http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=InfernalCoder&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T23:52:32ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Gamehelpsplashdown&diff=17760Gamehelpsplashdown2023-08-09T09:28:44Z<p>InfernalCoder: Clarify cases where everyone dies</p>
<hr />
<div>Splash Down<br />
<br />
At the start of the game, place all your frogs in the 'home' space. This is the tile just before the first pad of the map.<br />
<br />
<br />
<br />
Each Turn<br />
<br />
Each then you roll a die; this determines the maximum spaces you can move in any direction. The first place may re-roll on the first turn. <br />
Sometimes paths will run parallel to each other, as in the Star Map. In this case, you must always go through the "centre" of the block, and not move around the edges.<br />
<br />
You then pick a pad to land on. There are 4 types of pads:<br />
<br />
Green Pads: Land here safely<br />
Yellow Pads: When land, flip a frog coin; if it lands on tails, you lose a life. <br />
Red Pads: Lose a life when you land here. <br />
Dark Green: Like green pads, but you cannot dunk a player who is on them. These pads usually have flies, as shown above. <br />
<br />
When you land on a pad, you automatically gain the number of flies indicated. It is now in your possession. The flies are then removed from the lilypad and cannot be gained by another player.<br />
<br />
You can also land on a pad another player is already on. When this occurs, you may attempt to dunk them.<br />
<br />
Dunking<br />
<br />
When you land on the same pad as an existing player, you can choose whether to try to dunk them. If you want to, roll the frog dice. If it's an even number, you can move that far, and they lose a life. If it's odd, you may not move. However, if it's a 1, you lose a life.<br />
If you run out of lives holding flies, they FLY back to the location they come from and can once again be claimed by another player. <br />
Notes:<br />
You must roll for the pad first when attempting a dunk on yellow/red. You may leapfrog even if you lose a life, provided you have not been eliminated.<br />
When there are 2 or more people on a pad, you dunk them all!<br />
If you are on the pad a fly returns to when someone dies, you must leave it and go back to claim the fly.<br />
<br />
Lives <br />
<br />
Each player starts with 5 lives. Upon running out of lives, a player is eliminated and loses the game without any further actions possible.<br />
<br />
Goal<br />
<br />
Collect flies, and return them to the start point. The winner is the (living) player with the most flies at the end. Once you've returned, you cannot go out again.<br />
<br />
Tiebreaker <br />
<br />
In the event that multiple players finish with the same number of flies, then the winner is whoever reached home with the most lives remaining. In the event every player dies or multiple players finish with the same amount of flies and lives the game is a tie.<br />
<br />
Optional Rules <br />
<br />
An optional rule is Fly Stealing. When this rule is chosen, a player steals a fly set from any opponent they successfully dunk. The fly set is the oldest set they have remaining. (If none have been taken, this is the first set they took) or if you successfully kill another player, you get all their flies.</div>InfernalCoderhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsplashdown&diff=16325Gamehelpsplashdown2023-03-16T22:13:39Z<p>InfernalCoder: </p>
<hr />
<div>Splash Down<br />
<br />
At the start of the game, place all your frogs in the 'home' space. This is the tile just before the first pad of the map.<br />
<br />
<br />
<br />
Each Turn<br />
<br />
Each then you roll a die; this determines the maximum spaces you can move in any direction. The first place may re-roll on the first turn. <br />
Sometimes paths will run parallel to each other, as in the Star Map. In this case, you must always go through the "centre" of the block, and not move around the edges.<br />
<br />
You then pick a pad to land on. There are 4 types of pads:<br />
<br />
Green Pads: Land here safely<br />
Yellow Pads: When land, flip a frog coin; if it lands on tails, you lose a life. <br />
Red Pads: Lose a life when you land here. <br />
Dark Green: Like green pads, but you cannot dunk a player who is on them. These pads usually have flies, as shown above. <br />
<br />
When you land on a pad, you automatically gain the number of flies indicated. It is now in your possession. The flies are then removed from the lilypad and cannot be gained by another player.<br />
<br />
You can also land on a pad another player is already on. When this occurs, you may attempt to dunk them.<br />
<br />
Dunking<br />
<br />
When you land on the same pad as an existing player, you can choose whether to try to dunk them. If you want to, roll the frog dice. If it's an even number, you can move that far, and they lose a life. If it's odd, you may not move. However, if it's a 1, you lose a life.<br />
If you run out of lives holding flies, they FLY back to the location they come from and can once again be claimed by another player. <br />
Notes:<br />
You must roll for the pad first when attempting a dunk on yellow/red. You may leapfrog even if you lose a life, provided you have not been eliminated.<br />
When there are 2 or more people on a pad, you dunk them all!<br />
If you are on the pad a fly returns to when someone dies, you must leave it and go back to claim the fly.<br />
<br />
Lives <br />
<br />
Each player starts with 5 lives. Upon running out of lives, a player is eliminated and loses the game without any further actions possible.<br />
<br />
Goal<br />
<br />
Collect flies, and return them to the start point. The winner is the (living) player with the most flies at the end. Once you've returned, you cannot go out again.<br />
<br />
Tiebreaker <br />
<br />
In the event that multiple players finish with the same number of flies, then the winner is whoever reached home with the most lives remaining. <br />
<br />
Optional Rules <br />
<br />
An optional rule is Fly Stealing. When this rule is chosen, a player steals a fly set from any opponent they successfully dunk. The fly set is the oldest set they have remaining. (If none have been taken, this is the first set they took) or if you successfully kill another player, you get all their flies.</div>InfernalCoderhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsplashdown&diff=15639Gamehelpsplashdown2022-12-28T23:23:34Z<p>InfernalCoder: </p>
<hr />
<div>Splash Down<br />
<br />
At the start of the game, place all your frogs in the 'home' space. This is the tile just before the first pad of the map.<br />
<br />
<br />
<br />
Each Turn<br />
<br />
Each then you roll a die; this determines the maximum spaces you can move in any direction. The first place may re-roll on the first turn. <br />
Sometimes paths will run parallel to each other, as in the Star Map. In this case, you must always go through the "centre" of the block, and not move around the edges.<br />
<br />
You then pick a pad to land on. There are 4 types of pads:<br />
<br />
Green Pads: Land here safely<br />
Yellow Pads: When land, flip a frog coin; if it lands on heads, you lose a life. <br />
Red Pads: Lose a life when you land here. <br />
Dark Green: Like green pads, but you cannot dunk a player who is on them. These pads usually have flies, as shown above. <br />
<br />
When you land on a pad, you automatically gain the number of flies indicated. It is now in your possession. The flies are then removed from the lilypad and cannot be gained by another player.<br />
<br />
You can also land on a pad another player is already on. When this occurs, you may attempt to dunk them.<br />
<br />
Dunking<br />
<br />
When you land on the same pad as an existing player, you can choose whether to try to dunk them. If you want to, roll the frog dice. If it's an even number, you can move that far, and they lose a life. If it's odd, you may not move. However, if it's a 1, you lose a life.<br />
If you die holding flies, they FLY back to the location they come from and can once again be claimed by another player. <br />
Notes:<br />
You must roll for the pad first when attempting a dunk on yellow/red. You may leapfrog even if you lose a life, provided you have not been eliminated.<br />
When there are 2 or more people on a pad, you dunk them all!<br />
If you are on the pad a fly returns to when someone dies, you must leave it and go back to claim the fly.<br />
<br />
Lives <br />
<br />
Each player starts with 5 lives. Upon running out of lives, a player is eliminated and loses the game without any further actions possible.<br />
<br />
Goal<br />
<br />
Collect flies, and return them to the start point. The winner is the (living) player with the most flies at the end. Once you've returned, you cannot go out again.<br />
<br />
Tiebreaker <br />
<br />
In the event that multiple players finish with the same number of flies, then the winner is whoever reached home with the most lives remaining. <br />
<br />
Optional Rules <br />
<br />
An optional rule is Fly Stealing. When this rule is chosen, a player steals a fly set from any opponent they successfully dunk. The fly set is the oldest set they have remaining. (If none have been taken, this is the first set they took) or if you successfully kill another player, you get all their flies.</div>InfernalCoderhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsplashdown&diff=15638Gamehelpsplashdown2022-12-28T23:22:09Z<p>InfernalCoder: Created page with "Splash Down At the start of the game, place all your frogs in the 'home' space. This is the tile just before the first pad of the map, as shown in the image below. Each Turn Each then you roll a die; this determines the maximum spaces you can move in any direction. The first place may re-roll on the first turn. Sometimes paths will run parallel to each other, as in the Star Map. In this case, you must always go through the "centre" of the block, and not move aroun..."</p>
<hr />
<div>Splash Down<br />
<br />
At the start of the game, place all your frogs in the 'home' space. This is the tile just before the first pad of the map, as shown in the image below. <br />
<br />
<br />
<br />
Each Turn<br />
<br />
Each then you roll a die; this determines the maximum spaces you can move in any direction. The first place may re-roll on the first turn. <br />
Sometimes paths will run parallel to each other, as in the Star Map. In this case, you must always go through the "centre" of the block, and not move around the edges.<br />
<br />
You then pick a pad to land on. There are 4 types of pads:<br />
<br />
Green Pads: Land here safely<br />
Yellow Pads: When land, flip a frog coin; if it lands on heads, you lose a life. <br />
Red Pads: Lose a life when you land here. <br />
Dark Green: Like green pads, but you cannot dunk a player who is on them. These pads usually have flies, as shown above. <br />
<br />
When you land on a pad, you automatically gain the number of flies indicated. It is now in your possession. The flies are then removed from the lilypad and cannot be gained by another player.<br />
<br />
You can also land on a pad another player is already on. When this occurs, you may attempt to dunk them.<br />
<br />
Dunking<br />
<br />
When you land on the same pad as an existing player, you can choose whether to try to dunk them. If you want to, roll the frog dice. If it's an even number, you can move that far, and they lose a life. If it's odd, you may not move. However, if it's a 1, you lose a life.<br />
If you die holding flies, they FLY back to the location they come from and can once again be claimed by another player. <br />
Notes:<br />
You must roll for the pad first when attempting a dunk on yellow/red. You may leapfrog even if you lose a life, provided you have not been eliminated.<br />
When there are 2 or more people on a pad, you dunk them all!<br />
If you are on the pad a fly returns to when someone dies, you must leave it and go back to claim the fly.<br />
<br />
Lives <br />
<br />
Each player starts with 5 lives. Upon running out of lives, a player is eliminated and loses the game without any further actions possible.<br />
<br />
Goal<br />
<br />
Collect flies, and return them to the start point. The winner is the (living) player with the most flies at the end. Once you've returned, you cannot go out again.<br />
<br />
Tiebreaker <br />
<br />
In the event that multiple players finish with the same number of flies, then the winner is whoever reached home with the most lives remaining. <br />
<br />
Optional Rules <br />
<br />
An optional rule is Fly Stealing. When this rule is chosen, a player steals a fly set from any opponent they successfully dunk. The fly set is the oldest set they have remaining. (If none have been taken, this is the first set they took) or if you successfully kill another player, you get all their flies.</div>InfernalCoderhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftcider&diff=13376Gamehelpdraftcider2022-05-27T15:28:36Z<p>InfernalCoder: </p>
<hr />
<div>At the start of the game, you are each given a board; this is your orchard.<br />
<br />
At the start of each round, a set of 3 cards per player (2 when playing with 3/6 players) are placed into the communal hand.<br />
<br />
Each turn, each player must select a single card. They then place this in any of their available batches that they are able to.<br />
<br />
The first player to select a card is whoever most recently consumed an apple or apple-based product.<br />
<br />
At the start of each phase, rotate the player who picks first. The game ends after 4 rounds.<br />
<br />
As with most games, the player with the most points at the end is the winner.<br />
<br />
Single Player Variant<br />
<br />
In this version, your only opponent is luck. Your aim is to score as high as possible, despite not knowing which cards you will receive.<br />
<br />
The Batches<br />
<br />
Monochrome Batch All apples must be the same colour, as indicated by the card. Points are triangle numbers starting at 1. I.e: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66 max:78<br />
<br />
Apples of a Feather Batch Rule: When you place the second card, it must match the 1st card's Sweetness or Height. Any additional cards must then follow this rule. If a pair of cards have the same Sweetness and Height, you may continue with either attribute based on your next card. E.g. the first card is Sweetness 3, Height 2. The player can place either, but once he places a Sweetness '3', he must continue to do so exclusively Scoring is n(n-1), where n is the number of cards: 0, 2, 6, 12, 20, 30, 42, 56, 72, 90, 110, 132<br />
<br />
Special Colour Tree Points 20, but only if no other apples of this colour are outside of the bad batch. Loses 20 if an apple of the same colour is played outside of the bad batch. This card cannot be placed if there is a card of its colour anywhere but the Bad Batch. However, a card of the same colour may be played at the cost of all points for this batch.<br />
<br />
Unlucky batch Sweetness must add to 13 or worthless. But the sweetness of the cards must be within 1 of each other!<br />
Points: Square numbers per card used, but only if hit 13 exactly!<br />
E.g. two 4s and a 5 would be 3 cards, so 9 points <br />
9, 16, 25, 36, 49, 64, 81, 100, 121, 144<br />
<br />
Fortepiano Height Batch Points are the difference in Height between each pair * 2. Heights may not be the same. E.g. Heights 1&5=8 points. 2&3=2 Max: 48<br />
<br />
Sweet Couple Batch 7 points for each 2 of the same Sweetness. Each pair must have the same Sweetness to be played. Max: 42<br />
<br />
Steady Height Batch Rule: Height must be within one of the previous cards each time. E.g 3-3 or 3-2 or 3-4 Points: Odd Prime numbers I.e 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41 Max: 41<br />
<br />
Bad batch -1 point for each tree planted here. (0/1 points on easy mode) Max: -12<br />
<br />
Tie-Breaker<br />
<br />
In the event of a tie, the player with the most cards in different batches wins.</div>InfernalCoderhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftcider&diff=13375Gamehelpdraftcider2022-05-27T15:27:02Z<p>InfernalCoder: </p>
<hr />
<div>At the start of the game, you are each given a board; this is your orchard.<br />
<br />
At the start of each round, a set of 3 cards per player (2 when playing with 3/6 players) are placed into the communal hand.<br />
<br />
Each turn, each player must select a single card. They then place this in any of their available batches that they are able to.<br />
<br />
The first player to select a card is whoever most recently consumed an apple or apple-based product.<br />
<br />
At the start of each phase, rotate the player who picks first. The game ends after 4 rounds.<br />
<br />
As with most games, the player with the most points at the end is the winner.<br />
<br />
Single Player Variant<br />
<br />
In this version, your only opponent is luck. Your aim is to score as high as possible, despite not knowing which cards you will receive.<br />
<br />
The Batches<br />
<br />
Monochrome Batch All apples must be the same colour, as indicated by the card. Points are triangle numbers starting at 1. I.e: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66 max:78<br />
<br />
Apples of a Feather Batch Rule: When you place the second card, it must match the 1st card's Sweetness or Height. Any additional cards must then follow this rule. If a pair of cards have the same Sweetness and Height, you may continue with either attribute based on your next card. E.g. the first card is Sweetness 3, Height 2. The player can place either, but once he places a Sweetness '3', he must continue to do so exclusively Scoring is n(n-1), where n is the number of cards: 0, 2, 6, 12, 20, 30, 42, 56, 72, 90, 110, 132<br />
<br />
Special Colour Tree Points 20, but only if no other apples of this colour are outside of the bad batch. Loses 20 if an apple of the same colour is played outside of the bad batch. This card cannot be placed if there is a card of its colour anywhere but the Bad Batch. However, a card of the same colour may be played at the cost of all points for this batch.<br />
<br />
Unlucky batch Sweetness must add to 13 or worthless. Points: Square numbers per card used, but only if hit 13 exactly! E.g. two 5s and a 3 would be 3 cards, so 9 points 9, 16, 25, 36, 49, 64, 81, 100, 121, 144<br />
<br />
Fortepiano Height Batch Points are the difference in Height between each pair * 2. Heights may not be the same. E.g. Heights 1&5=8 points. 2&3=2 Max: 48<br />
<br />
Sweet Couple Batch 7 points for each 2 of the same Sweetness. Each pair must have the same Sweetness to be played. Max: 42<br />
<br />
Steady Height Batch Rule: Height must be within one of the previous cards each time. E.g 3-3 or 3-2 or 3-4 Points: Odd Prime numbers I.e 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41 Max: 41<br />
<br />
Bad batch -1 point for each tree planted here. (0/1 points on easy mode) Max: -12<br />
<br />
Tie-Breaker<br />
<br />
In the event of a tie, the player with the most cards in different batches wins.</div>InfernalCoderhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftcider&diff=13374Gamehelpdraftcider2022-05-27T15:22:33Z<p>InfernalCoder: </p>
<hr />
<div>At the start of the game, you are each given a board; this is your orchard. <br />
<br />
At the start of each round, a set of 3 cards per player (2 when playing with 3/6 players) are placed into the communal hand.<br />
<br />
Each turn, each player must select a single card. They then place this in any of their available batches that they are able to.<br />
<br />
The first player to select a card is whoever most recently consumed an apple or apple-based product.<br />
<br />
At the start of each phase, rotate the player who picks first. The game ends after 4 rounds.<br />
<br />
As with most games, the player with the most points at the end is the winner.<br />
<br />
Single Player Variant<br />
<br />
In this version, your only opponent is luck. Your aim is to score as high as possible, despite not knowing which cards you will receive.<br />
<br />
The Batches<br />
<br />
Monochrome Batch<br />
All apples must be the same colour, as indicated by the card. Points are triangle numbers starting at 1. I.e: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66 max:78<br />
<br />
Apples of a Feather Batch<br />
Rule: When you place the second card, it must match the 1st card's Sweetness or Height. Any additional cards must then follow this rule. If a pair of cards have the same Sweetness and Height, you may continue with either attribute based on your next card.<br />
E.g. the first card is Sweetness 3, Height 2. The player can place either, but once he places a Sweetness '3', he must continue to do so exclusively<br />
Scoring is n(n-1), where n is the number of cards:<br />
0, 2, 6, 12, 20, 30, 42, 56, 72, 90, <br />
110, 132<br />
<br />
Special Colour Tree<br />
Points 20, but only if no other apples of this colour are outside of the bad batch.<br />
Loses 20 if an apple of the same colour is played outside of the bad batch. <br />
This card cannot be placed if there is a card of its colour anywhere but the Bad Batch. However, a card of the same colour may be played at the cost of all points for this batch.<br />
<br />
Unlucky batch<br />
Sweetness must add to 13 or worthless. Additionally cards must be within 1 sweetness of each other<br />
Points: Square numbers per card used, but only if hit 13 exactly!<br />
E.g. two 4s and a 5 would be 3 cards, so 9 points <br />
9, 16, 25, 36, 49, 64, 81, 100, 121, 144<br />
<br />
Fortepiano Height Batch<br />
Points are the difference in Height between each pair * 2. Heights may not be the same.<br />
E.g. Heights 1&5=8 points. 2&3=2<br />
Max: 48<br />
<br />
Sweet Couple Batch<br />
7 points for each 2 of the same Sweetness. <br />
Each pair must have the same Sweetness to be played.<br />
Max: 42<br />
<br />
Steady Height Batch<br />
Rule: Height must be within one of the previous cards each time. <br />
E.g 3-3 or 3-2 or 3-4<br />
Points: Odd Prime numbers<br />
I.e 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41<br />
Max: 41<br />
<br />
Bad batch<br />
-1 point for each tree planted here. (0/1 points on easy mode)<br />
Max: -12 <br />
<br />
Tie-Breaker<br />
<br />
In the event of a tie, the player with the most cards in different batches wins.</div>InfernalCoder