http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Greenman&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T15:18:11ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Gamehelpsapiens&diff=4367Gamehelpsapiens2020-05-12T12:50:16Z<p>Greenman: Created page with "=== Object of the Game === Meet your tribe’s needs in two distinct domains: Food and Shelter. To do this, connect tiles to make your way into the valley. As you connect, yo..."</p>
<hr />
<div>=== Object of the Game ===<br />
<br />
Meet your tribe’s needs in two distinct domains: Food and Shelter. To do this, connect tiles to make your way into the valley. As you connect, you will <br />
gather food and locate new caves. At the end of the game, players compete on the weaker of their two domains. Whoever has the most points in his <br />
weaker domain will be the winner.<br />
<br />
=== Abandoning a Tribe ===<br />
<br />
On your turn, if you cannot put a tile into play, your Tribe has reached a dead end. You can do nothing else for them; you must abandon this Tribe and start a new one. Choose a Cave with no Tribe tile on it and remove the Mountain token on it (if any) from the game. Put the tile of your choice from your Personal Pool here, and score the lower amount of Shelter Points indicated.<br />
<br />
This new Tribe becomes your active Tribe, the only one to which you are allowed to connect new tiles. An active Tribe can never be connected to an abandoned Tribe.<br />
<br />
To indicate that a Tribe has been abandoned, flip all of the tiles of the abandoned Tribe face down<br />
<br />
<br />
=== End of the Game ===<br />
<br />
The game end triggers when the Common Pool and the Stack are both empty. End the current table turn, so that all players have played the same number <br />
of turns. <br />
<br />
Players now count up their points. Remove your token on the Scoretrack that reached the higher total, either Food Points or Shelter Points. The player with the highest remaining score is the winner. In case of a tie, tied players share victory.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Help&diff=4112Help2020-04-24T19:58:21Z<p>Greenman: </p>
<hr />
<div>An issue? A question?<br />
<br />
* [https://boardgamearena.com/#!faq Frequently asked questions] is the most complete source of help for BGA.<br />
<br />
* [https://forum.boardgamearena.com Forums] are also helpful to get information.<br />
<br />
<br />
== Games ==<br />
Game names which are displayed in red still need game help/summaries written for them. So help out and write one for them by creating a new page for these games. To do so simply click on them below, this will direct you to a page creation page.<br />
<table cellpadding="0" cellspacing="5" border="0"><br />
<tr><br />
<td colspan="4">'''Available on BGA'''</td><br />
<td>'''Removed from BGA'''</td><br />
</tr><br />
<tr><br />
<td valign="top"><br />
* [[Gamehelpsechsnimmt|6 Nimmt!]]<br />
* [[Gamehelpsevenwonders|7 Wonders]]<br />
* [[Gamehelpeightmastersrevenge|8 Master's Revenge]]<br />
* [[Gamehelpamyitis|Amyitis]]<br />
* [[Gamehelparmadora|Armadöra]]<br />
* [[Gamehelpassyria|Assyria]]<br />
* [[Gamehelpbackgammon|Backgammon]]<br />
* [[Gamehelpbattlesheep|Battle Sheep]]<br />
* [[Gamehelpbattleoflits|Battle of LITS]]<br />
* [[Gamehelpbelote|Belote]]<br />
* [[Gamehelpbombay|Bombay]]<br />
* [[Gamehelpcantstop|Can't Stop]] <br />
* [[Gamehelpcarcassonne|Carcassonne]] <br />
* [[Gamehelpcaylus|Caylus]]<br />
* [[Gamehelpcheckers|Checkers]]<br />
* [[Gamehelpchess|Chess]]<br />
* [[Gamehelpchinagold|China Gold]]<br />
* [[Gamehelpcinco|Cinco]]<br />
* [[Gamehelpcolorpop|Color Pop]]<br />
* [[Gamehelpcoloretto|Coloretto]]<br />
* [[Gamehelpcoltexpress|Colt Express]]<br />
* [[Gamehelpdarkagent|Dark Agent]]<br />
* [[Gamehelpdiams|Diam's]]<br />
* [[Gamehelpdragonline|Dragon Line]]<br />
* [[Gamehelpdragonheart|Dragonheart]]<br />
* [[Gamehelpelfenland|Elfenland]]<br />
</td><br />
<td valign="top"><br />
* [[Gamehelpakeruption|Eruption]]<br />
* [[Gamehelpnorthwestpassage|Expedition: Northwest Passage]]<br />
* [[Gamehelpflorenzacardgame|Florenza: The Card Game]]<br />
* [[Gamehelpgearnpiston|Gear & Piston]]<br />
* [[Gamehelpgomoku|Gomoku]]<br />
* [[Gamehelpgosu|Gosu]]<br />
* [[Gamehelpgyges|Gygès]]<br />
* [[Gamehelphaggis|Haggis]]<br />
* [[Gamehelphawaii|Hawaii]]<br />
* [[Gamehelphanabi|Hanabi]]<br />
* [[Gamehelphearts|Hearts]]<br />
* [[Gamehelphex|Hex]]<br />
* [[Gamehelphive|Hive]]<br />
* [[Gamehelpintheyearofthedragon|In the Year of the Dragon]]<br />
* [[Gamehelpinjawara|Injawara]]<br />
* [[Gamehelpjaipur|Jaipur]]<br />
* [[Gamehelpk2|K2]]<br />
* [[Gamehelpkahuna|Kahuna]]<br />
* [[Gamehelpkalah|Kalah]]<br />
* [[Gamehelpkeyflower|Keyflower]]<br />
* [[Gamehelpkhronos|Khronos]]<br />
* [[Gamehelpkoikoi|Koi-koi]]<br />
* [[Gamehelpkoryo|Koryŏ]]<br />
* [[Gamehelpledernierpeuple|Le Dernier Peuple]]<br />
* [[Gamehelplewisandclark|Lewis and Clark]]<br />
* [[Gamehelplibertalia|Libertalia]]<br />
</td><br />
<td valign="top"><br />
* [[Gamehelplordsofxidit|Lords of Xidit]]<br />
* [[Gamehelplostcities|Lost Cities]]<br />
* [[Gamehelpmachiavelli|Machiavelli]]<br />
* [[Gamehelpmetromania|Metromania]]<br />
* [[Gamehelpmadeira|Madeira]]<br />
* [[Gamehelpnautilus|Nautilus]]<br />
* [[Gamehelpneutreeko|Neutreeko]]<br />
* [[Gamehelpniagara|Niagara]]<br />
* [[Gamehelpnoirkvi|Noir: Killer versus Inspector]]<br />
* [[Gamehelpdudo|Perudo]]<br />
* [[Gamehelppolis|Polis: Fight for the Hegemony]]<br />
* [[Gamehelppuertorico|Puerto Rico]]<br />
* [[Gamehelppylos|Pylos]]<br />
* [[Gamehelpquarto|Quarto]]<br />
* [[Gamehelpquantum|Quantum]]<br />
* [[Gamehelpquoridor|Quoridor]]<br />
* [[Gamehelpraceforthegalaxy|Race for the Galaxy]]<br />
* [[Gamehelprollforthegalaxy|Roll for the Galaxy]]<br />
* [[Gamehelpreversi|Reversi]]<br />
* [[Gamehelpsaboteur|Saboteur]]<br />
* [[Gamehelpseasons|Seasons]]<br />
* [[Gamehelpsecretmoon|Secret Moon]]<br />
* [[Gamehelpsenet|Senet]]<br />
* [[Gamehelpsobek|Sobek]]<br />
* [[Gamehelpspyrium|Spyrium]]<br />
* [[Gamehelpstirfryeighteen|Stir Fry Eighteen]]<br />
</td><br />
<td valign="top"><br />
* [[Gamehelpstoneage|Stone Age]]<br />
* [[Gamehelptakenoko|Takenoko]]<br />
* [[Gamehelptargi|Targi]]<br />
* [[Gamehelptashkalar|Tash-Kalar]]<br />
* [[Gamehelptheboss|The Boss]]<br />
* [[Gamehelpthejellymonsterlab|The Jelly Monster Lab]]<br />
* [[Gamehelpcarrara|The Palaces of Carrara]]<br />
* [[Gamehelpthermopyles|Thermopyles]]<br />
* [[Gamehelpthroughtheages|Through the Ages]]<br />
* [[Gamehelptimemasters|Time Masters]]<br />
* [[Gamehelptoc|Tock]]<br />
* [[Gamehelptobago|Tobago]]<br />
* [[Gamehelptokaido|Tokaido]]<br />
* [[Gamehelptournay|Tournay]]<br />
* [[Gamehelptroyes|Troyes]]<br />
* [[Gamehelptwintinbots|Twin Tin Bots]]<br />
* [[Gamehelptzolkin|Tzolk'in]]<br />
* [[Gamehelpunclechestnuttablegype|Uncle Chesnut's Table Gype]]<br />
* [[Gamehelpunitedsquare|United Square]]<br />
* [[Gamehelpxiangqi|Xiangqi]]<br />
* [[Gamehelpyatzy|Yahtzee]]<br />
</td><br />
<td valign="top"><br />
* [[Gamehelpdominion|Dominion]]<br />
</td><br />
</tr><br />
</table></div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwonders&diff=4111Gamehelpsevenwonders2020-04-24T19:56:19Z<p>Greenman: </p>
<hr />
<div>== Overview ==<br />
<br />
In [https://boardgamegeek.com/boardgame/68448/7-wonders 7 Wonders] your aim is to make your civilization thrive over three ''ages'', by ramping up your production of raw and/or manufactured goods, building different types of constructions, and taking care of your relations with your neighbors. During the game, you can also build and upgrade your ''wonder'', which gives you additional advantages (points or capabilities).<br />
<br />
The player with the most points at the end of the game wins.<br />
<br />
== Table setup ==<br />
<br />
Number of players:<br />
* it is possible to play with 3 to 7 players on BoardGameArena.<br />
* BoardGameArena suggests 4 players<br />
* [https://boardgamegeek.com/boardgame/68448/7-wonders BoardGameGeek community] suggests 4-5 players.<br />
<br />
Choices:<br />
* ''Game mode'': normal and training<br />
* ''Game speed'': as any other game<br />
* ''Wonder board side'': allow players to choose their preferred side of their Wonder board, or set it randomly<br />
<br />
== Preparation ==<br />
<br />
If ''Wonder board side'' has been set to ''Choose Wonder side'', at the very beginning the players can choose between two sides of their Wonder board. Side A is usually easier to accomplish.<br />
<br />
== Gameplay ==<br />
<br />
The game proceeds over 3 ''ages'', each comprised of 6 rounds.<br />
<br />
=== Card drafting rounds ===<br />
<br />
A round is simple: you are shown a hand of cards, you take one of them and perform one action with it, then the hand is moved on to the ''next'' player (shown by the ''hands rotation'' arrow). All players do this at the same time.<br />
<br />
Each age starts with 7 cards in each hand. The last round happens when the player has two cards in the hand: one is selected, the other is discarded.<br />
<br />
For each card, there can be three to four actions that you can take, shown when you hover on the card:<br />
<br />
* Construct (arrow pointing to card thumbnails): add the specific card to your capabilities, paying its associated cost if any. The cost is shown on the top left of the card; a symbol over it shows if you are allowed to do this move:<br />
** a red cross indicates that you don't have and can't gather the necessary resources to construct<br />
** a yellow check mark with a number indicates how much you have to pay your neighbors to gather the necessary resources<br />
** a green check mark shows that you can construct with your own resources only<br />
<br />
* Build wonder stage (arrow pointing to a layered pyramid): use this card as a marker on the lower side of the Wonder board, gaining the shown advantages (e.g. victory points, or capabilities). The Wonder plan can only be deployed passing through the stages in order, from left to right. A symbol below the next stage you can build shows you if it's possible to build it or not, with the same convention as explained above for constructing a card;<br />
<br />
* Sell the card for three coins (arrow pointing to a coin with a 3 inside)<br />
<br />
* Construct a card (arrow pointing to a blank card with a red cross on the top-left corner): this is optionally shown to players who have this capability, provided by one of their wonder stage. Once per age, it's possible to construct a card without paying its cost.<br />
<br />
Some wonder stages provide additional capabilities:<br />
<br />
* Construct a card for free in each age: as described above<br />
* Play last card (two blank cards with a green check mark): the last card in each age is usually discarded, but the player with this capability can play it (with the usual rules regarding the cost)<br />
* Construct a discarded card for free (many blank cards, the bigger with a red cross on it): the player can look through all discarded cards so far and build it for free<br />
* Copy neighboring guilds (purple card with two triangles on the sides): the player will get additional points depending on the cards equipped by the neighbors at the end of the match.<br />
<br />
=== Fighting ===<br />
<br />
After the last card-drafting round, the age is ended and the fighting phase begins. Military capabilities are compared to award victory or lose points. This is done automatically, but you get too see how you score with an animation.<br />
<br />
== End of game Scoring ==<br />
<br />
The game ends at the end of the third Age, after the Conflict tokens have been handed out.<br />
Each player totals their civilization points and the player with the highest total is declared the winner.<br />
In case of a tie, the player with the most coins in his or her treasury is the winner. A tie on coins is not broken further<br />
<br />
Points are counted from 7 categories in the following order:<br />
=== Military Conflicts ===<br />
<br />
Each player adds their Victory and Defeat tokens (this total can be negative!).<br />
=== Treasury Contents ===<br />
<br />
For every 3 coins in their possession at the end of the game, players score 1 victory point. Leftover coins score no points.<br />
<br />
=== Wonders ===<br />
<br />
Each player then adds to their score the victory points from their wonder.<br />
<br />
=== Civilian Structures ===<br />
<br />
Each player adds the victory points of their Civilian structures. This amount is indicated on each Civilian structure.<br />
<br />
=== Scientific Structures ===<br />
<br />
The scientific cards earn victory points in two very different ways: from sets of identical symbols and from sets of 3 different symbols.<br />
Be careful : the victory points earned by both methods are cumulative.<br />
<br />
==== Sets of identical symbols ====<br />
For each of the 3 existing scientific symbols, the player wins the following<br />
points:<br />
* only 1 symbol : 1 victory point<br />
* 2 identical symbols: 4 victory points<br />
* 3 identical symbols: 9 victory points<br />
* 4 identical symbols: 16 victory points<br />
<br />
Note:<br />
* the number of points gained is equal to the number of symbols squared.<br />
* there are 4 green cards for each symbol, for a maximum of 16 victory points per family of symbols.<br />
* this maximum can be increased with the Scientific Guild and the Wonder of Babylon: 5 identical symbols earn 25 victory points and 6 identical symbols earn 36 victory points.<br />
<br />
==== Sets of 3 different symbols ====<br />
<br />
For each group of 3 different symbols, each player scores 7 victory points.<br />
<br />
=== Commercial Structures ===<br />
<br />
Some commercial structures from Age III grant victory points.<br />
<br />
=== Guilds ===<br />
<br />
Each Guild is worth a number of victory points depending on the configuration of the player’s city and/or that of the two neighboring cities (see description of the structures)</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelprussianrailroads&diff=4082Gamehelprussianrailroads2020-04-20T21:33:21Z<p>Greenman: </p>
<hr />
<div>The number of rounds left is indicated by the number on the board revealed as the engineer tiles move.<br />
<br />
<br />
Points are scored ''at the end of every round'' based on the extent of the different coloured tracks along each railroad 'as far as your locomotive can reach' and the progress of the marker on the industry track. There are also some minor points earned from taking some of the engineer actions and some based on turn order.<br />
<br />
<br />
Points per segment: <br />
*Black - 0<br />
*Grey - 1<br />
*Brown - 2(3)<br />
*Natural - 4(6)<br />
*White - 7(10)<br />
<br />
<br />
There is a ? token that will revalue the brown, natural and white tracks to the numbers in brackets. There are also doubler tiles that will double the value of each track that reaches a single section (can only be placed on the first railroad). <br />
<br />
<br />
Points are scored ''at the end of the game'' for hiring the most engineers and for end game bonus cards. Note you must hire at least one engineer to qualify for the most engineers second place. Tie breaker: engineer with the highest number.<br />
<br />
<br />
Tracks can only be laid along the railroad in colour order. Black > grey > brown > natural > white. Only one track can be placed on each railroad space. So you must move your black along to be able to move your grey and so on.<br />
<br />
<br />
Some of the railroad spaces provide advantages when you reach them. Some of these only require track of a certain colour to reach the space, others require track and the locomotive to reach the space (indicated by the + locomotive icon).<br />
<br />
<br />
The locomotive and factory tiles are double sided. All locomotives of each level have the same factory action on the reverse. You can only buy the least powerful locomotive level, so only a certain factory action will be available to start with. However once players start to discard locomotives as they replace them with more powerful ones later on then there will be more choice of factory.<br />
<br />
<br />
The factory actions on the back of the locomotives are:<br />
# 1. Score the number of engineers you have<br />
# 2. Build a locomotive or factory<br />
# 3. Perform a single worker action a second time<br />
# 4. Place two doublers<br />
# 5. Advance industry one space<br />
# 6. Gain 1 rouble<br />
# 7. Advance 2 tracks of any colour<br />
# 8. Score the sum of best 2 locomotive<br />
# 9. Take any end game bonus card or score 10 points immediately<br />
<br />
<br />
Factory actions are performed when the industry marker passes the factory and can be performed twice if the second industry marker is on the track as well.<br />
<br />
<br />
Four of the advantage spaces have a ? icon and there are 7 ? tokens to choose from:<br />
* Advance 4 tracks of any colour<br />
* Advance 5 industry<br />
* Place 3 doublers<br />
* Re-evaluate the track scores<br />
* Place the second industry marker on the industry track<br />
* Place the Kiev medal<br />
* Use the effect of a ? card and take an end game bonus card to score at the end of the game.<br />
<br />
<br />
There are five ? cards to choose from with the last ? token:<br />
* Place 1 doubler, advance industry once, advance 1 black rail once, and choose one of these 3 effects to do again<br />
* Take the engineer and 1 rouble from this card<br />
* Build a factory and advance industry twice<br />
* Take the black worker <br />
* Take the #9 locomotive from this card<br />
<br />
<br />
The black worker is a permanent extra worker that, when used on an action space providing black rail advancement, gives an additional black rail advancement.<br />
<br />
End Game Bonus Cards<br />
* score 15 points.<br />
* score 10 points per completed railroad (max. 30 points).<br />
* score 4 points per factory in your industry track (max. 20 points).<br />
* score 20 points if you have 4, 5, or 6 doublers above the Trans-siberian. If you have 7 or 8 doublers, score 30 points.<br />
* add the numbers on your locomotives and score that many points.<br />
* this card counts as an additional engineer when determining the player with the most engineers.<br />
* score the sum of the 3 spaces reached by your black tracks.<br />
* score 10 points per extra worker you acquired during the game. This includes both extra workers of your color and the black worker (max. 30 points).<br />
* score 7 points per token on your board (max. 28 points).<br />
* score 6 points per hired engineer. (The engineer from the End Bonus card, seen above, does not count for this.)</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeontwister&diff=2023Gamehelpdungeontwister2016-10-12T12:55:58Z<p>Greenman: Created page with "== Actions == === Reveal a Room === A room can only be revealed (turned face-up) if one of your characters has direct access to it before it is revealed (figure 2). All charac..."</p>
<hr />
<div>== Actions ==<br />
=== Reveal a Room ===<br />
A room can only be revealed (turned face-up) if one of<br />
your characters has direct access to it before it is<br />
revealed (figure 2). All characters on your starting line<br />
have direct access to the first two rooms adjacent to the<br />
starting line. So, both these rooms can be revealed for 1<br />
AP each.<br />
Remove all the tokens on the room to be revealed. Slide<br />
the room to the side from the board’s structure, flip the<br />
room and replace it in the structure face up as indicated in<br />
figure 3. The player revealing the room first places all the<br />
tokens that were on this room except the objects matching<br />
his own color. These objects are placed by his opponent<br />
after the revealing player has placed all the other tokens.<br />
All tokens are placed face-up, no more than one per<br />
square. Each token must be placed on an empty floor<br />
square or on a Rotation Gear<br />
<br />
=== Rotate a Room ===<br />
Each room in the labyrinth is equipped with a complex<br />
wheels and gears mechanism allowing it to rotate. The<br />
Rotation Gear which triggers this movement is represented<br />
by a colored spinning arrow and a number within a square of<br />
each room. Such squares are called Rotation Gear.<br />
For 1 AP, a character standing on a Rotation Gear can<br />
rotate the room 1/4 of a turn in the arrow’s direction. He<br />
can spend 2 AP to rotate 1/2 of a turn, or 3 AP to rotate<br />
3/4 of a turn, etc.<br />
All rooms are matched as colored pairs (they are also<br />
numbered for easier identification), rotating in opposite<br />
direction from each other. A character standing on the<br />
Rotation Gear #1 can also choose to remotely rotate the<br />
other room bearing the same number for 1 AP for each<br />
1/4 of a turn. The targeted room will rotate in the direction<br />
of the arrows printed on its own board. In short, to know<br />
which way the room rotates, look at the arrow printed on<br />
the rotating room. 1 AP only allows you to rotate one<br />
room at a time! You can never rotate two rooms at the<br />
same time.<br />
To rotate a room, slide the room out of the board’s structure.<br />
Rotate the room and put it back into the structure.<br />
When a player rotates a room, he is not allowed to change<br />
his mind if the new game situation isn’t to his liking. None of<br />
the tokens in the room change place during a rotation.<br />
<br />
=== Move ===<br />
You can use 1 AP to move one of your own characters. The<br />
white number on the left on each character token (Speed)<br />
shows how many squares a character can move for 1 AP (for<br />
example, the Thief can move 5 squares with 1 AP).<br />
You are never forced to use all of your movement points.<br />
You can also give more than one AP to the same character<br />
in order to have it move several times, although one movement<br />
must be fully completed before another can start<br />
(first Golden Rule).<br />
<br />
===Initiate Combat ===<br />
You need to spend 1 AP to initiate Combat. A character can<br />
attack any adjacent enemy character. You cannot initiate a<br />
Combat through a closed Portcullis or a wall.<br />
Each player selects a Combat card from his hand and<br />
places it face-down in front of him. Both cards are then<br />
revealed simultaneously. Each player adds the card’s value to<br />
his character’s Combat value (black number on the right on<br />
his character token).<br />
The player with the highest total wins the Combat and the<br />
opponent’s character is wounded. Wounded characters are<br />
placed face-down.<br />
In the case of a tie, nothing happens and the player<br />
whose turn it is can decide to spend 1 new AP to initiate a<br />
new Combat.<br />
All used Combat cards are removed from the game. Gather<br />
them in a single face-down pile. Players are not allowed to look<br />
at these cards. The “Combat +0” card is the only card that the<br />
owner always gets back.<br />
The Active Player cannot attack again a character that has<br />
been wounded during this turn, even if another character did<br />
the wounding.<br />
<br />
====Group Combat====<br />
If more than 1 character is adjacent to one or more of his<br />
opponent’s characters, all living (unwounded) characters<br />
must participate in the Combat (see figure 4). The attacking<br />
player adds the Combat value of all his adjacent characters<br />
and the defending player does the same. Although more<br />
than one character is attacking or defending, each player<br />
only plays one Combat card for his team. When the Combat<br />
is over, all the loser’s characters involved in the combat are<br />
wounded and placed face-down. <br />
<br />
==== Wounded characters====<br />
When a character is wounded, the object he was carrying is<br />
left in the square with him. A wounded character cannot carry<br />
out any Actions. His Combat value is 0 but he is still permitted<br />
to play a Combat card if he is attacked during following turns. If<br />
a wounded character loses a Combat, he is removed from the<br />
game. The player who killed him removes the character token<br />
from the board and places it in front of him as proof of having<br />
earned 1 VP. A wounded character cannot attack or participate<br />
in group Combat. He can only defend himself if he is directly<br />
attacked (you can only attack one wounded character at the<br />
same time). If a wounded character wins a Combat, the attacking<br />
character or characters are wounded.<br />
<br />
=== Use a Character’s Special Ability===<br />
Most characters have one or more Special Abilities. Some of<br />
them are permanent and do not require the player to spend<br />
AP to use them; others require 1 AP to be activated. Refer to<br />
the character description to learn about each character's<br />
Special Abilities. Unless otherwise specified, a wounded<br />
character cannot use his Special Abilities, even if they are<br />
permanent Abilities.<br />
<br />
=== Use an Object ===<br />
Some objects also have permanent Special Effects that do<br />
not require the player to spend AP to use them; others<br />
require 1 AP to be activated. Objects with permanent<br />
Effects always stay on the board. Objects that require AP to<br />
have their Effect activated are removed from the board<br />
once they are used. A wounded character cannot use an<br />
object requiring AP activation since he is not permitted to<br />
carry out an Action.<br />
<br />
== Objects ==<br />
Each character can only carry one<br />
object or one wounded character<br />
of his own color. To pick<br />
up an object or a wounded<br />
character, simply pass<br />
through or stop on the<br />
square containing it. This<br />
doesn’t require the player<br />
to spend any AP as it is<br />
part of the character’s movement. A character can also<br />
drop an object or wounded character in a square while<br />
carrying out a movement. This also does not require the<br />
player to spend any AP. But, the second Golden Rule must<br />
still be followed and no object or wounded character may<br />
be left on a Pit Trap (unless it is a Rope) or on any other<br />
forbidden square. There can never be two objects on the<br />
same square.<br />
A character moving through a square occupied by a<br />
wounded character (friendly or enemy) and an object can<br />
pick up the object for no AP. If one of your characters<br />
moves through another character of the same color, you<br />
can take, give or trade objects and/or wounded characters<br />
as you wish between the two characters. This does<br />
not cost any AP. However, at the end of any Action, the<br />
second Golden Rule must always be followed (1 character<br />
+ 1 object or 1 character + 1 wounded character<br />
maximum per square).<br />
Blue characters can use and carry Yellow objects and<br />
vice versa.<br />
Objects or wounded characters are always placed underneath<br />
the token of the character carrying it. At any time,<br />
any player can look at a token underneath a character,<br />
friendly or enemy<br />
<br />
=== Carrying wounded characters ===<br />
Wounded characters can be carried like objects by characters<br />
of the same color. All rules applicable to objects are<br />
applicable to wounded characters. If a character carrying a<br />
wounded one loses a Combat, the wounded one is removed<br />
from the game (+1 VP for the winner) and the carrier<br />
becomes wounded himself<br />
<br />
===Moving a Character out of the Labyrinth===<br />
As soon as one of your characters moves into any of the<br />
10 squares on your opponent’s starting line, he exits the<br />
labyrinth. Remove it from the game and place it in front of<br />
you to symbolize 1 VP. It is not possible to stay on your<br />
opponent’s starting line or to move once on it. On the other<br />
hand, your characters can move, rest or initiate Combat on<br />
your own starting line.<br />
You can exit the labyrinth by moving through an opponent’s<br />
wounded character standing on his starting line. You can also<br />
initiate Combat against an opponent’s character standing on<br />
his starting line, as long as your attacking character is still in<br />
a room and still in the labyrinth.<br />
If a character leaves the labyrinth while transporting a<br />
wounded character, the wounded character is safe (remove<br />
from the game) but is not worth any VP.<br />
If a character leaves the labyrinth while transporting an<br />
object, this object is removed from the game<br />
unless it is the Treasure which is worth 1<br />
VP (place the Treasure in front of you to<br />
keep track of your extra VP.)<br />
<br />
<br />
== Cards ==<br />
=== Action Cards ===<br />
The Active Player chooses an Action card from his deck<br />
and places it face-up in front of him. All of a player’s Action<br />
cards must be stacked together face-up, so that only the<br />
last card played is visible. At the end of a turn, if a player<br />
has no more Action cards, he gets his 4 Action cards back<br />
(see phase 3). This is called a completed Action Card Cycle.<br />
During the first turn, the first player can only play a “2<br />
Actions” card. Then, during the entire duration of the first<br />
Action Cards Cycle, a player can only play a card whose<br />
Actions number is inferior, equal or superior by 1 to the<br />
highest Action card played since the beginning of the game.<br />
This rule only applies to the first Action Card Cycle.<br />
<br />
As soon as a “4 Actions” card has been played, any player<br />
can play any Action card for the rest of the game. <br />
<br />
=== Combat Cards ===<br />
You need to spend 1 AP to initiate Combat. A character can<br />
attack any adjacent enemy character. You cannot initiate a<br />
Combat through a closed Portcullis or a wall.<br />
Each player selects a Combat card from his hand and<br />
places it face-down in front of him. Both cards are then<br />
revealed simultaneously. Each player adds the card’s value to<br />
his character’s Combat value (black number on the right on<br />
his character token).<br />
The player with the highest total wins the Combat and the<br />
opponent’s character is wounded. Wounded characters are<br />
placed face-down.<br />
In the case of a tie, nothing happens and the player<br />
whose turn it is can decide to spend 1 new AP to initiate a<br />
new Combat.<br />
All used Combat cards are removed from the game. Gather<br />
them in a single face-down pile. Players are not allowed to look<br />
at these cards. The “Combat +0” card is the only card that the<br />
owner always gets back.<br />
The Active Player cannot attack again a character that has<br />
been wounded during this turn, even if another character did<br />
the wounding.<br />
<br />
=== Jump Cards ===<br />
Each player starts the game with 3 “Jump” cards. You can<br />
use a Jump card to allow any of your characters to jump over<br />
a Pit Trap. Your character can jump over the Pit Trap and<br />
land on a square directly behind it (figure 6). A Jump card<br />
allows you to move two squares: the first square crossed<br />
must be the Pit Trap and the character must then land on a<br />
valid square adjacent to the Pit Trap. A valid square is any<br />
square where the character can complete his movement<br />
while obeying the second Golden Rule.<br />
Playing a Jump card costs 1 AP. The used Jump cards are<br />
removed from the game after use and placed face-down<br />
with the used Combat cards.<br />
It is not permitted to jump over a Pit Trap that is occupied<br />
by a living or wounded character.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&diff=1995Gamehelpmadeira2016-09-19T21:55:03Z<p>Greenman: Created page with "==Reference Sheet== ===Crown’s Requests=== During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round..."</p>
<hr />
<div>==Reference Sheet==<br />
<br />
===Crown’s Requests===<br />
<br />
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.<br />
<br />
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).<br />
<br />
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.<br />
<br />
===Guild Favors===<br />
<br />
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:<br />
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and<br />
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).<br />
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.<br />
<br />
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).<br />
<br />
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.<br />
<br />
Reminder: A player can flip face-up:<br />
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).<br />
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).<br />
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).<br />
<br />
===Passing===<br />
<br />
* The player gets 2 Reals<br />
*The player gets 3 Reals <br />
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot<br />
* The player gets 4 Reals<br />
** OR moves 1 of his Workers into the City Watch<br />
* The player gets 5 Reals<br />
** OR moves 1 of his Ships following the usual rules<br />
<br />
===King’s Rewards===<br />
Various Rewards available<br />
* The player moves 1 of his Workers to any field following the usual rules<br />
* The player flips 1 of his Guild Favors face-up.<br />
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.<br />
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.<br />
* The player earns 3 PP. The player gets 5 Reals.<br />
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.<br />
* The player moves 1 of his Workers into the City Watch</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&diff=1969Gamehelploveletter2016-09-11T16:00:57Z<p>Greenman: </p>
<hr />
<div>==Winning==<br />
<br />
A player wins the game after<br />
winning a number of tokens based<br />
on the number of players:<br />
<br />
*2 Players: 7 tokens<br />
*3 Players: 5 tokens<br />
*4 players: 4 tokens<br />
<br />
<br />
==The People==<br />
*8: princess annette - If you discard the Princess—no matter how or why—she has tossed your letter into the fire. You are knocked out of the round.<br />
*7: countess wilhelmina - Unlike other cards, which take effect when discarded, the text on the Countess applies while she is in your hand. In fact, she has no effect when you discard her. If you ever have the Countess and either the King or Prince in your hand, you must discard the Countess. You do not have to reveal the other card in your hand. Of course, you can also discard the Countess even if you do not have a royal family member in your hand. She likes to play mind games....<br />
*6: king arnaud iv - When you discard King Arnaud IV, trade the card in your hand with the card held by another player of your choice. You cannot trade with a player who is out of the round, nor with someone protected by the Handmaid. If all other players still in the round are protected by the Handmaid, this card does nothing.<br />
*5: prince arnaud - When you discard Prince Arnaud, choose one player still in the round (including yourself). That player discards his or her hand (do not apply its effect) and draws a new card. If the deck is empty, that player draws the card that was removed at the start of the round. If all other players are protected by the Handmaid, you must choose yourself.<br />
*4: handmaid susannah - When you discard the Handmaid, you are immune to the effects ofother players’ cards until the start of your next turn. If all players other than the player whose turn it is are protected by Susannah, the player must choose him- or herself if possible.<br />
*3: baron talus - When discarded, choose one other player still in the round. You and that player secretly compare your hands. The player with the lower rank is knocked out of the round. In case of a tie, nothing happens. If all other players still in the round are protected by the Handmaid, this card does nothing.<br />
*2: priest tomas - When you discard the Priest, you can look at one other player’s hand. Do not reveal the hand to all players.<br />
*1: guard odette - When you discard the Guard, choose a player and name a card (other than Guard). If that player has that card, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&diff=1968Gamehelploveletter2016-09-11T15:54:09Z<p>Greenman: Created page with "==Winning== A player wins the game after winning a number of tokens based on the number of players: *2 Players: 7 tokens *3 Players: 5 tokens *4 players: 4 tokens"</p>
<hr />
<div>==Winning==<br />
<br />
A player wins the game after<br />
winning a number of tokens based<br />
on the number of players:<br />
<br />
*2 Players: 7 tokens<br />
*3 Players: 5 tokens<br />
*4 players: 4 tokens</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&diff=1578Gamehelpflorenzacardgame2015-07-10T19:05:17Z<p>Greenman: </p>
<hr />
<div>'''Game Round is divided into 4 phases:'''<br />
<br />
* Draw Artists and Monuments<br />
<br />
* Draw Florenza Cards<br />
<br />
* Take Actions (4 per round plus extras given from played cards)<br />
**Play Florenza Card<br />
**Complete a Monument<br />
**Reserve Monument or Artist<br />
**Activate Location Card (collect/sell resource of face up card)<br />
**Send Out Workers (collect 50 Fiorini)<br />
**Go to Market (sell/buy/trade to supply)<br />
**Search for Inspiration (draw extra card)<br />
<br />
* End of Round<br />
**Discard Cards except one<br />
**Collect Income<br />
**Elect the Captain of the People<br />
**Reset Location Cards<br />
<br />
'''Game ends''' after 5 rounds.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&diff=1577Gamehelpflorenzacardgame2015-07-10T19:01:07Z<p>Greenman: </p>
<hr />
<div>'''Game Round is divided into 4 phases:'''<br />
<br />
* Draw Artists and Monuments<br />
* Draw Florenza Cards<br />
* Take Actions (4 per round plus extras given from played cards)<br />
**Play Florenza Card<br />
**Complete a Monument<br />
**Reserve Monument or Artist<br />
**Activate Location Card (collect/sell resource of face up card)<br />
**Send Out Workers (collect 50 Fiorini)<br />
**Go to Market (sell/buy/trade to supply)<br />
**Search for Inspiration (draw extra card)<br />
* End of Round<br />
**Discard Cards except one<br />
**Collect Income<br />
**Elect the Captain of the People<br />
**Reset Location Cards<br />
_<br />
_<br />
'''<br />
Game End:'''<br />
<br />
Game ends after 5 rounds.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&diff=1576Gamehelpflorenzacardgame2015-07-10T19:00:42Z<p>Greenman: </p>
<hr />
<div>'''Game Round is divided into 4 phases:'''<br />
<br />
* Draw Artists and Monuments<br />
* Draw Florenza Cards<br />
* Take Actions (4 per round plus extras given from played cards)<br />
**Play Florenza Card<br />
**Complete a Monument<br />
**Reserve Monument or Artist<br />
**Activate Location Card (collect/sell resource of face up card)<br />
**Send Out Workers (collect 50 Fiorini)<br />
**Go to Market (sell/buy/trade to supply)<br />
**Search for Inspiration (draw extra card)<br />
* End of Round<br />
**Discard Cards except one<br />
**Collect Income<br />
**Elect the Captain of the People<br />
**Reset Location Cards<br />
.<br />
.<br />
.<br />
'''<br />
Game End:'''<br />
<br />
Game ends after 5 rounds.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&diff=1575Gamehelpflorenzacardgame2015-07-10T19:00:02Z<p>Greenman: </p>
<hr />
<div>'''Game Round is divided into 4 phases:'''<br />
<br />
* Draw Artists and Monuments<br />
* Draw Florenza Cards<br />
* Take Actions (4 per round plus extras given from played cards)<br />
**Play Florenza Card<br />
**Complete a Monument<br />
**Reserve Monument or Artist<br />
**Activate Location Card (collect/sell resource of face up card)<br />
**Send Out Workers (collect 50 Fiorini)<br />
**Go to Market (sell/buy/trade to supply)<br />
**Search for Inspiration (draw extra card)<br />
* End of Round<br />
**Discard Cards except one<br />
**Collect Income<br />
**Elect the Captain of the People<br />
**Reset Location Cards<br />
'''<br />
Game End:'''<br />
<br />
Game ends after 5 rounds.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&diff=1574Gamehelpflorenzacardgame2015-07-10T18:59:27Z<p>Greenman: adding spaces for view in game</p>
<hr />
<div>Game Round is divided into 4 phases:<br />
<br />
* Draw Artists and Monuments<br />
* Draw Florenza Cards<br />
* Take Actions (4 per round plus extras given from played cards)<br />
**Play Florenza Card<br />
**Complete a Monument<br />
**Reserve Monument or Artist<br />
**Activate Location Card (collect/sell resource of face up card)<br />
**Send Out Workers (collect 50 Fiorini)<br />
**Go to Market (sell/buy/trade to supply)<br />
**Search for Inspiration (draw extra card)<br />
* End of Round<br />
**Discard Cards except one<br />
**Collect Income<br />
**Elect the Captain of the People<br />
**Reset Location Cards<br />
<br />
Game End:<br />
<br />
Game ends after 5 rounds.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&diff=1573Gamehelpflorenzacardgame2015-07-10T18:58:35Z<p>Greenman: </p>
<hr />
<div>Game Round is divided into 4 phases:<br />
<br />
<br />
* Draw Artists and Monuments<br />
* Draw Florenza Cards<br />
* Take Actions (4 per round plus extras given from played cards)<br />
**Play Florenza Card<br />
**Complete a Monument<br />
**Reserve Monument or Artist<br />
**Activate Location Card (collect/sell resource of face up card)<br />
**Send Out Workers (collect 50 Fiorini)<br />
**Go to Market (sell/buy/trade to supply)<br />
**Search for Inspiration (draw extra card)<br />
* End of Round<br />
**Discard Cards except one<br />
**Collect Income<br />
**Elect the Captain of the People<br />
**Reset Location Cards<br />
<br />
Game End:<br />
<br />
<br />
Game ends after 5 rounds.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&diff=1572Gamehelpflorenzacardgame2015-07-10T18:58:03Z<p>Greenman: </p>
<hr />
<div>Game Round is divided into 4 phases:<br />
* Draw Artists and Monuments<br />
* Draw Florenza Cards<br />
* Take Actions (4 per round plus extras given from played cards)<br />
**Play Florenza Card<br />
**Complete a Monument<br />
**Reserve Monument or Artist<br />
**Activate Location Card (collect/sell resource of face up card)<br />
**Send Out Workers (collect 50 Fiorini)<br />
**Go to Market (sell/buy/trade to supply)<br />
**Search for Inspiration (draw extra card)<br />
* End of Round<br />
**Discard Cards except one<br />
**Collect Income<br />
**Elect the Captain of the People<br />
**Reset Location Cards<br />
<br />
Game End:<br />
Game ends after 5 rounds.</div>Greenmanhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&diff=1571Gamehelpflorenzacardgame2015-07-10T18:51:25Z<p>Greenman: Created page with "Game Round is divided into 4 phases: * Draw Artists and Monuments * Draw Florenza Cards * Take Actions **Play Florenza Card **Complete a Monument **Reserve Monument or Artist ..."</p>
<hr />
<div>Game Round is divided into 4 phases:<br />
* Draw Artists and Monuments<br />
* Draw Florenza Cards<br />
* Take Actions<br />
**Play Florenza Card<br />
**Complete a Monument<br />
**Reserve Monument or Artist<br />
**Activate Location Card<br />
**Send Out Workers<br />
**Go to Market<br />
**Search for Inspiration<br />
* End of Round<br />
**Discard Cards except one<br />
**Collect Income<br />
**Elect the Captain of the People<br />
**Reset Location Cards<br />
<br />
Game End:<br />
Game ends after 5 rounds.</div>Greenman