ is any three Court Cards in one suit plus the ’Scuse for '''5''', and an ‘Abundant Cavalry’ is all four Courts plus the ’Scuse for '''15'''. The suit (and missing card) must be named.<br />
;Kings<br />
: ‘Kings’ is all four Kings for '''10'''; ‘Half Kings’ is any three plus the ’Scuse for '''5,''' and ‘Abundant Kings’ is all four Kings plus the ’Scuse. for '''15'''. The missing suit (for Half) must be named.<br />
<br />
== Play ==<br />
<br />
Eldest leads to the first trick. All must follow in turn with a card of the suit led, if possible; otherwise they must play a Trump; otherwise they may play any card. The player of the highest Trump (if any), or otherwise the highest card of the suit led, wins the trick and places the cards face down in front them. They then leads to the next trick.<br />
<br />
The cards rank in the traditional order: In black or ‘straight’ suits, the numerals follow the Courts in descending order; in red or ‘round’ suits, the numerals follow the Courts in ascending order:<br />
<br />
♠♣︎ K Q C J 10 9 8 7 6 5 4 3 2 1<br />
<br />
<span style="color: red;">♥♦ K Q C J 1 2 3 4 5 6 7 8 9 10</span><br />
<br />
<span style="color: blue;">XXI, XX, XIX, ... IV, III, II, I</span><br />
<br />
The ’Scuse is the exception to the obligation to follow suit or trump. It may be played at any time and excuses the player. Instead of being collected with the trick, however, it is taken into the player’s own trick pile and another card from the player’s trick pile is given to the winner of the trick instead. Note that if the player of the ’Scuse takes no tricks, they must surrender it to the winner of that trick. If played to the last trick, the ’Scuse is lost the winner of the trick. The ’Scuse may never be played to the next-to-last trick. On the third-to-last trick, a player who does not have it may demand that it be played. If led to a trick, the player of the ’Scuse names the ‘led suit.’<br />
<br />
Any player who loses a King or the Pagat before the last trick pays '''5''' to each other player; if a player wins a trick with the Pagat (but not a King) before the last trick, both other players pay then '''5'''.<br />
<br />
== Score ==<br />
The following feats are then scored for:<br />
(''N.B.'' The lower values in parentheses are for when the game is played without Pots.)<br />
<br />
;Tout<br />
: If a player takes all 25 tricks, both others pay them '''85''' (25), as well as the card points.<br />
;Misère<br />
: If just one player takes no tricks, each pay them '''25'''. Ultimos and cards are not scored; failed ultimos are.<br />
;Ultimo<br />
: If a player takes the last trick with the Pagat or King, they receive '''45''' (15) from each for a Pagat Ultimo, or '''40''' (10) for a King.<br />
;Failed Ultimo<br />
: A player who plays a King or Pagat to the last trick but does not win the trick pays the ultimo value to each other player.<br />
;Last Trick<br />
: If none of the above has occurred, the player of the last trick receives '''20''' (5) from each.<br />
<br />
<br />
== Pots ==<br />
The game is usually played with two pots, a King Pot and a Pagat Pot, which increase the bonuses and penalties associated with the relevant Ultimo cards.<br />
<br />
At the start of the game and whenever a pot is empty, each player contributes '''20''' points to any empty pot.<br />
<br />
Before dealing, the Dealer pays '''5''' to each pot, and moves them to their right.<br />
<br />
A player who loses a King or the Pagat also pays '''5''' to the appropriate pot.<br />
<br />
A player who wins or loses a King or Pagat Ultimo receives the contents of the appropriate pot, or doubles it, respectively.<br />
<br />
A player who wins a ''Tout'' wins the contents of both pots.<br />
<br />
At the end of the game, the pots are divided evenly.<br />
<br />
== Two Player Version ==<br />
All is as above, except the following.<br />
* One hand is simply left undealt and out of play. The dealer receives 28 cards; the opponent 25.<br />
* There are no pots, and the lower ultimo values are used.<br />
* Misère is not possible, since it would be the same as the other player achieving <i>Tout</i>.<br />
* Rather than being scored with payments throughout, at the end of each hand each player’s score is totaled, and the difference between them is recorded for the player that has the higher total.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&diff=17934Gamehelpcoinage2023-09-02T16:01:46Z<p>BillFraser: /* Gameplay */</p>
<hr />
<div>==Gameplay==<br />
* Place the map card in the center. Each player gets 4 dimes, 3 pennies, 2 nickels and 1 quarter. Heads play first.<br />
* On your turn, throw a coin of each kind that you have remaining in your bank. Count how many of them match your side and perform that action. You can perform part of your available actions if you want.<br />
* If 4 matches, you can place 2 coins. You may also give one matching coin to your opponent to place an extra coin.<br />
* If 2 or 3 matches, you can place 2 of the matching coins. If 1 matches, you may place the 1 matching coin and/or move a stack to an adjacent space. If none matches, capture the top coin of a stack and place it in your bank and/or move a stack to an adjacent space.<br />
* Coins can be placed in any empty space, or an occupied space if your rank is lower (dime<penny<nickel<quarter). Spaces with 1 or more coins are called stacks.<br />
<br />
==End of the Game==<br />
* The game ends when a player has used all their coins or all spaces are occupied. Game proceeds to scoring.<br />
* If a coin is on the top of a stack, it controls that space. Score points according to the coin (dime:1, penny:2, nickel:3, quarter:4).<br />
* For each region, if a player controls a number of spaces strictly more than their opponent, double the points in that region.<br />
* Score 1 point for each coin remaining in the bank.<br />
* The player with the most points wins. In case of a tie, the player with the highest value of coins in bank wins.<br />
<br />
==Variants==<br />
* Maps: There are 4 maps available with different size of regions. You can also choose at random.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpspiritsoftheforest&diff=17895Gamehelpspiritsoftheforest2023-08-25T20:04:57Z<p>BillFraser: /* Turn */</p>
<hr />
<div>===Overview===<br />
<br />
The aim is to gain the most majorities across the different Spirit & Power Source types, whilst ensuring you have at least 1 of everything<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you can take a card from either of the far ends of the display situated on any row<br />
<br />
If you take a card with two spirit symbols on it, that is all you can take<br />
<br />
If you take a card with a single spirit symbol on it (whether or not it has a power source symbol on it), you may take a second card which has a single matching spirit symbol (this card may have been made accessible by taking the first, or from a different row)<br />
<br />
If a card you took had a token on it, gain this token and see what it is privately (these can either give an additional symbol for scoring, or the gemstone ones can return a gemstone to you at a later opportunity by discarding it)<br />
<br />
After the taken card(s) have been resolved, you may place a gemstone out on a card in the display. This theoretically reserves the card for you, however another player can banish one of their own gemstones to steal it from you<br />
<br />
<br />
===Scoring===<br />
<br />
For each Spirit, whoever has the most spirit symbols on cards and now revealed tokens, gains points equal to the quantity that they have. e.g. player A has 6 Green Spirits and 2 Red Spirits, player B has 4 Green Spirits and 7 Red Spirits, player A gains 6 points for Green Spirits and player B gains 7 points for Red spirits.<br />
<br />
If Spirit quantity is tied, tied players get the same points<br />
<br />
If a player has no cards of a particular spirit, they lose 3 points (tokens don't count, just cards)<br />
<br />
Power Sources (Fire/Moon/Sun) are scored in the same way as Spirits described above, including negative points for failing to have 1 of each<br />
<br />
This then provides final scoring, if there's a tie, the player with the least total cards wins</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdarkagent&diff=17870Gamehelpdarkagent2023-08-24T05:12:08Z<p>BillFraser: /* Dark Agent */</p>
<hr />
<div>[[Category:Card games]]<br />
==Dark Agent==<br />
<br />
**Note I find this game to be rather interesting, but the instructions were very, very unclear. The following set of instructions are based on the original French rules, testing through play and the original instructions that are at the bottom of this wiki.<br />
<br />
The game has a weird media tie in and uses the word “Media” quite a lot. It basically just means continue, but the English translation in the game is skip even though usually you aren’t actually skipping anything There is a tile called the media tile which lets you reposition 3 people, but that’s another thing.<br />
<br />
(**An alternate interpretation: I think the button that says "Skip (MEDIA)" means, "Skip to the end of this phase. If you've played a MEDIA tile this turn, it will take effect after you click here."**)<br />
<br />
Also, if you plan on playing this one player read the notes at the bottom. There are several things you need to be aware of. The rules are quite different if you are trying to win.<br />
<br />
===The Objective:===<br />
<br />
The goal of Dark Agent is to earn the most victory points by way of sending your secret agents on “capture objective” missions and assassination missions. <br />
<br />
<br />
===Basic Game Concepts:===<br />
<br />
The board is comprised of 7 columns and 6 rows. The top row is the satellite row which can hold a max of 3 satellites per column. The lower 6 rows are filled with agent tiles (agents, spy gear, guards, La Femme Nikita and what not).<br />
<br />
The game is played over the course of 10 rounds. Each round has 2 phases which are carried out on a specific part of the board.<br />
<br />
<br />
<br />
===Pick your team:===<br />
<br />
The first thing to do is to pick which spy agency you want, they all have different abilities. Pick a good one.<br />
<br />
===Phase 1: The Satellite Phase=== <br />
<br />
The first part of the game allows you to move your satellites. This is done because the number of satellites in a column lets you know the range (how far down the agent rows you can see). You have 3 satellites that you can position in the different columns and unless you are using a special tile or power, you can’t act on a tile from the agent board that you can’t see with a satellite. So typically you can only operate within the column(s) that your satellites are in. <br />
<br />
<br />
===Phase 2: The Agent Phase===<br />
<br />
Once you have finished the satellite phase, you the move to the agent board where you are able to do missions, get secret weapons, deploy agents, kill folks… you know the fun stuff. <br />
<br />
Without using modifiers, you can activate one tile/space that each of your satellites can see, taking into account column and range.<br />
<br />
Once you have acted upon each of the satellites or passed your turn ends. Your turn also ends if you fail an assassination attempt or a capture event.<br />
<br />
<br />
===End of Game:===<br />
<br />
The game ends when all objectives have been captured or time runs out. The winner is determined by the number of victory points captured and the value of their agents currently on the agent board.<br />
<br />
<br />
===Moving Satellites:===<br />
<br />
When you begin your first turn, you place your 3 satellites in open spaces in columns in the top satellite row. Each section in the satellite row can hold up to 3 satellites with no minimum number. <br />
<br />
<br />
On following turns you can do one of two things.<br />
<br />
<br />
*Option 1: Swap one satellite with another different colored satelite<br />
<br />
*Option 2: Move two satellites from their respective columns to empty spaces in a different column.<br />
<br />
<br />
===Satellite Effects:===<br />
<br />
Satellites indicate which tiles/spaces you can interact with. You can see 1, 2, 3 or 5 rows down depending on satellite configuration.<br />
<br />
The total number of satellites in a column indicates the spaces down you can target. <br />
<br />
<br />
One of your satellites only – you can target the first row<br />
<br />
One of your satellites + any one other satellite – you can target the first 2 rows<br />
<br />
One of your satellites + any two other satellites – you can target the first 3 rows<br />
<br />
All 3 of your satellites in one column – you can target all rows in the column.<br />
<br />
<br />
Note* You have a super satellite token, this will allow you to see an entire column, but if you don’t have another satellite which can still target then can’t act in that column. It’s an upgrade. The online version of the game allows you to place it in any space on the satellite board, I assume this is not how it should be.<br />
<br />
<br />
===Targeting:===<br />
<br />
There are essentially 4 kinds of tiles: Spy Gear, Actions, Missions & People.<br />
<br />
===Spy Gear:===<br />
<br />
The Spy Gear starts on a pile with the top tile face up. The are then taken and placed into empty squares of the spy board at the end of a players turn. If one on the spy board is targetable, on your turn you can select it and move it to your board. You can have 3 at any one time. You can’t throw them away.<br />
<br />
*Armor – Prevents your agents from being removed from the board if an assassination fails<br />
Rocket Launcher – Lets you change one rolled die to any number you wish (which should always be 6. In the online game this is auto changed to 6)<br />
<br />
*Uniform – This allows low level characters to attack higher level characters that they wouldn’t normally be able to attack. (I think some part of this is broken in the online game. It seems pretty useless, the only time I’ve needed it was when trying to attack Nikita with a level 1 spy)<br />
<br />
*Binoculars – These give you +5 to rolls against a chosen mission target<br />
<br />
*Jet Pack – Swap one of your agents with a baddie (There are different powers that let you swap things in addition to people. This also gets strange because once you activate a spy you can swap a different guy into their space and use the spy who moved to target the guy in their space)<br />
<br />
*Adrenaline – Add the attack amount of the first activated spy to the attack total (this one is super glitchy online, using Russia with 2 shots can get you 130+ to attacks)<br />
<br />
*Sniper Rifle – Attack a person anywhere on the agent board<br />
<br />
*Satellite Hack – Activate an additional satellite that isn’t yours. <br />
<br />
*Inflatable Boat – deploy a spy into an empty space<br />
<br />
*Explosives – Allows you to attack a target when there are baddies around it<br />
<br />
<br />
===Actions:===<br />
<br />
*Supply: Take the top tile off the Gear Stack<br />
<br />
*Support: Deploy a spy into an empty space<br />
<br />
*Media: Take 3 tiles (excluding missions) and put them back as you please<br />
<br />
*Undercover: Recover your double agent token<br />
<br />
<br />
===Objectives:===<br />
<br />
Part of winning the game is getting the missions accomplished. All missions are also worth 6 victory points.<br />
<br />
In order to complete a mission you have to activate a spy or double agent then “attack” the mission. To succeed the mission can’t have baddies around it and you need to roll higher than the number in the shield (the defense number). Your roll can be modified by the ability level of a chosen agent(s) or by the binoculars (yellow markers).<br />
<br />
In addition to completing the missions you can use them for their special abilities.<br />
<br />
If you complete the mission you get to use that ability each round and it lives on your player board. If you use it, it’s a one off and stays in play for other players to use.<br />
<br />
<br />
*Prisoners: Swap one of your people with another person who isn’t yours.<br />
<br />
*Science: Spies don’t come off the board on a failure.<br />
<br />
*The Big Stick: +3 to attacks<br />
<br />
*Command Center: All satellites become Super Satellites (They can target all rows)<br />
<br />
*Diplomatic: Shift the board one up<br />
<br />
<br />
===People:===<br />
<br />
People have 2 basic attributes Defense and Level/Victory Points.<br />
<br />
<br />
* Your spies:<br />
<br />
You will start with one spy on the board, you can't ever lose this guy (even if you fail at something). New spies have to be moved onto the board by using the boat tile or the support action. If you fail an assassination your agent will be removed from the board and their point value will be deducted from your total score. When you replay them you'll get the points back. You can only play from lowest level to highest level.<br />
<br />
<br />
*Double Agent Token:<br />
<br />
This is a consumable item that allows you to use a selected baddie as your own agent for missions or assassinations. Once spent it con be regained by selecting the “undercover” tile.<br />
<br />
<br />
*Defense:<br />
<br />
In order to assassinate someone, you have to roll 4 dice and get a higher number than the person’s defensive. The defense is shown in the shield and can either be a number or a number with a “+” sign. Normal number is just that number. A number+ is that number plus the value of a 6 sided die roll (def + 1d6). <br />
<br />
If you kill a guy, you put their body into your trophy freezer and you get their level in victory points. The online version counts this as negatives for some reason. <br />
<br />
Note*<br />
There is a mechanic whereby you can’t attack someone at a higher level than you, but I think it might be broken on the online version. It seems that the only restriction is your L1 spy can’t accack Nikita and if you want to you have to use the aforementioned uniform (but she’ll wreck you anyway so there’s no point).<br />
<br />
<br />
*Attacking:<br />
<br />
When you want to do the murdering (on mission completing) You are going to select your agent(s) and the target, remember you need a satellite in each column that can target all the tiles you want to use and there will be an attack option at the top of the screen. You will roll the 4 black dice and add your modifiers. These include agent levels and bonuses from equipment or missions.<br />
<br />
If you have a level 2 agent you will get to roll 4d6 + 2 against your target. The max on 4 dice is 24 so hitting a level 3 (20 defense) guard isn’t likely. You’ll need to roll 18 which is really high compared to the max. There’s an odds table at the bottom of the game screen.<br />
<br />
Killing a guard just gives you victory points, killing a spy gives you VP and you get to take the top tile off the spy gear pile.<br />
<br />
<br />
<br />
*Targeting and Moving:<br />
<br />
When you activate an agent they are active for the rest of the turn and the spot the they're in is targeted. This is legal.<br />
<br />
Travis has a Jet pack. He targets his spy and two other people. He kills them both and then uses his jet back to swap with another guy. His spy is still active no matter where he goes, the guy he swapped with is now in a targeted square and is attackable.<br />
<br />
Likewise, If you use the diplomacy option the board moves but the targets don’t. So James can target his spy and to other guys kill them and then move all tiles up one so new people are targeted and then kill them. If you had a jet pack and two sniper rifles you could theoretically kill 6 people in one turn.<br />
<br />
===Single Player:===<br />
<br />
Functionally, single player is the same as multi, but…<br />
<br />
If have to 1: capture one objective and 2: kill the badass lady spy but these two things cannot be done before you get 35 points. You have to end the game with 41+ points (the lady and missions are 6 points so if you don’t have 35 points you won’t end up with 41 at the end of your turn). If you capture two objectives, you lose. If you run out of time you loose. If you get the lady and the objective but have less than 41 points at the end you lose.<br />
<br />
You must get only 1 objective, kill the lady and have 41+ points.<br />
<br />
The game will end as soon as the first of those two things are accomplished. If you haven’t gotten the points yet, you lose. The game will also end if you get two objectives.<br />
<br />
<br />
Note* There are other things that’s I’m sure I left out or didn’t notice, but this set of instructions should give the what you need to know to play the game. I saw it on Kickstarter when I was making this, I really hope they make a better rule book. The official one is missing a few diagrams and clarity.<br />
<br />
===Powers:===<br />
<br />
=Nation – Inteligence Agency – Agency Power – Description=<br />
<br />
France – DGSE – MEDIA FRIENDLY – Use of the MEDIA card does not end the turn, aims can be moved.<br />
<br />
UK – MI6 – GOAL EXCHANGE – Can swap the position of goal and/or tactic cards.<br />
<br />
GERMANY – BND – MORE EQUIPMENT – Fill equipment reserve with one SUPPLY more.<br />
<br />
USA – CIA – ALLIANCE – Engage spotted enemy, sentinels can be double agents.<br />
<br />
RUSSIA – SVR – NO HIERARCHY – adrenaline effect is doubled.<br />
<br />
ISRAEL – MOSSAD – SHADOW KILLER – Attack an unspotted spy or sentinel.<br />
<br />
SWEDEN – UNDK – BUTTER AND MONEY – Can use aim power and attack aim, bonus ATK equal to aims neutralized by other players.<br />
<br />
CHINA – GUONG BO – COPY MASTER – Copies the power of all goals acquired by other agencies.<br />
<br />
JAPAN – NAICHO – KAMIKAZE – Wound of your spies to gain its level on your ATK +2.<br />
<br />
CANADA – CSIS – PEACE MASTER – Can activate an U.N. Peace action during their turn (shift cards up).<br />
<br />
EGYPT – GIP – REVOLUTION – Rotate the TDO in the opposite direction of a U.N. Peace action (shift cards down).<br />
<br />
VATICAN – SWISS GUARD – DIVINE – Roll dice before acting.<br />
<br />
NORWAY – NIS – HELICO MASTER – One free SUPPORT action allowed each turn.<br />
<br />
BELGIUM – SGRS – J.C. VAN DAMME – Permanently engages Jean Claude's Spirit as a +1 ATK spy.<br />
<br />
SOUTH KOREA – NISK – KPOP FAN – MEDIA engages all unengaged friendly agents on the field.<br />
<br />
BRAZIL – ABIN – CARNAVAL – Shift right or left cards of a line.<br />
<br />
==```Original Entry```==<br />
<br />
== Description of the game : ==<br />
<br />
Players take the role of secret services of nations attempting to eradicate a terrorist threat, an organization known as the UTE.<br />
UTE is led by Kara, a fighter whose life was a living hell.<br />
Kara wants to control the world today. The choice no longer exists, she must be eliminated or she will destroy our way of life.<br />
Her organization has already infiltrated strategic areas: nuclear submarine, space control center, virology laboratory and the United Nations whose senior official was kidnapped.<br />
You will have to secure these places and deliver the hostage. You do not know who to trust, secret services are forced to act underground, like terrorists do. Infiltrators may be among your own services. To act underground, it will make the best use of space surveillance satellites to locate agents, targets, tactical or strategic places and control the operations.<br />
<br />
<br />
----<br />
<br />
'''Rules'''<br />
(NOTE: for easier understanding of the rules it is recommended start game in solo mode to see the board and cards)<br />
<br />
The goal is to score victory points (VPs). VPs are shown at the bottom of every card in star symbol. Players get VPs for capturing these cards: objectives (yellow cards), sentinels (soldier picture), agents (tie guys with gun) or Kara terrorist (black girl with bow). Players also get VPs for deploying their own agents to the board.<br />
Game is played in turns. In every turn all players take actions starting with the player holding First Player token. Game ends after 12 turns or when agreed number of objectives gets captured (from 2 to 5).<br />
<br />
'''Board'''<br />
Board consists of six rows by seven columns of cards. Top row is for placing satellites. Rows one – five below top row include cards that are played during the match.<br />
<br />
'''Player Sheet'''<br />
Each player gets sheet with three friendly agents (tie guys with gun, VPs and shield in player’s own color), Super Satellite token and optionally Double Agent token or First Player token.<br />
Each player sheet represents selected nation providing special power, that can be used every turn.<br />
<br />
'''Dices, yellow cubes, equipment cards deck'''<br />
Dices are used for attack action. Attacker rolls four dices and compares result with target Defense. Equal or higher number means success. Some targets roll one additional die that increases their Defense.<br />
Yellow cubes are attack attempt tokens. They are placed on Objective cards for unsuccessful attack (or by Binocular item ability) and get added to next attack roll result.<br />
Equipment deck shows next item card that will be drawn to refresh board or for certain actions.<br />
<br />
'''Turn order'''<br />
- place (relocate) your satellites at selected orbits (vertical rows of the board)<br />
- make actions with cards on the board, that can be spotted by satellites (selected from the rows where you placed satellites)<br />
<br />
'''Satellites'''<br />
Satellites are placed in the top row of the board. White satellites are neutral, they are placed by the game engine.<br />
In the first turn players place satellites freely on any empty spot. During satellite phase players relocate satellites in one of two ways:<br />
- by swapping one own satellite with another opponent/neutral satellite<br />
- by relocating exactly two own satellites to any free slots in a different column<br />
<br />
Satellites allow to spot (mark) cards on the board, one card for each satellite. A card must be selected in the same column where satellite is located. Depending how many satellites (any color) are located in given column player can choose from top one, top two or top three rows of the column. If there are three same color satellites player can select from any of five rows of this column.<br />
<br />
'''Card actions'''<br />
Depending what card gets marked player does the following actions:<br />
<br />
''Equipment card (with item pictures)''<br />
Card is taken to player zone. Can be played immediately or another turn. Generates certain positive effect.<br />
<br />
''Friendly agent card (tie guy with gun, VPs on player’s own color)''<br />
Agent VP value gets added to player Attack value (for current turn only).<br />
<br />
''Enemy agent card (tie guy with gun, VPs on other player’s color) or''<br />
''Neutral agent card (tie guy with gun, VPs on black) or''<br />
''Kara terrorist card (girl with bow, VPs on black)''<br />
Agent marked for capture or other actions. Their Defense is number shown on shield + 1 die roll.<br />
<br />
''Sentinel card (soldier picture, VPs on black)''<br />
Sentinel marked for capture or other actions. Their Defense is number shown on shield.<br />
<br />
''Special action card (red card)''<br />
Generates certain effect. Depending on card - immediately or end of turn.<br />
<br />
''Objective card (yellow card)''<br />
Objective marked for one of two actions:<br />
- immediately generates certain effect or<br />
- marked for capture – objective Defense is number shown on shield.<br />
<br />
'''Capture (attack) action'''<br />
Common sequence is as follows:<br />
- player marks friendly agent, adding their VPs to attack value<br />
- optionally makes actions that further increase attack value (activates certain items or objectives)<br />
- marks target for capture<br />
- selects attack action<br />
Four dices are rolled and added to attack value. Total attack value is compared with defense value of marked target (number in shield). If target is another agent or Kara terrorist their defense is increased by one die roll. Attack value equal or greater than defense means success. Roll of four equal die numbers always means success.<br />
On success target gets captured and moves to player sheet. Its VP value gets added to player result.<br />
On failure friendly agent that was used for attack gets moved back to player sheet.<br />
<br />
'''Friendly agents'''<br />
There is always one first-level friendly agent on the board, one for each player. It cannot be killed or removed from the board.<br />
To play more friendly agents player needs to mark and use Boat item card or Support special card. Both allow to place the lowest available friendly agent on selected empty spot on the board.<br />
Before attack action player can mark more than one friendly agent and item/special card/objective card to increase attack value. Attack value is reset to zero at the beginning of every turn.<br />
<br />
'''Objective cards'''<br />
Objectives can be used to generate certain effect or captured for VPs and permanent bonuses awarded to player who captured them. Objective cannot be used and captured in the same turn though.<br />
Objective cannot be captured if it is protected by nearby sentinel or non-friendly agent. "Nearby" means side by side horizontally or vertically. To capture objective which is protected player needs to remove (capture) all nearby protectors or to play Explosive item card. Explosive allows to ignore sentinels.<br />
Unsuccessful capture action puts capture attempt yellow token on the objective. For every subsequent capture attempt the number of yellow tokens is added to attack value.<br />
<br />
'''End of turn'''<br />
After all players take their turns Board gets updated: first row is moved to the bottom as fifth row, rows two-five move up by one row (second row becomes first row)<br />
<br />
'''First Player token'''<br />
After all players take their turns First Player token moves to the last player. In two player game it moves to the player with the lowest number of VP points.<br />
<br />
'''Super Satellite token'''<br />
Allows to upgrade any own satellite to super satellite. Super satellite allows to target any of five rows in selected column. Super satellite cannot be swapped by another player during satellite phase.<br />
Super satellite token is discarded at the end of turn, it can be used by each player once during entire match.<br />
<br />
'''Double Agent token'''<br />
Double agent token allows to use any non-friendly agent, sentinel or Kara terrorist as player own agent. It adds its VP to player attack value. Token is discarded after use, but can be acquired again by using Undercover special card.<br />
<br />
'''Other cards and effects'''<br />
Explanation provided by game engine. Complete list available in official game rules.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelprestinpeace&diff=17734Gamehelprestinpeace2023-08-07T14:34:43Z<p>BillFraser: /* Gameplay */</p>
<hr />
<div>==Objective==<br />
Play ghost cards to gain the majority of mansions, or forfeit them to gain powerful psychic assistants.<br />
<br />
==Gameplay==<br />
Ten cards are placed in a line, each one with a random mansion token (yellow for manor, pink for castle) on it. The first nine cards are psychics.<br />
<br />
21 cards for each player, with the following distribution: 6 cards worth 1 / 5 cards worth 2 / 4 cards worth 3 / 3 cards worth 4 / 2 cards worth 5 / 1 card worth 6.<br />
Even-numbered cards are marked with a bat.<br />
Odd-numbered cards are marked with a serpent.<br />
<br />
Each player starts with a hand of five cards.<br />
<br />
The game is played over 10 rounds, each corresponding to one of the ten cards, left to right.<br />
<br />
* On your turn, play any number of cards from your hand onto your side of that round's card. (Psychic card effects apply instantly.)<br />
* At the end of your turn, if the total on your side of the value is higher than your opponent, it is your opponent's turn.<br />
* If it is not the case, you must withdraw from the mansion and your opponent wins it (you do not get your cards back).<br />
<br />
At the end of each round:<br />
* Whoever won the mansion takes the manor/castle token and will start the next round.<br />
* Whoever withdrew takes that round's psychic card and adds it to their hand, and may play a card face-down to the 10th round card.<br />
* Each player draws 2 ghost cards.<br />
<br />
The 10th round isn't played like the others: instead, players reveal the face-down cards they have set aside there, to see who wins it.<br />
<br />
==End of Game==<br />
* You win instantly if you get 4 manors (yellow) or 3 castles (pink).<br />
* If none of the winning conditions are met after the 10th round, the player who won the 10th round wins the game. (If tied, most mansions wins; if still tied, the game ends in a draw.)<br />
<br />
==Psychic Cards==<br />
'''NOTE: when a Psychic card applies to a group of cards, it includes the cards played beforehand and after that Psychic card.'''<br />
===Level 0===<br />
* ''You won't have it'': Get the psychic card of the round no matter what.<br />
* ''Auntie, Are You There?'': Search your deck for any ghost card and immediately put it into play.<br />
* ''Reveal Yourself!'': Works as a ghost card worth 1. Also you can look at opponent's hand until the end of the round.<br />
* ''Lady in White'': Works as a ghost card worth 2.<br />
* ''Sir Nicholas'': Works as a ghost card worth 3.<br />
* ''Tripped'': The next card played by your opponent is randomly drawn from their hand.<br />
* ''Postponed Wedding'': Works as a ghost card worth 3 but can only be played in the last round.<br />
* ''Acro-bats'': All your even-numbered cards are +1 for this round.<br />
* ''Ghosssssst'': All your odd-numbered cards are +1 for this round.<br />
<br />
===Level 1===<br />
* ''Poltergeist'': Name a value. All cards of that value are +2 for this round.<br />
* ''Be Gone!'': Discard a card in play from the opponent.<br />
* ''You Don't Scare Me'': All opponent's 1 and 2 are not counted for this round.<br />
* ''Now or Never'': Works as a ghost card worth 4. However, it will be worth -2 in the last round.<br />
* ''Two's More Fun'': Opponent cannot play cards 1 by 1 for this round.<br />
<br />
===Level 2===<br />
* ''Still Me'': If you win this round, you can transfer a card in play to the next round.<br />
* ''Double Vision'': Copy a ghost card in this round.<br />
* ''Wraith to the Bottom'': Name a value. Opponent's cards of that value are -2 (min 0) for this round.<br />
* ''I'll Be Back'': Return a card in a previous round to your deck.<br />
* ''Ghost of Christmas Yet to Come'': Put the first card in your deck to play.<br />
<br />
===Level 3===<br />
* ''Let's Meet at the End'': Choose a player to return a random card in the 10th round to their hand.<br />
* ''Bloody Mary'': Works as a ghost card worth 6. However, you must discard 2 ghost cards from your hand.<br />
* ''Playing Dead'': You immediately lose this round. However, you can take back a card played in this round.<br />
* ''Ghostly Goldfish'': Works as 2 ghost cards worth 1.<br />
* ''Private Lounge, Ghost Only'': Opponent cannot play any psychic cards in this round.<br />
<br />
===Level 4===<br />
* ''They Were Never Seen Again'': Name 2 values. Nobody can play ghost cards of these 2 values until the end of the round.<br />
* ''I Pity the Ghoul!'': Name a value. All ghost cards of that value are +3 for this round.<br />
* ''Creepy Lull'': The round ends immediately with a tie. The mansion is transferred to the next round. The psychic card is discarded.<br />
* ''House Swap'': Switch 2 mansions from the following rounds.<br />
* ''We're Worthless'': All other cards are now worth 1 and lose their effects.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpmapsofmisterra&diff=17729Gamehelpmapsofmisterra2023-08-06T17:41:00Z<p>BillFraser: /* Game Play */</p>
<hr />
<div>== Overview ==<br />
<br />
You are a cartographer mapping out the topography of the mysterious island of Misterra.<br />
<br />
As a cartographer, it is your decision to be faithful to the actual topography of the island or bend the rules a little to confirm the presumptions of your sponsor.<br />
<br />
At the end of the game, you will be judged by the faithfulness and completion of your map, the regions that you have claimed, and how much or how little you have kowtowed to your sponsor. :)<br />
<br />
== Terminologies ==<br />
<br />
[[File:island_board.png|400px]]<br />
<br />
<b>Island board</b> represents the actual topography of the island of Misterra. <br />
<br />
[[File:parchment_board.png|400px]]<br />
<br />
<b>Parchment board</b> - The map that you are making your sketches. It CAN deviate from "reality". It all depends on your integrity. ;)<br />
<br />
<b>Presumptions cards</b> - Presumptions made by your sponsors. You can think of these as your individual goals. Keep in mind that they only refer to what are on your parchment board, not "reality". <br />
<br />
<b>Claim markers</b> - Each cartographer can place up to three claim markers. Each of them must be placed on a different type of terrains and claimed areas will be scored at the end.<br />
<br />
[[File:sketch_cards.png|800px]]<br />
<br />
<b>Sketch cards</b> What you will use to complete your parchment board.<br />
<br />
[[File:terrain_tiles.png|150px]]<br />
<br />
<b>Terrain tiles</b>: Have hazy and clear sides.<br />
<br />
== Game Play ==<br />
<br />
Each turn consists of TWO half days -- you perform the same set of actions twice, in the order below:<br />
<br />
1. MOVE your cartographer one spot orthogonally (optional). Except on your very first turn when you will place your cartographer on the beach. You can never move onto an empty spot on the Island Map. <br />
<br />
Each type of terrain will trigger its own unique effect when you land on them. Detailed below.<br />
<br />
2. CHOOSE a sketch card (mandatory)<br />
<br />
3. MAP OR CLAIM (optional)<br />
<br />
<b>Mapping</b> - Place the sketch card on your Parchment board to map. Sketch cards can only be placed orthogonally adjacent to your cartographer on your parchment board, unless if you are on a mountain tile, then you can go one further.<br />
<br />
Mapping effect on your parchment board - overlapping of sketch cards are very much allowed. The new terrain will replace the existing on your parchment board. Keep in mind that your Presumption Cards score what is on your parchment board, NOT the island board.<br />
<br />
Mapping effect on the island board - a terrain tile will be placed with its hazy side up when the sketch card is placed on that spot OR a different terrain one was placed over a hazy terrain tile. <br />
<br />
When a second sketch card of the same terrain is placed. The terrain tile on the Island board will be flipped to its clear side - that terrain becomes permanent (confirmed). Sketch card that differ from the actual island board can still be placed on your parchment board. It will change the terrain only on your parchment board, but will have no effect on the island board.<br />
<br />
<b>Claiming</b> - Discard the sketch card that you have just picked up to claim the area. Each area can only be claimed by one player. If areas claimed by different players end up joining, both will score that area at game end. (The original rules state that neither will score, but that doesn't seem to be the way it is implemented on BGA.)<br />
<br />
If you find that laying down your sketch card is not given as an option, check to see if you are on jungle terrain. More on terrain effects below<br />
<br />
== Terrain Effects ==<br />
<br />
Terrain effects are triggered immediately when your cartographer lands on them. Note that terrain effects apply whether the terrain tiles are on their hazy or clear sides.<br />
<br />
1. Steppes - allows your cartographer to move again<br />
<br />
2. Jungle - prevents you from mapping. Claiming or passing are your only options when you are on a jungle tile.<br />
<br />
3. Mountain - allows you to place a sketch card that is an additional spot away from your cartographer instead of immediately adjacent to them.<br />
<br />
4. Lagoon - allows you to replace a sketch card in the display before picking.<br />
<br />
== Game End ==<br />
<br />
Three conditions can trigger the game end. <br />
<br />
1. All spaces on the island board contained confirmed terrain tiles.<br />
<br />
2. The sketch card deck is empty and there are no more cards in display.<br />
<br />
3. One of the players had filled out all spaces on their Parchment board.<br />
<br />
Remaining players will still complete their round so everyone has same number of turns. <br />
<br />
== End Game Scoring ==<br />
<br />
All unconfirmed (hazy) terrain tiles on the Island board are removed.<br />
<br />
Claim markers on regions shared by multiple players are removed. Nobody score these regions.<br />
<br />
<b>Scoring</b>:<br />
<br />
1. Parchment board fidelity: +2 for each terrain tile on your Parchment board matching that on the Island board<br />
<br />
2. Completeness: -1 for each empty spot on your Parchment board<br />
<br />
3. Presumption cards: score by each's individual criteria<br />
<br />
4. Claimed regions: +2 per tile for each region you have claimed</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpmapsofmisterra&diff=17728Gamehelpmapsofmisterra2023-08-06T17:30:05Z<p>BillFraser: /* Terrain Effects */</p>
<hr />
<div>== Overview ==<br />
<br />
You are a cartographer mapping out the topography of the mysterious island of Misterra.<br />
<br />
As a cartographer, it is your decision to be faithful to the actual topography of the island or bend the rules a little to confirm the presumptions of your sponsor.<br />
<br />
At the end of the game, you will be judged by the faithfulness and completion of your map, the regions that you have claimed, and how much or how little you have kowtowed to your sponsor. :)<br />
<br />
== Terminologies ==<br />
<br />
[[File:island_board.png|400px]]<br />
<br />
<b>Island board</b> represents the actual topography of the island of Misterra. <br />
<br />
[[File:parchment_board.png|400px]]<br />
<br />
<b>Parchment board</b> - The map that you are making your sketches. It CAN deviate from "reality". It all depends on your integrity. ;)<br />
<br />
<b>Presumptions cards</b> - Presumptions made by your sponsors. You can think of these as your individual goals. Keep in mind that they only refer to what are on your parchment board, not "reality". <br />
<br />
<b>Claim markers</b> - Each cartographer can place up to three claim markers. Each of them must be placed on a different type of terrains and claimed areas will be scored at the end.<br />
<br />
[[File:sketch_cards.png|800px]]<br />
<br />
<b>Sketch cards</b> What you will use to complete your parchment board.<br />
<br />
[[File:terrain_tiles.png|150px]]<br />
<br />
<b>Terrain tiles</b>: Have hazy and clear sides.<br />
<br />
== Game Play ==<br />
<br />
Each turn consists of TWO half days -- you perform the same set of actions twice, in the order below:<br />
<br />
1. MOVE your cartographer one spot orthogonally (optional). Except on your very first turn when you will place your cartographer on the beach. You can never move onto an empty spot on the Island Map. <br />
<br />
Each type of terrain will trigger its own unique effect when you land on them. Detailed below.<br />
<br />
2. CHOOSE a sketch card (mandatory)<br />
<br />
3. MAP OR CLAIM (optional)<br />
<br />
<b>Mapping</b> - Place the sketch card on your Parchment board to map. Sketch cards can only be placed orthogonally adjacent to your cartographer on your parchment board, unless if you are on a mountain tile, then you can go one further.<br />
<br />
Mapping effect on your parchment board - overlapping of sketch cards are very much allowed. The new terrain will replace the existing on your parchment board. Keep in mind that your Presumption Cards score what is on your parchment board, NOT the island board.<br />
<br />
Mapping effect on the island board - a terrain tile will be placed with its hazy side up when the sketch card is placed on that spot OR a different terrain one was placed over a hazy terrain tile. <br />
<br />
When a second sketch card of the same terrain is placed. The terrain tile on the Island board will be flipped to its clear side - that terrain becomes permanent (confirmed). Sketch card that differ from the actual island board can still be placed on your parchment board. It will change the terrain only on your parchment board, but will have no effect on the island board.<br />
<br />
<b>Claiming</b> - Discard the sketch card that you have just picked up to claim the area. Each area can only be claimed by one player. If areas claimed by different players end up joining, both will score that area at game end. (Original wiki rules said neither would score, but that doesn't seem to be the way it is implemented on BGA.)<br />
<br />
If you find that laying down your sketch card is not given as an option, check to see if you are on jungle terrain. More on terrain effects below<br />
<br />
== Terrain Effects ==<br />
<br />
Terrain effects are triggered immediately when your cartographer lands on them. Note that terrain effects apply whether the terrain tiles are on their hazy or clear sides.<br />
<br />
1. Steppes - allows your cartographer to move again<br />
<br />
2. Jungle - prevents you from mapping. Claiming or passing are your only options when you are on a jungle tile.<br />
<br />
3. Mountain - allows you to place a sketch card that is an additional spot away from your cartographer instead of immediately adjacent to them.<br />
<br />
4. Lagoon - allows you to replace a sketch card in the display before picking.<br />
<br />
== Game End ==<br />
<br />
Three conditions can trigger the game end. <br />
<br />
1. All spaces on the island board contained confirmed terrain tiles.<br />
<br />
2. The sketch card deck is empty and there are no more cards in display.<br />
<br />
3. One of the players had filled out all spaces on their Parchment board.<br />
<br />
Remaining players will still complete their round so everyone has same number of turns. <br />
<br />
== End Game Scoring ==<br />
<br />
All unconfirmed (hazy) terrain tiles on the Island board are removed.<br />
<br />
Claim markers on regions shared by multiple players are removed. Nobody score these regions.<br />
<br />
<b>Scoring</b>:<br />
<br />
1. Parchment board fidelity: +2 for each terrain tile on your Parchment board matching that on the Island board<br />
<br />
2. Completeness: -1 for each empty spot on your Parchment board<br />
<br />
3. Presumption cards: score by each's individual criteria<br />
<br />
4. Claimed regions: +2 per tile for each region you have claimed</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpafterus&diff=17695Gamehelpafterus2023-08-01T02:39:54Z<p>BillFraser: /* Game Play */</p>
<hr />
<div>== Game Objective ==<br />
<br />
Be the first player to 80 points to win.<br />
<br />
== Game Play == <br />
<br />
The game is divided into 3 phases:<br />
<br />
1. Assembling the Tribe - reveal the top four cards in your desk and arrange them to line up the frames. <br />
<br />
* Player gains the resources in the completed frames.<br />
* Resources are gained from left to right, top to bottom.<br />
If the closed box contains an arrow, you must pay the resources on the left to gain the benefit on the right<br />
<br />
<br />
2. Attracting new apes - choose from one of your four discs to declare which primate you would like to gain. 3 resources for a level 1 card and 6 for a level 2 one. <br />
<br />
* Blue Flowers for Mandrill (ability: victory points)<br />
* Orange Fruits for Orangutan (ability: energy)<br />
* Black Seeds for Gorilla (ability: rage; see below for explanation)<br />
* Any sources of the same type for Chimpanzee (ability: copying)<br />
Note that the primate's ability is not their only ability. It simply means it is their dominant ability.<br />
<br />
Gain the sources on the disc that you have chosen.<br />
<br />
Optional: Spend 2 resources of the same kind to also gain the bonuses of ONE of your NEIGHBORING players<br><br />
<br />
3. Resting<br />
<ul><br />
<li>Discard played cards.</li><br />
<li>Return disc to face down position.</li><br />
</ul><br />
<br />
== Others ==<br />
<br />
<u>Rage</u><br />
<br />
Spending four rages will allow you to remove a card from your deck. This can be done any time HOWEVER the card in your line up will NOT be replaced. Player will immediately gain the rage bonus as depicted on the upper right corner of the card. On BGA, click on the rage icon on upper right corner of card to use rage.<br />
<br />
<u>Tools</u><br />
<br />
There are 3 human tools that each players can activate once per round with the required resources.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcolorado&diff=17694Gamehelpcolorado2023-07-31T05:26:53Z<p>BillFraser: </p>
<hr />
<div>===Overview===<br />
<br />
Explore the roadmap to Colorado and gain the most valuable Sherriff Badges you can obtain<br />
<br />
<br />
===Turn===<br />
<br />
The turn consists of 3 parts<br />
<br />
Call<br />
<br />
Action<br />
<br />
End<br />
<br />
<br />
===Call===<br />
<br />
The player with the Call token picks an opponent and declares a card (value and colour) they want from them<br />
<br />
<br />
Step 1<br />
<br />
If the opponent has this card, they hand it over<br />
<br />
If the opponent has cards of either the suit or value declared, they choose one from these to hand over<br />
<br />
If the opponent has nothing the Caller wants, a random card is handed to the Caller from the Opponent's hand<br />
<br />
<br />
Step 2<br />
<br />
If the card received is not in the Caller's play area, they add it to it<br />
<br />
If the card received is in the Caller's play area, they discard it and take a gold nugget<br />
<br />
<br />
Step 3<br />
<br />
Check the card, played or discarded, to see what actions are available in the Action phase<br />
<br />
<br />
===Action===<br />
<br />
All players take one of the two possible actions depicted on the card given to the Caller<br />
<br />
If an action triggers another action, only the player who triggered it gets to perform the bonus action<br />
<br />
Once all players have finished any actions or bonus actions, move on to End<br />
<br />
<br />
===End===<br />
<br />
Check to see if anyone has values 1 2 and 3 in one colour<br />
<br />
If a player does, they discard all three and marks the corresponding flag in a region adjacent to a region which they already hold a flag<br />
<br />
Note that mountains prevent adjacency<br />
<br />
Then, on the rewards track, mark the first empty box in that area<br />
<br />
This is repeated until no player has a 1-2-3 in any colour<br />
<br />
After which, all players draw up to 3 cards if they had less than 3<br />
<br />
Check to see if anyone has the 7th badge on their track<br />
<br />
If not, the caller token is passed leftwards, and a new round begins<br />
<br />
<br />
===Cards and Actions in Detail===<br />
<br />
There are 6 colours:<br />
<br />
Red Dynamite and Green Money link to the Nugget Action<br />
<br />
Grey Hats and Purple Beer link to the Card Action<br />
<br />
Blue Hoods and Orange Fur link to the Check Action<br />
<br />
<br />
Nugget Action - EITHER Take one Nugget OR Play a card by paying its Nugget Cost (top left) so 1 or 2 or 3<br />
<br />
Card Action - EITHER Draw 3 Cards OR Discard 2 Cards of the same suit to play another card<br />
<br />
Check Action - EITHER Tick off a Region Leg connected either to another Leg or a flag OR Tick off a Railroad Leg which matches a previously ticked off Region Leg, when you reach a junction keep going on just one the other is now blocked for you<br />
<br />
<br />
===Roadmap in Detail===<br />
<br />
This is made up of 3 main features Flags, Legs (look like bits of paper) and connected paths (dashed lines)<br />
<br />
Legs MUST be connected to either other Legs or Flags to mark them<br />
<br />
A Leg can NOT be marked if the Flag of that region has not yet been marked<br />
<br />
To mark a Flag, an adjacent region (not blocked by mountains) must also have its flag marked<br />
<br />
When you mark a Leg, immediately gain its benefit, which mostly relate to the normal actions as described above or could progress you on one of the icons on the lower part of the Rewards Track<br />
<br />
The icon on the lefthand pale poking out parchment shows your player icon (Fire, Wheel, Horseshoe, Barrel)<br />
<br />
The flag colours indicate what that region is generally good at, without having to analyse it in detail<br />
<br />
Red Flag Towns are starting areas<br />
<br />
Green Flag Forests have a good balance of Points and Legs<br />
<br />
Yellow Flag Deserts are high in points but low in Legs<br />
<br />
Blue Flag Lakes are high in Legs and low in Points<br />
<br />
A region's points are earned once all flags and legs in that region are marked<br />
<br />
<br />
===Rewards Track in Detail===<br />
<br />
The Rewards Track is shared amongst players, with each player having their own line on each section (Fire, Wheel, Horseshoe, Barrel)<br />
<br />
Other than the Tipi Track, all other sections are completed from furthest left to furthest right<br />
<br />
When you discover a region, progress on the matching colour flag track<br />
<br />
The first player(s) to finish a colour flag's track in the same turn gain its completion points, anyone in a later turn does not<br />
<br />
When you gain points, write the number in the sheriff badge track<br />
<br />
The Tipi track starts with the centre box being marked on the first reward, then it's your choice whether you travel left or right, and can go in the opposite direction at a later point, view the icon at the top of the Tipi track to see what immediate benefit you gain<br />
<br />
The Wanted Poster track has an immediate reward ONLY on the second entry<br />
<br />
The Tipi, Wanted, and Saloon tracks have a first and second arrival points reward (Tipi has arrival rewards for both left and right ends)<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when a player has put a value in their 7th Sheriff Badge (note that this is the badge close to the end of the track, but not the final three)<br />
<br />
Each of your Flag Tracks will give you points in the furthest column you have reached<br />
<br />
The Sheriff Badges are added up and scored<br />
<br />
The player with the most points wins<br />
<br />
If a tie, the player with the most Sheriff Badges in quantity NOT value wins<br />
<br />
If still a tie, the player with the most Golden Nuggets wins</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&diff=17662Gamehelpzefiria2023-07-27T03:43:41Z<p>BillFraser: /* Borea */</p>
<hr />
<div>===Overview===<br />
<br />
Zefiria is a co-operative game to try to put all the cards in the grid back in the right order as depicted on the goal map card.<br />
<br />
At the beginning of the game, each player choose their Wind Spirit and place it on a corner to start at. Each Wind Spirit has a unique way for its actions of '''Breeze''' and '''Fly'''.<br />
<br />
The time track is put to the side based on the number of players and the relevant number of purple round markers is placed on it to determine the game's length.<br />
===Turn===<br />
<br />
On your turn, you have 4 action points to spend (5 in 2-player) on two actions which will then vary by character, these are:<br />
<br />
Fly - Generally a move type power.<br />
<br />
Breeze - Generally a manipulation type power.<br />
<br />
You cannot move through or onto the same space as another player.<br />
<br />
You cannot manipulate a tile occupied by a player.<br />
<br />
If your breeze causes a tile to in effect pass over another during the exchange, for each it passes over this will cost you an extra action point and is known as overflying a tile.<br />
===Borea===<br />
<br />
Fly<br />
<br />
1 Action Point to move to an orthogonally adjacent space.<br />
<br />
1 Action Point to move to a card of the same colour as the current space.<br />
<br />
Breeze<br />
<br />
1 Action Point to swap two unoccupied tiles if at least one of them matches the symbol of your current space.<br />
<br />
===Jugo===<br />
<br />
Fly<br />
<br />
1 Action Point to move to an orthogonally adjacent space.<br />
<br />
1 Action Point to move to a card with the same icon as the current space.<br />
<br />
Breeze<br />
<br />
1 Action Point to swap two unoccupied tiles if at least one of them matches the colour of your current space.<br />
<br />
===Etesia===<br />
<br />
Fly<br />
<br />
1 Action Point to move to an orthogonally adjacent space.<br />
<br />
1 Action Point to move to a card along the diagonals to the one she's occupying.<br />
<br />
Breeze<br />
<br />
1 Action Point to swap an orthogonally adjacent tile with any other tile.<br />
<br />
===Skyron===<br />
<br />
Fly<br />
<br />
1 Action Point to move to an orthogonally adjacent space.<br />
<br />
Breeze<br />
<br />
1 Action Point to swap the tile you stand on with any other, then decide which to reside on.<br />
<br />
===Austro===<br />
<br />
Fly<br />
<br />
1 Action point to move around the edge of the board (outside the map) to land on an edge space, but cannot move into the central areas.<br />
<br />
Breeze<br />
<br />
1 Action Point to swap tiles in your current row or column.<br />
<br />
===Game End===<br />
<br />
The game ends on the final round, and scoring is based on how well you managed to put the island back to its true form.<br />
<br />
* Gain 1 victory point for each Island card in the right place.<br />
* ''In Storm Mode, gain 1 victory point for Magical Gem still owned by the Wind Spirits.''<br />
* Lose 1 vicotry point for each Island card in the wrong spot, on the right row.<br />
* Lose 2 VP for each Island card both in the wrong spot and in the wrong row.<br /><br />
===Summary===<br />
<br />
SETUP<br />
<br />
The Island cars are shuffled and placed in a 5x5 grid. Players pick their individual wind spirit. First player chosen and given the timer card.<br />
<br />
PLAY<br />
<br />
The first player will remove a time gem then all players and a clockwise order take their turn of the round, each wind spirit has a different movement and breeze they can use to move islands.<br />
<br />
GOAL<br />
<br />
As a group of wind spirits you are to put the islands back in order.<br />
<br />
END GAME<br />
<br />
After every player has taken their turn after removing the last time gem.<br />
<br />
SCORING<br />
<br />
For every island in its proper place scores +1<br />
For every island and it's color row not in its place -1<br />
And every island not in its color row -2</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelppook&diff=17592Gamehelppook2023-07-23T22:02:21Z<p>BillFraser: /* Warriors */</p>
<hr />
<div>===Overview===<br />
<br />
There are 4 different factions, and each player favours 2 of them to succeed<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, play a card from your hand<br />
<br />
You can either play the card Warrior side (Then optionally use its ability) or coin side<br />
<br />
Regardless of which side is chosen, the card is played into the shared 5X5 grid so that it shares a side (not a corner) with at least 1 previously placed card<br />
<br />
If you chose a warrior, add up the coins in the chosen space's row + column, if this equals or exceeds the warrior level then it's a legal move, if the coin count is lower than the warrior level then it cannot be placed there<br />
<br />
In addition, either before or after placing your card, you may move the Piggy<br />
<br />
<br />
===The Piggy===<br />
<br />
As a free action, you may swap the Piggy with an adjacent card either before or after your main action<br />
<br />
The Piggy is classed as a Coin card and thus can contribute to the cost of a Warrior's level<br />
<br />
The Piggy can NOT be swapped with the card the previous player swapped the Piggy with<br />
<br />
The Piggy is immune to the Knight and the Mage as well as cards affected by them<br />
<br />
<br />
===Warriors===<br />
<br />
Knight - Protects all orthogonal Warriors from other Warrior powers, but does not protect itself<br />
<br />
Mage - Swap an orthogonally adjacent card with one from your hand (Warrior or Coin, but NOT Piggy) the new card has to be the same type: Coin for Coin, Warrior 1 for Warrior 1, etc.<br />
<br />
Orc - Flip an orthogonally adjacent Warrior to a Coin<br />
<br />
Viking - Flip an orthogonally adjacent Coin to a Warrior<br />
<br />
===Game End===<br />
<br />
The game ends when all cards have been played<br />
<br />
After which, add up the levels of each Faction as points for that faction, and whoever has the most points with their 2 factions added together wins!<br />
<br />
If there is a tie, the tied players each pick 1 coin card (they can pick the same coin card) and flip it, adding these faction scores to break the tie (This repeats until the tie is broken)</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpyinyang&diff=17544Gamehelpyinyang2023-07-20T22:16:12Z<p>BillFraser: /* Conditions of application */</p>
<hr />
<div>== Presentation ==<br />
Yin Yang is a strategy board game where you make up your own rules of combat and regeneration. You secretly define on dominoes the laws by which you fight, then lay them down throughout the game in order to destroy your adversary's pieces or regenerate your own.<br />
<br />
== Aim of the game ==<br />
To win, you must either reach the opposite Yin-yang corner (the square where the symbol of yin and yang is) with one of your pieces, or force your opponent to have no available actions to play.<br />
<br />
== Gameplay ==<br />
Black plays first, then white. During their turn, each player must either:<br />
* Move one of their pieces<br />
* Apply one of their laws<br />
* Move one of their pieces then apply one of their laws. (only in this order)<br />
<br />
If they are unable to perform any of these actions, they lose the game.<br />
<br />
== Laws ==<br />
Each domino defines a law. A domino has four slots representing 4 squares on the board, then an arrow pointing to 4 other slots. In each of the first 4 slots, you can insert a white plug, a black plug or leave it empty: together, they represent a cause. In the other 4 slots, which represent an effect, you will insert the same combination of plugs, albeit with one of these modifications:<br />
<br />
* One plug has disappeared. This is a destruction law.<br />
* Two plugs (of the same color) have appeared on previously empty slots. This is a regeneration law.<br />
* The effect is represented as 2 arrows in a circle. This is an adaptation law.<br />
<br />
=== Creation of laws ===<br />
Before the start of the game, players secretly define 4 laws each. These laws are hidden to your opponent until revealed.<br />
When a player decides to apply a law for the first time, the law is revealed and placed to the right of the gameboard (from their viewpoint), with the arrow pointing to the right. It is forbidden to reveal a law without applying it in the same turn. Once revealed, the law can be used by its owner at any of their turns, whenever the cause is met.<br />
<br />
=== Conditions of application ===<br />
A law is applicable when on the game board, we can isolate 4 adjacent squares where the placement of the pieces match those of the plugs constituting the cause. In case of a destruction/regeneration law, applying the law means modifying those 4 squares on the board so that it matches the effect of the law.<br />
<br />
In case of an adaptation law, you do not modify the placement of the pieces on the board, but one of your own laws (revealed or hidden). Pick one of your dominoes and modify it as you please. It is then hidden until you decide to apply it in a further turn. You can modify the adaptation law itself, like any other law. You can't change one of your opponent's laws. You can't modify a law and apply it in the same turn, since the modification already counts as your action.<br />
<br />
The law is always oriented with the arrow to the right. It can't be rotated.<br />
<br />
A law can only be applied on one place at a time.<br />
<br />
A law of destruction will always make only one piece disappear, and a law of regeneration will only make two appear.<br />
<br />
The application of a law is not compulsory, but remember a player always has to play at least one action per turn. You can't apply one of your opponent's laws.<br />
<br />
Note that you only have finitely many new pegs available for regeneration (8 for Black, 10 for White). Once they have been placed, regeneration laws may no longer be applied.<br />
<br />
=== Conflicting laws ===<br />
Two laws are said to be conflicting if they have the same cause, but two different effects. They cannot coexist: it is therefore forbidden to reveal a law which is conflicting with a law already revealed. You will have to modify it with an adaptation law or wait for your opponent to modify them.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpvidrasso&diff=17490Gamehelpvidrasso2023-07-18T02:57:05Z<p>BillFraser: /* Playing to a trick */</p>
<hr />
<div>===Overview===<br />
<br />
Reach 300 Points or more first (500 in a long game).<br />
<br />
The cards are 1-9 in 4 suits.<br />
<br />
Lowest played in a trick wins.<br />
===Setup===<br />
<br />
At the beginning of each round, one player chooses the trump suit, and the other chooses the trump rank. The player with the lowest score chooses first.<br />
<br />
The trump suit is a suit which beats all other suits whilst a trump rank beats all, as an example, say Hearts are Trump Suit and 7s and Trump Rank, the order would be:<br />
<br />
''(weak)'' 9 8 6 5 4 3 2 1 9♥ 8♥ 6♥ 5♥ 4♥ 3♥ 2♥ 1♥ 7 ''(strong)''<br />
<br />
After the Trump Suit and Trump Rank are decided, each player gifts a card to the other which goes into their scoring pile, unseen.<br />
<br />
<br />
===Playing to a trick===<br />
<br />
A player may either play a card from their hand or a visible card from the shared Strawman row (Facedown cards stay facedown and can't be used)<br />
<br />
The opening player may play anything.<br />
<br />
Following this, if a player can follow suit, they may either follow suit or play either type of Trump.<br />
<br />
If a player cannot follow suit, they may play any card they wish.<br />
<br />
Note that when a card is in the Trump Rank, the suit-following rules of it's original suit are obeyed. In other words, in the above example, if one player leads the 7 of clubs, the other player is not required to play a trump, but if they have a club, must play either a club or a trump.<br />
<br />
=== Trick resolution ===<br />
If a trump was played, the stronger trump wins the trick.<br />
<br />
If both cards belong to the trump rank, the second card wins.<br />
<br />
If there are no trumps in the trick, the strongest card of the led suit wins.<br />
<br />
The winner adds both cards to their scoring pile, and any exposed facedown strawmen are revealed.<br />
<br />
===Scoring===<br />
<br />
The cards score based on their value, e.g. a 5 is worth 5 points and a 7 is worth 7 points.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpmue&diff=17441Gamehelpmue2023-07-14T14:06:55Z<p>BillFraser: /* The Cards */ Added the values for each card rank</p>
<hr />
<div>==The Cards==<br />
<br />
There are five different suits with 12 cards each: 0, 1, 1, 2, 3, 4, 5, 6, 7, 7, 8, 9.<br />
<br />
The number of triangles on each card shows how many points it is worth when you win the card in a trick. 1s and 9s are worth zero points, 6s and 7s are worth two points, and all other cards are worth one point each.<br />
<br />
The 60 total cards are dealt out evenly to all the players.<br />
<br />
==The Bidding==<br />
<br />
Players bid to become Chief or Vice. You can think of these as the head of two teams. They will be the ones to decide trump.<br />
<br />
When it is their turn, players can bid by taking one or more cards from their hand and placing them upright in front of them for everyone to see '''OR''' the player can pass. If a player passes on one turn, they can still bid if it comes back to them. Bidding ends when all players have passed consecutively. Cards used during the bidding phase remain visible to other players but are still considered part of the hand during play.<br />
<br />
Chief is determined by the player who has the greatest number of cards showing. As the bidding goes around, players can only raise one card more than whatever player currently has the most cards showing. For example, if the tentative chief has 2 cards showing, other players cannot show more than 3 cards. Once a player has 3 cards showing, another player may show 4 cards. A player may pass multiple times and then put down any number of cards in one turn, as long as it doesn't break the previously stated rule. If the bidding ends with a tie for Chief, then the hand is not played; and there are negative points for the challenger and positive points for any others that are tied for Chief.<br />
<br />
Vice is the person with the second most number of cards showing (Chief being the person with the largest number of cards showing). However, a tie is decided differently. If there is a tie in the number of cards for Vice, then the position goes to the person who has the highest number on their card. If there is still a tie, then the next highest card is compared. If there is still a tie for Vice when all showing cards are compared, then there is no Vice and no Vice trump.<br />
<br />
==Selecting Trump and Partner==<br />
<br />
After the Bidding phase, the Vice selects the Vice Trump. Then the Chief selects the Chief Trump. Finally, the Chief selects their partner.<br />
<br />
In a five player game, there are two people on the Chief team and three people on the Vice team. Five player games are considered the best because <br />
<br />
- in four player, it would be two against two giving a strong advantage to the Chief's team <br />
<br />
- or in six player, two chief players and four vice players makes it much harder for the Chief's team.<br />
<br />
There is an option in the game setup for six people, where the dealer doesn't play thus enabling five players to play the hand even when there are six people included in the game.<br />
<br />
==Tricks==<br />
<br />
Cards that are trump (as nominated by the Chief and Vice) form a single '''trump suit''', with the Chief's trump higher than the Vice's trump. Cards that belong to both the Chief's and Vice's trump are the highest cards in the trump suit (the double trumps).<br />
<br />
''For example, the Vice nominates red cards as trump and the Chief nominates 7s. The trump suit will be the red 7s as the highest cards (double trumps), followed by the 7s in other colors (they no longer belong to the suits of their respective colors), followed by the remaining red cards from highest to lowest.<br />
<br />
* After the first card is played in a trick you must play a card of the same suit if you can ('''follow suit''').<br />
* If a trump card is the first card played you must play any trump card if you can.<br />
* The highest card of the color led wins the trick, unless a trump card was played - in which case the highest trump card wins.<br />
* If multiple cards of the same rank are played as highest cards the '''first equal card wins'''<br />
<br />
==Scoring==<br />
<br />
First, each player scores the points on the tricks that they won individually.<br />
<br />
The chief's team then add their scores together and compare it to the bid to calculate the team bonus.<br />
<br />
If the chief's team '''made their bid''', they get bonus points as shown on the table (based on how many cards were in trump).<br />
<br />
If the chief's team '''failed their bid''', the points are:<br />
* The chief loses 10 points for the number of cards overbid<br />
* The chief's partner does not gain or lose any bonus points<br />
* Everyone not on the chief's team gains 5 points for the number of cards overbid</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptriatri&diff=17159Gamehelptriatri2023-06-14T15:14:36Z<p>BillFraser: Corrected "jem" to "gem"</p>
<hr />
<div>==Over view==<br />
TriATri is a must-follow trick-taking game.<br />
<br />
Of the six cards, one card is used to determine the starting player, and the remaining five cards are used for trick-taking.<br />
<br />
This is done three times (three rounds), and the player with the highest score wins (with a special win).<br />
==What we use==<br />
{| class="wikitable"<br />
|-<br />
|<br />
|Cards for Fire, Water and Wood<br />
|Imitation card<br />
|Cards not used<br />
|-<br />
|2players<br />
|2 to 6 (15 cards) of each color<br />
|2 cards<br />
|5 cards<br />
|-<br />
|3players<br />
|2 to 7 (18 cards) of each color<br />
| 1 card<br />
|1 card<br />
|-<br />
|4players<br />
|2 to 8 (21 cards) of each color <br />
|3 cards<br />
|All cards used <br />
|}Gems(token): 6 of each color (red (fire), blue (water), green (wood))<br />
==Doubling、Exchange==<br />
'''・Doubling'''<br />
<br />
The player with the highest value card always wins, regardless of its color.<br />
<br />
Attributes are 3-skewed, with the previous player's card doubling the value of their own card.<br />
<br />
If the previous player's card is Fire, then Water is dominant, if it is Water, then Wood is dominant, and if it is Wood, then Fire is dominant attribute.<br />
<br />
Only when the player's own card is [2], the value is quadrupled instead of doubled.<br />
<br />
[[File:Imitationcardimage.png|thumb]]<br />
'''・Exchange'''<br />
<br />
The card("imitation" card) on the right is an exception, and can be played at any time.<br />
<br />
Of the cards already on the field, it is replaced with the card of the player with the highest value (after taking into account the doubling effect).<br />
<br />
If the starting player decides or the starting player plays this, it is treated as a colorless [0].<br />
==Start player determination==<br />
All players play a card from their hands at the same time, and the player with the highest numbered card is the starting player.<br />
<br />
If there is more than one player with the highest number, the game is handled as follows.<br />
<br />
<br />
'''・If the two players with the highest numbers are'''<br />
<br />
The dominant color side will be the starting player.<br />
<br />
<br />
'''・If the player with the highest number is 3 (4-player game))'''<br />
<br />
The player who plays another numbered card becomes the starting player.<br />
<br />
<br />
'''・When the player with the highest number is 3 (3-player game)'''<br />
<br />
Return all cards and redeem them.<br />
<br />
<br />
'''・When two players play an imitation card (2-player game)'''<br />
<br />
Return all cards and redeem them.<br />
==Trick==<br />
'''・Gem token selection'''<br />
<br />
The starting player selects one gem from the common inventory or their own hand that the winner of the trick will receive.<br />
<br />
<br />
'''・Play card'''<br />
<br />
Starting with the starting player, a card is played in a clockwise direction.<br />
<br />
If the player has a card of the color of the selected gem, that card is played.<br />
<br />
If not, a card of any color is played.<br />
<br />
The "imitation" card can be played regardless of its color.<br />
<br />
<br />
'''・Gem winning'''<br />
<br />
After all players have finished playing their cards, the player with the highest number (see below) wins the gem.<br />
<br />
<br />
'''・Decision of victory or defeat'''<br />
<br />
The player who plays the card with the highest value, including attribute considerations(doubling effect), wins.<br />
<br />
If two players play the card with the highest value, the player who plays the card with the dominant attributes wins. (ex. 1)<br />
<br />
If the player who played the highest value card has the same attributes or three colors, the player who played the card later wins. (ex. 2,3)<br />
<br />
<br />
(Example in 4-player game)<br />
<br />
(ex. 1) Red 3 ⇒ Blue 6 (treated as 12) ⇒ Green 6 (treated as 12) ⇒ Blue 5 : Green is favored between Blue and Green, so the player with Green 6 wins<br />
<br />
(ex 2) Red 4 ⇒ Blue 2 (treated as 8) ⇒ Red 3 ⇒ Blue 4 (treated as 8): Since Blue 2 and Blue 4 are the same color, the player with Blue 4 who played later wins<br />
<br />
(ex 3) Red 6 ⇒ Blue 2 (treated as 8) ⇒ Green 4 (treated as 8) ⇒ Red 2 (treated as 8): Since there are three colors (Blue 2, Green 4, and Red 2), the player who played Red 2 later wins<br />
==Rounds==<br />
One round ends at the end of five tricks when all cards in the hand have been used.<br />
<br />
All cards are mixed and redealt six at a time, leaving the currently held gems untouched, and the next round begins.<br />
<br />
After a total of three rounds, the score is calculated, but if a special situation arises, the game ends [immediately].<br />
==End of game==<br />
There are three conditions for game termination, which are handled as follows.<br />
<br />
<br />
・If either player collects two sets of each of the three colors of gems (red, blue, and green)<br />
<br />
The player immediately wins the game (100 points is shown in the BGA) *Placement below 2nd place is determined by the normal score calculation.<br />
<br />
<br />
・When all gems of one color are gone from the common inventory<br />
<br />
Perform the trick to the end and calculate the score immediately afterwards.<br />
<br />
<br />
・If the above two conditions are not met and three rounds are completed<br />
<br />
Calculate the score.<br />
==Score Calculation==<br />
The following order is calculated according to the type and number of gems you end up with.<br />
[[File:Image2.png|thumb|Summary of Score Calculations (Japanese)]]<br />
<nowiki>*</nowiki>Calculated sequentially from the top set, with each set not duplicated.<br />
<br />
<br />
<br />
'''・Gem in three color sets'''<br />
<br />
1 point per set<br />
<br />
<br />
'''・Two-color set gem'''<br />
<br />
-2 points per set<br />
<br />
<br />
'''・Remaining gems'''<br />
<br />
Points for [the number of gems of that color remaining in the common inventory] for each one.<br />
<br />
<br />
The total score will determine the winner.<br />
<br />
If the scores are the same, the winner is the player with the highest number of gems.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcaribbeanallfours&diff=17116Gamehelpcaribbeanallfours2023-06-06T18:26:49Z<p>BillFraser: </p>
<hr />
<div>[[Category:Card games]]<br />
All Fours is a trick-taking card game, usually played with four players in two-player partnerships, that dates from around the 17th century. There are many rules variations, but the version implemented on Board Game Area as Caribbean All Fours is meant to be an adaptation of the modern game as it is played in Trinidad and Tobago.<br />
<br />
== Game Play ==<br />
<br />
The game plays as described in the "Rules of Card Games" website under the heading "All Fours in Trinidad": [https://www.pagat.com/allfours/allfours.html link], with the following differences:<br />
<br />
* No misdeal: since the game software deals the cards, there is no possibility for a misdeal, no points can be scored for this scenario<br />
* No revoking/reneging: for simplicity of online gameplay, playing cards illegally is not allowed, and therefore revoking is not necessary<br />
<br />
<br />
== Scoring ==<br />
* High -- 1 point This point is won by the team of the player who had the highest trump.<br />
* Low -- 1 point This point is won by the team of the player who held the lowest trump that was dealt. It does not matter who wins the trick containing this trump - the point is for the original holders.<br />
* Jack -- 1 or 3 points If the jack of trumps wins a trick, or is won in a trick by the partner of the holder, the team with the jacks scores 1 point. If the jack is captured in a trick won by the opponents of the holder, the team capturing the jack scores 3 points for hang jack. If the jack of trumps was not dealt, then of course neither team scores for it.<br />
* Game -- 1 point This point goes to the team that wins the more valuable cards in tricks. For this purpose only, the top five cards in each suit have the following values: ace = 4, king = 3, queen = 2, jack = 1, ten = 10; other cards (2-9) have no value. Each team adds up the total value of the cards in their tricks, and whichever team has more scores the game point. If both teams have the same value of cards, no one gets the game point.<br />
<br />
== End of Game ==<br />
<br />
The first team to score 14 points is the winner. Note that the points are scored in order, so that ties are not possible.<br />
<br />
== Variations ==<br />
<br />
The only variation implemented at this time is the alternate trump scoring as played in Tobago (a Two scores two points when turned instead of a Six)</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpspiteandmalice&diff=16581Gamehelpspiteandmalice2023-04-11T18:27:56Z<p>BillFraser: /* Turn */</p>
<hr />
<div>===Overview===<br />
<br />
The aim is to be the first to empty your goal pile.<br />
<br />
===Turn===<br />
<br />
First, play as many cards as you wish from your hand, side piles and/or goal pile to the central play piles.<br />
<br />
Finally, play a single card from you hand to one of your 4 side piles to end your turn (You cannot play a card from your goal pile to this area).<br />
<br />
The side piles can be in any order, but you can only use cards in this area from the top (the latest card) of each pile.<br />
<br />
<br />
<br />
===Play Piles===<br />
<br />
The piles aren't suit based, but have to be played from Ace, then 2, and sequentially upwards to Queen, with King or Joker being a wild.<br />
<br />
You can play an Ace (or a wild) to an empty pile, or any other card to a pre-existing pile.<br />
<br />
There can be at most 3 play piles at any given time.<br />
===Bonuses===<br />
<br />
If you play all 5 hand cards in a single turn, take 5 more cards from the stock and keep going.<br />
<br />
If you complete a play pile with a Queen (or a wild acting as a Queen), shuffle the pile into the stock (creating space for a new pile) and take another go.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptrio&diff=16514Gamehelptrio2023-04-07T04:45:25Z<p>BillFraser: </p>
<hr />
<div>10/9/8/6 cards (with 2/3/4/5 players) are dealt face down to the table. Players are dealt 10/8/7/6 cards, and their hands are arranged in numerical order.<br />
<br />
==Play==<br />
<br />
On your turn, take either of these actions up to three times:<br />
<br />
*- '''Flip a table card face-up'''<br />
*- '''Reveal a hand card''': Choose any player (including yourself) and select a card at either end of their hand: that card is placed face-up in front of them.<br />
<br />
If you reveal three cards with the same value, that's a success: claim this "trio" of cards as a scoring set.<br />
<br />
If your reveal a card that doesn't match those previously revealed that turn, you fail and your turn immediately ends. The revealed cards are returned to their previous position and state.<br />
<br />
==Winning==<br />
<br />
*'''Simple mode''': Win if you take three trios, or the trio of three 7s.<br />
*'''Spicy mode''': Win if you take two "connected" trios (where the cards of one trio include a small icon of the other), or the trio of three 7s.<br />
<br />
Note: A pair of numbers is connected if they differ by 7 (such as 3 and 10) or add up to 7 (such as 2 and 5).</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelprolltothetopjourneys&diff=16459Gamehelprolltothetopjourneys2023-03-30T22:46:17Z<p>BillFraser: /* Action Die Particulars */</p>
<hr />
<div>===Overview===<br />
<br />
Across a number of different board shapes, use dice to place numbers from smallest at the base to highest at the peak<br />
<br />
<br />
===Turn===<br />
<br />
First off, the active player rolls all exploration dice and the action die<br />
<br />
Then all players share the dice to add the numbers into boxes of their choosing, following the placement rules further down<br />
<br />
The action die is then resolved by the next active player, which may add an extra dice to the pool, remove a die from the pool, either add or remove, or swap a die in the pool from one in the reserve<br />
<br />
<br />
===Number Placement Rules===<br />
<br />
1) Each box can contain a single number<br />
<br />
2) Dice results can be used on their own or added together to make greater numbers<br />
<br />
3) Each dice can only be used once, regardless if used on its own or combined with others<br />
<br />
4) You don't have to use a dice if you don't want, and can even opt to use none of the rolled dice!<br />
<br />
5) Boxes with dots can contain any number<br />
<br />
6) Boxes without dots can be used if the 2 boxes supporting it below have a number in each, and each of those numbers is less than or equal to the number you wish to enter<br />
<br />
7) Hanging boxes without dots, i.e. ones without supporting boxes below them, can contain any number as long as an adjacent box on that line has a number in it<br />
<br />
<br />
===Action Die Particulars===<br />
<br />
Before resolving the action die, check for the following statements, in this order, beforehand:<br />
<br />
If the pool contains 5 dice, regardless of the action die result, the remove 1 die result is in effect<br />
<br />
Otherwise, if no one wrote a number, regardless of the action die result, the add 1 die result is in effect<br />
<br />
If the pool contains 1 die, regardless of the action die result, the add 1 die result is in effect<br />
<br />
If none of the above is true, resolve the action die as it displays<br />
<br />
<br />
===Game End===<br />
<br />
The game ends immediately on the turn in which a player(s) completes the entire structure with numbers, this means there may be multiple winners<br />
<br />
<br />
===Rounds Mode===<br />
<br />
Pick a number of games to play in full, and at the end of each, instead of winning, score 1 point per empty box, at the end of the designated number of games, the player with the lowest points wins<br />
<br />
To enhance this mode, play 6 games where each game is played on a different board<br />
<br />
<br />
===Reverse Mode===<br />
<br />
In this mode, instead of building to large numbers at the top, start with the big at the base and have the small at the top (This can be combined with Rounds Mode if desired)<br />
<br />
Warning: Note that in this mode all size rules, both general and board specific, will be reversed</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpultimatetictactoe&diff=16384Gamehelpultimatetictactoe2023-03-24T06:57:33Z<p>BillFraser: /* Inverse game */</p>
<hr />
<div>==== Overview ====<br />
Win 3 regions of Tic-Tac-Toe games in a line on a 3x3 grid of Tic-Tac-Toe games.<br />
<br />
==== Gameplay ====<br />
Red (o) starts by placing a red (o) token anywhere on the 9 regions.<br />
<br />
The area on the local region just played determines where the next player will play e.g. place on the central area on any region and the opponent will play on the central region next.<br />
<br />
Three in a line of area wins the region.<br />
<br />
If a region is won, when that area is played on another region, the opponent gets to play anywhere e.g. central region has been won by red (o), the current player plays in a central area on an outer region, so the opponent can pick any free area anywhere.<br />
<br />
Three in a line of regions wins the game.<br />
<br />
==== Tiebreaker ====<br />
In case nobody is able to finish a line of regions, the player with the more won regions wins the game.<br />
<br />
==== Board sizes ====<br />
Play on a 4x4 or 5x5 board. More regions and more areas inside them.<br />
<br />
==== Advanced mode ====<br />
Win 5 regions to win the game. Normal line condition doesn't win. This rule changes to 8 on a 4x4 board or 13 on a 5x5 board.<br />
<br />
==== Inverse game ====<br />
The victory conditions are reversed. You win if your opponent satisfies the usual winning condition.<br />
<br />
==== Different winning conditions ====<br />
Win the game with the original Tic-Tac-Toe lines or with producing 2x2 squares. This option is only available on 4x4 and 5x5 boards.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpboop&diff=16226Gamehelpboop2023-03-07T00:44:10Z<p>BillFraser: /* Turn */</p>
<hr />
<div>===Overview===<br />
<br />
Take turns placing one of your Kittens onto the bed, in any open space available (stitched squares). Graduate your Kittens into Cats by lining up three of your pieces in a row, horizontally, vertically or diagonally. Then line up 3 of your Cats in a row to WIN the game! But it isn’t that simple...<br />
===Turn===<br />
<br />
On your turn, place a cat/kitten which will in turn boop (push) any adjacent pieces one space away as long as there isn't another piece preventing the boop<br />
<br />
If a boop causes a piece to leave the board, it is returned to the owner's supply to bring back later<br />
<br />
Only the active or recently played piece can boop, i.e. no chain reaction boops<br />
<br />
<br />
<br />
After resolving any boops, check to see if you have 3 Kittens in a line, if so, these are removed from the game and your supply gains 3 Cats. Note that if you form a 3-in-a-row which is a mixture of cats and kittens, it is still removed, with the kittens replaced by cats before being returned to your pool.<br />
<br />
If you have multiple groups of 3, only ONE group can be aged each turn<br />
<br />
If all 8 pieces are on the board and you can't make a line of 3 Kittens, one Kitten of your choosing is removed from the game and you gain a single Cat to your supply<br />
<br />
<br />
Cats are stronger than Kittens, so Kittens can't boop Cats but Cats can boop Kittens and other Cats<br />
<br />
<br />
After resolving any boops, if 3 of your Cats are in a line, you win! Alternatively, a player can win by having all 8 of their Cats on the bed at the end of a turn.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpbobail&diff=16124Gamehelpbobail2023-02-19T01:39:13Z<p>BillFraser: /* Game Overview & Movement Rules */</p>
<hr />
<div>== Game Overview & Movement Rules ==<br />
<br />
Bobail is a two-player African strategy game. It is played on a square board arranged in a 5x5 grid. <br />
<br />
Each player has 5 tokens: one player moves the red tokens, and the other player moves the green tokens.<br />
<br />
A neutral yellow token, called the Bobail, is moved around the board by both players.<br />
<br />
Tokens can move in a horizontal, vertical, or diagonal direction. Tokens cannot jump over other tokens.<br />
<br />
== Victory Conditions == <br />
<br />
If the Bobail is moved to either player's home row, that player wins the game immediately. <br />
<br />
If a player cannot move the Bobail on their turn (because it is completely surrounded), that player loses. <br />
<br />
== Game Setup == <br />
<br />
At the beginning of the game, each player's tokens are lined up in their home row. <br />
<br />
The yellow Bobail is placed in the center of the board.<br />
<br />
== Turn Actions == <br />
<br />
On the first turn of the game, the first player only performs turn action 2 (Move one of the player tokens).<br />
<br />
On every turn thereafter, a player must perform the following two turn actions in this specific order: <br />
<br />
;1. <b>Move the Bobail.</b><br />
<br />
: The player moves the Bobail one square in any direction. <br />
<br />
;2. <b>Move one of the player tokens.</b><br />
<br />
: The player moves one of their player tokens, as far as it can go in any one direction. <br />
: If you surround the Bobail you win the game.<br />
<br />
Remember: Tokens can move in a horizontal, vertical, or diagonal direction. Tokens cannot jump over other tokens.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&diff=15971Gamehelpexplorationwarzone2023-02-07T04:37:54Z<p>BillFraser: </p>
<hr />
<div>==Note==<br />
<br />
This BGA adaptation matches the original rules (either of the first two versions) on the BGG page, not the version 0.3 rules.<br />
<br />
==Game set up==<br />
All players have their own spaceship card at the beginning of the game. Each spaceship has HP (red icon), accuracy (gun sight icon), a dedicated skill (upper left corner) and a victory point track. If you lose all of your HP, your spaceship will be destroyed. Accuracy increases the chance to hit the other spaceship.<br />
<br />
==Turn structure==<br />
Every turn the players must choose a hex, which will determine the actions available to you. Each hex has six actions, marked by an icon on each side. The numbers on the perimeter indicate the order of actions (0 is first, then 1 etc.). There are 6 types of actions: Attack, Critical attack, Accuracy increase (+1), Repair (restore +1 HP), Victory point (gain +1 VP), and Dodge (light blue icon). Choose your action by placing that side next to your opponent's hex (contacting the side of your opponent's hex).<br />
<br />
== Win by Attack==<br />
To attack your opponent, the accuracy of your spaceship must be higher or equal than accuracy of opponent, but there is a luck factor. You must roll a 3 dice. The results might be: accuracy increase, accuracy decrease, critical attack, self damage. Attack might be blocked by attack block action (light blue icon).<br />
<br />
==Win by Victory points==<br />
Here comes another phase of game turn. Like in rock, paper, scissors some actions have advantages over the others. For example HP restore is stronger than attack, accuracy increase than HP restore and attack than accuracy increase (more details about block and VP gain are in the table). For every advantage you receive one Victory point. <br />
<br />
==Actions==<br />
https://upload.cc/i1/2020/06/07/ItSszo.png</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&diff=15970Gamehelpexplorationwarzone2023-02-07T04:35:44Z<p>BillFraser: </p>
<hr />
<div>This BGA adaptation matches the original rules (either of the first two versions) on the BGG page, not the version 0.3 rules.<br />
<br />
== Game set up ==<br />
All players have their own spaceship card at the beginning of the game. Each spaceship has HP (red icon), accuracy (gun sight icon), a dedicated skill (upper left corner) and a victory point track. If you lose all of your HP, your spaceship will be destroyed. Accuracy increases the chance to hit the other spaceship.<br />
<br />
== Turn structure ==<br />
Every turn the players must choose a hex, which will determine the actions available to you. Each hex has six actions, marked by an icon on each side. The numbers on the perimeter indicate the order of actions (0 is first, then 1 etc.). There are 6 types of actions: Attack, Critical attack, Accuracy increase (+1), Repair (restore +1 HP), Victory point (gain +1 VP), and Dodge (light blue icon). Choose your action by placing that side next to your opponent's hex (contacting the side of your opponent's hex).<br />
<br />
== Win by Attack ==<br />
To attack your opponent, the accuracy of your spaceship must be higher or equal than accuracy of opponent, but there is a luck factor. You must roll a 3 dice. The results might be: accuracy increase, accuracy decrease, critical attack, self damage. Attack might be blocked by attack block action (light blue icon).<br />
<br />
== Win by Victory points ==<br />
Here comes another phase of game turn. Like in rock, paper, scissors some actions have advantages over the others. For example HP restore is stronger than attack, accuracy increase than HP restore and attack than accuracy increase (more details about block and VP gain are in the table). For every advantage you receive one Victory point. <br />
<br />
== Actions ==<br />
https://upload.cc/i1/2020/06/07/ItSszo.png</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=15933Gamehelpcommanderchess2023-02-04T22:59:32Z<p>BillFraser: Abbreviation for Tank should be "T" not "I".</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| T <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| E <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.<br />
<br />
[[File:4planes.png]]<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
When a land piece captures a '''[N]'''Navy at sea (not the coast), it must stay where it is. <br />
When a '''[N]'''Navy captures a land piece in-land (not the coast), it must stay where it is. <br />
If navy/land piece capture is at coast position, then the captured piece is replaced as usual. <br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcrazyfarmers&diff=15920Gamehelpcrazyfarmers2023-02-01T15:59:06Z<p>BillFraser: </p>
<hr />
<div>[[Category:Card games]]<br />
== Crazy Farmers Rules in a nutshell ==<br />
<br />
== Overview ==<br />
<br />
Emerging strategy game (2 players) or lighter and chaotic (3-4 players). Beware, in all modes this game is fierce and ruthless, no pity, no trust.<br />
<br />
=== Goal ===<br />
<br />
In a fast mode game with 2 players, the game ends when both players control a total of 23 parcels combined. The player with the largest non-fallow field at that time wins. <br />
<br />
In a fast mode game with 3/4 players, the game ends when one player has 9/8 parcels.<br />
<br />
=== Moves ===<br />
<br />
* 3 moves per turn<br />
* 4 fences or more at the beginning of the turn => +1 extra move<br />
* Moves are mandatory but backward move is possible<br />
* 5 moves max per turn<br />
<br />
=== Take over ===<br />
<br />
* Surround parcels to add them to your field (The fence must connect two points of your field)<br />
* Take bonus cards in the barns (1 for a free barn, 2 for an opponent's barn)<br />
<br />
=== Cut ===<br />
<br />
* When you touch the fence of an opponent, it's cut and totally disappears<br />
* The 2 fences behind your tractor are protected and cannot be crossed<br />
* When you are cut, you cannot cut others or draw new fences before connecting back to your field.<br />
<br />
=== Bonus ===<br />
<br />
* You can play bonus cards during your turn<br />
* 6 cards max in hand at the end of the turn<br />
<br />
=== End of the game ===<br />
<br />
* The game ends immediately (no undo) when a given number of parcels is reached:<br />
** 2 players: 23/27/31 common parcels (Fast/Regular/Expert)<br />
** 3 players: 9/11/13 own parcels (Fast/Regular/Expert)<br />
** 4 players: 8/9/11 own parcels (Fast/Regular/Expert)<br />
<br />
The score is the number of parcels in the main field (non transparent parcels)<br />
<br />
In case of draw game, fallow lands are used for tie break (transparent parcels)<br />
<br />
=== Bonus cards repartion ===<br />
<br />
* 6x '''Nitro +1''' : 1 extra move<br />
* 3x '''Nitro +2''' : 2 extra moves<br />
* 2x '''Rut''' : The opponent loses 2 moves<br />
* 4x '''1 Hay bale''' : Block a path (8 Hay Bales max on the board)<br />
* 3x '''2 Hay bales''' : Block 2 paths (8 Hay Bales max on the board)<br />
* 4x '''Dynamite''' : Blow up a Hay bale<br />
* 3x '''High Voltage''' : Protect all fences until next turn<br />
* 2x '''Watchdog''' : Protect all parcels until next turn<br />
* 6x '''Helicopter''' : Moves the tractor to any point of the field (playable only without fences, forbid cutting fences until the end of the turn)<br />
* 3x '''Bribe''' : Take over an opponent's parcel on the border (no barn and other restrictions so that it remains discreet)<br />
<br />
=== Draw following repetitions ===<br />
<br />
If a player ends their turn 3 times (not necessarily consecutive) in a strictly identical board position, the game immediately ends in a tie.<br />
<br />
=== Undo modes ===<br />
<br />
The "Limited Undo" mode is proposed to avoid that we can see the bonus cards we just draw, then cancel the movement if the cards do not please us. So all the usual undos are possible EXCEPT when making an annexation that brings bonus cards.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&diff=15745Gamehelporigin2023-01-15T22:20:37Z<p>BillFraser: Added many missing sections.</p>
<hr />
<div><br />
=== General Sequence of Play ===<br />
Each turn, a player may take one of the following three actions.<br />
* Evolution<br />
* Migration<br />
* Swap<br />
To evolve, the player chooses a territory occupied by a pawn (not necessarily theirs), then chooses a pawn from the reserve to place on the board marked as theirs with a village marker in their color. This pawn must be compatible with the original pawn. This means that it must differ in at most one attribute (color, height, or width), must not be shorter or thinner, and cannot be two steps taller or wider.<br />
<br />
To migrate, the player chooses one of their pawns, and moves it a distance of at most the height of the pawn to an empty space.<br />
<br />
To swap, the player chooses one of their pawns, and moves it a distance of at most the height of the pawn, to a space occupied by a thinner pawn belonging to a different player. The other player's pawn is moved to the starting square.<br />
<br />
Then, the player receive a reward, based on the color of the territory they just settled:<br />
<br />
*Yellow, Orange, or Purple. The player may take any Innovation tile from the corresponding column and a card from the corresponding deck OR draw 3 cards and return any 2 cards of that color from your hand to the bottom of the deck.<br />
* Brown. The player make take any 2 Innovation tiles from the Brown column OR any 1 Innovation tile for any other column.<br />
* Green. The player takes the Hunting token, scoring VPs. (If a player swaps into a green territory, there will be no token and thus no reward).<br />
<br />
If, after the action is complete, a player (either active player or the player swapped with) controls both sides of a strait, they receive the corresponding Strait token.<br />
<br />
Before, during, or after their action, they may play up to three cards, one of each color.<br />
<br />
=== Action Cards (Yellow) ===<br />
These may be played for an immediate effect, and are then discarded.<br />
<br />
=== Permanent Cards (Orange) ===<br />
These may be played only if the player has an appropriately high Innovation tile.<br />
<br />
=== Objective Cards (Purple) ===<br />
<br />
* These may be played only if the board matches the conditions on the card.<br />
* Once an objective card is played, it is immediately replaced (if possible) with another objective card from the purple deck.<br />
* During the final turn, a player may play multiple Objective cards, but may only draw a replacement for the first one.<br />
* A completed objective is never lost.<br />
* Beware .. there are certain cards which will allow opponents to steal cards from your hand, or specific items from your collection<br />
** ''Hunting tokens can not be stolen.''<br />
* Each player can have a maximum of 2 objective cards in hand<br />
** ''Except for the player who finds and plays a specific card to be able to hold 3''<br />
** Any objective cards above the hand limit must be returned to the purple deck.<br />
<br />
=== List of 20 objectives ===<br />
<br />
==== I. Territory Objectives (4 total) ====<br />
<br />
* You must have a certain number of your pawns on territories of a specified colour:<br />
{|class="wikitable" style="width:auto;"<br />
! # Pawns !! Territory colour !! Points<br />
|-<br />
|2<br />
|Green<br />
|3<br />
|-<br />
|3<br />
|Brown<br />
|4<br />
|-<br />
|3<br />
|Orange<br />
|4<br />
|-<br />
|3<br />
|Yellow<br />
|4<br />
|}<br />
<br />
==== II. 3-Territory Continental Objectives (6 total) ====<br />
<br />
* You must have 3 of your pawns on territories of the specified continent:<br />
{|class="wikitable" style="width:auto;"<br />
! # Pawns !! Continent !! Points<br />
|-<br />
|3<br />
|Africa<br />
|3<br />
|-<br />
|3<br />
|Eurasia<br />
|5<br />
|-<br />
|3<br />
|Oceania<br />
|5<br />
|-<br />
|3<br />
|South America<br />
|6<br />
|-<br />
|3<br />
|North America<br />
|6<br />
|-<br />
|3<br />
|Antarctica<br />
|6<br />
|}<br />
<br />
==== III. 4-Territory Continental Objectives (3 total) ====<br />
<br />
You must have 4 of your pawns in the specified territorial configuration:<br />
{|class="wikitable" style="width:auto;"<br />
! # Pawns !! Territorial configuration !! Points<br />
|-<br />
|4<br />
|4 adjacent territories, 1 continent<br />
|5<br />
|-<br />
|4<br />
|4 adjacent territories, 2 continents<br />
|5<br />
|-<br />
|4<br />
|4 territories, 4 continents<br />
|5<br />
|}<br />
<br />
==== IV. Pawn Objectives (3 total) ====<br />
<br />
* Your evolved pawns on the board must meet these characteristics:<br />
{|class="wikitable" style="width:auto;"<br />
! # Pawns !! Attributes !! Points<br />
|-<br />
|3<br />
|strongest strength (any colour / height)<br />
|4<br />
|-<br />
|3<br />
|tallest height (any colour / strength)<br />
|4<br />
|-<br />
|2<br />
|each of 3 different colours (2 white, 2 brown, 2 black)<br />
|5<br />
|}<br />
<br />
==== V. Innovation Objectives (3 total) ====<br />
<br />
* Your current collection of innovation tiles must contain: <br />
{|class="wikitable" style="width:auto;"<br />
! # Innovation tiles !! Level !! Points<br />
|-<br />
|3<br />
|1<br />
|4<br />
|-<br />
|3<br />
|2<br />
|6<br />
|-<br />
|2<br />
|3<br />
|6<br />
|}<br />
<br />
==== VI. Strait Objective (1 total) ====<br />
<br />
Your current collection of strait tokens must contain: <br />
{|class="wikitable" style="width:auto;"<br />
! # Strait tokens !! Points<br />
|-<br />
|3<br />
|5<br />
|}<br />
<br />
=== '''Innovation tiles''' ===<br />
The Innovation tiles are numbered from 1 to 5. You may always claim a level 1 Innovation tile, but every other tile must be on top of a tile 1 lower. (For example, a player that has only one level 2 tile, can play only one level 3 tile.) Innovation tiles are required to play Permanent cards (Orange cards).<br />
<br />
=== Scoring ===<br />
Completed Objectives (as given)<br />
<br />
Cards in hand (1 point each)<br />
<br />
Hunting tokens (as given)<br />
<br />
Strait tokens (as given)<br />
<br />
Innovation tiles (Level 5 innovation tiles are worth 5 points. All other innovation tiles are worth 1 point.)<br />
<br />
<br />
In case of a tie, the tied player having the most cards in hand wins.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&diff=15586Gamehelpdinnerinparis2022-12-20T02:05:00Z<p>BillFraser: </p>
<hr />
<div>The goal of this game is to have the most victory points at end of the game by building restaurants, terraces, claiming objectives, and competing for majorities<br />
<br />
<br />
During setup, choose one objective card from the two dealt to you. The other card is placed as a common objective near the objective deck<br />
<br />
<br />
A player's turn consists of 3 actions, the first of which must be Draw Ingredient.<br />
The remaining actions can be any combination of<br />
* A)Draw an Ingredient from the display or from the deck (Afterwards, discard down to 7)<br />
* B)Build Terraces with income money and temp money from cards.<br />
* C)Build Restaurant (pay by discarding the matching ingredients)<br />
* D)Claim Objective and place it faceup in your area<br />
<br />
<br />
When buying a terrace, you take the left-most terrace from the row corresponding to the restaurant for which you are building it. That determines the price and the reward (as listed on the personal playing mat).<br />
<br />
End game trigger : <br />
* Collectively build 11(2player) 13(3player) or 15(4player) restaurants<br />
* A player has built all tarraces from two rows<br />
* Or it is impossible to build more restaurants or terraces<br />
<br />
<br />
Scoring<br />
* A) restaurants points<br />
* B) completed objective points<br />
* C) majority points<br />
* D) terrace rows last built points <br />
* E) loss points for incomplete objectives in hand</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&diff=15585Gamehelpdinnerinparis2022-12-20T02:04:26Z<p>BillFraser: </p>
<hr />
<div>The goal of this game is to have the most victory points at end of the game by building restaurants, terraces, claiming objectives, and competing for majorities<br />
<br />
<br />
During setup, choose one objective card from the two dealt to you. The other card is placed as a common objective near the objective deck<br />
<br />
<br />
A player's turn consists of 3 actions, the first of which must be Draw Ingredient<br />
The remaining actions can be<br />
* A)Draw an Ingredient from the display or from the deck (Afterwards, discard down to 7)<br />
* B)Build Terraces with income money and temp money from cards.<br />
* C)Build Restaurant (pay by discarding the matching ingredients)<br />
* D)Claim Objective and place it faceup in your area<br />
<br />
<br />
When buying a terrace, you take the left-most terrace from the row corresponding to the restaurant for which you are building it. That determines the price and the reward (as listed on the personal playing mat).<br />
<br />
End game trigger : <br />
* Collectively build 11(2player) 13(3player) or 15(4player) restaurants<br />
* A player has built all tarraces from two rows<br />
* Or it is impossible to build more restaurants or terraces<br />
<br />
<br />
Scoring<br />
* A) restaurants points<br />
* B) completed objective points<br />
* C) majority points<br />
* D) terrace rows last built points <br />
* E) loss points for incomplete objectives in hand</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftcider&diff=15535Gamehelpdraftcider2022-12-13T17:32:40Z<p>BillFraser: </p>
<hr />
<div>At the start of the game, you are each given a board; this is your orchard.<br />
<br />
At the start of each round, a set of 3 cards per player (2 when playing with 3/6 players) are placed into the communal hand.<br />
<br />
Each turn, each player must select a single card. They then place this in any of their available batches that they are able to.<br />
<br />
The first player to select a card is whoever most recently consumed an apple or apple-based product.<br />
<br />
At the start of each phase, rotate the player who picks first. The game ends after 4 rounds.<br />
<br />
As with most games, the player with the most points at the end is the winner.<br />
<br />
The deck appears to have one copy of each combination of color (Green, Gold, Red), height (1-5), and sweetness (1-5). If someone knows for sure, they could update this.....<br />
<br />
Single Player Variant<br />
<br />
In this version, your only opponent is luck. Your aim is to score as high as possible, despite not knowing which cards you will receive.<br />
<br />
The Batches<br />
<br />
Monochrome Batch All apples must be the same colour, as indicated by the card. Points are triangle numbers starting at 1. I.e: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66 max:78<br />
<br />
Apples of a Feather Batch Rule: When you place the second card, it must match the 1st card's Sweetness or Height. Any additional cards must then follow this rule. If a pair of cards have the same Sweetness and Height, you may continue with either attribute based on your next card. E.g. the first card is Sweetness 3, Height 2. The player can place either, but once he places a Sweetness '3', he must continue to do so exclusively Scoring is n(n-1), where n is the number of cards: 0, 2, 6, 12, 20, 30, 42, 56, 72, 90, 110, 132<br />
<br />
Special Colour Tree Points 20, but only if no other apples of this colour are outside of the bad batch. Loses 20 if an apple of the same colour is played outside of the bad batch. This card cannot be placed if there is a card of its colour anywhere but the Bad Batch. However, a card of the same colour may be played at the cost of all points for this batch.<br />
<br />
Unlucky batch Sweetness must add to 13 or worthless. But the sweetness of the cards must be within 1 of each other!<br />
Points: Square numbers per card used, but only if hit 13 exactly!<br />
E.g. two 4s and a 5 would be 3 cards, so 9 points <br />
9, 16, 25, 36, 49, 64, 81, 100, 121, 144<br />
<br />
Fortepiano Height Batch Points are the difference in Height between each pair * 2. Heights may not be the same. E.g. Heights 1&5=8 points. 2&3=2 Max: 48<br />
<br />
Sweet Couple Batch 7 points for each 2 of the same Sweetness. Each pair must have the same Sweetness to be played. Max: 42<br />
<br />
Steady Height Batch Rule: Height must be within one of the previous cards each time. E.g 3-3 or 3-2 or 3-4 Points: Odd Prime numbers I.e 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41 Max: 41<br />
<br />
Bad batch -1 point for each tree planted here. (0/1 points on easy mode) Max: -12<br />
<br />
Tie-Breaker<br />
<br />
In the event of a tie, the player with the most cards in different batches wins.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpgoldwest&diff=15504Gamehelpgoldwest2022-12-07T23:37:32Z<p>BillFraser: /* Use metals */</p>
<hr />
<div>== Overview ==<br />
<br />
The game is played over 12 rounds, or 10 in a 4 player game. The players each get 12 or 10 camps and each turn they will put a camp on the board. When all players have played all their camps, there is one last turn and the game ends.<br />
<br />
== Player Turn ==<br />
Each turn, players must perform 3 steps in the following order:<br />
# Activate its supply track<br />
# Use metals, if the player has any<br />
# Build or Loot<br />
<br />
On the last turn, there is no ''Build or Loot'' step.<br />
<br />
=== Activate Supply Track ===<br />
The player must select a section with resources on its player board and takes '''all''' the resources in that section. They must then leave one resource in each lower sections.<br />
<br />
For example, if the player activates section 2 with 4 resources, they must leave 1 in section 1 and another in section 0. They will then have 2 resources for the next steps.<br />
<br />
It's possible for the player to have no resources for the next steps at the end of this process.<br />
<br />
=== Use metals ===<br />
If the player does not have metal resources from the previous step, this step is skipped. Metals are: Gold, Silver and Copper.<br />
<br />
Metal resources can be spent in 3 ways.<br />
* '''Investments''', only once per turn: With the right resources, the player can buy an investment card that gives points, and sometimes special bonuses. The first players to buy an investment card also get a bonus tile. In a 4 player game, there are 5 bonus tiles (that score 5, 4, 3, 2 and 1 point). In a 3 player game there are 4 bonus tiles and in a 2 player game there are 3.<br />
<br />
* '''BoomTown''', only once per turn: To place an influence token in BoomTown to get the bonus of an office, the player must pay 2 resources: one matching the resource above the office, and one matching the resource to the right of the office. Most offices give points at the end of the game but the 1x1 tile is different and give 4 points immediately. (In the ''Trading Post'' mini expansion, this 1x1 tile instead gives a resource that can be used on the current turn or placed in the supply track for points.)<br />
<br />
* '''Shipping Track''': Metal resources can be used to advance the player's stagecoach. Each resource advance 1 step. Some steps give 2 or 3 points. There are also steps with bonus tiles, which give additional points to the first two players to cross. The stagecoach does not stop on the steps with the bonus tiles.<br />
<br />
=== Build or Loot ===<br />
In this step, the player takes a visible mining token from the board but will get different bonuses depending on the remaining ''Wood'' or ''Stone'' resources in hand:<br />
<br />
* The player has no ''Wood'' nor ''Stone'': In this case, one of the player's camp goes into the Wanted Area and the player looses 1 point.<br />
* The player has ''Wood'' or ''Stone'' but not both: In this case, one of the player's camp goes on the board, on the spot where the mining token was taken. The mining token is placed on the influence track in the player board, in the row of the mining terrain type.<br />
* The player has both ''Wood'' and ''Stone'': In this case, one of the player's camp goes on the board, on the spot where the mining token was taken. An influence token is placed under the camp and this is now a ''Settlement''. The mining token is placed on the influence track in the player board, in the row of the mining terrain type and an additional influence token is placed in the same row.<br />
<br />
No resources can be keep for a next round, any remaining resources are lost.<br />
<br />
After this, the player must choose only one section in its supply track to place the resources from the mining token. The player scores 3 points if they are placed in section 3, 2 points for section 2, 1 point for section 1 and 0 points for section 0.<br />
<br />
The face down mining tokens around the chosen token are then revealed and its the next player turn.<br />
<br />
== End Scoring ==<br />
At the end of the game, the following are taken into account for each player to calculate the final score:<br />
* Building groups: 2 points per building (camp or settlement) in the player's largest contiguous group.<br />
* Each office in BoomTown is scored.<br />
* The player with the most camps in the Wanted Area looses 1 point per camp. The player with the second most camps looses 1 point per 2 camps.<br />
* The 1st and 2nd most influence in each terrain is scored.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpgoldwest&diff=15503Gamehelpgoldwest2022-12-07T23:32:47Z<p>BillFraser: /* Build or Loot */</p>
<hr />
<div>== Overview ==<br />
<br />
The game is played over 12 rounds, or 10 in a 4 player game. The players each get 12 or 10 camps and each turn they will put a camp on the board. When all players have played all their camps, there is one last turn and the game ends.<br />
<br />
== Player Turn ==<br />
Each turn, players must perform 3 steps in the following order:<br />
# Activate its supply track<br />
# Use metals, if the player has any<br />
# Build or Loot<br />
<br />
On the last turn, there is no ''Build or Loot'' step.<br />
<br />
=== Activate Supply Track ===<br />
The player must select a section with resources on its player board and takes '''all''' the resources in that section. They must then leave one resource in each lower sections.<br />
<br />
For example, if the player activates section 2 with 4 resources, they must leave 1 in section 1 and another in section 0. They will then have 2 resources for the next steps.<br />
<br />
It's possible for the player to have no resources for the next steps at the end of this process.<br />
<br />
=== Use metals ===<br />
If the player does not have metal resources from the previous step, this step is skipped. Metals are: Gold, Silver and Copper.<br />
<br />
Metal resources can be spent in 3 ways.<br />
* '''Investments''', only once per turn: With the right resources, the player can buy an investment card that gives points, and sometimes special bonuses. The first players to buy an investment card also get a bonus tile. In a 4 player game, there are 5 bonus tiles (that score 5, 4, 3, 2 and 1 point). In a 3 player game there are 4 bonus tiles and in a 2 player game there are 3.<br />
<br />
* '''BoomTown''', only once per turn: To place an influence token in BoomTown to get the bonus of an office, the player must pay 2 resources: one matching the resource above the office, and one matching the resource to the right of the office. Most offices give points at the end of the game but the 1x1 tile is different and give 4 points immediately. (In the ''Trading Post'' mini expansion, this 1x1 tile instead gives a resource that can be used on the current turn or placed in the supply track for points.)<br />
<br />
* '''Shipping Track''': Metal resources can be used to advance the player's stagecoach. Each resource advance 1 step. Some steps give 2 or 3 points and some steps have bonus tiles that the 2 first players get to score more points. The stagecoach does not stop on the steps with the bonus tiles.<br />
<br />
=== Build or Loot ===<br />
In this step, the player takes a visible mining token from the board but will get different bonuses depending on the remaining ''Wood'' or ''Stone'' resources in hand:<br />
<br />
* The player has no ''Wood'' nor ''Stone'': In this case, one of the player's camp goes into the Wanted Area and the player looses 1 point.<br />
* The player has ''Wood'' or ''Stone'' but not both: In this case, one of the player's camp goes on the board, on the spot where the mining token was taken. The mining token is placed on the influence track in the player board, in the row of the mining terrain type.<br />
* The player has both ''Wood'' and ''Stone'': In this case, one of the player's camp goes on the board, on the spot where the mining token was taken. An influence token is placed under the camp and this is now a ''Settlement''. The mining token is placed on the influence track in the player board, in the row of the mining terrain type and an additional influence token is placed in the same row.<br />
<br />
No resources can be keep for a next round, any remaining resources are lost.<br />
<br />
After this, the player must choose only one section in its supply track to place the resources from the mining token. The player scores 3 points if they are placed in section 3, 2 points for section 2, 1 point for section 1 and 0 points for section 0.<br />
<br />
The face down mining tokens around the chosen token are then revealed and its the next player turn.<br />
<br />
== End Scoring ==<br />
At the end of the game, the following are taken into account for each player to calculate the final score:<br />
* Building groups: 2 points per building (camp or settlement) in the player's largest contiguous group.<br />
* Each office in BoomTown is scored.<br />
* The player with the most camps in the Wanted Area looses 1 point per camp. The player with the second most camps looses 1 point per 2 camps.<br />
* The 1st and 2nd most influence in each terrain is scored.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpgoldwest&diff=15502Gamehelpgoldwest2022-12-07T23:27:41Z<p>BillFraser: /* Activate Supply Track */</p>
<hr />
<div>== Overview ==<br />
<br />
The game is played over 12 rounds, or 10 in a 4 player game. The players each get 12 or 10 camps and each turn they will put a camp on the board. When all players have played all their camps, there is one last turn and the game ends.<br />
<br />
== Player Turn ==<br />
Each turn, players must perform 3 steps in the following order:<br />
# Activate its supply track<br />
# Use metals, if the player has any<br />
# Build or Loot<br />
<br />
On the last turn, there is no ''Build or Loot'' step.<br />
<br />
=== Activate Supply Track ===<br />
The player must select a section with resources on its player board and takes '''all''' the resources in that section. They must then leave one resource in each lower sections.<br />
<br />
For example, if the player activates section 2 with 4 resources, they must leave 1 in section 1 and another in section 0. They will then have 2 resources for the next steps.<br />
<br />
It's possible for the player to have no resources for the next steps at the end of this process.<br />
<br />
=== Use metals ===<br />
If the player does not have metal resources from the previous step, this step is skipped. Metals are: Gold, Silver and Copper.<br />
<br />
Metal resources can be spent in 3 ways.<br />
* '''Investments''', only once per turn: With the right resources, the player can buy an investment card that gives points, and sometimes special bonuses. The first players to buy an investment card also get a bonus tile. In a 4 player game, there are 5 bonus tiles (that score 5, 4, 3, 2 and 1 point). In a 3 player game there are 4 bonus tiles and in a 2 player game there are 3.<br />
<br />
* '''BoomTown''', only once per turn: To place an influence token in BoomTown to get the bonus of an office, the player must pay 2 resources: one matching the resource above the office, and one matching the resource to the right of the office. Most offices give points at the end of the game but the 1x1 tile is different and give 4 points immediately. (In the ''Trading Post'' mini expansion, this 1x1 tile instead gives a resource that can be used on the current turn or placed in the supply track for points.)<br />
<br />
* '''Shipping Track''': Metal resources can be used to advance the player's stagecoach. Each resource advance 1 step. Some steps give 2 or 3 points and some steps have bonus tiles that the 2 first players get to score more points. The stagecoach does not stop on the steps with the bonus tiles.<br />
<br />
=== Build or Loot ===<br />
In this step, the player takes a visible mining token from the board but will get different bonuses depending on the remaining ''Wood'' or ''Stone'' resource:<br />
<br />
* The player has no ''Wood'' nor ''Stone'': In this case, one of the player's camp goes into the Wanted Area and the player looses 1 point.<br />
* The player has ''Wood'' or ''Stone'' but not both: In this case, one of the player's camp goes on the board, on the spot where the mining token was taken. The mining token is placed on the influence track in the player board, in the row of the mining terrain type.<br />
* The player has both ''Wood'' and ''Stone'': In this case, one of the player's camp goes on the board, on the spot where the mining token was taken. An influence token is placed under the camp and this is now a ''Settlement''. The mining token is placed on the influence track in the player board, in the row of the mining terrain type and an additional influence token is placed in the same row.<br />
<br />
No resources can be keep for a next round, any remaining resources are lost.<br />
<br />
After this, the player must choose only one section in its supply track to place the resources from the mining token. The player scores 3 points if they are placed in section 3, 2 points for section 2, 1 point for section 1 and 0 points for section 0.<br />
<br />
The face down mining tokens around the chosen token are then revealed and its the next player turn.<br />
<br />
== End Scoring ==<br />
At the end of the game, the following are taken into account for each player to calculate the final score:<br />
* Building groups: 2 points per building (camp or settlement) in the player's largest contiguous group.<br />
* Each office in BoomTown is scored.<br />
* The player with the most camps in the Wanted Area looses 1 point per camp. The player with the second most camps looses 1 point per 2 camps.<br />
* The 1st and 2nd most influence in each terrain is scored.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpartdecko&diff=15246Gamehelpartdecko2022-11-10T23:51:27Z<p>BillFraser: /* Acquire */</p>
<hr />
<div>==Actions==<br />
<br />
===Haggle===<br />
Discard a card, then draw two cards.<br />
<br />
'''To perform:''' Highlight the card you wish to discard, then click the "Haggle" button.<br />
<br />
===Acquire===<br />
Play cards valuing at least the cost of the card to acquire and gain a card from a gallery or bank. The played cards and acquired card will be added to your discard pile at the end of your turn. Note any card in a pile can be acquired, not just the bottommost one. Also note that you can't use two actions to buy two cards from the same gallery/bank.<br />
<br />
'''To perform:''' Highlight all of the cards you wish to play and the card you wish to acquire, then click the "Acquire" button.<br />
<br />
===Exhibit===<br />
Play cards valuing at least the cost of the exhibition, then place a painting in one of the galleries.<br />
<br />
'''To perform:''' Highlight the Painting card to exhibit and select a matching or wild invitation marker, then click the "Exhibit" button. You will then need to choose cards to pay for the exhibition.<br />
<br />
===Special Gold cards===<br />
Many Gold cards have special abilities. To use these abilities, click on the card's ability description. Using a Gold card's special ability will permanently remove it from your deck.<br />
<br />
*1 (Coin) May be used as 3 towards the purchase of a painting (not a gold).<br />
*2 (Treasure) May be used as 4 towards the purchase of a painting (not a gold).<br />
*3 (Fancy Noble) May be used as 8 towards the purchase of one or two paintings from a single Gallery.<br />
*3 (Prosperity) May be used as 8 towards exhibiting one painting.<br />
*3 (Seeds of Wealth) May be used as 8 towards the purchase of a value 5 coin (which costs exactly 8).<br />
*5 (Treasure) Has no special ability.<br />
<br />
<br />
===The Market Rating Board===<br />
<br />
Every time you make a purchase or exhibit a painting, the Market Rating of the appropriate genre (or gold, if gold was purchased) goes up by the amount listed to the right of the price.<br />
<br />
The Market Rating of a painting determines how much it is worth when used as payment during the game, as well as how many VP each painting of that genre is worth at the end of the game (if it is still in your hand and not in a museum).<br />
<br />
The Market Rating of gold has no effect during the game, but determines how many gold it takes to yield one VP at the end of the game (counting only the value of the gold cards still in your hand, not those that have been used for their special abilities).<br />
<br />
The exact effect of the Market Rating is given by a table which can be seen by mousing over the current values, which are at the top of the board.<br />
<br />
==End of game==<br />
The game ends when one of these conditions has been met:<br />
*12 or more Painting cards are on display in the Museum.<br />
*The Painting deck is empty.<br />
*A Market Rating (Painting or Gold) has reached 70 or higher.<br />
If one of the end-of-game conditions has been met, finish the round so everyone has had the same number of turns in the<br />
game.<br />
<br />
Then, some of the bonus tiles in the Museum are scored:<br />
*If all of an Exhibition's invitation markers have been used, then the bonus tile above that Exhibiton is scored.<br />
*If no Exhibition has used all of its invitation markers, then the bonus tile above all Exhibitions with the most paintings are scored.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpartdecko&diff=15245Gamehelpartdecko2022-11-10T23:24:03Z<p>BillFraser: /* Actions */</p>
<hr />
<div>==Actions==<br />
<br />
===Haggle===<br />
Discard a card, then draw two cards.<br />
<br />
'''To perform:''' Highlight the card you wish to discard, then click the "Haggle" button.<br />
<br />
===Acquire===<br />
Play cards valuing at least the cost of the card to acquire and gain a card from a gallery or bank. The played cards and acquired card will be added to your discard pile at the end of your turn.<br />
<br />
'''To perform:''' Highlight all of the cards you wish to play and the card you wish to acquire, then click the "Acquire" button.<br />
<br />
===Exhibit===<br />
Play cards valuing at least the cost of the exhibition, then place a painting in one of the galleries.<br />
<br />
'''To perform:''' Highlight the Painting card to exhibit and select a matching or wild invitation marker, then click the "Exhibit" button. You will then need to choose cards to pay for the exhibition.<br />
<br />
===Special Gold cards===<br />
Many Gold cards have special abilities. To use these abilities, click on the card's ability description. Using a Gold card's special ability will permanently remove it from your deck.<br />
<br />
*1 (Coin) May be used as 3 towards the purchase of a painting (not a gold).<br />
*2 (Treasure) May be used as 4 towards the purchase of a painting (not a gold).<br />
*3 (Fancy Noble) May be used as 8 towards the purchase of one or two paintings from a single Gallery.<br />
*3 (Prosperity) May be used as 8 towards exhibiting one painting.<br />
*3 (Seeds of Wealth) May be used as 8 towards the purchase of a value 5 coin (which costs exactly 8).<br />
*5 (Treasure) Has no special ability.<br />
<br />
<br />
===The Market Rating Board===<br />
<br />
Every time you make a purchase or exhibit a painting, the Market Rating of the appropriate genre (or gold, if gold was purchased) goes up by the amount listed to the right of the price.<br />
<br />
The Market Rating of a painting determines how much it is worth when used as payment during the game, as well as how many VP each painting of that genre is worth at the end of the game (if it is still in your hand and not in a museum).<br />
<br />
The Market Rating of gold has no effect during the game, but determines how many gold it takes to yield one VP at the end of the game (counting only the value of the gold cards still in your hand, not those that have been used for their special abilities).<br />
<br />
The exact effect of the Market Rating is given by a table which can be seen by mousing over the current values, which are at the top of the board.<br />
<br />
==End of game==<br />
The game ends when one of these conditions has been met:<br />
*12 or more Painting cards are on display in the Museum.<br />
*The Painting deck is empty.<br />
*A Market Rating (Painting or Gold) has reached 70 or higher.<br />
If one of the end-of-game conditions has been met, finish the round so everyone has had the same number of turns in the<br />
game.<br />
<br />
Then, some of the bonus tiles in the Museum are scored:<br />
*If all of an Exhibition's invitation markers have been used, then the bonus tile above that Exhibiton is scored.<br />
*If no Exhibition has used all of its invitation markers, then the bonus tile above all Exhibitions with the most paintings are scored.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpartdecko&diff=15244Gamehelpartdecko2022-11-10T23:14:43Z<p>BillFraser: /* Special Gold cards */</p>
<hr />
<div>==Actions==<br />
<br />
===Haggle===<br />
Discard a card, then draw two cards.<br />
<br />
'''To perform:''' Highlight the card you wish to discard, then click the "Haggle" button.<br />
<br />
===Acquire===<br />
Play cards valuing at least the cost of the card to acquire and gain a card from a gallery or bank. The played cards and acquired card will be added to your discard pile at the end of your turn.<br />
<br />
'''To perform:''' Highlight all of the cards you wish to play and the card you wish to acquire, then click the "Acquire" button.<br />
<br />
===Exhibit===<br />
Play cards valuing at least the cost of the exhibition, then place a painting in one of the galleries.<br />
<br />
'''To perform:''' Highlight the Painting card to exhibit and select a matching or wild invitation marker, then click the "Exhibit" button. You will then need to choose cards to pay for the exhibition.<br />
<br />
===Special Gold cards===<br />
Many Gold cards have special abilities. To use these abilities, click on the card's ability description. Using a Gold card's special ability will permanently remove it from your deck.<br />
<br />
*1 (Coin) May be used as 3 towards the purchase of a painting (not a gold).<br />
*2 (Treasure) May be used as 4 towards the purchase of a painting (not a gold).<br />
*3 (Fancy Noble) May be used as 8 towards the purchase of one or two paintings from a single Gallery.<br />
*3 (Prosperity) May be used as 8 towards exhibiting one painting.<br />
*3 (Seeds of Wealth) May be used as 8 towards the purchase of a value 5 coin (which costs exactly 8).<br />
*5 (Treasure) Has no special ability.<br />
<br />
==End of game==<br />
The game ends when one of these conditions has been met:<br />
*12 or more Painting cards are on display in the Museum.<br />
*The Painting deck is empty.<br />
*A Market Rating (Painting or Gold) has reached 70 or higher.<br />
If one of the end-of-game conditions has been met, finish the round so everyone has had the same number of turns in the<br />
game.<br />
<br />
Then, some of the bonus tiles in the Museum are scored:<br />
*If all of an Exhibition's invitation markers have been used, then the bonus tile above that Exhibiton is scored.<br />
*If no Exhibition has used all of its invitation markers, then the bonus tile above all Exhibitions with the most paintings are scored.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphaiclue&diff=14818Gamehelphaiclue2022-09-25T00:19:01Z<p>BillFraser: /* Gameplay */</p>
<hr />
<div>== Gameplay ==<br />
<br />
Each round, each player is randomly assigned one of the four words in the middle as their target. (Multiple players may be assigned the same target word.) The target word is marked by a small red triangle.<br />
<br />
Simultaneously, each player uses their word tiles to make a clue about their target word. Clues must contain at least two word tiles.<br />
<br />
After the first word has been selected, a second word must be chosen '''before''' clicking on a plus sign to indicate where the new word is to go.<br />
<br />
When everyone has finished making their clues, each player then guesses which of the four target words is suggested by the clue.<br />
<br />
Each player who guessed correctly gains 1 point, and the author of the clue gains 1 point for each correct guess.<br />
<br />
The game ends after a fixed number of rounds:<br />
<br />
{| class="wikitable" border="2"<br />
|-<br />
| 2 players || 4 rounds<br />
|-<br />
| 3-5 players || 6 rounds<br />
|-<br />
| 6-8 players || 4 rounds<br />
|-<br />
| 9-12 players || 2 rounds<br />
|}<br />
<br />
Highest score wins. If there is a tie, all of the tied players win together. <br />
<br />
===Two-player===<br />
The two-player game is played cooperatively. The team earns one point each time a player guesses correctly, and must score at least six points to win. Eight points is a perfect score.<br />
<br />
==Word tiles==<br />
<br />
In the physical game, tiles are double-sided and black/white. After each round a player's own tiles are flipped over; after every other round they pass the tiles to the left. The BGA implementation appears to be doing this behind the scenes, but always showing tiles as if they were white.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelppresident&diff=14604Gamehelppresident2022-09-10T18:53:19Z<p>BillFraser: /* Points */</p>
<hr />
<div>== Objective ==<br />
<br />
The goal of President is to be the first to get rid off all of the cards in your hand.<br />
<br />
=== Playing the game ===<br />
<br />
Number of players : 4-8<br />
<br />
President is played with a standard 52-card deck and 2 Jokers. Following this hierarchy (highest value to lowest) : Joker,2,A,K,Q,J,10,9,8,7,6,5,4,3.<br />
<br />
Cards are dealt one at a time clockwise until all cards have been dealt. Some players may have more cards than others.<br />
<br />
A player can play a single card or a set of cards of equal rank :<br />
*Double – a pair of cards of the same value (ex. 2 Kings).<br />
*Triple – three cards of the same value (ex. 3 fours).<br />
*Quadruple – four cards of the same value (ex. 4 sevens).<br />
<br />
The first player of the round sets how many cards should be played for the entire pile.<br />
*Player 1 : plays 1 five, then all others players must play one card until this pile is over.<br />
*Player 1 : plays 2 nines, then all others players must play two cards until this pile is over.<br />
<br />
The next player must play the same number of cards as the previous player.<br />
To play, the next player must play a higher rank card (or a higher rank group of cards for double, triple or quadruple).<br><br />
Or pass if they can not play.<br />
Or pass even if they can, therefore will not be able to play any more during this pile.<br />
<br />
*A Joker is a "trump" card and wins any hand no matter the size of the set (ex: 1 Joker beats four 2's)<br />
<br />
If a player played their last card, and no other player can play (or pass even if they can play), the next player available clockwise will start next pile.<br />
<br />
=== End of the round ===<br />
<br />
The game will continue until there is a single player left with at least a card in their hand.<br />
<br />
The roles in the next round are:<br />
*''President'': The first player to get rid off all of their cards<br />
*''Prime-Minister'': The second player to get rid off all of their cards<br />
*''Peasant'': The second to last player to get rid off all of their cards<br />
*''Beggar'': The last player to get rid off all of their cards<br />
*''Citizen(s)'': Any other players, they are considered neutral<br />
<br />
Before next round starts :<br />
*The ''Beggar'' must give their two highest cards to the ''President''. And the ''President'' must give back 2 cards of their choice to the ''Beggar''.<br />
*The ''Peasant'' must give their highest card to the ''Prime-Minister''. And the ''Prime-Minister'' must give back 1 card of their choice to the ''Peasant''.<br />
*Any ''Citizen(s)'' do not exchange cards.<br />
<br />
The ''Beggar'' will be the first player to start the next round.<br />
<br />
=== Revolution ===<br />
<br />
When a player plays four cards of the same rank, the hierarchy of all the cards is reversed.<br />
<br />
For example, if 3,4,5,6,7,8,9,10,J,Q,K,A,2 is the typical order of power (from left to right), after the revolution the order of power 2,A,K,Q,J,10,9,8,7,6,5,4,3.<br />
<br />
If another revolution is played, the order would switch back to normal.<br />
<br />
== Optional rules ==<br />
<br />
*'''Skip''' - When a player plays the same number of cards of the same rank as the previous player, that skips the next person who would have played.<br />
For example, playing a 7 on top of another 7, or a pair of 4s on another pair of 4s, the next player is skipped.<br />
You can't skip with the best card (2 or 3 in case of revolution and jokers).<br />
<br />
== Points ==<br />
<br />
Each player starts with a credit of 50 points.<br />
<br />
*The ''President'' scores 5 points.<br />
*The ''Prime-Minister'' scores 0 points.<br />
*Each ''Citizen'' loses 5 points.<br />
*The ''Peasant'' loses 10 points.<br />
*The ''Beggar'' loses 15 points.<br />
<br />
The game ends when a player reaches 0 point or less.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelppresident&diff=14603Gamehelppresident2022-09-10T18:52:44Z<p>BillFraser: /* End of the game */</p>
<hr />
<div>== Objective ==<br />
<br />
The goal of President is to be the first to get rid off all of the cards in your hand.<br />
<br />
=== Playing the game ===<br />
<br />
Number of players : 4-8<br />
<br />
President is played with a standard 52-card deck and 2 Jokers. Following this hierarchy (highest value to lowest) : Joker,2,A,K,Q,J,10,9,8,7,6,5,4,3.<br />
<br />
Cards are dealt one at a time clockwise until all cards have been dealt. Some players may have more cards than others.<br />
<br />
A player can play a single card or a set of cards of equal rank :<br />
*Double – a pair of cards of the same value (ex. 2 Kings).<br />
*Triple – three cards of the same value (ex. 3 fours).<br />
*Quadruple – four cards of the same value (ex. 4 sevens).<br />
<br />
The first player of the round sets how many cards should be played for the entire pile.<br />
*Player 1 : plays 1 five, then all others players must play one card until this pile is over.<br />
*Player 1 : plays 2 nines, then all others players must play two cards until this pile is over.<br />
<br />
The next player must play the same number of cards as the previous player.<br />
To play, the next player must play a higher rank card (or a higher rank group of cards for double, triple or quadruple).<br><br />
Or pass if they can not play.<br />
Or pass even if they can, therefore will not be able to play any more during this pile.<br />
<br />
*A Joker is a "trump" card and wins any hand no matter the size of the set (ex: 1 Joker beats four 2's)<br />
<br />
If a player played their last card, and no other player can play (or pass even if they can play), the next player available clockwise will start next pile.<br />
<br />
=== End of the round ===<br />
<br />
The game will continue until there is a single player left with at least a card in their hand.<br />
<br />
The roles in the next round are:<br />
*''President'': The first player to get rid off all of their cards<br />
*''Prime-Minister'': The second player to get rid off all of their cards<br />
*''Peasant'': The second to last player to get rid off all of their cards<br />
*''Beggar'': The last player to get rid off all of their cards<br />
*''Citizen(s)'': Any other players, they are considered neutral<br />
<br />
Before next round starts :<br />
*The ''Beggar'' must give their two highest cards to the ''President''. And the ''President'' must give back 2 cards of their choice to the ''Beggar''.<br />
*The ''Peasant'' must give their highest card to the ''Prime-Minister''. And the ''Prime-Minister'' must give back 1 card of their choice to the ''Peasant''.<br />
*Any ''Citizen(s)'' do not exchange cards.<br />
<br />
The ''Beggar'' will be the first player to start the next round.<br />
<br />
=== Revolution ===<br />
<br />
When a player plays four cards of the same rank, the hierarchy of all the cards is reversed.<br />
<br />
For example, if 3,4,5,6,7,8,9,10,J,Q,K,A,2 is the typical order of power (from left to right), after the revolution the order of power 2,A,K,Q,J,10,9,8,7,6,5,4,3.<br />
<br />
If another revolution is played, the order would switch back to normal.<br />
<br />
== Optional rules ==<br />
<br />
*'''Skip''' - When a player plays the same number of cards of the same rank as the previous player, that skips the next person who would have played.<br />
For example, playing a 7 on top of another 7, or a pair of 4s on another pair of 4s, the next player is skipped.<br />
You can't skip with the best card (2 or 3 in case of revolution and jokers).<br />
<br />
== Points ==<br />
<br />
Each player starts with a credit of 50 points.<br />
<br />
*The ''President'' scores 5 points.<br />
*The ''Prime-Minister'' scores 0 points.<br />
*The ''Citizen'' loses 5 points.<br />
*The ''Peasant'' loses 10 points.<br />
*The ''Beggar'' loses 15 points.<br />
<br />
Game ends when a player reaches 0 point or less.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptichu&diff=14359Gamehelptichu2022-08-18T03:46:56Z<p>BillFraser: /* Round End and Scoring */</p>
<hr />
<div>===Gameplay===<br />
<br />
Each player sits across from their teammate so that play alternates between the two teams.<br />
<br />
The game is played with a deck of 56 cards, consisting of a 52-card deck of four suits (Jade, Sword, Pagoda, Star) plus four special cards (Mah Jong, Dog, Phoenix, Dragon). A standard 52-card deck with 4 jokers (marked to indicate the special cards) can also be used.<br />
<br />
Each player is dealt eight cards and may call "Grand Tichu," a 200-point bet that they (not their partner) will be the first player to get rid of their cards. Once players have decided whether to make this call, six more cards are dealt (the remaining cards in the deck) and players may no longer declare "Grand Tichu." Now, and at any time prior to playing their first card, a player may call "Tichu," a 100-point bet that they (not their partner) will be the first player to get rid of their cards. The differences between Grand Tichu and Tichu are when they may be called, the number of cards you've seen, and the number of points involved.<br />
<br />
All players prepare three cards for simultaneous exchange, with each player passing one card to each of the other players—one to each opponent and one to the partner. Should a player declare "Tichu" before the simultaneous exchange, players are allowed to change their out-going exchange cards.<br />
<br />
After the card exchange, the player with the Mah Jong card leads the first trick. In Tichu, playable card combinations are generally based on Poker hands, with some exceptions. A player may pass on a trick with the option to play in later, and a trick is completed if it is passed three times in a row.<br />
<br />
====Playable card combinations====<br />
<br />
*A Single card<br />
*A Pair (equal cards)<br />
*A Sequence of pairs of adjacent values<br />
*A Triple<br />
*A Full House (triple + pair)<br />
*A Run at least five cards long<br />
<br />
'''Bombs'''<br />
<br />
Bomb are special combinations which will beat any card combination with the exception of a bigger bomb. Bombs may be played at any time (even out of turn) to end a trick, with every player given a chance to play bigger bombs before the trick is taken.<br />
<br />
Bomb combinations:<br />
* Four of a kind<br />
* A straight flush of at least five cards<br />
<br />
====Special Cards====<br />
'''The Mah Jong''' The player with the Mah Jong leads the opening trick, but is not required to play Mah Jong in the trick. The Mah Jong may be played as a 1, either by itself or in straight. When the Mah Jong is played, you may make a "Wish" (request a card number 2-A). The wish remains active until it is fulfilled. Any player that does not have the card value asked for, or cannot play it, can then play any suitable card or pass. This wish remains in effect until someone fulfills it. Mah Jong is worth 0 points.<br />
<br />
<br />
'''The Dog''' has no numeric value, and cannot be played in a trick. The Dog must be played as the lead card, and passes the lead to your partner. If your partner is out, play passes to the active player after your partner's position. It is not possible to steal the lead in any way, as such, bombing the dog is not allowed. A Dog is worth 0 points.<br />
<br />
<br />
'''The Phoenix''' may be played alone as .5 higher than the previous card played (i.e. after A, Phoenix is played as A.5), or as a wild card in a combination (with a value from 2-A). The Phoenix cannot be included as a wild card in a bomb, is not a wild card as a single play, has only a value of 1.5 when played as lead, and it doesn't count as .5 higher when used in a straight. The Phoenix is worth negative 25 points.<br />
<br />
<br />
'''The Dragon''' is the strongest card and may only be played in a single card trick. The player wins the trick unless the Dragon is bombed. If the trick is won with the Dragon, the trick is given to your opponent (you choose which one). Furthermore, if the dragon is bombed, the player who played the largest bomb on the trick takes the entire trick for themselves (which includes the dragon). Furthermore, it is impossible to use the dragon in order to win the dog. The Dragon is worth 25 points.<br />
<br />
===Round End and Scoring===<br />
A round ends when only one team is left with cards<br />
<br />
Teams gain or deduct points for Grand Tichu (±200 points) and/or Tichu (±100 points) calls.<br />
<br />
If both players on a team get rid of all their cards before either player on the opposing team is out of cards, the winning team scores 200 points and there is no card scoring this round.<br />
<br />
The last player out gives their remaining cards to the opposing team and gives all the tricks they have won this round to the first player out.<br />
<br />
Points are scored based on the cards in the tricks won by each team. Kings and tens are worth ten points each, fives are worth five points, the Dragon is worth 25 points, and the Phoenix is worth negative 25. All other cards score zero.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelprainbow&diff=14310Gamehelprainbow2022-08-12T03:37:32Z<p>BillFraser: /* End of game */</p>
<hr />
<div>= Summary =<br />
<br />
Rainbow is a card game duel for two players using 9 different colored cards. Each card has 2 different colors on its front/back. <br/><br />
Players hold 3 cards in hand and cannot initially see the second color on the back side of their cards, while the opponent can see the backside of your held cards.<br/><br />
Players in turn play cards in the common area (the <i>table</i>). <br/><br />
You can earn cards by completing a rainbow (which are 6 different colors) or causing the opponent to make errors or shadows. <br/><br />
The purpose of the game is to win more cards than your opponent. <br/><br />
<br />
Tactics, combination skills and a good memory are what it takes to win.<br />
<br />
= Play =<br />
<br />
You can play 1 to 3 cards on your turn. <br/><br />
However, if you want to play a second or third card, you must flip a card that is already in play on the table. <br/><br />
You can pass at any time after playing a card from your hand or turning over a card from the table. (Actually, the UI seems to require you to play a card if you flip one over.)<br/> <br/><br />
<br />
White cards are wilds. More than one can be on the board.<br />
<br />
When playing from your hand, you can choose to play as it is or flip it over. After each card played, the turn may end if one of the following conditions are met:<br/> <br/><br />
<br />
'''Error'''︰ If two cards on the table show the same color, your opponent wins the round.<br />
<br />
'''Shadow'''︰ If you reveal a Black card on the table after playing or flipping a card, your opponent wins the round.<br />
<br />
'''Rainbow'''︰ If you complete the rainbow (6 different colors of cards), you win the round. <br /> <br /><br />
<br />
Whoever wins the round takes all the cards in play. <br/><br />
The loser of the previous round begins the next round.<br />
<br/><br />
<br />
= End of game =<br />
<br />
When the deck runs out and the player can no longer replenish their hand, the game ends immediately. <br/><br />
The player with the most cards wins.<br />
<br />
When a player scores 28 or more points, it becomes impossible for their opponent to catch up and their opponent can safely concede the game.</div>BillFraserhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpchess&diff=14299Gamehelpchess2022-08-11T06:09:39Z<p>BillFraser: /* The moves of the pieces */</p>
<hr />
<div>For tips on how to play chess, see <b>[[Tips_chess]]</b><br />
<br />
This page is based on the '''[https://handbook.fide.com/chapter/E012018 FIDE Handbook Laws of chess]'''.<br />
<br />
== The nature and objectives of the game of chess ==<br />
<br />
The game of chess is played between two opponents who move their pieces on a square board.<br />
<br />
The player with the light-coloured pieces (White) makes the first move, then the players move alternately, with the player with the dark-coloured pieces (Black) making the next move.<br />
<br />
The objective of each player is to place the opponent’s king ‘under attack’ in such a way that the opponent has no legal move. The player who achieves this goal is said to have ‘checkmated’ the opponent’s king and to have won the game. The following are not allowed: <br />
* leaving one’s own king under attack<br />
* exposing one’s own king to attack<br />
* ’capturing’ the opponent’s king<br />
<br />
If the position is such that neither player can possibly checkmate the opponent’s king, the game is drawn.<br />
<br />
== Setup ==<br />
<br />
{{infoBoxes3 |maxWidth=440<br />
|title1=Starting position of the pieces on the chessboard<br />
|body1=<center>{{chessboard<br />
| a8={{blackRook}} | b8={{blackKnight}}| c8={{blackBishop}}| d8={{blackQueen}} | e8={{blackKing}} | f8={{blackBishop}}| g8={{blackKnight}}| h8={{blackRook}}<br />
| a7={{blackPawn}} | b7={{blackPawn}} | c7={{blackPawn}} | d7={{blackPawn}} | e7={{blackPawn}} | f7={{blackPawn}} | g7={{blackPawn}} | h7={{blackPawn}}<br />
| a6= | b6= | c6= | d6= | e6= | f6= | g6= | h6= <br />
| a5= | b5= | c5= | d5= | e5= | f5= | g5= | h5= <br />
| a4= | b4= | c4= | d4= | e4= | f4= | g4= | h4= <br />
| a3= | b3= | c3= | d3= | e3= | f3= | g3= | h3= <br />
| a2={{whitePawn}} | b2={{whitePawn}} | c2={{whitePawn}} | d2={{whitePawn}} | e2={{whitePawn}} | f2={{whitePawn}} | g2={{whitePawn}} | h2={{whitePawn}}<br />
| a1={{whiteRook}} | b1={{whiteKnight}}| c1={{whiteBishop}}| d1={{whiteQueen}} | e1={{whiteKing}} | f1={{whiteBishop}}| g1={{whiteKnight}}| h1={{whiteRook}}<br />
}}</center><br />
<br />
|title2=Piece symbols<br />
|body2=<div style="display:grid;place-items:center;grid-template-columns:repeat(3,max-content);"><br />
<div>King</div><br />
<div>{{whiteKing}}</div><br />
<div>{{blackKing}}</div><br />
<div>Queen</div><br />
<div>{{whiteQueen}}</div><br />
<div>{{blackQueen}}</div><br />
<div>Rook</div><br />
<div>{{whiteRook}}</div><br />
<div>{{blackRook}}</div><br />
<div>Bishop</div><br />
<div>{{whiteBishop}}</div><br />
<div>{{blackBishop}}</div><br />
<div>Knight</div><br />
<div>{{whiteKnight}}</div><br />
<div>{{blackKnight}}</div><br />
<div>Pawn</div><br />
<div>{{whitePawn}}</div><br />
<div>{{blackPawn}}</div><br />
</div><br />
|title3=Definitions<br />
|body3=;File<br />
:Vertical column of squares.<br />
;Rank<br />
:Horizontal row of squares.<br />
;Diagonal<br />
:A straight line of squares of the same colour, running from one edge of the board to an adjacent edge.<br />
}}<br />
== The moves of the pieces ==<br />
<br />
* It is not permitted to move a piece to a square occupied by a piece of the same colour.<br />
* If a piece moves to a square occupied by an opponent’s piece the latter is captured and removed from the chessboard as part of the same move.<br />
* ''A piece is said to attack an opponent’s piece if the piece could make a capture on that square.''<br />
* ''A piece is considered to attack a square even if this piece is constrained from moving to that square because it would then leave or place the king of its own colour under attack.''<br />
* ''Only knights may move over any intervening pieces.''<br />
<br />
{{InfoBoxes |maxWidth=440<br />
|title1=Bishop<br />
|body1=The bishop may move to any square along a '''diagonal''' on which it stands.<br />
<center>{{chessboard<br />
|e4={{blackBishop}}<br />
|highlighta8=#0f04<br />
|highlightb7=#0f04<br />
|highlightc6=#0f04<br />
|highlightd5=#0f04<br />
|highlightf3=#0f04<br />
|highlightg2=#0f04<br />
|highlighth1=#0f04<br />
|highlightb1=#0f04<br />
|highlightc2=#0f04<br />
|highlightd3=#0f04<br />
|highlightf5=#0f04<br />
|highlightg6=#0f04<br />
|highlighth7=#0f04<br />
}}</center><br />
<br />
|title2=Rook<br />
|body2=The rook may move to any square along the '''file''' or the '''rank''' on which it stands.<br />
<center>{{chessboard <br />
|d3={{blackRook}}<br />
|highlightd8=#0f04<br />
|highlightd7=#0f04<br />
|highlightd6=#0f04<br />
|highlightd5=#0f04<br />
|highlightd4=#0f04<br />
|highlightd2=#0f04<br />
|highlightd1=#0f04<br />
|highlighta3=#0f04<br />
|highlightb3=#0f04<br />
|highlightc3=#0f04<br />
|highlighte3=#0f04<br />
|highlightf3=#0f04<br />
|highlightg3=#0f04<br />
|highlighth3=#0f04<br />
}}</center>}}<br />
{{InfoBoxes |maxWidth=440 |colour1=#307 |colour2=#00c |colour3=#037 |colour4=#073<br />
|title1=Queen<br />
|body1=The queen may move to any square along the '''file''', the '''rank''' or a '''diagonal''' on which it stands.<br />
<center>{{chessboard<br />
|e4={{blackQueen}}<br />
|highlighta8=#0f04<br />
|highlightb7=#0f04<br />
|highlightc6=#0f04<br />
|highlightd5=#0f04<br />
|highlightf3=#0f04<br />
|highlightg2=#0f04<br />
|highlighth1=#0f04<br />
|highlightb1=#0f04<br />
|highlightc2=#0f04<br />
|highlightd3=#0f04<br />
|highlightf5=#0f04<br />
|highlightg6=#0f04<br />
|highlighth7=#0f04<br />
|highlighte8=#0f04<br />
|highlighte7=#0f04<br />
|highlighte6=#0f04<br />
|highlighte5=#0f04<br />
|highlighte3=#0f04<br />
|highlighte2=#0f04<br />
|highlighte1=#0f04<br />
|highlighta4=#0f04<br />
|highlightb4=#0f04<br />
|highlightc4=#0f04<br />
|highlightd4=#0f04<br />
|highlightf4=#0f04<br />
|highlightg4=#0f04<br />
|highlighth4=#0f04<br />
}}</center><br />
<br />
|title2=Knight<br />
|body2=The knight may move to one of the '''squares nearest''' to that on which it stands but '''not on the same rank, file or diagonal'''.<br />
<center>{{chessboard<br />
|f8={{blackBishop}}<br />
|g8={{blackKnight}}<br />
|h8={{blackRook}}<br />
|f7={{blackPawn}}<br />
|g7={{blackPawn}}<br />
|h7={{blackPawn}}<br />
|highlighte7=#0f04<br />
|highlightf6=#0f04<br />
|highlighth6=#0f04<br />
<br />
|c3={{whiteKnight}}<br />
|highlightb1=#00f4<br />
|highlighta2=#00f4<br />
|highlighta4=#00f4<br />
|highlightb5=#00f4<br />
|highlightd5=#00f4<br />
|highlighte4=#00f4<br />
|highlighte2=#00f4<br />
|highlightd1=#00f4<br />
}}</center>}}<br />
{{InfoBoxes |maxWidth=440 |colour1=#073 |colour2=#0c0 |colour3=#370 |colour4=#730<br />
|title1=Pawn<br />
|body1=The pawn may move:<br />
* forward to the square immediately in front of it on the same file, provided that this square is unoccupied, or<br />
* ''on its first move only'' the pawn may also advance two squares along the same file, provided that both squares are unoccupied, or<br />
* the pawn may move to a square occupied by an opponent’s piece diagonally in front of it on an adjacent file, capturing that piece.<br />
<br />
<center>{{chessboard<br />
|b2={{whitePawn}}<br />
|highlighta3=#f004<br />
|highlightc3=#f004<br />
|highlightb3=#00f4<br />
|highlightb4=#00f4<br />
<br />
|g5={{blackPawn}}<br />
|highlightf4=#f004<br />
|highlighth4=#f004<br />
|highlightg4=#0f04<br />
}}</center><br />
<br />
|title2=En passant<br />
|body2=A pawn occupying a square on the same rank as and on an adjacent file to an opponent’s pawn which has just advanced two squares in one move from its original square may capture this opponent’s pawn as though the latter had been moved only one square. This capture is only legal on the move following this advance and is called an ‘en passant’ capture.<br />
<center>{{chessboard<br />
|d5={{whitePawn}}<br />
|highlighte6=#f004<br />
<br />
|e7={{blackPawn}}<br />
|highlighte5=#0f04<br />
}}</center>}}<br />
==== Promotion ====<br />
<br />
When a player, having the move, plays a pawn to the rank furthest from its starting position, they must exchange that pawn as part of the same move for a new queen, rook, bishop or knight of the same colour on the intended square of arrival. This is called the square of ‘promotion’.<br />
* The player's choice is not restricted to pieces that have been captured previously.<br />
* This exchange of a pawn for another piece is called promotion, and the effect of the new piece is immediate.<br />
{{InfoBoxes |maxWidth=880 |colour1=#730 |colour2=#c00 |colour3=#703 |colour4=#307<br />
|title1=King<br />
|body1=There are two different ways of moving the king:<br />
* by moving to an adjoining square, or<br />
* (once in the game) by ‘castling’.<br />
{{chessboard<br />
|c3={{whiteKing}}<br />
|highlightb2=#00f4<br />
|highlightb3=#00f4<br />
|highlightb4=#00f4<br />
|highlightc2=#00f4<br />
|highlightc4=#00f4<br />
|highlightd2=#00f4<br />
|highlightd3=#00f4<br />
|highlightd4=#00f4<br />
<br />
|e8={{blackKing}}<br />
|highlightd8=#0f04<br />
|highlightd7=#0f04<br />
|highlighte7=#0f04<br />
|highlightf8=#0f04<br />
|highlightf7=#0f04<br />
}}<br />
<br />
|title2=Castling<br />
|body2=This is a move of the king and either rook of the same colour along the player’s first rank, counting as a single move of the king and executed as follows: the king is transferred from its original square two squares towards the rook on its original square, then that rook is transferred to the square the king has just crossed.<br />
<div style="display:flex;flex-flow:row wrap;justify-content:space-between;"><br />
<div style="display:flex;flex-flow:row wrap;justify-content:space-between;"><br />
<div style="display:grid;grid-template-rows:auto-fit;place-items:center;"><br />
<div>Before black queenside castling</div><br />
<div>{{chessboard<br />
|e1={{whiteKing}}<br />
|h1={{whiteRook}}<br />
|e8={{blackKing}}<br />
|a8={{blackRook}}<br />
}}</div><br />
<div>Before white kingside castling</div><br />
</div><br />
<div style="display:grid;grid-template-rows:auto-fit;place-items:center;"><br />
<div>After black queenside castling</div><br />
<div>{{chessboard<br />
|g1={{whiteKing}}<br />
|f1={{whiteRook}}<br />
|c8={{blackKing}}<br />
|d8={{blackRook}}<br />
}}</div><br />
<div>After white kingside castling</div><br />
</div><br />
</div><div><br />
The right to castle has been lost:<br />
* if the king has already moved, or<br />
* with a rook that has already moved.<br />
</div><div><br />
Castling is prevented temporarily:<br />
* if the square on which the king stands, or the square which it must cross, or the square which it is to occupy, is attacked by one or more of the opponent's pieces, or<br />
* if there is any piece between the king and the rook with which castling is to be effected.<br />
</div><br />
</div>}}<br />
==== Check ====<br />
<br />
* The king is said to be 'in check' if it is attacked by one or more of the opponent's pieces, even if such pieces are constrained from moving to the square occupied by the king (because they would then leave or place their own king in check).<br />
* '''No piece can be moved that will either expose the king of the same colour to check or leave that king in check.'''<br />
<br />
== Game end ==<br />
<br />
The game is won by the player:<br />
* who has checkmated their opponent’s king.<br />
* whose opponent declares they resign.<br />
<br />
The game is drawn when:<br />
* the player to move has no legal move and their king is not in check. The game is said to end in ‘stalemate’.<br />
* a position has arisen in which neither player can checkmate the opponent’s king with any series of legal moves. The game is said to end in a ‘dead position’.<br />
* there is agreement between the two players during the game, provided both players have made at least one move.<br />
<br />
== Variant: Chess960 ==<br />
<br />
Before a Chess960 game a starting position is randomly set up, subject to certain rules. After this, the game is played in the same way as regular chess. In particular, pieces and pawns have their normal moves, and each player's objective is to checkmate the opponent's king.<br />
<br />
=== Starting position ===<br />
<br />
The starting position for Chess960 must meet certain rules. White pawns are placed on the second rank as in regular chess. All remaining white pieces are placed randomly on the first rank, but with the following restrictions:<br />
* the king is placed somewhere between the two rooks, and<br />
* the bishops are placed on opposite-coloured squares, and<br />
* the black pieces are placed opposite the white pieces.<br />
<br />
There are 960 unique possible starting positions.<br />
<br />
=== Chess960 castling rules ===<br />
<br />
Chess960 allows each player to castle once per game, a move by potentially both the king and rook in a single move. However, a few interpretations of regular chess rules are needed for castling, because the regular rules presume initial locations of the rook and king that are often not applicable in Chess960.<br />
<br />
In Chess960, depending on the pre-castling position of the castling king and rook, the castling manoeuvre is performed by one of these four methods:<br />
# double-move castling: by making a move with the king and a move with the rook, or<br />
# transposition castling: by transposing the position of the king and the rook, or<br />
# king-move-only castling: by making only a move with the king, or<br />
# rook-move-only castling: by making only a move with the rook.<br />
<br />
==== Clarification ====<br />
<br />
===== c-side castling =====<br />
<br />
After c-side castling (notated as 0-0-0 and known as queenside castling in orthodox chess), the king is on the c-square (c1 for white and c8 for black) and the rook is on the d-square (d1 for white and d8 for black).<br />
<br />
===== g-side castling =====<br />
<br />
After g-side castling (notated as 0-0 and known as kingside castling in orthodox chess), the king is on the g-square (g1 for white and g8 for black) and the rook is on the f-square (f1 for white and f8 for black).<br />
<br />
In some starting positions:<br />
* the king or rook (but not both) does not move during castling.<br />
* castling can take place as early as the first move.<br />
<br />
All the squares between the king's initial and final squares (including the final square) and all the squares between the rook's initial and final squares (including the final square) must be vacant except for the king and castling rook.<br />
<br />
In some starting positions, some squares can stay filled during castling that would have to be vacant in regular chess. For example, after c-side castling (0-0-0), it is possible to have a, b, and/or e still filled, and after g-side castling (0-0), it is possible to have e and/or h filled.<br />
<br />
== Glossary of terms in the Laws of Chess ==<br />
<br />
'''adjourn''': Instead of playing the game in one session it is temporarily halted and then continued at a later time.<br />
<br />
'''algebraic notation''': Recording the moves using a-h and 1-8 on the 8x8 board.<br />
<br />
'''analyse''': Where one or more players make moves on a board to try to determine what is the best continuation.<br />
<br />
'''arbiter''': The person(s) responsible for ensuring that the rules of a competition are followed.<br />
<br />
'''attack''': A piece is said to attack an opponent’s piece if the player’s piece can make a capture on that square.<br />
<br />
'''black''': There are 16 dark-coloured pieces and 32 squares called black. When capitalised, this also refers to the player of the black pieces.<br />
<br />
'''blitz''': A game where each player’s thinking time is 10 minutes or less.<br />
<br />
'''board''': Short for chessboard.<br />
<br />
'''Bronstein mode''': See delay mode.<br />
<br />
'''capture''': Where a piece is moved from its square to a square occupied by an opponent’s piece, the latter is removed from the board.<br />
<br />
'''castling''': A move of the king towards a rook. See [[#Castling|castling]] above. In notation 0-0 kingside castling, 0-0-0 queenside castling.<br />
<br />
'''check''': Where a king is attacked by one or more of the opponent’s pieces. In notation +.<br />
<br />
'''checkmate''': Where the king is attacked and cannot parry the threat. In notation ++ or #.<br />
<br />
'''chessboard''': The 8x8 grid. See [[#The_initial_position_of_the_pieces_on_the_chessboard|The initial position of the pieces on the chessboard]] above.<br />
<br />
'''chess clock''': A clock with two time displays connected to each other.<br />
<br />
'''chess set''': The 32 pieces on the chessboard.<br />
<br />
'''Chess960''': A variant of chess where the back-row pieces are set up in one of the 960 distinguishable possible positions.<br />
<br />
'''clock''': One of the two time displays.<br />
<br />
'''cumulative (Fischer) mode''': Where a player receives an extra amount of time (often 30 seconds) prior to each move.<br />
<br />
'''dead position''': Where neither player can mate the opponent’s king with any series of legal moves.<br />
<br />
'''default time''': The specified time a player may be late without being forfeited.<br />
<br />
'''delay (Bronstein) mode''': Both players receive an allotted ‘main thinking time’. Each player also receives a ‘fixed extra time’ with every move. The countdown of the main thinking time only commences after the fixed extra time has expired. Provided the player presses their clock before the expiration of the fixed extra time, the main thinking time does not change, irrespective of the proportion of the fixed extra time used.<br />
<br />
'''diagonal''': A straight line of squares of the same colour, running from one edge of the board to an adjacent edge.<br />
<br />
'''draw''': Where the game is concluded with neither side winning.<br />
<br />
'''draw offer''': Where a player may offer a draw to the opponent. This is indicated on the scoresheet with the symbol (=).<br />
<br />
'''en passant''': see [[#En_passant|en passant]] above.<br />
<br />
'''exchange''': Where a pawn is promoted. Or where a player captures a piece of the same value as their own and this piece is recaptured. Or where one player has lost a rook and the other has lost a bishop or knight.<br />
<br />
'''explanation''': A player is entitled to have a Law explained.<br />
<br />
'''fair play''': Whether justice has been done has sometimes to be considered when an arbiter finds that the Laws are inadequate.<br />
<br />
'''file''': A vertical column of eight squares on the chessboard.<br />
<br />
'''Fischer mode''': See cumulative mode.<br />
<br />
'''flag''': The device that displays when a time period has expired.<br />
<br />
'''flag-fall''': Where the allotted time of a player has expired.<br />
<br />
'''forfeit''': To lose the right to make a claim or move. Or 2. To lose a game because of an infringement of the Laws.<br />
<br />
'''illegal''': A position or move that is impossible because of the Laws of Chess.<br />
<br />
'''increment''': An amount of time (from 2 to 60 seconds) added from the start before each move for the player. This can be in either delay or cumulative mode.<br />
<br />
'''kingside''': The vertical half of the board on which the king stands at the start of the game.<br />
<br />
'''made''': A move is said to have been ‘made’ when the piece has been moved to its new square, the hand has quit the piece, and the captured piece, if any, has been removed from the board.<br />
<br />
'''mate''': Abbreviation of checkmate.<br />
<br />
'''minor piece''': Bishop or knight.<br />
<br />
'''move''': 40 moves in 90 minutes, refers to 40 moves by each player. Or having the move refers to the player’s right to play next. Or White’s best move refers to the single move by White.<br />
<br />
'''move-counter''': A device on a chessclock which may be used to record the number of times the clock has been pressed by each player.<br />
<br />
'''normal means''': Playing in a positive manner to try to win, or having a position such that there is a realistic chance of winning the game other than just flag-fall.<br />
<br />
'''over-the-board''': The Laws cover only this type of chess, not internet, nor correspondence, and so on.<br />
<br />
'''piece''': One of the 32 figurines on the board. Or a queen, rook, bishop or knight.<br />
<br />
'''press the clock''': The act of pushing the button or lever on a chess clock which stops the player’s clock and starts that of their opponent.<br />
<br />
'''promotion''': Where a pawn reaches the eighth rank and is replaced by a new queen, rook, bishop or knight of the same colour.<br />
<br />
'''queen''': As in queen a pawn, meaning to promote a pawn to a queen.<br />
<br />
'''queenside''': The vertical half of the board on which the queen stands at the start of the game.<br />
<br />
'''quickplay finish''': The last part of a game where a player must complete an unlimited number of moves in a finite time.<br />
<br />
'''rank''': A horizontal row of eight squares on the chessboard.<br />
<br />
'''rapid chess''': A game where each player’s thinking time is more than 10 minutes, but less than 60.<br />
<br />
'''repetition''': A player may claim a draw if the same position occurs three times. A game is drawn if the same position occurs five times.<br />
<br />
'''resigns''': Where a player gives up, rather than play on until mated.<br />
<br />
'''result''': Usually the result is 1-0, 0-1 or ½-½. In exceptional circumstances both players may lose (Article 11.8), or one score ½ and the other 0. For unplayed games the scores are indicated by +/- (White wins by forfeit), -/+ (Black wins by forfeit), -/- (Both players lose by forfeit).<br />
<br />
'''sealed move''': Where a game is adjourned the player seals their next move in an envelope.<br />
<br />
'''scoresheet''': A paper sheet with spaces for writing the moves. This can also be electronic.<br />
<br />
'''screen''': An electronic display of the position on the board.<br />
<br />
'''spectators''': People other than arbiters or players viewing the games. This includes players after their games have been concluded.<br />
<br />
'''standard chess''': A game where each player’s thinking time is at least 60 minutes.<br />
<br />
'''stalemate''': Where the player has no legal move and their king is not in check.<br />
<br />
'''square of promotion''': The square a pawn lands on when it reached the eighth rank.<br />
<br />
'''time control''': The regulation about the time the player is allotted. For example, 40 moves in 90 minutes, all the moves in 30 minutes, plus 30 seconds cumulatively from move 1. Or a player is said ‘to have reached the time control’, if, for example they have completed the 40 moves in less than 90 minutes.<br />
<br />
'''time period''': A part of the game where the players must complete a number of moves or all the moves in a certain time.<br />
<br />
'''vertical''': The 8th rank is often thought as the highest area on a chessboard. Thus each file is referred to as ‘vertical’.<br />
<br />
'''white''': There are 16 light-coloured pieces and 32 squares called white. When capitalised, this also refers to the player of the white pieces.<br />
<br />
'''50-move rule''': A player may claim a draw if the last 50 moves have been completed by each player without the movement of any pawn and without any capture.<br />
<br />
'''75-move rule''': The game is drawn if the last 75 moves have been completed by each player without the movement of any pawn and without any capture.</div>BillFraser