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2024-03-28T10:00:34Z
User contributions
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http://en.doc.boardgamearena.com/index.php?title=Gamehelpmonsterfactory&diff=9035
Gamehelpmonsterfactory
2021-08-05T01:33:58Z
<p>BunnyFuzz: /* Scoring */</p>
<hr />
<div>A monster-building game for 2-6 players aged 5 and up by Donald X. Vaccarino & Nina Paley<br />
The players take turns drawing and placing tiles, either adding to their own monsters or to those of their opponents. The goal is to make a big monster, but not so big that it goes unfinished!<br />
<br />
== Playing the Game ==<br />
<br />
The players choose a starting player and take turns in clockwise order. On a player’s turn, he draws one facedown tile and adds it to anyone’s monster - his own or another player’s. If there is a monster the player can add it to, he must do so. The player may not choose to discard a playable tile. If it does not fit anywhere and all other players agree, the player discards the tile back into the box (it will not be played in this game) and draws a replacement. Once a player has played a tile, his turn ends and the next player takes his turn.<br />
<br />
Each edge of a tile shows either a thin bit of monster (colored green), a thick bit of monster (colored purple), or blank (white).<br />
<br />
Players must place each tile such that a thin edge or thick edge matches the same thickness on the edge of a tile on someone’s monster. Also no touching edges can mismatch - a player cannot place a tile with thin next to thick, thin next to blank, or thick next to blank. A player can place a tile with blank next to blank, but the tile must connect to another tile on at least one thin or thick side. New tile has red border in the examples.<br />
<br />
If a player’s monster has no thin or thick edges to connect to, the monster is complete. The player immediately draws a random tile to start a new monster, which is called a minion. He does this even if it is not his turn - and if his turn is next, this does not count as his turn. When a player completes a minion, he starts another. A player may never have more than one monster or minion “in progress” at any time. When a player has completed his first monster, the player can no longer place tiles on other players’ first monsters. Such a player can play on other players’ minions, however. If a player’s monster grows too close to another player’s monster, or to the edge of the table, the players may carefully move it to make more room. Players should keep it connected exactly as it was.<br />
<br />
== Game end ==<br />
When all players’ first monsters are complete or no face-down tiles are left, the game is over.<br />
<br />
== Scoring ==<br />
Each player scores one point per tile in a completed first monster, and one point per tile showing an eye in each completed minion (one point per tile with an eye, not one point per eye). Uncompleted monsters and minions score no points. Remember, any exposed thin or thick bit will cause that monster to be worth 0.<br />
<br />
== Winner ==<br />
The player with the highest score wins. If there is a tie for highest score, the tied players rejoice in<br />
their shared victory.<br />
<br />
© 2012 Rio Grande Games. All rights reserved</div>
BunnyFuzz
http://en.doc.boardgamearena.com/index.php?title=Gamehelpmonsterfactory&diff=9034
Gamehelpmonsterfactory
2021-08-05T01:33:23Z
<p>BunnyFuzz: /* Game end */</p>
<hr />
<div>A monster-building game for 2-6 players aged 5 and up by Donald X. Vaccarino & Nina Paley<br />
The players take turns drawing and placing tiles, either adding to their own monsters or to those of their opponents. The goal is to make a big monster, but not so big that it goes unfinished!<br />
<br />
== Playing the Game ==<br />
<br />
The players choose a starting player and take turns in clockwise order. On a player’s turn, he draws one facedown tile and adds it to anyone’s monster - his own or another player’s. If there is a monster the player can add it to, he must do so. The player may not choose to discard a playable tile. If it does not fit anywhere and all other players agree, the player discards the tile back into the box (it will not be played in this game) and draws a replacement. Once a player has played a tile, his turn ends and the next player takes his turn.<br />
<br />
Each edge of a tile shows either a thin bit of monster (colored green), a thick bit of monster (colored purple), or blank (white).<br />
<br />
Players must place each tile such that a thin edge or thick edge matches the same thickness on the edge of a tile on someone’s monster. Also no touching edges can mismatch - a player cannot place a tile with thin next to thick, thin next to blank, or thick next to blank. A player can place a tile with blank next to blank, but the tile must connect to another tile on at least one thin or thick side. New tile has red border in the examples.<br />
<br />
If a player’s monster has no thin or thick edges to connect to, the monster is complete. The player immediately draws a random tile to start a new monster, which is called a minion. He does this even if it is not his turn - and if his turn is next, this does not count as his turn. When a player completes a minion, he starts another. A player may never have more than one monster or minion “in progress” at any time. When a player has completed his first monster, the player can no longer place tiles on other players’ first monsters. Such a player can play on other players’ minions, however. If a player’s monster grows too close to another player’s monster, or to the edge of the table, the players may carefully move it to make more room. Players should keep it connected exactly as it was.<br />
<br />
== Game end ==<br />
When all players’ first monsters are complete or no face-down tiles are left, the game is over.<br />
<br />
== Scoring ==<br />
Each player scores one point per tile in a completed fi rst monster, and one point per tile showing an eye in each completed minion (one point per tile with an eye, not one point per eye). Uncompleted monsters and minions score no points. Remember, any exposed thin or thick bit will cause that monster to be worth 0.<br />
<br />
== Winner ==<br />
The player with the highest score wins. If there is a tie for highest score, the tied players rejoice in<br />
their shared victory.<br />
<br />
© 2012 Rio Grande Games. All rights reserved</div>
BunnyFuzz
http://en.doc.boardgamearena.com/index.php?title=Gamehelpmonsterfactory&diff=9033
Gamehelpmonsterfactory
2021-08-05T01:21:59Z
<p>BunnyFuzz: /* Playing the Game */</p>
<hr />
<div>A monster-building game for 2-6 players aged 5 and up by Donald X. Vaccarino & Nina Paley<br />
The players take turns drawing and placing tiles, either adding to their own monsters or to those of their opponents. The goal is to make a big monster, but not so big that it goes unfinished!<br />
<br />
== Playing the Game ==<br />
<br />
The players choose a starting player and take turns in clockwise order. On a player’s turn, he draws one facedown tile and adds it to anyone’s monster - his own or another player’s. If there is a monster the player can add it to, he must do so. The player may not choose to discard a playable tile. If it does not fit anywhere and all other players agree, the player discards the tile back into the box (it will not be played in this game) and draws a replacement. Once a player has played a tile, his turn ends and the next player takes his turn.<br />
<br />
Each edge of a tile shows either a thin bit of monster (colored green), a thick bit of monster (colored purple), or blank (white).<br />
<br />
Players must place each tile such that a thin edge or thick edge matches the same thickness on the edge of a tile on someone’s monster. Also no touching edges can mismatch - a player cannot place a tile with thin next to thick, thin next to blank, or thick next to blank. A player can place a tile with blank next to blank, but the tile must connect to another tile on at least one thin or thick side. New tile has red border in the examples.<br />
<br />
If a player’s monster has no thin or thick edges to connect to, the monster is complete. The player immediately draws a random tile to start a new monster, which is called a minion. He does this even if it is not his turn - and if his turn is next, this does not count as his turn. When a player completes a minion, he starts another. A player may never have more than one monster or minion “in progress” at any time. When a player has completed his first monster, the player can no longer place tiles on other players’ first monsters. Such a player can play on other players’ minions, however. If a player’s monster grows too close to another player’s monster, or to the edge of the table, the players may carefully move it to make more room. Players should keep it connected exactly as it was.<br />
<br />
== Game end ==<br />
When all players’ first monsters are complete or no face-down tiles are left, the game is over<br />
<br />
== Scoring ==<br />
Each player scores one point per tile in a completed fi rst monster, and one point per tile showing an eye in each completed minion (one point per tile with an eye, not one point per eye). Uncompleted monsters and minions score no points. Remember, any exposed thin or thick bit will cause that monster to be worth 0.<br />
<br />
== Winner ==<br />
The player with the highest score wins. If there is a tie for highest score, the tied players rejoice in<br />
their shared victory.<br />
<br />
© 2012 Rio Grande Games. All rights reserved</div>
BunnyFuzz
http://en.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&diff=7699
Gamehelpledernierpeuple
2021-03-23T03:58:38Z
<p>BunnyFuzz: /* Movement Phase */</p>
<hr />
<div>In "Le Dernier Peuple" (The Last Folks), you personify a people.<br />
<br />
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.<br />
<br />
<br />
== Goal ==<br />
Reach 12 points.<br />
<br />
== A turn==<br />
<br />
=== Power Cards Phase (optional) ===<br />
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse. See section below for more details on each specific power card.<br />
<br />
=== Movement Phase ===<br />
You have to chose between:<br />
(a) drawing 2 movement cards; OR<br />
(b) use 1 movement card then draw 1 movement card.<br />
<br />
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : <br />
(a) moving a meeple by the number indicated in the circle <br />
(positive = clockwise ; negative = counterclockwise); OR <br />
(b) moving a meeple toward the card with the number indicated in the square.<br />
<br />
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you'll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.<br />
<br />
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).<br />
<br />
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.<br />
<br />
=== Resolving attacks and supplies ===<br />
<br />
''Supply'' : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.<br />
<br />
''Noble Attack'' : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked enemy loses 1 point.<br />
<br />
''Sneaky attack'' : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.<br />
<br />
=== Redeployment ===<br />
<br />
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).<br />
<br />
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.<br />
<br />
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.<br />
<br />
== Power Card Details ==<br />
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)<br />
<br />
=== Played on your turn during Power Card phase ===<br />
<br />
Strength: Win 2 VPs from the bank.<br />
<br />
Heal: Win 1 VP from the bank.<br />
<br />
Thief: Steal 1 VP from the player of your choice.<br />
<br />
Bandit: Steal a card at random from the hand of the player of your choice.<br />
<br />
Curse: The player of your choice returns 1 VP to the bank.<br />
<br />
Black Magic: Randomly select from a card from an opponent's hand and discard the card without applying the effect.<br />
<br />
Barter: Trade your hand of cards with the player of your choice.<br />
<br />
Speed: Play 2 consecutive rounds.<br />
<br />
Mace: The player of your choice must skip his next turn.<br />
<br />
Switch: Swap one of your pawns with another pawn of the player of your choice. (Do not resolve the possible actions generated by this new configuration.)<br />
<br />
Luck: Draw 1 movement card and 1 power card and add them to your hand.<br />
<br />
=== Played out of turn in response to an attack or power card (except Swap) ===<br />
<br />
Defence: You do not suffer the effect and the attackers do not earn VPs. Moreover, in case of attack countered attackers pawns are still repositioned.</div>
BunnyFuzz
http://en.doc.boardgamearena.com/index.php?title=Gamehelpthejellymonsterlab&diff=6936
Gamehelpthejellymonsterlab
2021-01-19T19:00:45Z
<p>BunnyFuzz: </p>
<hr />
<div>In The Jelly Monster Lab you are a scientist trying to make the best jelly monsters. In order to do it so, you need to move through the labs, trying to find the parts you need to make your monsters.<br />
<br />
At the beginning, every player starts with two experiments. Every experiment shows a monster made with a colored body (blue, red, pink or green), eyes (1, 2 or 3) and a mouth (happy or sad) and a lab where you must make it. The parts are spread out over the six labs, so you move to them, and grab the parts you need to make your monsters, but you cannot have more than 5 cards in your hand. To move cards to and from your hand, click on the card then click the arrows to the right of the "Your hand" section.<br />
<br />
Once you have your experiment card and the parts, move to the lab indicated by the experiment card and leave all there (the experiment card and the parts). When other player come to visit that lab, it'll find your monster and then, it will be yours.<br />
<br />
While you're moving through the labs, you're leaving trails in order to know which player has been the last visiting it. If you move to a lab with a trail, there may be a monster of the owner of the trail. In addition, you can't move to a lab you were the last visit, so you need to program your moves to have all the parts of the experiment before you arrive to the lab where you must leave it with all the parts in your hand.<br />
<br />
In any time, you may want to go to the center to pick up a new experiment and make new monsters. But you'll not be able to go to the center if you just came from there (your meeple shows laid down), or if you have the maximum number of cards in hand (five).<br />
<br />
When a player has 4 monsters done, the center is open to close the game. Any player who goes there, finishes the game.<br />
<br />
Every monster has an score on it, depending on how difficult is to find their parts. You can see how many parts are in the game of each type, and what are all the experiments in the guide card placed on the bottom left corner of the playboard.<br />
<br />
The player with the most score points win the game.<br />
<br />
Advice: If you have experiments, one side too low scored, or on the other side too difficult to find the parts, you can leave the experiment card in any lab, so other players can play with it, or maybe you can play with it in a later visit.</div>
BunnyFuzz
http://en.doc.boardgamearena.com/index.php?title=Gamehelpthejellymonsterlab&diff=6935
Gamehelpthejellymonsterlab
2021-01-19T19:00:09Z
<p>BunnyFuzz: </p>
<hr />
<div>In The Jelly Monster Lab you are a scientist trying to make the best jelly monsters. In order to do it so, you need to move through the labs, trying to find the parts you need to make your monsters.<br />
<br />
At the beginning, every player starts with two experiments. Every experiment shows a monster made with a colored body (blue, red, pink or green), eyes (1, 2 or 3) and a mouth (happy or sad) and a lab where you must make it. The parts are spread out over the six labs, so you move to them, and grab the parts you need to make your monsters, but you cannot have more than 5 cards in your hand. To move cards to and from your hand, click on the card then click the arrows to the right of the "Your hand" section.<br />
<br />
Once you have your experiment card and the parts, move to the lab indicated by the experiment card and leave all there (the experiment card and the parts). When other player come to visit that lab, it'll find your monster and then, it will be yours.<br />
<br />
While you're moving through the labs, you're leaving trails in order to know which player has been the last visiting it. If you move to a lab with a trail, there may be a monster of the owner of the trail. In addition, you can't move to a lab you were the last visit, so you need to program your moves to have all the parts of the experiment before you arrive to the lab where you must leave it with all the parts in your hand.<br />
<br />
In any time, you may want to go to the center to pick up a new experiment and make new monsters. But you'll not be able to go to the center if you just came from there (your meeple shows laid down) or if you have the maximum number of cards in hand (five).<br />
<br />
When a player has 4 monsters done, the center is open to close the game. Any player who goes there, finishes the game.<br />
<br />
Every monster has an score on it, depending on how difficult is to find their parts. You can see how many parts are in the game of each type, and what are all the experiments in the guide card placed on the bottom left corner of the playboard.<br />
<br />
The player with the most score points win the game.<br />
<br />
Advice: If you have experiments, one side too low scored, or on the other side too difficult to find the parts, you can leave the experiment card in any lab, so other players can play with it, or maybe you can play with it in a later visit.</div>
BunnyFuzz