http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Chaotic+iak&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T09:31:03ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Gamehelpalveole&diff=2518Gamehelpalveole2017-06-24T07:39:11Z<p>Chaotic iak: </p>
<hr />
<div>Alveole is an abstract board game for 2 players. Players attempt to gather all their pieces into a single group; the first player to do so wins.<br />
<br />
== Start of the game ==<br />
<br />
The board is a hexagonal board with 5 hexes on a side. Each player has 9 pieces in a given starting configuration.<br />
<br />
== Player's turn ==<br />
<br />
In a player's turn, the player must choose a piece and move it in one of the six directions. The piece must move the exact same number of hexes as the number of pieces (both the player's and their opponent's) in the line of movement. For example, if along the line, there are a total of 3 pieces (counting itself, everything in the movement direction, and everything behind on the line), then the piece must move exactly 3 spaces.<br />
<br />
A piece may jump over friendly pieces but may not land on a friendly piece. A piece may not jump over opponent pieces but may land on one; in that case, the opponent piece is captured and removed from the game.<br />
<br />
== End of the game ==<br />
<br />
If, at the end of a turn, all of a player's pieces form a single connected group, that player wins. This can be either the moving player or the opponent (if the move is a capture, and that leaves all the remaining pieces connected). Note that by definition, if a player only has one piece left, they form a single group and thus they win.<br />
<br />
In case both players have a single group at the same time, the player that made the move wins.<br />
<br />
It's also possible that a player doesn't have any legal move to make for their turn, even if it's a very unlikely situation. In that case, the opponent wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpninemensmorris&diff=2513Gamehelpninemensmorris2017-06-22T14:22:48Z<p>Chaotic iak: Created page with "Nine Men's Morris is an abstract board game for two players. Players attempt to remove their opponents' stones, and the first player to completely deprive the opponent of ston..."</p>
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<div>Nine Men's Morris is an abstract board game for two players. Players attempt to remove their opponents' stones, and the first player to completely deprive the opponent of stones wins the game.<br />
<br />
== Start of the game ==<br />
<br />
The board has 24 spaces, arranged in three squares. Each player begins with 9 stones of their color in their reserve.<br />
<br />
== Player's turn ==<br />
<br />
On a player's turn, a player either places one of their stones onto the board if there's any left, or otherwise moves one of their stones on the board. If a player moves a stone, that stone must be moved to an adjacent space. Exception: If a player only has three stones left, they may move a stone anywhere, not necessarily to an adjacent space.<br />
<br />
If by placing or moving this stone, the player forms a line of three of their stones, they have formed a "mill" and may remove any of their opponent's stones on the board. If it's possible, a player must remove a stone that is not a part of a mill, but if it's not possible, the player may remove any stone.<br />
<br />
== End of the game ==<br />
<br />
The game ends if a player cannot make a legal move; that player loses. The game also ends if a player is reduced to two stones (with a loss for that player). This is because they cannot make any more mills, and so those stones will eventually be captured by the opponent, leaving no stones and thus no legal move to make.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphive&diff=2512Gamehelphive2017-06-22T14:11:15Z<p>Chaotic iak: </p>
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<div>Hive is an abstract board game for two players. Players compete to gain control of a hive, trying to surround their opponent's queen bee to win the game.<br />
<br />
== Start of the game ==<br />
<br />
Each player takes all pieces of their color (white or black) into their reserve. The following pieces are available:<br />
<br />
* 1 queen bee<br />
* 2 beetles<br />
* 2 spiders<br />
* 3 ants<br />
* 3 grasshoppers<br />
<br />
Additionally, expansion pieces are available if the game is played with them:<br />
<br />
* 1 ladybug<br />
* 1 mosquito<br />
* 1 pill bug<br />
<br />
Initially, the play area is empty.<br />
<br />
== Player's turn ==<br />
<br />
During a player's turn, a player may do one of two actions:<br />
<br />
* Place a piece from their reserve to the play area<br />
* Move one of their pieces in the play area<br />
<br />
At the start of the game, a player may only place pieces until they place their queen bee. In addition, the queen bee must be placed by a player's fourth turn; if after three turns a player hasn't placed their queen bee, they must place it on the fourth turn.<br />
<br />
If a player is able to make a legal move, they must do so. If a player is unable to make any legal move, they must pass.<br />
<br />
=== Placing a piece ===<br />
<br />
To place a piece, a player takes one piece from their reserve and place it onto the playing area. The piece must touch at least one of their own pieces by a complete side, and it may not touch any of the opponent's pieces. Exception: The first piece placed, of course, will not touch anything, and the second piece placed will necessarily touch the first piece (of opposing color).<br />
<br />
=== Moving a piece ===<br />
<br />
To move a piece, a player chooses one of their pieces in the play area and moves it according to its movement rules below. The following golden rules must be followed at all times:<br />
<br />
* Adjacent pieces must always share a complete side, never part of a side or touching only at a point. Imagine a hexagonal grid; each piece occupies one such space on the grid.<br />
* The One Hive rule: The hive may not be disconnected at any time. When a player moves a piece, the rest of the pieces must form a contiguous group, and the moved piece must also end up adjacent to the group.<br />
* The Freedom of Movement rule: A piece must be physically able to be moved to its destination, one space at a time. In most cases, this means a piece must "slide" to its destination. Some configuration of pieces might leave a gap that is too narrow for a piece to pass through. A piece that climbs can also be subject to this rule, if there are two tall stacks that leave a narrow gap.<br />
<br />
=== Piece movement rules ===<br />
<br />
* '''Queen bee''': slides to an adjacent space. A player loses if their queen bee is surrounded (see below).<br />
* '''Beetle''': slides or climbs to an adjacent space. The beetle may climb over other pieces; if an adjacent space is occupied by a piece (of either color), a player may move their beetle on top of the piece. The piece underneath is immobilized and cannot move until the beetle moves away. It's possible to have beetles climbing over other beetles, making a taller stack. If a beetle moves on the same level, it slides.<br />
* '''Spider''': slides three spaces around the hive. The spider may not turn back within the same move. Occasionally the spider may be adjacent to more than one parts of the hive during the move; it may continue crawling on any side of the hive it touches as long as it's not traveling backward.<br />
* '''Ant''': slides to anywhere. The ant may move anywhere as long as the golden rules are respected.<br />
* '''Grasshopper''': jumps over a line of pieces. The grasshopper picks a direction, then jumps in that direction, landing on the first empty space. It must jump over at least one piece (of either color, which may also be a grasshopper).<br />
* '''Ladybug''': climbs for two spaces then drops back down. Like the spider, the ladybug moves three spaces: the first and the second are on top of the hive, and the third must brings it back to ground level.<br />
* '''Mosquito''': moves like any piece it's touching. The mosquito may choose any piece it's adjacent to, and copies its movement. It may climb onto the hive as a beetle; then, while on top of the hive, it is a beetle (even if it doesn't touch any beetle) until it moves to ground level. A mosquito that is only adjacent to another mosquito cannot move. A stack of pieces is treated as a beetle for the mosquito (it may not copy a piece underneath the beetle). If the pill bug is also in play, a mosquito adjacent to a pill bug may copy the special ability of the pill bug.<br />
* '''Pill bug''': slides a single space, or moves an adjacent piece to another space adjacent to the pill bug. If the pill bug decides to move another piece, it chooses a piece adjacent to it, moves it up onto the pill bug, and moves it back down to another empty space. The pill bug may not move the piece that just moved in the previous turn, and the piece moved may not move in the next turn. The pill bug may not move any piece in a stack of pieces. The pill bug must also respect the golden rules (in particular, a piece may not be moved if it will break the hive, or if the gap is too narrow).<br />
<br />
== End of the game ==<br />
<br />
The game ends when a queen bee is surrounded on all six sides (by pieces of either color). The owner of the surrounded queen bee loses.<br />
<br />
In case both queen bees are surrounded at the same time, the game is a draw. In addition, players may agree to a draw if the game ends in a stalemate, of repeating moves over and over.<br />
<br />
== Variants ==<br />
<br />
* Ladybug: The ladybug piece is used.<br />
* Mosquito: The mosquito piece is used.<br />
* Pill bug: The pill bug piece is used.<br />
* Tournament opening rule: The queen may not be placed in the first turn.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphive&diff=2511Gamehelphive2017-06-22T14:09:46Z<p>Chaotic iak: </p>
<hr />
<div>Hive is an abstract board game for two players. Players compete to gain control of a hive, trying to surround their opponent's queen bee to win the game.<br />
<br />
== Start of the game ==<br />
<br />
Each player takes all pieces of their color (white or black) into their reserve. The following pieces are available:<br />
<br />
* 1 queen bee<br />
* 2 beetles<br />
* 2 spiders<br />
* 3 ants<br />
* 3 grasshoppers<br />
<br />
Additionally, expansion pieces are available if the game is played with them:<br />
<br />
* 1 ladybug<br />
* 1 mosquito<br />
* 1 pill bug<br />
<br />
Initially, the play area is empty.<br />
<br />
== Player's turn ==<br />
<br />
During a player's turn, a player may do one of two actions:<br />
<br />
* Place a piece from their reserve to the play area<br />
* Move one of their pieces in the play area<br />
<br />
At the start of the game, a player may only place pieces until they place their queen bee. In addition, the queen bee must be placed by a player's fourth turn; if after three turns a player hasn't placed their queen bee, they must place it on the fourth turn.<br />
<br />
If a player is able to make a legal move, they must do so. If a player is unable to make any legal move, they must pass.<br />
<br />
=== Placing a piece ===<br />
<br />
To place a piece, a player takes one piece from their reserve and place it onto the playing area. The piece must touch at least one of their own pieces by a complete side, and it may not touch any of the opponent's pieces. Exception: The first piece placed, of course, will not touch anything, and the second piece placed will necessarily touch the first piece (of opposing color).<br />
<br />
=== Moving a piece ===<br />
<br />
To move a piece, a player chooses one of their pieces in the play area and moves it according to its movement rules. The following golden rules must be followed:<br />
<br />
* Adjacent pieces must always share a complete side, never part of a side or touching only at a point. Imagine a hexagonal grid; each piece occupies one such space.<br />
* The One Hive rule: The hive may not be disconnected at any time. When a player moves a piece, the rest of the pieces must form a contiguous group, and the moved piece must also end up adjacent to the group.<br />
* The Freedom of Movement rule: A piece must be physically able to be moved to its destination, one space at a time. In most cases, this means a piece must "slide" to its destination. Some configuration of pieces might leave a gap that is too narrow for a piece to pass through. A piece that climbs can also be subject to this rule, if there are two tall stacks that leave a narrow gap.<br />
<br />
'''Piece movement rules:'''<br />
<br />
* '''Queen bee''': slides to an adjacent space. A player loses if their queen bee is surrounded (see below).<br />
* '''Beetle''': slides or climbs to an adjacent space. The beetle may climb over other pieces; if an adjacent space is occupied by a piece (of either color), a player may move their beetle on top of the piece. The piece underneath is immobilized and cannot move until the beetle moves away. It's possible to have beetles climbing over other beetles, making a taller stack. If a beetle moves on the same level, it slides.<br />
* '''Spider''': slides three spaces around the hive. The spider may not turn back within the same move. Occasionally the spider may be adjacent to more than one parts of the hive during the move; it may continue crawling on any side of the hive it touches as long as it's not traveling backward.<br />
* '''Ant''': slides to anywhere. The ant may move anywhere as long as the golden rules are respected.<br />
* '''Grasshopper''': jumps over a line of pieces. The grasshopper picks a direction, then jumps in that direction, landing on the first empty space. It must jump over at least one piece (of either color, which may also be a grasshopper).<br />
* '''Ladybug''': climbs for two spaces then drops back down. Like the spider, the ladybug moves three spaces: the first and the second are on top of the hive, and the third must brings it back to ground level.<br />
* '''Mosquito''': moves like any piece it's touching. The mosquito may choose any piece it's adjacent to, and copies its movement. It may climb onto the hive as a beetle; then, while on top of the hive, it is a beetle (even if it doesn't touch any beetle) until it moves to ground level. A mosquito that is only adjacent to another mosquito cannot move. A stack of pieces is treated as a beetle for the mosquito (it may not copy a piece underneath the beetle). If the pill bug is also in play, a mosquito adjacent to a pill bug may copy the special ability of the pill bug.<br />
* '''Pill bug''': slides a single space, or moves an adjacent piece to another space adjacent to the pill bug. If the pill bug decides to move another piece, it chooses a piece adjacent to it, moves it up onto the pill bug, and moves it back down to another empty space. The pill bug may not move the piece that just moved in the previous turn, and the piece moved may not move in the next turn. The pill bug may not move any piece in a stack of pieces. The pill bug must also respect the golden rules (in particular, a piece may not be moved if it will break the hive, or if the gap is too narrow).<br />
<br />
== End of the game ==<br />
<br />
The game ends when a queen bee is surrounded on all six sides (by pieces of either color). The owner of the surrounded queen bee loses.<br />
<br />
In case both queen bees are surrounded at the same time, the game is a draw. In addition, players may agree to a draw if the game ends in a stalemate, of repeating moves over and over.<br />
<br />
== Variants ==<br />
<br />
* Ladybug: The ladybug piece is used.<br />
* Mosquito: The mosquito piece is used.<br />
* Pill bug: The pill bug piece is used.<br />
* Tournament opening rule: The queen may not be placed in the first turn.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphive&diff=2510Gamehelphive2017-06-22T14:08:22Z<p>Chaotic iak: </p>
<hr />
<div>Hive is an abstract board game for two players. Players compete to gain control of a hive, trying to surround their opponent's queen bee to win the game.<br />
<br />
=== Start of the game ===<br />
<br />
Each player takes all pieces of their color (white or black) into their reserve. The following pieces are available:<br />
<br />
* 1 queen bee<br />
* 2 beetles<br />
* 2 spiders<br />
* 3 ants<br />
* 3 grasshoppers<br />
<br />
Additionally, expansion pieces are available if the game is played with them:<br />
<br />
* 1 ladybug<br />
* 1 mosquito<br />
* 1 pill bug<br />
<br />
Initially, the play area is empty.<br />
<br />
=== Player's turn ===<br />
<br />
During a player's turn, a player may do one of two actions:<br />
<br />
* Place a piece from their reserve to the play area<br />
* Move one of their pieces in the play area<br />
<br />
At the start of the game, a player may only place pieces until they place their queen bee. In addition, the queen bee must be placed by a player's fourth turn; if after three turns a player hasn't placed their queen bee, they must place it on the fourth turn.<br />
<br />
If a player is able to make a legal move, they must do so. If a player is unable to make any legal move, they must pass.<br />
<br />
==== Placing a piece ====<br />
<br />
To place a piece, a player takes one piece from their reserve and place it onto the playing area. The piece must touch at least one of their own pieces by a complete side, and it may not touch any of the opponent's pieces. Exception: The first piece placed, of course, will not touch anything, and the second piece placed will necessarily touch the first piece (of opposing color).<br />
<br />
==== Moving a piece ====<br />
<br />
To move a piece, a player chooses one of their pieces in the play area and moves it according to its movement rules. The following golden rules must be followed:<br />
<br />
* Adjacent pieces must always share a complete side, never part of a side or touching only at a point. Imagine a hexagonal grid; each piece occupies one such space.<br />
* The One Hive rule: The hive may not be disconnected at any time. When a player moves a piece, the rest of the pieces must form a contiguous group, and the moved piece must also end up adjacent to the group.<br />
* The Freedom of Movement rule: A piece must be physically able to be moved to its destination, one space at a time. In most cases, this means a piece must "slide" to its destination. Some configuration of pieces might leave a gap that is too narrow for a piece to pass through. A piece that climbs can also be subject to this rule, if there are two tall stacks that leave a narrow gap.<br />
<br />
'''Piece movement rules:'''<br />
<br />
* '''Queen bee''': slides to an adjacent space. A player loses if their queen bee is surrounded (see below).<br />
* '''Beetle''': slides or climbs to an adjacent space. The beetle may climb over other pieces; if an adjacent space is occupied by a piece (of either color), a player may move their beetle on top of the piece. The piece underneath is immobilized and cannot move until the beetle moves away. It's possible to have beetles climbing over other beetles, making a taller stack. If a beetle moves on the same level, it slides.<br />
* '''Spider''': slides three spaces around the hive. The spider may not turn back within the same move. Occasionally the spider may be adjacent to more than one parts of the hive during the move; it may continue crawling on any side of the hive it touches as long as it's not traveling backward.<br />
* '''Ant''': slides to anywhere. The ant may move anywhere as long as the golden rules are respected.<br />
* '''Grasshopper''': jumps over a line of pieces. The grasshopper picks a direction, then jumps in that direction, landing on the first empty space. It must jump over at least one piece (of either color, which may also be a grasshopper).<br />
* '''Ladybug''': climbs for two spaces then drops back down. Like the spider, the ladybug moves three spaces: the first and the second are on top of the hive, and the third must brings it back to ground level.<br />
* '''Mosquito''': moves like any piece it's touching. The mosquito may choose any piece it's adjacent to, and copies its movement. It may climb onto the hive as a beetle; then, while on top of the hive, it is a beetle (even if it doesn't touch any beetle) until it moves to ground level. A mosquito that is only adjacent to another mosquito cannot move. A stack of pieces is treated as a beetle for the mosquito (it may not copy a piece underneath the beetle). If the pill bug is also in play, a mosquito adjacent to a pill bug may copy the special ability of the pill bug.<br />
* '''Pill bug''': slides a single space, or moves an adjacent piece to another space adjacent to the pill bug. If the pill bug decides to move another piece, it chooses a piece adjacent to it, moves it up onto the pill bug, and moves it back down to another empty space. The pill bug may not move the piece that just moved in the previous turn, and the piece moved may not move in the next turn. The pill bug may not move any piece in a stack of pieces. The pill bug must also respect the golden rules (in particular, a piece may not be moved if it will break the hive, or if the gap is too narrow).<br />
<br />
=== End of the game ===<br />
<br />
The game ends when a queen bee is surrounded on all six sides (by pieces of either color). The owner of the surrounded queen bee loses.<br />
<br />
In case both queen bees are surrounded at the same time, the game is a draw. In addition, players may agree to a draw if the game ends in a stalemate, of repeating moves over and over.<br />
<br />
=== Variants ===<br />
<br />
* Ladybug: The ladybug piece is used.<br />
* Mosquito: The mosquito piece is used.<br />
* Pill bug: The pill bug piece is used.<br />
* Tournament opening rule: The queen may not be placed in the first turn.<br />
<br />
<br />
Expansion Pieces:<br />
* Mosquito: Uses the movement ability of any piece it is touching<br />
* Ladybug: Travels two spaces on top of other pieces and one space back down<br />
* Pill bug: Can move a single space, or move a piece* currently adjacent to it to another adjacent location<br />
*: The pill bug isn't allowed to move the piece that just moved. Also, the piece that the pill bug moves isn't allowed to move on the very next turn<br />
<br />
This is just a brief summary of movement rules. This has a comprehensive overview of movement rules: http://boardgamegeek.com/thread/371756/hive-detailed-review</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpalveole&diff=2498Gamehelpalveole2017-06-19T04:33:36Z<p>Chaotic iak: </p>
<hr />
<div>Alveole is an abstract board game for 2 players. Players attempt to gather all their pieces into a single group; the first player to do so wins.<br />
<br />
== Start of the game ==<br />
<br />
The board is a hexagonal board with 5 hexes on a side. Each player has 9 pieces in a given starting configuration.<br />
<br />
== Player's turn ==<br />
<br />
In a player's turn, the player must choose a piece and move it in one of the six directions. The piece must move the exact same number of hexes as the number of pieces (both the player's and their opponent's) in the line of movement. For example, if along the line, there are a total of 3 pieces (counting itself, everything in the movement direction, and everything behind on the line), then the piece must move exactly 3 spaces.<br />
<br />
A piece may jump over friendly pieces but may not land on a friendly piece. A piece may not jump over opponent pieces but may land on one; in that case, the opponent piece is captured and removed from the game.<br />
<br />
== End of the game ==<br />
<br />
If, at the end of a turn, all of a player's pieces form a single connected group, that player wins. This can be either the moving player or the opponent (if the move is a capture, and that leaves all the remaining pieces connected). Note that by definition, if a player only has one piece left, they form a single group and thus they win.<br />
<br />
In case both players have a single group at the same time, the player that made the move wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpincangold&diff=2371Gamehelpincangold2017-04-30T06:50:00Z<p>Chaotic iak: </p>
<hr />
<div>The expedition deck is composed of the following cards:<br />
<br />
* 14 '''Treasure''' cards (1, 2, 3, 4, 5, 5, 7, 7, 11, 11, 13, 14, 15 gems)<br />
* 15 '''Hazard''' cards (3 each of fire, mummy, rocks, snakes, and spiders)<br />
* 5 '''Artifact''' cards<br />
<br />
At the start of the game, all Treasure and Hazard cards are shuffled into the deck, but none of the Artifacts are in the deck.<br />
<br />
The game is divided into five expeditions. After five expeditions, the player with the most points wins. All expeditions are played in the same fashion.<br />
<br />
At the start of an expedition, one Artifact card is added into the deck, then the deck is shuffled. All players will start going into the expedition. Then the expedition plays in several rounds.<br />
<br />
Each round, a card from the deck is revealed. One of the following can happen:<br />
<br />
* A '''Treasure''' card is revealed. The Treasure card shows a number of gems. Divide them equally to the players still in the expedition; any leftovers are left on the card.<br />
* A '''Hazard''' card is revealed. If it's the first Hazard card of the kind during the expedition, nothing happens. If it's the second, then the expedition fails; see below.<br />
* An '''Artifact''' card is revealed. Nothing happens.<br />
<br />
After that, if the expedition doesn't fail yet (due to two Hazards of the same kind), each player will make a decision whether to '''stay''' in the expedition or '''retire''' back to the camp. They make the decision secretly, and the decisions are revealed simultaneously.<br />
<br />
People that choose to '''retire''' no longer participate in the expedition. First, they take the leftover gems (the remainders when Treasure cards are revealed and not all can be divided equally). They distribute them equally among the people that retire; any leftover gems are still left on the cards. All the gems claimed during the expedition and at this time are now safe and cannot be lost. Moreover, if there is exactly one person that retires, they also take '''all''' the Artifact cards revealed during the expedition.<br />
<br />
Once a player retires, their gems are brought into their tent. The contents of each player's tent are hidden, so it's best to memorize each player's winnings.<br />
<br />
After this, if there are still some people in the expedition, continue with the next round. Otherwise, the expedition ends.<br />
<br />
The expedition can end prematurely if two Hazard cards of the same kind is revealed. In this case, everyone still in the expedition gets '''no''' gems from the expedition. One of the two identical Hazard cards is '''removed''' from the deck permanently, so the rest of the game will have one less card of that kind of Hazard.<br />
<br />
Regardless of whether an expedition ends by all people retiring or two Hazard cards of the same kind are revealed, any Artifact not claimed are '''removed''' from the deck permanently.<br />
<br />
After five expeditions, the final scoring occurs. Each gem successfully brought back (not lost during the expedition) is worth 1 point. The Artifacts are worth 5 points each for the first three Artifacts claimed during the game, and 10 points each for the last two Artifacts. The player with the most points wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpincangold&diff=2370Gamehelpincangold2017-04-30T06:48:51Z<p>Chaotic iak: </p>
<hr />
<div>The expedition deck is composed of the following cards:<br />
<br />
- 14 **Treasure** cards (1, 2, 3, 4, 5, 5, 7, 7, 11, 11, 13, 14, 15 gems)<br />
- 15 **Hazard** cards (3 each of fire, mummy, rocks, snakes, and spiders)<br />
- 5 **Artifact** cards<br />
<br />
At the start of the game, all Treasure and Hazard cards are shuffled into the deck, but none of the Artifacts are in the deck.<br />
<br />
The game is divided into five expeditions. After five expeditions, the player with the most points wins. All expeditions are played in the same fashion.<br />
<br />
At the start of an expedition, one Artifact card is added into the deck, then the deck is shuffled. All players will start going into the expedition. Then the expedition plays in several rounds.<br />
<br />
Each round, a card from the deck is revealed. One of the following can happen:<br />
<br />
- A **Treasure** card is revealed. The Treasure card shows a number of gems. Divide them equally to the players still in the expedition; any leftovers are left on the card.<br />
- A **Hazard** card is revealed. If it's the first Hazard card of the kind during the expedition, nothing happens. If it's the second, then the expedition fails; see below.<br />
- An **Artifact** card is revealed. Nothing happens.<br />
<br />
After that, if the expedition doesn't fail yet (due to two Hazards of the same kind), each player will make a decision whether to **stay** in the expedition or **retire** back to the camp. They make the decision secretly, and the decisions are revealed simultaneously.<br />
<br />
People that choose to **retire** no longer participate in the expedition. First, they take the leftover gems (the remainders when Treasure cards are revealed and not all can be divided equally). They distribute them equally among the people that retire; any leftover gems are still left on the cards. All the gems claimed during the expedition and at this time are now safe and cannot be lost. Moreover, if there is exactly one person that retires, they also take **all** the Artifact cards revealed during the expedition.<br />
<br />
Once a player retires, their gems are brought into their tent. The contents of each player's tent are hidden, so it's best to memorize each player's winnings.<br />
<br />
After this, if there are still some people in the expedition, continue with the next round. Otherwise, the expedition ends.<br />
<br />
The expedition can end prematurely if two Hazard cards of the same kind is revealed. In this case, everyone still in the expedition gets **no** gems from the expedition. One of the two identical Hazard cards is **removed** from the deck permanently, so the rest of the game will have one less card of that kind of Hazard.<br />
<br />
Regardless of whether an expedition ends by all people retiring or two Hazard cards of the same kind are revealed, any Artifact not claimed are **removed** from the deck permanently.<br />
<br />
After five expeditions, the final scoring occurs. Each gem successfully brought back (not lost during the expedition) is worth 1 point. The Artifacts are worth 5 points each for the first three Artifacts claimed during the game, and 10 points each for the last two Artifacts. The player with the most points wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpquarto&diff=1740Gamehelpquarto2016-01-09T11:27:50Z<p>Chaotic iak: </p>
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<div>Quarto is an abstract board game for 2 players. Players compete to place pieces on a 4x4 grid, to be the first player to make a line of four pieces (or in advanced variant, also a 2x2 square) where all of them share some characteristic. The twist is that the opponent chooses the piece to be played.<br />
<br />
== Start of the game ==<br />
The board is divided into 16 spaces in a 4x4 grid. There are 16 pieces. Each piece can be light or dark, tall or short, circular or square, and solid or hollow. Each possible combination (for example, light/tall/circular/solid or dark/short/square/hollow) appears exactly once. The board starts off empty; all pieces are off the board.<br />
<br />
== Player's turn ==<br />
In a player's turn, two steps happen. First, the '''opponent''' chooses a piece, then the player chooses a space to place the piece. Any piece still off the board may be selected, and any empty space may be selected.<br />
<br />
== End of the game ==<br />
The game ends when there is a line of four occupied spaces, of which all four pieces in the line share a common trait (for example, all light or all short). The player that places the last piece that forms that line of four (not the opponent who selected it) is the winner.<br />
<br />
In the '''advanced''' variant, a 2x2 area that share a common trait also ends the game, winning for the player that places the piece.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpquarto&diff=1737Gamehelpquarto2016-01-03T17:41:52Z<p>Chaotic iak: </p>
<hr />
<div>Quarto is an abstract board game for 2 players. Players compete to place pieces on a 4x4 grid, to be the first player to make a line of four pieces where all of them share some characteristic. The twist is that the opponent chooses the piece to be played.<br />
<br />
== Start of the game ==<br />
The board is divided into 16 spaces in a 4x4 grid. There are 16 pieces. Each piece can be light or dark, tall or short, circular or square, and solid or hollow. Each possible combination (for example, light/tall/circular/solid or dark/short/square/hollow) appears exactly once. The board starts off empty; all pieces are off the board.<br />
<br />
== Player's turn ==<br />
In a player's turn, two steps happen. First, the '''opponent''' chooses a piece, then the player chooses a space to place the piece. Any piece still off the board may be selected, and any empty space may be selected.<br />
<br />
== End of the game ==<br />
The game ends when there is a line of four occupied spaces, of which all four pieces in the line share a common trait (for example, all light or all short). The player that places the last piece that forms that line of four (not the opponent who selected it) is the winner.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpgyges&diff=1736Gamehelpgyges2016-01-03T17:33:59Z<p>Chaotic iak: </p>
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<div>Gygès is an abstract board game for 2 players. Players move shared pieces on the board, bouncing off each other, vying to be the first to end a move on the opponent's goal space.<br />
<br />
== Start of the game ==<br />
The board has size 6x6. Additionally, two goal spaces are on the board, each located behind the row closest to each player. The goal space is adjacent to all spaces of its closest row. There are 12 pieces in the game: four with one ring, four with two rings, and four with three rings. All pieces are shared; pieces don't belong to either player.<br />
<br />
At the beginning of the game, each player receives two pieces of each type and sets their positions on their first row. (With ''rules for beginners'' in effect, a player can select one of several predetermined patterns instead.)<br />
<br />
== Player's turn ==<br />
In a player's turn, a player must move a piece. Only pieces on the first non-empty row from a player's perspective can be moved. (This means, for example, at the beginning of the game, only the six pieces a player places may be moved; the other six pieces that the opponent placed are not on the first non-empty row.)<br />
<br />
A piece must move exactly as many spaces as the number of rings on it. Intermediate spaces must be empty; however, the final space may be non-empty. If it's empty, then the move ends. If it isn't, the player gets to choose one of two possibilities:<br />
<br />
* '''Bounce''' off the piece: the player gets to move the original piece by the number of rings on the landed-on piece. For example, if a player ends the move on a 1-ring piece, the player can bounce off that piece to continue moving by exactly one space.<br />
* '''Replace''' the piece: the player stops the move on that space and moves the landed-on piece to any non-empty spot on the board. The only restriction is that the landed-on piece may not be placed behind the opponent's first non-empty row.<br />
<br />
If, after bouncing a piece, a player lands on another piece, they must keep choosing whether to bounce or to replace. Only when a player decides to end a move on an empty space or to replace a piece that the player's move ends.<br />
<br />
A piece may not travel between the same two spaces more than once in a single move. A piece may not pass through the goal space; it may only finish its move there. (The count still has to be exact; if it's impossible to finish a move on the goal space, then the goal space cannot be entered at all.)<br />
<br />
== End of the game ==<br />
The game ends when a player moves a piece to land it on the opponent's goal space; this player wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpbattleoflits&diff=1724Gamehelpbattleoflits2015-12-28T19:02:36Z<p>Chaotic iak: </p>
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<div>Battle of LITS is an abstract board game for 2 players. Players take turn placing tetrominoes (blocks of 4 squares, like Tetris pieces) onto the grid, following the rules of the puzzle LITS, as they secure their own symbols and cover the opponent's symbols. When there is no more piece that can be played, the player with more symbols still uncovered wins.<br />
<br />
== Start of the game ==<br />
The board is 10x10 by size. Players can agree to play a predetermined pattern of symbols, or choose a random selection. With random selection, each player will have 30 symbols. (All but one of the patterns also have 30 symbols per player.) One player plays with X, the other O; the X player starts.<br />
<br />
== Player's turn ==<br />
In a player's turn, a player must play a piece. Pieces occupy four squares, and are of four different shapes: L, I, T, and S. A piece must be played to follow the following rules:<br />
* A piece must be played adjacent to a previously played piece (except, obviously, for the first piece played).<br />
* There can be no 2x2 square completely covered by pieces.<br />
* Two identical pieces may not be adjacent.<br />
<br />
Otherwise, a player is free to play any piece in any position their wish, including rotating and reflecting the piece. The piece may cover any number of symbols of either player; the symbols only affect the scoring, not the legal plays.<br />
<br />
There are only five pieces of each shape, and this pool of pieces is shared between both players. If a shape is exhausted, neither player can play more of that shape.<br />
<br />
After playing a piece, the turn passes to the opponent.<br />
<br />
== The first turn and the pie rule ==<br />
After the first turn, the second player has the option of switching sides. This switches the symbols of the players, and the second player takes the played move as theirs instead and letting the opponent to go again, effectively making the second player to be the first player. This "pie rule" option only exists in the first turn.<br />
<br />
== End of the game ==<br />
If either player can no longer play any piece, the game ends. The player with more of their symbols that are still uncovered wins the game. In case of a tie, the player that played the last piece wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpbattleoflits&diff=1708Gamehelpbattleoflits2015-12-24T02:14:07Z<p>Chaotic iak: Created page with "Battle of LITS is an abstract board game for 2 players. Players take turn placing tetrominoes (blocks of 4 squares, like Tetris pieces) onto the grid, following the rules of t..."</p>
<hr />
<div>Battle of LITS is an abstract board game for 2 players. Players take turn placing tetrominoes (blocks of 4 squares, like Tetris pieces) onto the grid, following the rules of the puzzle LITS, as they secure their own symbols and cover the opponent's symbols. When there is no more piece that can be played, the player with more symbols still uncovered wins.<br />
<br />
== Start of the game ==<br />
The board is 10x10 by size. Players can agree to play a predetermined pattern of symbols, or choose a random selection; in either case, each player will have 30 squares marked with their symbol. One player plays with X, the other O.<br />
<br />
== Player's turn ==<br />
In a player's turn, a player must play a piece. Pieces occupy four squares, and are of four different shapes: L, I, T, and S. A piece must be played to follow the following rules:<br />
* A piece must be played adjacent to a previously played piece (except, obviously, for the first piece played).<br />
* There can be no 2x2 square completely covered by pieces.<br />
* Two identical pieces may not be adjacent.<br />
<br />
Otherwise, a player is free to play any piece in any position their wish, including rotating and reflecting the piece. The piece may cover any number of symbols of either player; the symbols only affect the scoring, not the legal plays.<br />
<br />
There are only five pieces of each shape, and this pool of pieces is shared between both players. If a shape is exhausted, neither player can play more of that shape.<br />
<br />
After playing a piece, the turn passes to the opponent.<br />
<br />
== The first turn and the pie rule ==<br />
After the first turn, the second player has the option of switching sides. This switches the symbols of the players, and the second player takes the played move as theirs instead and letting the opponent to go again, effectively making the second player to be the first player. This "pie rule" option only exists in the first turn.<br />
<br />
== End of the game ==<br />
If either player can no longer play any piece, the game ends. The player with more of their symbols that are still uncovered wins the game. In case of a tie, the player that played the last piece wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&diff=1611Gamehelpquoridor2015-09-13T12:18:17Z<p>Chaotic iak: </p>
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<div>Quoridor is an abstract board game for 2 or 4 players. Players move their pawns to reach the opposite side before their opponents; however, the defining quality is that players can place walls on the board that block all pawns, thus forcing pawns to navigate their way around the walls.<br />
<br />
== Start of the game ==<br />
The board is 9x9 by size. Each player has one pawn, placed in the middle of their respective side. There are 20 walls, distributed equally to all players (10 each for two or 5 each for four).<br />
<br />
== Player's turn ==<br />
In a player's turn, a player must do one of the following:<br />
* move their pawn, or<br />
* place a wall.<br />
<br />
=== Moving a pawn ===<br />
A player can move a pawn to an adjacent square in the four orthogonal directions (front, back, or sideways). The pawn may not cross past a wall. The pawn may never occupy the same square as an opponent's pawn; if an opponent pawn is adjacent, the player can jump over the opponent's pawn. If there is no wall, no board edge, and no other pawn behind the opponent's pawn, the jump must be straight (the player's pawn moves two squares in that direction). Otherwise, the jump must be diagonal (the player moves to the opponent, then moves sideways). Jumping is never mandatory.<br />
<br />
=== Placing a wall ===<br />
There are some walls in a player's inventory. Each wall are two squares long. A player may place a wall inside the board, between the squares. The wall may not jut out of the board, and it must be aligned with the grid, so that it blocks two pairs of adjacent squares. A wall blocks all pawns' movements; no pawn can jump over a wall. However, there must always be at least one path for each pawn to reach the opposite side; a wall may not be placed to completely isolate a pawn from their destination side.<br />
<br />
Note that walls are limited; if a player uses up all their walls, they can no longer place walls.<br />
<br />
== End of the game ==<br />
If a player's pawn reaches any one of the nine squares on its destination side, opposite of the starting side, the player wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&diff=1610Gamehelpquoridor2015-09-13T12:17:20Z<p>Chaotic iak: </p>
<hr />
<div>Quoridor is an abstract board game for 2 or 4 players. Players move their pawns to reach the opposite side before their opponents; however, the defining quality is that players can place walls on the board that block all pawns, thus forcing pawns to navigate their way around the walls.<br />
<br />
== Rules ==<br />
<br />
=== Start of the game ===<br />
The board is 9x9 by size. Each player has one pawn, placed in the middle of their respective side. There are 20 walls, distributed equally to all players (10 each for two or 5 each for four).<br />
<br />
=== Player's turn ===<br />
In a player's turn, a player must do one of the following:<br />
* move their pawn, or<br />
* place a wall.<br />
<br />
==== Moving a pawn ====<br />
A player can move a pawn to an adjacent square in the four orthogonal directions (front, back, or sideways). The pawn may not cross past a wall. The pawn may never occupy the same square as an opponent's pawn; if an opponent pawn is adjacent, the player can jump over the opponent's pawn. If there is no wall, no board edge, and no other pawn behind the opponent's pawn, the jump must be straight (the player's pawn moves two squares in that direction). Otherwise, the jump must be diagonal (the player moves to the opponent, then moves sideways). Jumping is never mandatory.<br />
<br />
==== Placing a wall ====<br />
There are some walls in a player's inventory. Each wall are two squares long. A player may place a wall inside the board, between the squares. The wall may not jut out of the board, and it must be aligned with the grid, so that it blocks two pairs of adjacent squares. A wall blocks all pawns' movements; no pawn can jump over a wall. However, there must always be at least one path for each pawn to reach the opposite side; a wall may not be placed to completely isolate a pawn from their destination side.<br />
<br />
Note that walls are limited; if a player uses up all their walls, they can no longer place walls.<br />
<br />
=== End of the game ===<br />
If a player's pawn reaches any one of the nine squares on its destination side, opposite of the starting side, the player wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&diff=1609Gamehelpquoridor2015-09-13T12:14:37Z<p>Chaotic iak: </p>
<hr />
<div>Quoridor is an abstract board game for 2 or 4 players. Players move their pawns to reach the opposite side before their opponents; however, the defining quality is that players can place walls on the board that block all pawns, thus forcing pawns to navigate their way around the walls.<br />
<br />
= Rules =<br />
<br />
== Start of the game ==<br />
The board is 9x9 by size. Each player has one pawn, placed in the middle of their respective side. There are 20 walls, distributed equally to all players (10 each for two or 5 each for four).<br />
<br />
== Player's turn ==<br />
In a player's turn, a player must do one of the following:<br />
* move their pawn, or<br />
* place a wall.<br />
<br />
=== Moving a pawn ===<br />
A player can move a pawn to an adjacent square in the four orthogonal directions (front, back, or sideways). The pawn may not cross past a wall. The pawn may never occupy the same square as an opponent's pawn; if an opponent pawn is adjacent, the player can jump over the opponent's pawn. If there is no wall, no board edge, and no other pawn behind the opponent's pawn, the jump must be straight (the player's pawn moves two squares in that direction). Otherwise, the jump must be diagonal (the player moves to the opponent, then moves sideways). Jumping is never mandatory.<br />
<br />
=== Placing a wall ===<br />
There are some walls in a player's inventory. Each wall are two squares long. A player may place a wall inside the board, between the squares. The wall may not jut out of the board, and it must be aligned with the grid, so that it blocks two pairs of adjacent squares. A wall blocks all pawns' movements; no pawn can jump over a wall. However, there must always be at least one path for each pawn to reach the opposite side; a wall may not be placed to completely isolate a pawn from their destination side.<br />
<br />
Note that walls are limited; if a player uses up all their walls, they can no longer place walls.<br />
<br />
== End of the game ==<br />
If a player's pawn reaches any one of the nine squares on its destination side, opposite of the starting side, the player wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&diff=1603Gamehelpquoridor2015-08-31T12:12:31Z<p>Chaotic iak: </p>
<hr />
<div>Quoridor is an abstract board game for 2 or 4 players. Players move their pawns to reach the opposite side before their opponents; however, the defining quality is that players can place walls on the board that block all pawns, thus forcing pawns to navigate their way around the walls.<br />
<br />
== Start of the game ==<br />
The board is 9x9 by size. Each player has one pawn, placed in the middle of their respective side. There are 20 walls, distributed equally to all players (10 each for two or 5 each for four).<br />
<br />
== Player's turn ==<br />
In a player's turn, a player must do one of the following:<br />
* move their pawn, or<br />
* place a wall.<br />
<br />
=== Moving a pawn ===<br />
A player can move a pawn to an adjacent square in the four orthogonal directions (front, back, or sideways). The pawn may not cross past a wall. The pawn may never occupy the same square as an opponent's pawn; if an opponent pawn is adjacent, the player can jump over the opponent's pawn. If there is no wall, no board edge, and no other pawn behind the opponent's pawn, the jump must be straight (the player's pawn moves two squares in that direction). Otherwise, the jump must be diagonal (the player moves to the opponent, then moves sideways). Jumping is never mandatory.<br />
<br />
=== Placing a wall ===<br />
There are some walls in a player's inventory. Each wall are two squares long. A player may place a wall inside the board, between the squares. The wall may not jut out of the board, and it must be aligned with the grid, so that it blocks two pairs of adjacent squares. A wall blocks all pawns' movements; no pawn can jump over a wall. However, there must always be at least one path for each pawn to reach the opposite side; a wall may not be placed to completely isolate a pawn from their destination side.<br />
<br />
Note that walls are limited; if a player uses up all their walls, they can no longer place walls.<br />
<br />
== End of the game ==<br />
If a player's pawn reaches any one of the nine squares on its destination side, opposite of the starting side, the player wins.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpmachiavelli&diff=1602Gamehelpmachiavelli2015-08-29T09:16:16Z<p>Chaotic iak: Aces are low</p>
<hr />
<div>Machiavelli is a card game that involves creating Rummy-style sets and runs. Players aim to play all the cards from their hand; the first player to do so wins.<br />
<br />
== Overview ==<br />
Machiavelli uses two or more French decks, without including jokers. Each player starts with 15 cards in their hand. They play cards to the table to form combinations, trying to empty their hands the fastest. Players play in turn. In each turn, a player may play any number of cards (including zero), possibly rearranging cards on the table. A player can also draw a card. The turn then passes to the next player. The game runs until someone runs out of cards or the deck is depleted.<br />
<br />
== Combinations ==<br />
Cards on the table must always form combinations. There are two types of combinations: sets and runs. In either case, a combination must always consist of at least three cards, and may never include two identical cards. A set is a collection of cards with equal rank (number). A run is a collection of cards with equal suit and consecutive ranks. The ranks are ordered as usual, except that aces are always low: A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K.<br />
<br />
=== Examples ===<br />
* 5♣ 5♦ 5♥ forms a set: there are at least three cards, none of which are identical, and all have the same rank.<br />
* 5♣ 5♦ 5♥ 5♠ also forms a set for the same reasons.<br />
* 5♣ 5♦ doesn't form a set: there are less than three cards.<br />
* 5♣ 5♦ 5♦ doesn't form a set: there are identical cards.<br />
* 5♣ 6♣ 7♣ forms a run: there are at least three cards, none of which are identical, all have the same suit, and the ranks are consecutive.<br />
* 5♣ 6♣ 7♣ 8♣ also forms a run for the same reasons.<br />
* 5♣ 6♣ doesn't form a run: there are less than three cards.<br />
* 5♣ 6♣ 8♣ doesn't form a run: the ranks are not consecutive.<br />
* A♣ 2♣ 3♣ forms a run; are low.<br />
* Q♣ K♣ A♣ doesn't form a run; aces are not high.<br />
<br />
== Playing cards ==<br />
During a player's turn, the player can play cards to the table, making sure that the table always consists of combinations. The player may introduce a new combination on the table, or they can add cards to an existing combination. As long as the player can play cards, they may do so; they may also stop at any time.<br />
<br />
For example, the table has the set 5♣ 5♦ 5♥. A player may play a combination, such as 6♣ 6♦ 6♥ or 6♣ 7♣ 8♣, or may extend the existing set by playing 5♠. They may even do both, if they have the appropriate cards. A player may add any number of cards to a single combination: extending A♣ 2♣ 3♣ to A♣ 2♣ 3♣ 4♣ 5♣ 6♣ 7♣ 8♣ 9♣ 10♣ J♣ Q♣ K♣ is allowed.<br />
<br />
== Rearranging cards ==<br />
One feature of Machiavelli is that players are allowed to rearrange cards on the table so that their cards can be included. The only condition is that at the end of the turn, all cards on the table must form combinations again; there can be no unmatched cards.<br />
<br />
In Board Game Arena, rearranging cards is done by picking the cards that are to be rearranged into the hand, and then playing them all back into combinations along with additional cards from the hand. Cards that are picked up from the table will be marked in red, and a player may not end their turn until all these cards are played. A player may decide to click "Restore", which will forfeit their turn, identical to as if they don't play any card in the turn.<br />
<br />
=== Examples ===<br />
The table consists of a set 5♣ 5♦ 5♥ 5♠ and a run 6♣ 7♣ 8♣. The player wishes to play 4♣. The player removes the 5♣ off the set, adds it to the run, and adds the 4♣ to the run. The table now has a set 5♦ 5♥ 5♠ and a run 4♣ 5♣ 6♣ 7♣ 8♣.<br />
<br />
The table consists of three sets 5♣ 5♦ 5♥, 6♣ 6♦ 6♥, 7♣ 7♦ 7♥. The player wishes to play 8♣. The player rearranges the sets into runs 5♣ 6♣ 7♣, 5♦ 6♦ 7♦, 5♥ 6♥ 7♥, and adds the 8♣ to the first run. The table now has three runs 5♣ 6♣ 7♣ 8♣, 5♦ 6♦ 7♦, 5♥ 6♥ 7♥<br />
<br />
The table consists of two sets 6♣ 6♦ 6♥, 7♣ 7♦ 7♥. The player wishes to play 8♣ by taking the 6♣ and 7♣ off the sets to form a run 6♣ 7♣ 8♣. But this leaves unmatched cards 6♦ 6♥ 7♦ 7♥, so this move is illegal.<br />
<br />
== Ending a turn ==<br />
A player may end a turn when the table doesn't have any unmatched cards. If a player ends the turn without playing any card, they must draw one card from the deck; otherwise, they don't draw any additional cards.<br />
<br />
== End of the game ==<br />
If a player has no cards in their hand, they immediately win.<br />
<br />
Otherwise, if the deck is depleted, the player with less cards in their hand wins. Ties are possible; in this case, the tied players are joint winners.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpmachiavelli&diff=1601Gamehelpmachiavelli2015-08-29T08:51:07Z<p>Chaotic iak: </p>
<hr />
<div>Machiavelli is a card game that involves creating Rummy-style sets and runs. Players aim to play all the cards from their hand; the first player to do so wins.<br />
<br />
== Overview ==<br />
Machiavelli uses two or more French decks, without including jokers. Each player starts with 15 cards in their hand. They play cards to the table to form combinations, trying to empty their hands the fastest. Players play in turn. In each turn, a player may play any number of cards (including zero), possibly rearranging cards on the table. A player can also draw a card. The turn then passes to the next player. The game runs until someone runs out of cards or the deck is depleted.<br />
<br />
== Combinations ==<br />
Cards on the table must always form combinations. There are two types of combinations: sets and runs. In either case, a combination must always consist of at least three cards, and may never include two identical cards. A set is a collection of cards with equal rank (number). A run is a collection of cards with equal suit and consecutive ranks. The ranks are ordered as usual: A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A. Aces are only high or low, they cannot be both.<br />
<br />
=== Examples ===<br />
* 5♣ 5♦ 5♥ forms a set: there are at least three cards, none of which are identical, and all have the same rank.<br />
* 5♣ 5♦ 5♥ 5♠ also forms a set for the same reasons.<br />
* 5♣ 5♦ doesn't form a set: there are less than three cards.<br />
* 5♣ 5♦ 5♦ doesn't form a set: there are identical cards.<br />
* 5♣ 6♣ 7♣ forms a run: there are at least three cards, none of which are identical, all have the same suit, and the ranks are consecutive.<br />
* 5♣ 6♣ 7♣ 8♣ also forms a run for the same reasons.<br />
* 5♣ 6♣ doesn't form a run: there are less than three cards.<br />
* 5♣ 6♣ 8♣ doesn't form a run: the ranks are not consecutive.<br />
* A♣ 2♣ 3♣ forms a run; aces can be low.<br />
* Q♣ K♣ A♣ forms a run; aces can be high.<br />
* K♣ A♣ 2♣ doesn't form a run: aces can't be both low and high.<br />
<br />
== Playing cards ==<br />
During a player's turn, the player can play cards to the table, making sure that the table always consists of combinations. The player may introduce a new combination on the table, or they can add cards to an existing combination. As long as the player can play cards, they may do so; they may also stop at any time.<br />
<br />
For example, the table has the set 5♣ 5♦ 5♥. A player may play a combination, such as 6♣ 6♦ 6♥ or 6♣ 7♣ 8♣, or may extend the existing set by playing 5♠. They may even do both, if they have the appropriate cards. A player may add any number of cards to a single combination: extending A♣ 2♣ 3♣ to A♣ 2♣ 3♣ 4♣ 5♣ 6♣ 7♣ 8♣ 9♣ 10♣ J♣ Q♣ K♣ is allowed.<br />
<br />
== Rearranging cards ==<br />
One feature of Machiavelli is that players are allowed to rearrange cards on the table so that their cards can be included. The only condition is that at the end of the turn, all cards on the table must form combinations again; there can be no unmatched cards.<br />
<br />
In Board Game Arena, rearranging cards is done by picking the cards that are to be rearranged into the hand, and then playing them all back into combinations along with additional cards from the hand. Cards that are picked up from the table will be marked in red, and a player may not end their turn until all these cards are played. A player may decide to click "Restore", which will forfeit their turn, identical to as if they don't play any card in the turn.<br />
<br />
=== Examples ===<br />
The table consists of a set 5♣ 5♦ 5♥ 5♠ and a run 6♣ 7♣ 8♣. The player wishes to play 4♣. The player removes the 5♣ off the set, adds it to the run, and adds the 4♣ to the run. The table now has a set 5♦ 5♥ 5♠ and a run 4♣ 5♣ 6♣ 7♣ 8♣.<br />
<br />
The table consists of three sets 5♣ 5♦ 5♥, 6♣ 6♦ 6♥, 7♣ 7♦ 7♥. The player wishes to play 8♣. The player rearranges the sets into runs 5♣ 6♣ 7♣, 5♦ 6♦ 7♦, 5♥ 6♥ 7♥, and adds the 8♣ to the first run. The table now has three runs 5♣ 6♣ 7♣ 8♣, 5♦ 6♦ 7♦, 5♥ 6♥ 7♥<br />
<br />
The table consists of two sets 6♣ 6♦ 6♥, 7♣ 7♦ 7♥. The player wishes to play 8♣ by taking the 6♣ and 7♣ off the sets to form a run 6♣ 7♣ 8♣. But this leaves unmatched cards 6♦ 6♥ 7♦ 7♥, so this move is illegal.<br />
<br />
== Ending a turn ==<br />
A player may end a turn when the table doesn't have any unmatched cards. If a player ends the turn without playing any card, they must draw one card from the deck; otherwise, they don't draw any additional cards.<br />
<br />
== End of the game ==<br />
If a player has no cards in their hand, they immediately win.<br />
<br />
Otherwise, if the deck is depleted, the player with less cards in their hand wins. Ties are possible; in this case, the tied players are joint winners.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=The_Boss&diff=1197The Boss2014-08-14T08:35:29Z<p>Chaotic iak: </p>
<hr />
<div>The Boss is a game of logical deduction and bluffing, set as a large gangster group on the cities of USA.<br />
<br />
== Objective ==<br />
<br />
Be the player with the most money at the end of the game.<br />
<br />
== Mechanics ==<br />
<br />
Several '''character cards''' are dealt at the beginning of the game and will not change during the game. The characters used depend on the number of players.<br />
<br />
The character card shows several symbols, indicating the list of '''city cards''' associated with it. For example, the character (on) Detroit (colored blue) has five city cards: four showing various number of money bags (1, 2, 3, 4), and one gun. The only exception is '''Chicago''' (red), which has no city cards associated with it.<br />
<br />
At the beginning of a hand, one associated city card is dealt face down under each character card (except Chicago), and the remaining city cards are distributed evenly to the players (5 for 2-4 players and 4 for 5-6 players). At the end of the hand, the city card below each character card is the reward for each character, claimed by the player with the majority on the character card. Hence, the city cards held by each player gives them information on what city card can be the reward, by ruling out some possibilities.<br />
<br />
Each player has 9 gangsters, divided into 6 Experts (permanent gangsters, can be reused), and 3 Occasionals (temporary gangsters, can only be used once). These are the gangsters that fight for majority for each character.<br />
<br />
== One hand ==<br />
<br />
=== Beginning of hand ===<br />
<br />
At the beginning of a hand, each character card has one face down city card, as described above. At the beginning of the game, the Chicago card is located on the second position, while the remaining cards are ordered according to their numbers. Later, after each hand, the Chicago card moves right; see below.<br />
<br />
One player holds the '''starting player marker''', which begins the hand. After a player plays, the turn passes over clockwise.<br />
<br />
The player currently playing will perform two phases:<br />
<br />
=== Phase 1: Placing gangsters ===<br />
<br />
The player ''may'' play some of their gangsters to a ''single'' character card, deploying their gangsters there. There are a few rules:<br />
<br />
* After playing their gangsters, the player must have the most gangsters on the character card. Experts and occasionals are counted equally. For example, if player Red has 2 gangsters on New York and player Green has 4 gangsters on it, Red must play at least 3 more gangsters on New York to gain majority (5 vs 4) or decide to play somewhere else.<br />
* An occasional must be accompanied by an expert on the character card, either played earlier or played together, although a single expert suffices to accompany all three occasionals.<br />
* A player may not play on Chicago before playing somewhere else.<br />
<br />
=== Phase 2: Revealing a city card ===<br />
<br />
The player ''must'' play a city card, putting it next to the corresponding character card, thus revealing information about that city (of which option cannot be the face down card).<br />
<br />
=== Last two turns of the hand ===<br />
<br />
When the starting player (the one with the marker) wants to play and they have only two cards on their hand, they reveal one police card. Police cards determine the end of the game, and are explained in more details below.<br />
<br />
=== Last turn of the hand ===<br />
<br />
When the fourth turn of each player ends (all players have one card left), the order of play is changed. Now the player with the most gangsters (experts and occasionals) plays first, in decreasing order of number of gangsters, until the player with the least gangsters plays last. In case of a tie, the same order (starting from the player with the marker and going clockwise) is used for those players.<br />
<br />
=== End of hand ===<br />
<br />
After all cards are played, the hand ends. Each face down city card is revealed, and the player with the most gangsters played on the city gains the "reward". There are several kinds of city cards:<br />
<br />
* '''Money bag with a number''': A money bag is worth one million dollars, the unit of the game. Win the shown amount of money.<br />
* '''Theft''': Lose two million dollars.<br />
* '''4 Shoot-Out''': Win four million dollars. Additionally, for each player having a gangster on the city that is not the winner, kill one of their experts.<br />
* '''Banished''': The "winner" may no longer play gangsters here for the rest of the game.<br />
* '''Hospital''': The "winner" loses one expert due to injury, which must be put to the hospital for the next hand. After that, the expert is retrieved back.<br />
* '''Prison''': The "winner" loses one expert due to being caught, which must be put to the prison for the next two hands. After that, the expert is retrieved back.<br />
* '''Revolver''': The "winner" loses one expert, killed by a gun. The expert is removed from the rest of the game.<br />
<br />
Chicago is scored differently. The winner on Chicago first computes the number of money bags ''last played'' for the cities to the left of it, and gains that many money bags, divided by two, rounded down. For example, suppose the Chicago is after Boston (yellow), with New York (black) and Boston to the left of it. Also suppose that after the hand, the 3 million card is played last on New York and the prison card is played last on Boston. Then the winner on Chicago wins the number of money bags to the left, 3 (New York) plus 0 (Boston), divided by two, which means 3/2 = 1 million.<br />
<br />
=== Preparation for next hand ===<br />
<br />
After each hand, if it's not the end of game yet, move the starting player marker clockwise and move the Chicago card one step to the right (swapping with the card to its right).<br />
<br />
== End of game ==<br />
<br />
Each hand, after the third turn of each player, a police card is revealed. There are five police cards. Two have silver badges, two have gold badges, and one has both badges. When three badges of the same color are revealed, it signals the end of the game; after the current hand finishes, the game ends.<br />
<br />
The winner is the player with the most money bags.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&diff=1196Gamehelpsaboteur2014-08-14T06:01:18Z<p>Chaotic iak: /* Anthem */</p>
<hr />
<div><br />
== Goal ==<br />
<br />
Get as many gold nuggets as possible during the three rounds of the game.<br />
In order to do so,<br />
<br />
# if you are a '''gold digger''', you must, in association with other gold diggers, build a path from the 'Start' card to the treasure card which can be found among the three 'End' cards<br />
# if you are a '''saboteur''', you must, in association with other saboteurs, prevent the gold diggers from getting to the treasure.<br />
<br />
Your role (gold digger or saboteur) will be randomly selected at the start of each round.<br />
<br />
== Rules summary ==<br />
<br />
On your turn, you must click on a card from your hand to select it, then play this card or discard it.<br />
You can also rotate a 'Path' card before playing it by clicking the 'rotate' arrow that appears above the card.<br />
<br />
The cards are of several types:<br />
<br />
* 'Path' card: you can play this card to extend the maze, provided it is compatible with the cards already in place. To do this, click the location where you want to put the card.<br />
* 'Sabotage' card: you can break another player's tool of the type indicated. To do this, click the corresponding tool in the target player's panel (under the score).<br />
* 'Repair' card: you can repair your, or another player's, broken tool of the type indicated. To do this, click the corresponding tool in the target player's panel (under the score), or click on the 'Sabotage' card in front of you.<br />
* 'Map' card: you can play this card on any 'End' card to discover whether or not the treasure lies there (you alone will get the information, other players will see nothing). Just click on the 'End' card that you want to know everything about.<br />
* 'Rock fall' card: this card lets you remove any 'Path' card of the maze. Just click on the card you want to remove.<br />
<br />
== Cards in play ==<br />
<br />
* 44 'Path' cards<br />
* 9 'Sabotage' cards (three for each tool)<br />
* 6 'Repair a tool' cards (two for each tool)<br />
* 3 'Repair a tool among these two' cards (one for each combination of two tools)<br />
* 5 'Map' cards (one less than in the box set, as requested by the game author)<br />
* 3 'Rock fall' cards<br />
* 28 'Gold' cards<br />
** 16 with one gold nugget<br />
** 8 with two gold nuggets<br />
** 4 with three gold nuggets<br />
<br />
== Roles ==<br />
<br />
Roles are randomly selected among a set that depends upon the number of players:<br />
<br />
* with 3 players: 1 saboteur and 3 gold diggers <br />
* with 4 players: 1 saboteur and 4 gold diggers <br />
* with 5 players: 2 saboteurs and 4 gold diggers <br />
* with 6 players: 2 saboteurs and 5 gold diggers <br />
* with 7 players: 3 saboteurs and 5 gold diggers <br />
* with 8 players: 3 saboteurs and 6 gold diggers <br />
* with 9 players: 3 saboteurs and 7 gold diggers <br />
* with 10 players: 4 saboteurs and 7 gold diggers<br />
<br />
== Available variants ==<br />
<br />
The game author, '''Frederic Moyersoen''', told us about some game variants, and we implemented all four of them. Please tell us which one is your favourite in the forum!<br />
<br />
Two variants are about gold sharing:<br />
<br />
* '''Old Mine''': the old mine was not as packed with gold... sometimes all you got for your digging was worthless stones. In this variant, some 'Gold' cards do not yield any gold nuggets (among the 28 'Gold' cards, 4 are worth three nuggets, 8 are worth two nuggets, 10 are worth one nugget and 6 are worthless). So it is definitely best to get first to the treasure in order to be sure not to leave empty-handed!<br />
* '''New mine''': the new mine is more even to each gold digger. Instead of distributing as many 'Gold' cards as the number of players - which benefits most to the gold digger that gets first to the treasure as he often gets two 'Gold' cards - it distributes as many 'Gold' cards as the number of gold diggers in play. Therefore, each gold digger will get only one 'Gold' card (however, it is still best to be first go get to the treasure in order to get a card of higher value!)<br />
<br />
Two variants are about gameplay:<br />
<br />
* '''Competitive''': the gold diggers who have a 'Sabotage' card (broken pickaxe, lamp or trolley) laid in front of them at the end of a round, do not receive a 'Gold' card when their team wins the round. The 'Gold' cards are distributed between the gold diggers who have no broken tool (saboteurs are not affected by this rule). Therefore, with this variant it can be interesting to sabotage some of your fellow gold diggers... but not too often, so as not to make your team lose!<br />
* '''Selfish dwarf''': one of the gold diggers will get a red jacket. This gold digger is a selfish dwarf: he can only win if he manages to complete the connection to the treasure himself. In this case, he gets four gold nuggets while the other players get nothing at all. If another gold digger completes the connection, the selfish dwarf takes no part in the treasure sharing (which is done with as many 'Gold' cards as the number of players, selfish dwarf excluded)<br />
<br />
== Saboteur 2 ==<br />
<br />
Saboteur 2 introduces additional roles and actions. Now there are six roles:<br />
<br />
* '''Blue diggers (4)''' and '''green diggers (4)''' are the equivalent of the original gold diggers, but are now separated into two teams. They both want to reach the gold, but only the one that connects to the treasure wins. The team that wins is also affected by doors; see below.<br />
* '''Saboteurs (3)''' want to sabotage the connection, just like in the original game.<br />
* '''Boss (1)''' wins if either digger team wins. '''Profiteer (1)''' wins in all cases, whether it's either digger team or it's the saboteurs!<br />
* '''Geologists (2)''' don't care about gold; they care about gems that appear on tunnels as the dwarfs dig through.<br />
<br />
There are various new items and actions.<br />
<br />
* The '''path cards''' are complemented with additional cards. In particular, there is a bridge card, that allows a straight connection between opposite ends, but don't merge together like a crossroad does.<br />
* Some path cards have '''gems'''. These are only for the geologists; they don't block the path.<br />
* Some path cards have '''doors'''. These block the path of the opposing color. Only blue diggers can pass through blue doors, and only green diggers can pass through green doors.<br />
* Some path cards have '''ladders'''. These are connected to the starting ladder. This means you can start a path from any ladder onwards, even if it's not connected to the start. This also means doors behind ladders have no effect.<br />
* Action cards '''Theft (4)''' allow a player to prepare a theft. At the end of the round, each player with a theft may choose someone to steal a gold from. Action card '''Hands Off (3)''' stop a player from doing a theft.<br />
* Action cards '''Trapped! (3)''' put another player to jail, similar to a broken tool with one exception in the scoring. Action cards '''Free at Last! (4)''' free a player from jail.<br />
* Action cards '''Swap Your Hats (2)''' change the role of a player to another. These can be played to oneself or to someone else.<br />
* Action cards '''Swap Your Hands (2)''' allow a player to swap hands with another player. The other player gets to draw a replacement card.<br />
* Action cards '''Inspection (2)''' allow a player to look at the role of another player.<br />
<br />
There are new rules.<br />
<br />
* Each player has 6 cards on their hand at the beginning.<br />
* A player may discard 1-3 cards and draw the same number of replacement cards, instead of the original only 1.<br />
* A player may also discard 2 cards to remove any card (broken tool or jailed) in front of them, but they only get 1 replacement card. This reduces their hand size.<br />
<br />
And there is a completely hauled scoring method.<br />
<br />
* If there is a path to the gold card blocked by some door, the winner is the team that is not blocked by a door of opposing color. For example, if the path to the gold is blocked by a blue door, only the blue diggers win, no matter who placed the last card. ''If the path is blocked by both doors, then only the boss and the profiteer wins!''<br />
* If there is a path to the gold card, not blocked by any door, then the winner is the team that makes the last connection, or both teams in case that connection is made by a non-digger. For example, if a green digger completes a path without doors, the green team wins. If a geologist completes the path instead, both teams win.<br />
* If there is no path to the gold card when everyone runs out of cards, the saboteurs win.<br />
<br />
* The number of winners, except geologists, is counted. This number is subtracted from 6, giving the number of gold pieces that each winner gets. For example, if the blue team with 2 people win together with a boss, then there are 3 winners, so each player gets 3 gold pieces. If there are 5 or more winners, each winner gets 1 gold piece.<br />
* However, boss receives 1 less gold pieces and profiteer receives 2 less gold pieces (cannot go below zero). In the example above, the boss receives 2 gold pieces instead of 3.<br />
* Geologists receive as many gold pieces as there are crystals at the end of the round. In case both geologists are present, this number is divided by two, rounded down. So if there are 5 crystals, a single geologist gets 5 gold pieces, while two geologists in play receive 2 gold pieces each.<br />
* The number of gold pieces a player has is not revealed to others (use your memory!), unless a variant '''Visible golds''' is used.<br />
<br />
== Anthem ==<br />
<br />
The Official Anthem of Saboteur designed by ''Dzikidon'' and ''Sikora8a''<br />
<br />
Music - '''Adele - Skyfall''':<br />
<br />
*This is the end<br />
*Hold your breath and count to ten<br />
*Feel the Earth move and then<br />
*Hear your axe burst again<br />
<br />
*For this is the end<br />
*I've digged and dreamt this moment<br />
*I will repair I owe them<br />
*Even tho' I'm broken<br />
<br />
*Let the rock fall<br />
*When it crumbles<br />
*We will stand tall<br />
*Face it all together<br />
<br />
*Let the rock fall<br />
*When it crumbles<br />
*We will stand tall<br />
*Face it all together<br />
*At rock fall<br />
*At rock fall<br />
<br />
*Rock fall is where we start<br />
*A thousand miles and cards apart<br />
*Where roads collide and caves are dark<br />
*You may fix my trolley<br />
*You can break my lamp<br />
*But you'll never have my gold<br />
<br />
*Let the rock fall (Let the rock fall)<br />
*When it crumbles (When it crumbles)<br />
*We will stand tall (We will stand tall)<br />
*Face it all together<br />
<br />
*Let the rock fall (Let the rock fall)<br />
*When it crumbles (When it crumbles)<br />
*We will stand tall (We will stand tall)<br />
*Face it all together<br />
*At rock fall<br />
<br />
*(Let the rock fall)<br />
*When it crumbles<br />
*We will stand tall) / x2<br />
<br />
*Where you go I go<br />
*What you see I see<br />
*I know I'd never be me<br />
*Without the security<br />
*Of your fixing cards<br />
*Keeping me from harm<br />
*Put your end in their straight<br />
*And we'll stand<br />
<br />
*Let the rock fall (Let the rock fall)<br />
*When it crumbles (When it crumbles)<br />
*We will stand tall (We will stand tall)<br />
*Face it all together<br />
<br />
*Let the rock fall (Let the rock fall)<br />
*When it crumbles (When it crumbles)<br />
*We will stand tall (We will stand tall)<br />
*Face it all together<br />
*At rock fall<br />
<br />
*Let the rock fall<br />
*We will stand tall<br />
*At rock faaall</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&diff=1195Gamehelpsaboteur2014-08-14T05:59:55Z<p>Chaotic iak: </p>
<hr />
<div><br />
== Goal ==<br />
<br />
Get as many gold nuggets as possible during the three rounds of the game.<br />
In order to do so,<br />
<br />
# if you are a '''gold digger''', you must, in association with other gold diggers, build a path from the 'Start' card to the treasure card which can be found among the three 'End' cards<br />
# if you are a '''saboteur''', you must, in association with other saboteurs, prevent the gold diggers from getting to the treasure.<br />
<br />
Your role (gold digger or saboteur) will be randomly selected at the start of each round.<br />
<br />
== Rules summary ==<br />
<br />
On your turn, you must click on a card from your hand to select it, then play this card or discard it.<br />
You can also rotate a 'Path' card before playing it by clicking the 'rotate' arrow that appears above the card.<br />
<br />
The cards are of several types:<br />
<br />
* 'Path' card: you can play this card to extend the maze, provided it is compatible with the cards already in place. To do this, click the location where you want to put the card.<br />
* 'Sabotage' card: you can break another player's tool of the type indicated. To do this, click the corresponding tool in the target player's panel (under the score).<br />
* 'Repair' card: you can repair your, or another player's, broken tool of the type indicated. To do this, click the corresponding tool in the target player's panel (under the score), or click on the 'Sabotage' card in front of you.<br />
* 'Map' card: you can play this card on any 'End' card to discover whether or not the treasure lies there (you alone will get the information, other players will see nothing). Just click on the 'End' card that you want to know everything about.<br />
* 'Rock fall' card: this card lets you remove any 'Path' card of the maze. Just click on the card you want to remove.<br />
<br />
== Cards in play ==<br />
<br />
* 44 'Path' cards<br />
* 9 'Sabotage' cards (three for each tool)<br />
* 6 'Repair a tool' cards (two for each tool)<br />
* 3 'Repair a tool among these two' cards (one for each combination of two tools)<br />
* 5 'Map' cards (one less than in the box set, as requested by the game author)<br />
* 3 'Rock fall' cards<br />
* 28 'Gold' cards<br />
** 16 with one gold nugget<br />
** 8 with two gold nuggets<br />
** 4 with three gold nuggets<br />
<br />
== Roles ==<br />
<br />
Roles are randomly selected among a set that depends upon the number of players:<br />
<br />
* with 3 players: 1 saboteur and 3 gold diggers <br />
* with 4 players: 1 saboteur and 4 gold diggers <br />
* with 5 players: 2 saboteurs and 4 gold diggers <br />
* with 6 players: 2 saboteurs and 5 gold diggers <br />
* with 7 players: 3 saboteurs and 5 gold diggers <br />
* with 8 players: 3 saboteurs and 6 gold diggers <br />
* with 9 players: 3 saboteurs and 7 gold diggers <br />
* with 10 players: 4 saboteurs and 7 gold diggers<br />
<br />
== Available variants ==<br />
<br />
The game author, '''Frederic Moyersoen''', told us about some game variants, and we implemented all four of them. Please tell us which one is your favourite in the forum!<br />
<br />
Two variants are about gold sharing:<br />
<br />
* '''Old Mine''': the old mine was not as packed with gold... sometimes all you got for your digging was worthless stones. In this variant, some 'Gold' cards do not yield any gold nuggets (among the 28 'Gold' cards, 4 are worth three nuggets, 8 are worth two nuggets, 10 are worth one nugget and 6 are worthless). So it is definitely best to get first to the treasure in order to be sure not to leave empty-handed!<br />
* '''New mine''': the new mine is more even to each gold digger. Instead of distributing as many 'Gold' cards as the number of players - which benefits most to the gold digger that gets first to the treasure as he often gets two 'Gold' cards - it distributes as many 'Gold' cards as the number of gold diggers in play. Therefore, each gold digger will get only one 'Gold' card (however, it is still best to be first go get to the treasure in order to get a card of higher value!)<br />
<br />
Two variants are about gameplay:<br />
<br />
* '''Competitive''': the gold diggers who have a 'Sabotage' card (broken pickaxe, lamp or trolley) laid in front of them at the end of a round, do not receive a 'Gold' card when their team wins the round. The 'Gold' cards are distributed between the gold diggers who have no broken tool (saboteurs are not affected by this rule). Therefore, with this variant it can be interesting to sabotage some of your fellow gold diggers... but not too often, so as not to make your team lose!<br />
* '''Selfish dwarf''': one of the gold diggers will get a red jacket. This gold digger is a selfish dwarf: he can only win if he manages to complete the connection to the treasure himself. In this case, he gets four gold nuggets while the other players get nothing at all. If another gold digger completes the connection, the selfish dwarf takes no part in the treasure sharing (which is done with as many 'Gold' cards as the number of players, selfish dwarf excluded)<br />
<br />
== Saboteur 2 ==<br />
<br />
Saboteur 2 introduces additional roles and actions. Now there are six roles:<br />
<br />
* '''Blue diggers (4)''' and '''green diggers (4)''' are the equivalent of the original gold diggers, but are now separated into two teams. They both want to reach the gold, but only the one that connects to the treasure wins. The team that wins is also affected by doors; see below.<br />
* '''Saboteurs (3)''' want to sabotage the connection, just like in the original game.<br />
* '''Boss (1)''' wins if either digger team wins. '''Profiteer (1)''' wins in all cases, whether it's either digger team or it's the saboteurs!<br />
* '''Geologists (2)''' don't care about gold; they care about gems that appear on tunnels as the dwarfs dig through.<br />
<br />
There are various new items and actions.<br />
<br />
* The '''path cards''' are complemented with additional cards. In particular, there is a bridge card, that allows a straight connection between opposite ends, but don't merge together like a crossroad does.<br />
* Some path cards have '''gems'''. These are only for the geologists; they don't block the path.<br />
* Some path cards have '''doors'''. These block the path of the opposing color. Only blue diggers can pass through blue doors, and only green diggers can pass through green doors.<br />
* Some path cards have '''ladders'''. These are connected to the starting ladder. This means you can start a path from any ladder onwards, even if it's not connected to the start. This also means doors behind ladders have no effect.<br />
* Action cards '''Theft (4)''' allow a player to prepare a theft. At the end of the round, each player with a theft may choose someone to steal a gold from. Action card '''Hands Off (3)''' stop a player from doing a theft.<br />
* Action cards '''Trapped! (3)''' put another player to jail, similar to a broken tool with one exception in the scoring. Action cards '''Free at Last! (4)''' free a player from jail.<br />
* Action cards '''Swap Your Hats (2)''' change the role of a player to another. These can be played to oneself or to someone else.<br />
* Action cards '''Swap Your Hands (2)''' allow a player to swap hands with another player. The other player gets to draw a replacement card.<br />
* Action cards '''Inspection (2)''' allow a player to look at the role of another player.<br />
<br />
There are new rules.<br />
<br />
* Each player has 6 cards on their hand at the beginning.<br />
* A player may discard 1-3 cards and draw the same number of replacement cards, instead of the original only 1.<br />
* A player may also discard 2 cards to remove any card (broken tool or jailed) in front of them, but they only get 1 replacement card. This reduces their hand size.<br />
<br />
And there is a completely hauled scoring method.<br />
<br />
* If there is a path to the gold card blocked by some door, the winner is the team that is not blocked by a door of opposing color. For example, if the path to the gold is blocked by a blue door, only the blue diggers win, no matter who placed the last card. ''If the path is blocked by both doors, then only the boss and the profiteer wins!''<br />
* If there is a path to the gold card, not blocked by any door, then the winner is the team that makes the last connection, or both teams in case that connection is made by a non-digger. For example, if a green digger completes a path without doors, the green team wins. If a geologist completes the path instead, both teams win.<br />
* If there is no path to the gold card when everyone runs out of cards, the saboteurs win.<br />
<br />
* The number of winners, except geologists, is counted. This number is subtracted from 6, giving the number of gold pieces that each winner gets. For example, if the blue team with 2 people win together with a boss, then there are 3 winners, so each player gets 3 gold pieces. If there are 5 or more winners, each winner gets 1 gold piece.<br />
* However, boss receives 1 less gold pieces and profiteer receives 2 less gold pieces (cannot go below zero). In the example above, the boss receives 2 gold pieces instead of 3.<br />
* Geologists receive as many gold pieces as there are crystals at the end of the round. In case both geologists are present, this number is divided by two, rounded down. So if there are 5 crystals, a single geologist gets 5 gold pieces, while two geologists in play receive 2 gold pieces each.<br />
* The number of gold pieces a player has is not revealed to others (use your memory!), unless a variant '''Visible golds''' is used.<br />
<br />
== Anthem ==<br />
<br />
The Official Anthem of Saboteur designed by ''Dzikidon'' and ''Sikora8a''<br />
<br />
Music - '''Adele - Skyfall''':<br />
<br />
<nowiki><br />
This is the end<br />
Hold your breath and count to ten<br />
Feel the Earth move and then<br />
Hear your axe burst again<br />
<br />
For this is the end<br />
I've digged and dreamt this moment<br />
I will repair I owe them<br />
Even tho' I'm broken<br />
<br />
Let the rock fall<br />
When it crumbles<br />
We will stand tall<br />
Face it all together<br />
<br />
Let the rock fall<br />
When it crumbles<br />
We will stand tall<br />
Face it all together<br />
At rock fall<br />
At rock fall<br />
<br />
Rock fall is where we start<br />
A thousand miles and cards apart<br />
Where roads collide and caves are dark<br />
You may fix my trolley<br />
You can break my lamp<br />
But you'll never have my gold<br />
<br />
Let the rock fall (Let the rock fall)<br />
When it crumbles (When it crumbles)<br />
We will stand tall (We will stand tall)<br />
Face it all together<br />
<br />
Let the rock fall (Let the rock fall)<br />
When it crumbles (When it crumbles)<br />
We will stand tall (We will stand tall)<br />
Face it all together<br />
At rock fall<br />
<br />
(Let the rock fall)<br />
When it crumbles<br />
We will stand tall) / x2<br />
<br />
Where you go I go<br />
What you see I see<br />
I know I'd never be me<br />
Without the security<br />
Of your fixing cards<br />
Keeping me from harm<br />
Put your end in their straight<br />
And we'll stand<br />
<br />
Let the rock fall (Let the rock fall)<br />
When it crumbles (When it crumbles)<br />
We will stand tall (We will stand tall)<br />
Face it all together<br />
<br />
Let the rock fall (Let the rock fall)<br />
When it crumbles (When it crumbles)<br />
We will stand tall (We will stand tall)<br />
Face it all together<br />
At rock fall<br />
<br />
Let the rock fall<br />
We will stand tall<br />
At rock faaall<br />
</nowiki></div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&diff=912Gamehelpcantstop2013-07-25T17:01:39Z<p>Chaotic iak: </p>
<hr />
<div>Can't Stop is a game involving rolling dice and knowing when to stop pushing one's luck.<br />
<br />
==Rules==<br />
<br />
Can't Stop is played with a board consisting of 11 columns, numbered from 2 to 12, four dice, and three temporary pieces.<br />
<br />
===Splitting dice===<br />
<br />
On a player's turn, they roll the four dice, split it to two groups however they like, then advance a step on each column whose sum is equal to some group of the dice.<br />
<br />
Examples:<br />
<br />
* Roll: 3,3,4,4. One can split it to 3,3 and 4,4, advancing a step on each of columns 6 and 8, or 3,4 and 3,4, advancing two steps on column 7.<br />
* Roll: 2,3,4,5. One can split it in three ways: 2,3 and 4,5 (columns 5 and 9), 2,4 and 3,5 (columns 6 and 8), or 2,5 and 3,4 (columns 7 and 7).<br />
* Roll: 4,4,4,6. There is only one way to split it, 4,4 and 4,6, which means columns 8 and 10.<br />
* Roll: 1,1,1,1. There is only one way to split it, 1,1 and 1,1, which means columns 2 and 2.<br />
<br />
===Temporary pieces===<br />
<br />
In a turn, a player may only advance in three columns. The temporary pieces are to help the player in keeping track their progresses. However, one must make as many moves as possible.<br />
<br />
Examples:<br />
<br />
* One hasn't moved at all and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5,9. They may not choose to advance only on column 5 or only on column 9 because they must perform all moves possible.<br />
* One has moved on columns 4 and 5 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 4,5,9.<br />
* One has moved on columns 2 and 3 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, and so should have advanced on columns 5 and 9. But this is not allowed; it makes them advance on four columns. They must pick either 5 or 9 to advance from.<br />
* One has moved on columns 2, 3, and 12 and rolled 2,3,4,5. No matter how they split the dice, they cannot advance.<br />
<br />
===Stopping one's turn===<br />
<br />
A player keeps their turn until they state to stop or they cannot advance (like the last of the examples above). In the former case, the temporary pieces are made permanent; they will continue from the positions they have now. In the latter case, the temporary pieces are removed; their position is rolled back to before they have started their turn.<br />
<br />
Examples:<br />
* One decides to stop after advancing 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. Now their position is 4 steps on column 6, 3 steps on column 7, 2 steps on column 8, and 4 steps on column 9.<br />
* One advanced 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9, but then cannot advance. Their position is rolled back to only 4 steps on column 6 and 3 steps on column 9.<br />
<br />
===Completing a column===<br />
<br />
When one decides to stop and they have reached the end of some column, that column is scored for that player and no other player may advance in that column. For example, if column 5 has been scored and one splits a 2,3,4,5 to 2,3 and 4,5, they cannot advance on column 5 because it has been scored.<br />
<br />
===Winning condition===<br />
<br />
When one scores three columns, they win.<br />
<br />
==Strategy==<br />
<br />
The strategy of the game revolves on knowing when to stop. As one keeps playing, they still have the risk of losing all progress on the turn; stopping will save the progress but gives the other players a turn each. Knowing which is more beneficial helps.<br />
<br />
Columns with more extreme numbers are less probable (a 2 is only scored by a 1,1 and a 12 is only scored by a 6,6, while a 7 is scored by six pairs of dice), so they have less steps to work on. One's strategy can also revolve on choosing whether to aim for middle columns or extreme columns.</div>Chaotic iakhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpunitedsquare&diff=884Gamehelpunitedsquare2013-06-12T05:36:09Z<p>Chaotic iak: </p>
<hr />
<div>==Goal==<br />
The goal is to be the player who has the most squares of his color.<br />
<br />
==Rules==<br />
The game uses pieces of six types, where each piece is in shape of a square. The sides of each piece are colored with one of red, yellow, green, blue, so that a piece has one side for each color. Each "side" appears as a triangle.<br />
<br />
Each player on his turn puts a square next to a square already on the board. The piece may be rotated, but not reflected. The sides coinciding with previous pieces on the board must match in color.<br />
<br />
It's possible for a blank square to be adjacent to two sides of the same color, blocking said square from being occupied (because there is no piece that has two sides of the same color).<br />
<br />
When a player cannot put any piece, the turn is passed. In all other cases, the player must put some piece.<br />
<br />
Due to the appearance of a side as a triangle, matched sides form a tilted square. Each of these squares scores a point for the person holding this color.<br />
<br />
==Ending the game==<br />
When no more piece can be put by any player, the player with the most squares of his color wins.<br />
<br />
== Game preferences ==<br />
<br />
The '''colorblind''' option available for this game enables an alternative setup displaying symbols on the tokens using the great color code designed by Miguel Neiva: [http://www.coloradd.net/code.asp ColorADD].<br />
<br />
Learning the code is easy, just take a look at the following synthesis panel:<br />
<br />
<br />
[[File:ColorADD.jpg]]<br />
<br />
<br />
'''HAVE A GOOD GAME!'''</div>Chaotic iak