http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Cactus+tom&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T21:54:14ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Tips_akeruption&diff=3749Tips akeruption2019-12-16T19:41:33Z<p>Cactus tom: First pass.</p>
<hr />
<div>This advice is primarily aimed at the 2-player game.<br />
<br />
First off, the importance of the bonus cards can hardly be overstated, especially the Rain cards.<br />
Therefore, for most of the game, the key to winning is to draw more bonus cards than your opponent.<br />
One of the best ways to achieve this is to make sure you get to place as many eruptions as possible.<br />
This means, paradoxically, getting your village to a HIGHER temperature than your opponent's, and<br />
making sure that it stays above until you cross into danger zone #3. This should be one of your highest<br />
priorities in the early part of the game. It is usually worth spending some cards for extra lava flow to speed this up,<br />
and spending some walls to impede your opponent's progress.<br />
<br />
Ordinarily, save any rain cards you get until the end of the game. It is often worthwhile to convert some of your<br />
better cards into walls. The straw cards should usually be spent for lava.<br />
<br />
Endgame: once someone has crossed into zone 3, the game changes drastically. Your goal now is to push your opponent<br />
to the maximum temperature as early as possible, while delaying this event for yourself. The bonus lava tiles from zone 3<br />
are helpful for this. The ideal scenario is for you to enter zone 3 first, just barely, and immediately launch your<br />
opponent past you all the way to the end of the temperature track, while shoring up your own defenses.<br />
<br />
Save your rain cards until you are forced to use them (at maximum temperature, or, preferably, in your last turn of the game). <br />
Depending on how many lava flows reach your village, you may want to put walls up for defense, but sometimes it is better to <br />
hoard them for the tiebreaker.<br />
<br />
When playing with more players, a wider variety of scenarios are possible. Getting 3 rain cards should be much harder, and <br />
may not be enough to win. Pay attention to your opponents' strategies and respond accordingly.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpakeruption&diff=3399Gamehelpakeruption2019-03-31T09:08:56Z<p>Cactus tom: /* Ending the Game */ Updated the tiebreak rule to agree with the (English version) printed rulebook : walls in stockpile count too.</p>
<hr />
<div>The inhabitants of the villages surrounding a dormant volcano were happily living in peace until — KABOOM! — the old volcano sprang back to life, unleashing rivers of molten lava in every direction and blasting volcanic rock into the sky. The villages, now faced with destruction, must do whatever they can to protect their homes from the incoming surge of lava.<br />
<br />
Your village is about to burn up — can you take the heat?<br />
<br />
== Overview ==<br />
<br />
Players control villages that are threatened by an erupting volcano. Protect your village by placing lava tiles and building walls strategically, while also trying to direct lava toward the other villages to gain valuable action cards. The player whose village is at the lowest temperature at the end of the game, wins.<br />
<br />
== Turns ==<br />
<br />
Do the following on each turn, in order:<br />
<br />
'''1) Assess damage''' - your village heats up 20 degrees on the Burn Meter for each lava flow entering your village that is not blocked by a wall. For each lava flow that is blocked by a wall, roll the dice; if the lava (orange) wins the roll, your village heats up 10 degrees and the wall is discarded. If the wall is wood, add 1 point to the white die; if the wall is stone, add 2 points to the white die. Lava (orange) wins ties.<br />
<br />
'''2) Draw and place a lava tile''' - place the tile so that all lava flows and grassy areas connect properly to other tiles. If you place a tile on a resource space, you gain a wall of that material. If you place a tile next to any village on the board, you draw an action card for each lava flow touching the village. If you want to place a tile next to a lava flow that is blocked with a wall, you must roll the dice and the lava must win the dice roll (or else you have to place the tile elsewhere).<br />
<br />
'''3) Play as many action cards as desired''' - you can only keep a maximum of 3 Action Cards at the end of your turn. To play a card, discard it and either carry out the effect shown on the card or retrieve a wall of the material shown (you cannot do both). You can also optionally discard 2 cards to gain an additional tile placement.<br />
<br />
'''4) Build a wall (optional)''' - place a wall piece (of any material) on the border next to your village or on a specific lava flow on the board.<br />
<br />
== Burn Meter ==<br />
<br />
As a village heats up on the Burn Meter, the player who owns the village gains additional abilities in each Danger Zone.<br />
<br />
'''Danger Zone 1''' - the player may build an extra wall on his turn.<br />
<br />
'''Danger Zone 2''' - the player may draw an Action Card AND build an extra wall on his turn.<br />
<br />
'''Danger Zone 3''' - the player may place an extra Lava Tile AND draw an Action Card AND build an extra wall on his turn.<br />
<br />
The first player to enter each Danger Zone must place the corresponding Eruption tile. This tile can be placed anywhere on the board and does not have to connect to other tiles (it is its own source of lava). When this tile is placed, all other players increase in temperature by 30 degrees.<br />
<br />
== Ending the Game ==<br />
<br />
The game ends when either of the following events occurs:<br />
<br />
'''1) A village reaches the last space on the Burn Meter and remains there at the end of the turn.''' The remaining Lava tiles are removed from the board and the other players take one final turn.<br />
<br />
'''2) The last Lava Tile is placed.''' The current player finishes his turn, and all players (including the current player) take one final turn.<br />
<br />
The player with the lowest temperature on the Burn Meter wins. <br />
If two players tie, add three for every stone wall at your own village or in your stockpile, two for a wooden wall and one for a straw wall and reduce that figure by the number of lava streams reaching your village. The higher number wins.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelppennypress&diff=3371Gamehelppennypress2019-02-27T16:51:05Z<p>Cactus tom: Added the tiebreaker rule. Swapped the order of the last 2 front-page scoring rules.</p>
<hr />
<div>On your turn, do one of four things:<br />
<br />
'''1. Assign reporters'''<br/><br />
Click on the arrow next to a story, and pick how many meeples (reporters) should go from your player mat onto that story.<br />
<br />
'''2. Reassign a reporter'''<br/><br />
Click on one meeple on the board, then click on another story on the board. The meeple moves to the new story.<br />
<br />
'''3. Recall reporters'''<br/><br />
Click on any of your meeples on the board (as many as you want) that will go back to your player mat.<br />
<br />
'''4. Go to press'''<br/><br />
You have to pick up the stories where you have the majority of meeples (shared majority counts) and lay out a newspaper page with them. Make sure you can fit in the available free spaces, and around the advertisement. All top stories (highest News Beat Value) have to be placed first, and as many top stories as possible have to touch the top of the page.<br />
<br />
'''The end of the game''' is started when one player publishes their 3rd (4-5 players) or fourth (3 players) newspaper.<br/><br />
- Each other player gets one more turn, but they can only move one meeple on that turn.<br/><br />
- Then each other player gets a mandatory publishing turn.<br/><br />
<br />
'''Scoring:<br/>'''<br />
For each paper you publish, you score:<br/><br />
- The News Beat Value for every story on your page (see the arrow on the board!)<br/><br />
- The negative values on your page that are visible.<br/><br />
- Double News Beat Value for one non-top story that touches the top of the page (your exclusive)<br/><br />
- You lose News Beat Value in points for every story that doesn't fit.<br/><br />
- You never score less than zero for a front page.<br/><br />
<br />
Other ways to score points:<br/><br />
- If someone publishes a story that you have meeples on, you score the lower value of that News Beat (scoop points).<br/><br />
- At the end of the game, whoever has the most stars of one News Beat gets the bonus points (see the track on top of the board) for that News Beat. All ties get awarded the full amount.<br />
<br />
Tiebreaker:<br/><br />
- In the event of a tie for overall score, the player with the most stories wins.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&diff=3344Gamehelppontedeldiavolo2019-02-04T23:48:25Z<p>Cactus tom: /* Game End */ Added note about the fact that there are infinitely many tiles and bridges in the BGA version, in contrast to the printed rulebook.</p>
<hr />
<div><br />
== Introduction ==<br />
<br />
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. <br />
<br />
== Game start ==<br />
<br />
The first player places two light tiles anywhere on the board. They may be adjacent or separate.<br />
<br />
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.<br />
<br />
== Each Turn ==<br />
<br />
Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.<br />
<br />
(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:<br />
* they are not placed under bridges<br />
* no tile is adjacent to an island of the same colour, even diagonally<br />
<br />
(ii) A bridge can be placed between two tiles of the player's colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight's move. <br />
* the centre of the bridge must be over water (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 is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).<br />
'''Note:''' unlike the printed rules, in the BGA implementation, there is an infinite supply of tiles and bridges. Thus, the game will only end when a player has fewer than two valid squares available for tiles.<br />
<br />
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! align="center" width="175" | Number of connected islands<br />
! align="center" width="50" | Score<br />
|-<br />
| align="center" | 1<br />
| align="center" | 1<br />
|-<br />
| align="center" | 2<br />
| align="center" | 3<br />
|-<br />
| align="center" | 3<br />
| align="center" | 6<br />
|-<br />
| align="center" | 4<br />
| align="center" | 10<br />
|-<br />
| align="center" | 5<br />
| align="center" | 15<br />
|-<br />
| align="center" | 6<br />
| align="center" | 21<br />
|-<br />
| align="center" | 7<br />
| align="center" | 28<br />
|-<br />
| align="center" | 8<br />
| align="center" | 36<br />
|-<br />
| align="center" | 9<br />
| align="center" | 45<br />
|-<br />
| align="center" | 10<br />
| align="center" | 55<br />
|-<br />
|}<br />
<br />
<br />
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&diff=2714Gamehelptakenoko2017-09-27T06:11:01Z<p>Cactus tom: Corrected the number of plots of each color.</p>
<hr />
<div>The object of the game is to earn points by completing objectives. There are three types of objectives: Plot, Gardener and Panda. Players start with one of each type.<br />
<br />
Each turn consists of 2 steps:<br />
<br />
# Determine weather (except in the players first turn)<br />
# Perform 2 different actions, place any number of improvements and irrigation channels, and complete any number of objectives<br />
<br />
'''Weather types (always optional)'''<br />
* '''Sun''' - take a 3rd action<br />
* '''Rain''' - grow 1 bamboo on any irrigated plot<br />
* '''Wind''' - may take two identical actions this turn<br />
* '''Storm''' - move panda to <B>any</B> plot and he eats a bamboo as normal<br />
* '''Clouds''' - take an improvement chip from the bank of 3 watersheds, 3 fertilizers, and 3 enclosures. If no chips are available, choose 1 of the other 4 types of weather<br />
* '''Question mark''' - choose any 1 of the 5 types of weather <br />
<br />
'''Actions'''<br />
* '''Plots''' - draw 3 plot tiles and place one in the garden<br />
* '''Irrigation''' - Take an irrigation channel from the reserve. Either place it immediately or store it in your reserve for later use.<br />
* '''Gardener''' - Move the gardener any number of garden tiles in a <B>straight line</B> (can not jump over gaps) and then grow bamboo. <br />
* '''Panda''' - Move the panda any number of garden tiles in a <B>straight line</B> (can not jump over gaps) and then eat a bamboo section. The bamboo is then placed in your reserve.<br />
* '''Objective''' - Take another objective card from one of the 3 decks. There is a hand limit of 5 cards. If the selected plot or gardener objective is already reflected in the current state of the garden, the objective is placed at the bottom of the deck and a subsequent objective may be selected. This is the only situation where an action can be cancelled, and a different action can be taken.<br />
<br />
'''Tile Distribution'''<br />
<br />
28 tiles in total consisting of:<br />
* 11 green plots: 5 blank, 2 watershed, 2 fertilizer, 2 enclosure<br />
* 9 yellow plots: 6 blank, 1 watershed, 1 fertilizer, 1 enclosure<br />
* 7 pink plots: 4 blank, 1 watershed, 1 fertilizer, 1 enclosure<br />
* 1 blue pond (the starting tile)<br />
<br />
Plots can only be placed adjacent to the pond or in a spot next to 2 other existing plots.<br />
<br />
'''Improvements'''<br />
Improvements need to have been picked up during a previous Clouds weather action in order to be placed as soon as a plot is added to the garden. Once you have an improvement in your reserve, click on the desired improvement from the panel on the right (a red box should appear around it) and then select the plot on the board where you wish to place the improvement. Improvements can only be placed on plots with no bamboo or any other improvement (completely blank). Once an improvement is placed, it cannot be changed. Placing an improvement from your reserve does NOT use up one of your actions for that turn.<br />
<br />
'''Irrigation Channels'''<br />
Irrigation channels picked up in a previous Irrigation action may be placed on the board at any time during your turn. Once you have an irrigation channel in your reserve, click on the channel from your panel on the right (a red box should appear around it) and then place the irrigation channel between any two plots (the game allows you to place an irrigation beside the pond, but that is a wasted move as any of the 6 plots directly beside the pond are considered to be irrigated automatically). Placing an irrigation channel from your reserve does NOT use up one of your actions for that turn. <br />
<br />
When a plot is irrigated for the <B>first</B> time it grows bamboo. A plot with a watershed improvement is also considered to be irrigated automatically for plot and gardening purposes, but not for placing irrigation channels. Irrigation channels must always have a connection path back to the central pond either directly or via previous irrigation channels.<br />
<br />
'''Growing Bamboo'''<br />
The gardener grows bamboo on the plot that he moves to and all adjacent <B>irrigated</B> plots of the <B>same color</B>. Bamboo stalks normally grow 1 taller with every valid gardener or Rain weather action. However, if the plot has a fertilizer improvement, the bamboo stalk will grow 2 taller with every valid garderner or Rain weather action. Bamboo stalks grow up to a maximum height of 4.<br />
<br />
'''Eating Bamboo'''<br />
The panda normally eats 1 bamboo from any plot that he moves to either using the Panda action or the Storm weather action. However, the panda can NOT eat any bamboo from a plot with an enclosure improvement. <br />
<br />
===Completing objectives===<br />
<br />
'''Game ends''' when a certain number of objectives have been completed.<br />
<br />
* 2 players - 9 objectives<br />
* 3 players - 8 objectives<br />
* 4 players - 7 objectives<br />
<br />
A player can complete any number of objectives any time during their turn. They may do so if their objective card is matched by the conditions of the garden at that time (for plot and gardener objectives), or if a player has the correct amount of bamboo for panda objectives. A completed objective is never lost, even if the garden conditions change later in the game. <br />
<br />
Plot objectives are completed when the garden configuration shown on the card is reflected in the garden with all the component plots irrigated. Gardener objectives are completed when a matching bamboo towers of the matching colour and base is reflected in the garden. Panda objectives are completed by returning the matching amount of bamboo from your reserve to the supply. <br />
<br />
The first player to complete the required number of objectives triggers the final round and receives the Emperor card, scoring 2 bonus points. The other players have a final turn. After they finish, the highest score wins. If the score is tied, the tie breaker is the number of points on panda objectives. If the score is still tied then all tied players win.<br />
<br />
===List of objectives===<br />
'''I. Plot Objectives (15 total)'''<br />
<br />
Straights, curves and triangles all consist of 3 tiles. Diamonds consist of 4 tiles.<br />
* Green Triangle - 2 pts<br />
* Green Straight - 2 pts<br />
* Green Curve - 2 pts<br />
* Green Diamond - 3 pts<br />
* Yellow Triangle - 3 pts<br />
* Yellow Straight - 3 pts<br />
* Yellow Curve - 3 pts<br />
* Yellow Diamond - 4 pts<br />
* Pink Triangle - 4 pts<br />
* Pink Straight - 4 pts<br />
* Pink Curve - 4 pts<br />
* Pink Diamond - 5 pts<br />
* Yellow/Green Diamond - 3 pts<br />
* Pink/Green Diamond - 4 pts<br />
* Yellow/Pink Diamond - 5 pts<br />
<br />
{|class="wikitable sortable" border="1" cellpadding="5" cellspacing="0"<br />
! align="center" width="100" | Plot Colour<br />
! align="center" width="50" | Triangle of 3<br />
! align="center" width="50" | Straight of 3<br />
! align="center" width="50" | Bend of 3<br />
! align="center" width="50" | Diamond of 4<br />
! align="center" width="125" | Diamond of 4 with NW-SE diagonal<BR> (see note below)<br />
|-<br />
| align="center" | Green <br />
| align="center" | 2 pts<br />
| align="center" | 2 pts<br />
| align="center" | 2 pts<br />
| align="center" | 3 pts<br />
| align="center" | <br />
|-<br />
| align="center" | Yellow <br />
| align="center" | 3 pts<br />
| align="center" | 3 pts<br />
| align="center" | 3 pts<br />
| align="center" | 4 pts<br />
| align="center" | <br />
|-<br />
| align="center" | Pink <br />
| align="center" | 4 pts<br />
| align="center" | 4 pts<br />
| align="center" | 4 pts<br />
| align="center" | 5 pts<br />
| align="center" | <br />
|-<br />
| align="center" | Green / Yellow<br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | 3 pts<br />
|-<br />
| align="center" | Green / Pink<br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | 4 pts<br />
|-<br />
| align="center" | Yellow / Pink<br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | 5 pts<br />
|-<br />
|}<br />
<br />
*<B>NOTE</B>: as long as the diagonal between the 2 colours can be seen to go from top-left to bottom-right, the plot can be sideways or upside down with respect to what is seen on the objective card (you can turn your head sideways to check since you are playing online and, unlike live play, you won't give away information about what objective you are holding!)<br />
<br />
'''II. Gardener Objectives (15 total)'''<br />
<br />
* 4 Tall on Green w/ Fertilizer - 3 pts<br />
* 4 Tall on Green w/ Enclosure - 4 pts<br />
* 4 Tall on Green w/ Watershed - 4 pts<br />
* 4 Tall on Green w/ NO Improvements - 5 pts<br />
* 3 Tall on 4 Greens - 8 pts<br />
* 4 Tall on Yellow w/ Fertilizer - 4 pts<br />
* 4 Tall on Yellow w/ Enclosure - 5 pts<br />
* 4 Tall on Yellow w/ Watershed - 5 pts<br />
* 4 Tall on Yellow w/ NO Improvements - 6 pts<br />
* 3 Tall on 3 Yellows - 7 pts<br />
* 4 Tall on Pink w/ Fertilizer - 5 pts<br />
* 4 Tall on Pink w/ Enclosure - 6 pts<br />
* 4 Tall on Pink w/ Watershed - 6 pts<br />
* 4 Tall on Pink w/ NO Improvements - 7 pts<br />
* 3 Tall on 2 Pinks - 6 pts<br />
<br />
{|class="wikitable sortable" border="1" cellpadding="5" cellspacing="0"<br />
! align="center" width="50" | Bamboo Colour <br />
! align="center" width="50" | Height<br />
! align="center" width="50" | Fertilizer Base<br />
! align="center" width="50" | Watershed Base<br />
! align="center" width="50" | Enclosure Base<br />
! align="center" width="50" | Blank Base<br />
! align="center" width="50" | Any 2 Pink Bases<br />
! align="center" width="50" | Any 3 Yellow Bases<br />
! align="center" width="50" | Any 4 Green Bases<br />
|-<br />
| align="center" | Green <br />
| align="center" | 4-high<br />
| align="center" | 3 pts<br />
| align="center" | 4 pts<br />
| align="center" | 4 pts<br />
| align="center" | 5 pts<br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
|-<br />
| align="center" | Green <br />
| align="center" | 3-high<br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | 8 pts<br />
|-<br />
| align="center" | Yellow<br />
| align="center" | 4-high<br />
| align="center" | 4 pts<br />
| align="center" | 5 pts<br />
| align="center" | 5 pts<br />
| align="center" | 6 pts<br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
|-<br />
| align="center" | Yellow<br />
| align="center" | 3-high<br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | 7 pts<br />
| align="center" | <br />
|-<br />
| align="center" | Pink <br />
| align="center" | 4-high<br />
| align="center" | 5 pts<br />
| align="center" | 6 pts<br />
| align="center" | 6 pts<br />
| align="center" | 7 pts<br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
|-<br />
| align="center" | Pink <br />
| align="center" | 3-high<br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | <br />
| align="center" | 6 pts<br />
| align="center" | <br />
| align="center" | <br />
|-<br />
|}<br />
<br />
'''III. Panda Objectives (15 total)'''<br />
<br />
* 2 Green - 3 points (x5 cards)<br />
* 2 Yellow - 4 pts (x4)<br />
* 2 Pink - 5 pts (x3)<br />
* 1 Green, 1 Yellow, 1 Pink - 6 pts (x3)<br />
<br />
{|class="wikitable sortable" border="1" cellpadding="5" cellspacing="0"<br />
! align="center" width="150" | Panda Objective<br />
! align="center" width="50" | Number Available<br />
! align="center" width="50" | Point Value<br />
|-<br />
| align="center" | Green Bamboo x2<br />
| align="center" | 5<br />
| align="center" | 3 pts<br />
|-<br />
| align="center" | Yellow Bamboo x2<br />
| align="center" | 4<br />
| align="center" | 4 pts<br />
|-<br />
| align="center" | Pink Bamboo x2<br />
| align="center" | 3<br />
| align="center" | 5 pts<br />
|-<br />
| align="center" | Green Bamboo x1,<BR> Yellow Bamboo x1,<BR> Pink Bamboo x1<br />
| align="center" | 3<br />
| align="center" | 6 pts<br />
|}</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelparmadora&diff=2673Gamehelparmadora2017-09-02T19:50:39Z<p>Cactus tom: fixed the accent (ö)</p>
<hr />
<div>*<br />
<br />
<br />
'''''Game Nuggets is not the same as Armadora, it is only similar.'''''<br />
<br />
Proper rules: http://pl.boardgamearena.com/link?url=http%3A%2F%2Fcdn.boardgamearena.net%2Fdata%2Fnewsimg%2FArmadora_EN.pdf&id=1228<br />
<br />
<br />
*<br />
<br />
<br />
'''Nuggets:''' Published by Winning Moves, 2003 - designed by Christwart Conrad - translated by Pitt Crandlemire <br />
<br />
'''Players''': For 2 - 4 players from 8 years <br />
<br />
'''Game material''': <br />
1 gameboard consisting of a 5x8 grid, 35 blockers, 8 gold mine markers showing the number of goldstrike points for that area, 4x16 chips with different numbers, 1 rules booklet <br />
<br />
'''Idea of the game''': <br />
Nuggets have been found in the Golden Valley! The gold diggers try to sell their claims to the big mining companies for as much as they can get by gathering as many Nuggets as possible. The players take on the role of prospectors and try through skillful placement of blockers to create valuable claims and then to control them with their high value chips. But the other players have not fallen on their heads and will compete for those claims quite lively, too If it all comes to naught, the claims are laid out once again. In the end, the one who walks away with the most money will be the one who bought up the most productive claims. <br />
<br />
'''Set-up''': <br />
The numbered stickers are stuck onto the gold mine markers and these are then placed on the board (see the illustration). Each player chooses a color and takes as many chips of that color in the appropriate value as indicated on the following table. He places these face-down in front of himself. In a 4-player game, players sitting opposite each other form a team. <br />
<br />
'''Chip-distribution''':<br />
<br />
2 players, each 16 11 2 1 1 1 <br />
<br />
3 players, each 11 7 2 1 1 - <br />
<br />
4 players, each 8 5 1 1 1 - <br />
<br />
The Gold mine markers are placed on the gameboard as follows: <br />
(refer to illustration in German rules) <br />
<br />
The youngest player begins the first game. In future games, the player that lost the most recent game always starts. <br />
<br />
'''Course of the game''' <br />
Play goes clockwise. On his turn, a player must execute one of the following actions: ''EITHER'' build two blockers ''OR'' place a chip on an unoccupied space <br />
<br />
'''Build two blockers''': <br />
In each case, the player places a blocker on any one unoccupied line between 2 spaces. The blockers need not be placed adjacent to each other. Restriction: a player may not place a blocker such that an area of less than 4 spaces is completely enclosed. Note: it is possible that there may be several gold mine markers in an area or even none at all. <br />
<br />
'''Place a chip''': <br />
The player places one of his colored chips face-down on any one unoccupied space (not already containing a chip or a gold mine marker). He secretly chooses which of his numbered chips he wishes to place. Players should decide at the beginning of the game whether players will be allowed to look at their own chips after they've been played or whether they'll simply be required to remember the numbers after they've been played.. <br />
<br />
'''Partnership game''': <br />
Partners may communicate with each other in the 4-player game but they may not do so privately; the players on the other team must be able to see and hear everything. Also, partners may not show chips to each other. <br />
<br />
'''End of the game''': <br />
If a player has no more chips, he may still play blockers. Also, if there are no more blockers, a player may play his chips. Whenever a player can't or chooses not to play, he may pass but he may not then play again later. Once the last player has passed, the game ends. <br />
<br />
'''Scoring''': <br />
All chips are turned over. For each enclosed area, each player sums the points on his chips. The points of both partners are added together in the team game. The player with most points in an area gets all the gold mine markers in that area which score points equal to their value. Areas without gold mine markers score nothing. In the event of a tie in an area, the number of goldstrike points on the marker is divided among the tied players. (Half points are awarded when appropriate.) Whoever ultimately has acquired the most goldstrike points is able to mine the most gold Nuggets and wins the game.<br />
<br />
In Armadöra, if there is a tie for most total gold, the winner is determined by the largest pile of gold (if still tied, by the second-largest, and so on). Again, you should refer to the linked PDF for the Armadöra rules, until someone takes the time to properly summarize them here.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelparmadora&diff=2672Gamehelparmadora2017-09-02T19:48:38Z<p>Cactus tom: Added in the tiebreak rule for Armadora. Someone needs to actually summarize the correct rules, to replace the Nugget rules.</p>
<hr />
<div>*<br />
<br />
<br />
'''''Game Nuggets is not the same as Armadora, it is only similar.'''''<br />
<br />
Proper rules: http://pl.boardgamearena.com/link?url=http%3A%2F%2Fcdn.boardgamearena.net%2Fdata%2Fnewsimg%2FArmadora_EN.pdf&id=1228<br />
<br />
<br />
*<br />
<br />
<br />
'''Nuggets:''' Published by Winning Moves, 2003 - designed by Christwart Conrad - translated by Pitt Crandlemire <br />
<br />
'''Players''': For 2 - 4 players from 8 years <br />
<br />
'''Game material''': <br />
1 gameboard consisting of a 5x8 grid, 35 blockers, 8 gold mine markers showing the number of goldstrike points for that area, 4x16 chips with different numbers, 1 rules booklet <br />
<br />
'''Idea of the game''': <br />
Nuggets have been found in the Golden Valley! The gold diggers try to sell their claims to the big mining companies for as much as they can get by gathering as many Nuggets as possible. The players take on the role of prospectors and try through skillful placement of blockers to create valuable claims and then to control them with their high value chips. But the other players have not fallen on their heads and will compete for those claims quite lively, too If it all comes to naught, the claims are laid out once again. In the end, the one who walks away with the most money will be the one who bought up the most productive claims. <br />
<br />
'''Set-up''': <br />
The numbered stickers are stuck onto the gold mine markers and these are then placed on the board (see the illustration). Each player chooses a color and takes as many chips of that color in the appropriate value as indicated on the following table. He places these face-down in front of himself. In a 4-player game, players sitting opposite each other form a team. <br />
<br />
'''Chip-distribution''':<br />
<br />
2 players, each 16 11 2 1 1 1 <br />
<br />
3 players, each 11 7 2 1 1 - <br />
<br />
4 players, each 8 5 1 1 1 - <br />
<br />
The Gold mine markers are placed on the gameboard as follows: <br />
(refer to illustration in German rules) <br />
<br />
The youngest player begins the first game. In future games, the player that lost the most recent game always starts. <br />
<br />
'''Course of the game''' <br />
Play goes clockwise. On his turn, a player must execute one of the following actions: ''EITHER'' build two blockers ''OR'' place a chip on an unoccupied space <br />
<br />
'''Build two blockers''': <br />
In each case, the player places a blocker on any one unoccupied line between 2 spaces. The blockers need not be placed adjacent to each other. Restriction: a player may not place a blocker such that an area of less than 4 spaces is completely enclosed. Note: it is possible that there may be several gold mine markers in an area or even none at all. <br />
<br />
'''Place a chip''': <br />
The player places one of his colored chips face-down on any one unoccupied space (not already containing a chip or a gold mine marker). He secretly chooses which of his numbered chips he wishes to place. Players should decide at the beginning of the game whether players will be allowed to look at their own chips after they've been played or whether they'll simply be required to remember the numbers after they've been played.. <br />
<br />
'''Partnership game''': <br />
Partners may communicate with each other in the 4-player game but they may not do so privately; the players on the other team must be able to see and hear everything. Also, partners may not show chips to each other. <br />
<br />
'''End of the game''': <br />
If a player has no more chips, he may still play blockers. Also, if there are no more blockers, a player may play his chips. Whenever a player can't or chooses not to play, he may pass but he may not then play again later. Once the last player has passed, the game ends. <br />
<br />
'''Scoring''': <br />
All chips are turned over. For each enclosed area, each player sums the points on his chips. The points of both partners are added together in the team game. The player with most points in an area gets all the gold mine markers in that area which score points equal to their value. Areas without gold mine markers score nothing. In the event of a tie in an area, the number of goldstrike points on the marker is divided among the tied players. (Half points are awarded when appropriate.) Whoever ultimately has acquired the most goldstrike points is able to mine the most gold Nuggets and wins the game.<br />
<br />
In Armadôra, if there is a tie for most total gold, the winner is determined by the largest pile of gold (if still tied, by the second-largest, and so on). Again, you should refer to the linked PDF for the Armadôra rules, until someone takes the time to properly summarize them here.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpthebuilders&diff=2587Gamehelpthebuilders2017-07-22T04:24:49Z<p>Cactus tom: Created page with " == Tie Breakers == If there is a tie where both players have the same number of victory points, then the winner is whoever has more VPs from buildings alone (not coins). If..."</p>
<hr />
<div><br />
== Tie Breakers ==<br />
<br />
If there is a tie where both players have the same number of victory points, then the winner is whoever has more VPs from buildings alone (not coins).<br />
<br />
If there is still a tie, then the winner is whoever has more coins.<br />
<br />
If there is still a tie, the game is drawn.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptakaraisland&diff=2554Gamehelptakaraisland2017-07-16T05:37:56Z<p>Cactus tom: /* ADVENTURER ACTIONS */</p>
<hr />
<div><br />
== OVERVIEW ==<br />
<br />
Takara Island is a game of exploration and treasure hunting. Your team of explorers seeks to recover the two Stones of Legend buried deep within the six excavation sites.<br />
Along the way, you will find treasure, gain experience points, and fight monsters. But you are not alone! There are also four specialists who can help, but their help comes at a price...<br />
<br />
== YOUR TURN ==<br />
<br />
On your turn, you may, in this order,<br />
1) Optionally rent the sword for 3 coins.<br />
2) Perform an Adventurer Action (see below) with each adventurer on your team.<br />
3) Optionally Recruit and/or buy adventurers back from the hospital. <br />
You start the game with 2 adventurers on your team. Once per game, you may pay 5 coins to recruit a third adventurer from the beach.<br />
At the end of each turn, any adventurers who have been put in the hospital can be brought back to your team for 2 coins each. If you<br />
do not choose to pay this fee, they will spend their next turn in the waiting area of the hospital, before rejoining your team for free on the following turn.<br />
<br />
== ADVENTURER ACTIONS ==<br />
<br />
Each adventurer on your team may do ONE of the following. Except where indicated in bold, any number of your team may choose the same action in the same turn.<br />
<br />
1) Dig up the top card from any site.<br />
<br />
2) Survey the top 3 cards from any site. Not if it has a Monster. <br />
You will gain 2 coins if you find a Rockfall, which is automatically revealed.<br />
If you find any Monsters, you may choose to reveal them all for 2 coins per monster.<br />
Note: You cannot survey if a monster is on top of the stack. Also, you cannot see past<br />
a rockfall by yourself.<br />
<br />
3) Destroy a rockfall. This '''requires two''' adventurers to take the "destroy rockfall" action.<br />
The rockfall must already be visible (on top of its pile and revealed). You gain 2 coins per visible rockfall,<br />
including the one being removed.<br />
<br />
4) Go to the Dive. You gain 1 coin. Rarely the best option.<br />
<br />
5) Go to the Counter. You may sell an XP token for 5 coins / xp point on it. <br />
If available, you may buy a 2XP token for 5 coins. There are only 6 of these per game.<br />
'''Only one "go to the counter" action may be taken per turn.'''<br />
<br />
6) Hire a Specialist. Each specialist has a cost in coins that must be paid up-front when hiring them.<br />
After you hire a specialist, their card stays on top of your player mat for the next turn as well. This has two effects;<br />
firstly, nobody else can hire the same specialist until after your next turn. Secondly, you cannot hire any specialist<br />
on your next turn. Note: the Archaeologist and Seer are not affected by Rockfalls, and can see past them. The Miner<br />
can dig through everything except monsters. '''Only one "hire a specialist" action may be taken per two turns.'''<br />
<br />
7) Fight a Monster. The monster must be visible at the top of its pile. You must have rented the sword this turn.<br />
Roll the 6-sided die to fight. 4 sides are sword (do 1 damage). 2 sides are a wound (fight stops, you go to hospital).<br />
Any damage done to the monster remains and is cumulative towards the next fight. If you deal the final damage point to<br />
the monster, you take the full indicated XP and coin rewards, regardless of who dealt the damage.<br />
<br />
== GAME END ==<br />
<br />
The game ends immediately when the second Stone of Legend is found. If both are found by one player, that player wins.<br />
If each is found by a different player, they count as 10XP each. Then the winner is determined based on total XP. Note:<br />
each set of 5 coins counts as 1XP towards the final scoring.<br />
<br />
If 5 excavation site piles are completely exhausted and only 1 Stone of Legend has been found, then the game ends, the Stone is worthless, and<br />
the winner is determined by XP + (coins)/5 as above.<br />
<br />
If 4 excavation sites are completely exhausted and no Stone of Legend has been found, then the game ends and "everybody loses."<br />
<br />
== CARDS ==<br />
<br />
There are 6 sites, each with a pile of 9 cards: on the bottom, 3 deep galleries, then 3 intermediate galleries, then 3 surface galleries.<br />
<br />
These 54 cards are the same every time, but are shuffled randomly within each layer.<br />
<br />
18 surface galleries: 8 2-coin cards, 4 Rockfall cards, 2 1XP cards, 2 1XP+wound cards, 2 Monster cards.<br />
<br />
18 intermediate galleries: 7 4-coin cards, 1 Rockfall cards, 3 2XP cards, 3 2XP+wound cards, 3 Monster cards, 1 Chest card.<br />
<br />
18 deep gallereis: 3 6-coin cards, 3 4XP cards, 4 4XP+wound cards, 3 monster cards, 3 Chest cards, 2 Stones of Legend.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptakaraisland&diff=2553Gamehelptakaraisland2017-07-16T05:29:11Z<p>Cactus tom: Created page with " == OVERVIEW == Takara Island is a game of exploration and treasure hunting. Your team of explorers seeks to recover the two Stones of Legend buried deep within the six exca..."</p>
<hr />
<div><br />
== OVERVIEW ==<br />
<br />
Takara Island is a game of exploration and treasure hunting. Your team of explorers seeks to recover the two Stones of Legend buried deep within the six excavation sites.<br />
Along the way, you will find treasure, gain experience points, and fight monsters. But you are not alone! There are also four specialists who can help, but their help comes at a price...<br />
<br />
== YOUR TURN ==<br />
<br />
On your turn, you may, in this order,<br />
1) Optionally rent the sword for 3 coins.<br />
2) Perform an Adventurer Action (see below) with each adventurer on your team.<br />
3) Optionally Recruit and/or buy adventurers back from the hospital. <br />
You start the game with 2 adventurers on your team. Once per game, you may pay 5 coins to recruit a third adventurer from the beach.<br />
At the end of each turn, any adventurers who have been put in the hospital can be brought back to your team for 2 coins each. If you<br />
do not choose to pay this fee, they will spend their next turn in the waiting area of the hospital, before rejoining your team for free on the following turn.<br />
<br />
== ADVENTURER ACTIONS ==<br />
<br />
On your turn, you can:<br />
<br />
1) Dig up the top card from any site.<br />
<br />
2) Survey the top 3 cards from any site. Not if it has a Monster. <br />
You will gain 2 coins if you find a Rockfall, which is automatically revealed.<br />
If you find any Monsters, you may choose to reveal them all for 2 coins per monster.<br />
Note: You cannot survey if a monster is on top of the stack. Also, you cannot see past<br />
a rockfall by yourself.<br />
<br />
3) Destroy a rockfall. This requires 2 adventurers to take the "destroy rockfall" action.<br />
The rockfall must already be visible (on top of its pile and revealed). You gain 2 coins per visible rockfall,<br />
including the one being removed.<br />
<br />
4) Go to the Dive. You gain 1 coin. Rarely the best option.<br />
<br />
5) Go to the Counter. You may sell an XP token for 5 coins / xp point on it. <br />
If available, you may buy a 2XP token for 5 coins. There are only 6 of these per game.<br />
<br />
6) Hire a Specialist. Each specialist has a cost in coins that must be paid up-front when hiring them.<br />
After you hire a specialist, their card stays on top of your player mat for the next turn as well. This has two effects;<br />
firstly, nobody else can hire the same specialist until after your next turn. Secondly, you cannot hire any specialist<br />
on your next turn. Note: the Archaeologist and Seer are not affected by Rockfalls, and can see past them. The Miner<br />
can dig through everything except monsters.<br />
<br />
7) Fight a Monster. The monster must be visible at the top of its pile. You must have rented the sword this turn.<br />
Roll the 6-sided die to fight. 4 sides are sword (do 1 damage). 2 sides are a wound (fight stops, you go to hospital).<br />
Any damage done to the monster remains and is cumulative towards the next fight. If you deal the final damage point to<br />
the monster, you take the full indicated XP and coin rewards, regardless of who dealt the damage.<br />
<br />
== GAME END ==<br />
<br />
The game ends immediately when the second Stone of Legend is found. If both are found by one player, that player wins.<br />
If each is found by a different player, they count as 10XP each. Then the winner is determined based on total XP. Note:<br />
each set of 5 coins counts as 1XP towards the final scoring.<br />
<br />
If 5 excavation site piles are completely exhausted and only 1 Stone of Legend has been found, then the game ends, the Stone is worthless, and<br />
the winner is determined by XP + (coins)/5 as above.<br />
<br />
If 4 excavation sites are completely exhausted and no Stone of Legend has been found, then the game ends and "everybody loses."<br />
<br />
== CARDS ==<br />
<br />
There are 6 sites, each with a pile of 9 cards: on the bottom, 3 deep galleries, then 3 intermediate galleries, then 3 surface galleries.<br />
<br />
These 54 cards are the same every time, but are shuffled randomly within each layer.<br />
<br />
18 surface galleries: 8 2-coin cards, 4 Rockfall cards, 2 1XP cards, 2 1XP+wound cards, 2 Monster cards.<br />
<br />
18 intermediate galleries: 7 4-coin cards, 1 Rockfall cards, 3 2XP cards, 3 2XP+wound cards, 3 Monster cards, 1 Chest card.<br />
<br />
18 deep gallereis: 3 6-coin cards, 3 4XP cards, 4 4XP+wound cards, 3 monster cards, 3 Chest cards, 2 Stones of Legend.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpnoirkvi&diff=2460Gamehelpnoirkvi2017-06-09T15:33:00Z<p>Cactus tom: /* Citizen's Arrest Mode */ Added 2 important rules clarifications, based on the way the variant seems to actually work. 1: a dead suspect may make a citizen's arrest. 2: after a citizen's arreset, the inspector does not get to draw a card.</p>
<hr />
<div>== Game Structure ==<br />
The two players alternate turns, each taking one action. The first turn for each player is a little different than the rest, but afterwards, all turns are the same. The Killer always goes first.<br />
<br />
<br />
== Classic Mode ==<br />
<br />
== First Turn – Killer ==<br />
On the first turn, the Killer must make a Kill action. To do this, he chooses one of the suspect cards on the board adjacent (either on the sides or the diagonals) to his secret identity, and turns that card face-down, to its deceased side.<br />
<br />
<br />
== First Turn – Inspector ==<br />
The Inspector must now select one of the 4 cards from his hand to be his secret identity. He sets that card face-down in front of him. He loses if this person is killed. The others he keeps in hand as ‘evidence cards’.<br />
<br />
<br />
== Later Turns – Killer ==<br />
On each turn, the Killer must choose one of the following 3 actions and perform it.<br />
<br />
'''Shift''' a row or column<br />
<br />
'''Kill''' an adjacent suspect<br />
<br />
'''Disguise''' himself (or attempt to)<br />
<br />
<br />
== Later Turns – Inspector ==<br />
On each turn, the Inspector must choose one of the following 3 actions and perform it.<br />
<br />
'''Shift''' a row or column<br />
<br />
'''Arrest''' an adjacent suspect or yourself<br />
<br />
'''Exonerate''' a suspect from the deck<br />
<br />
<br />
== Shift Action ==<br />
Both players have the ability to shift. To do so, select any row or column on the board You do not have to be in it or near the chosen row or column.<br />
<br />
Move all cards in the column vertically up or down, or move all cards in the row left or right. This will cause one card to ‘fall off’ the edge of the board. Place the card that falls off onto the new empty space on the other side.<br />
<br />
NOTE: You cannot use your shift to ‘undo’ the previous player’s shift. For example, if a player shifts a row right, the next move cannot be to shift that same row left.<br />
<br />
<br />
== Kill Action ==<br />
The Killer can kill a suspect just like he did on the first turn. He just picks a suspect who is adjacent to his character on the board, and turns that suspect to its deceased side. Since the Inspector is now one of the suspects, if the Inspector is killed, he reveals his identity and the killer wins! Otherwise, play continues.<br />
<br />
<br />
== Arrest Action ==<br />
The Inspector can arrest a suspect whom he is adjacent to on the board. He may even arrest himself to throw off suspicion. He simply points at the suspect and asks the killer “Are you [name]?” If the killer is the named suspect, the Inspector wins! Otherwise, play continues.<br />
<br />
<br />
== Disguise Action ==<br />
The Killer can disguise himself to throw the Inspector off his trail. To do this, he draws a card from the top of the Evidence Deck, and then secretly checks to see if that character is still live on the board.<br />
<br />
If it is still alive, he discards his current identity and turns that card to its deceased side, then places the card he drew face-down in front of him. It is his new secret identity.<br />
<br />
If the suspect is deceased, he simply discards the card face up, and retains his old identity. His turn is over either way.<br />
<br />
<br />
== Exonerate Action ==<br />
The Inspector draws one card from the Evidence Deck into his evidence hand. He must then discard a card from his hand face-up beside the board (if the discarded suspect is still live, it is easier to place the innocent card over top of their suspect card on the board).<br />
<br />
After Exonerating, the Inspector’s turn is over, and he should have 3 cards in his evidence hand.<br />
<br />
<br />
== Other Rules ==<br />
If the Evidence Deck is exhausted, the Disguise and Exonerate actions are no longer available.<br />
<br />
If an entire row or column of suspects are deceased, that row or column is removed, and the board shrinks.<br />
<br />
If 16 characters are deceased at any time, the game ends and the Killer wins.<br />
<br />
<br />
== Standard Mode ==<br />
In Standard Mode, when you disguise or exonerate, you put the innocent card you discard down onto the board, face-up, covering the existing suspect. If the suspect is already deceased, then don't do this.<br />
<br />
If you Exonerate (whether you place the suspect or not), you canvas the area around that suspect for the killer.<br />
<br />
If you kill a suspect marked as innocent, you get to canvas the area around that suspect for the inspector.<br />
<br />
<br />
== Citizen's Arrest Mode ==<br />
In this mode, instead of questioning everyone adjacent to a suspect he exonerates, the Inspector can choose to arrest one adjacent character instead.<br />
<br />
Important: This rule applies even when the suspect being exonerated is already dead.<br />
<br />
Important: When doing a citizen's arrest, you do not get to draw a new card to replace the exonerated suspect. <br />
This permanently reduces the size of the inspector's hand by one. <br />
Thus, this option can be exercised at most three times per game.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Tips_hacktrick&diff=2199Tips hacktrick2017-01-18T06:21:52Z<p>Cactus tom: some basic strategy principles.</p>
<hr />
<div>Combine the information about your opponent's sum and all the exposed cards (in the Row, your hand, and the 2 out-of-play cards) to figure out what cards your opponent could possibly have. Keep in mind that some card combinations may be more likely than others.<br />
<br />
Use the Play! command to force your opponent to play when you can take advantage of the card played.<br />
<br />
Use the Play! command to shrink your opponent's hand so that she will have fewer choices on her next turn.<br />
<br />
If your opponent has zero cards, you will get a chance to play twice in a row--try to take advantage of this!<br />
<br />
Don't leave your x2 marker until the end. Some chance at 2 points is better than none!<br />
<br />
Don't forget to use your captured tokens to Ask your opponent's total. Again, they are wasted if not used before the end of the hand.<br />
<br />
Use the Guard! command to protect yourself when you are vulnerable.<br />
<br />
Don't use the Pass! and Guard! commands indiscriminately, or you may lose by running out of tokens. Conversely, try to run your<br />
opponent out of tokens.<br />
<br />
Try not to let your hand get too small, since that gives you fewer options.<br />
<br />
Squares 1, 2, 8, 9, can only be marked by one card combination. 3, 4, 6, and 7 have two card combinations. 5 has three card combinations.<br />
Knowing these combinations will help you attack and defend the squares you care about. For instance, once all the 5's are out of play, squares<br />
8 and 9 will not be marked again (before reshuffling).<br />
<br />
It can also be useful to keep track of which cards remain in the deck, especially when it gets small.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphacktrick&diff=2198Gamehelphacktrick2017-01-18T05:57:05Z<p>Cactus tom: Wrote a concise rules summary, hopefully all correct.</p>
<hr />
<div>Hack Trick is played with a deck of 18 cards: 3 each of values 0, 1, 2, 3, 4, and 5. There is also a board with squares numbered 1 to 9.<br />
Each player has a pool of 10 markers. To win a hand, you must place your markers so that three of them are either on the same square or on three squares forming a row, column or diagonal.<br />
Because of the arrangement of numbers on the board, the latter winning condition is equivalent to placing your markers so that three of them are on squares whose numbers sum to 15.<br />
<br />
'''Start of a Hand:'''<br />
Players take turns being the dealer. The dealer starts with 4 cards, and the other player starts with 3 cards. 2 additional cards are dealt face up<br />
and set aside; these are out of play for the entire hand.<br />
The player with 4 cards begins the hand by placing one of his cards to start the Row. (No markers are placed at this time.)<br />
Next, each player announces the sum of the three cards in their hand. Now the other player takes her first turn; henceforth, the players alternate turns.<br />
<br />
'''Turns:'''<br />
On your turn, you may first pay one captured token, if you have any, to learn the sum of your opponent's current hand.<br />
Next, you must play or draw one card from the deck. If you play, you add one of your cards to the Row. The card you add<br />
must differ from the most recent previous card already in the Row. If you cannot play, you must draw. After playing, you <br />
place one of your markers on the square whose number is the sum of the card you played and the most recent previous card<br />
already in the Row. If the square contains any of the opponent's markers, you capture them. If your marker completes a <br />
row/column/diagonal or triple, the hand ends immediately and you win. To end your turn, you must either Pass (for free);<br />
or command your opponent to Play! (costs one unplayed marker of your color), in which case they must play rather than draw,<br />
unless they cannot legally do so, in which case they must show their hand and then draw; or Guard! (also costs one unplayed marker of your color),<br />
which prevents your opponent from commanding you to Play! on his next turn. If you draw instead of playing, your turn ends<br />
immediately, without the option of saying Play! or Guard!<br />
<br />
'''Scoring:'''<br />
You receive 1 point for winning a hand.<br />
However, if the winning combination included the special marker (labeled "x2"), and this<br />
special marker was not the last marker played to complete the combination, then you receive 2 points instead of 1.<br />
In the event that a player must play but has no marker of his color left to place on the board, the hand ends immediately<br />
and his opponent wins 1 point.<br />
<br />
'''Winning:'''<br />
The winner is the first player to reach 5 points or more.<br />
<br />
'''Additional rules:'''<br />
On your turn, if you have 0 cards in hand, you must draw. If you have 4 cards in hand, you must play. If the last card is drawn from the deck, <br />
then all but the most recently played card in the row are immediately picked up and reshuffled to make a new draw pile. Play then<br />
continues as before.</div>Cactus tomhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&diff=1931Gamehelptashkalar2016-08-07T19:56:51Z<p>Cactus tom: /* Game End and Scoring */</p>
<hr />
<div>== HIGH FORM RULES ==<br />
<br />
High form is currently only implemented as a two-player game on BGA.<br />
<br />
=== Terminology ===<br />
Pieces are ranked in order: '''common, heroic, legendary.''' '''Upgrade''' and '''downgrade''' mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. <br />
<br />
A '''move''' is one square in any direction (including diagonals). A '''leap''' is from any square to any other.<br />
A '''standard move/leap''' is permitted onto any empty square or one occupied by a piece of a lesser rank.<br />
A '''combat move/leap''' is permitted onto any empty square or one occupied by a piece of the same or lesser rank.<br />
<br />
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.<br />
<br />
=== Setup ===<br />
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).<br />
<br />
=== Turns ===<br />
<br />
The starting player takes a single action. In subsequent turns, each player takes two of the following actions per turn:<br />
* - Place a common piece on any empty square<br />
* - Summon a being<br />
* - Discard a card and (optionally) return other cards to their decks<br />
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.<br />
<br />
Once a turn is over:<br />
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. <br />
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)<br />
<br />
=== Playing a Flare ===<br />
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.<br />
<br />
=== Summoning ===<br />
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.<br />
<br />
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.<br />
<br />
=== Discarding ===<br />
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. <br />
<br />
=== Running Out of Pieces ===<br />
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)<br />
<br />
=== Game End and Scoring ===<br />
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.<br />
<br />
High score wins. Tiebreakers are, in order, (1) number of upgraded (i.e. heroic and legendary) pieces; (2) total number of pieces.<br />
<br />
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==<br />
<br />
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. <br />
<br />
Destroying pieces scores VPs as follows:<br />
* - 1 VP for every 2 common pieces, rounded down<br />
* - 1 VP for a heroic piece<br />
* - 2 VPs for a legendary piece<br />
<br />
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.<br />
<br />
If you play a flare your opponent gains 1 VP.<br />
<br />
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==<br />
<br />
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)<br />
<br />
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.<br />
<br />
When you summon a legend, you may choose which opponent to score 1 VP against.<br />
<br />
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).<br />
<br />
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.<br />
<br />
=== Improvised Summoning ===<br />
<br />
Once per game, and once for each opponent's colour, a player may use an opponent's piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent's colour.) Only one piece may be used per improvised summoning: you may not use two different opponent's pieces simultaneously.<br />
<br />
== EVERFROST EXPANSION ==<br />
Several Beings in the Everfrost deck have "frozen effects". These effects do not have to take place immediately upon summoning; they can be activated later ("thawed"), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.</div>Cactus tom