http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Jreakins&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T09:40:35ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&diff=15115Gamehelpdinnerinparis2022-10-23T15:53:58Z<p>Jreakins: </p>
<hr />
<div>Goal of game have the most victory points at end of game by building restuarants, terraces, claiming objectives, and competting for majorities<br />
<br />
<br />
Setup chose one objective card from two dealt to you other card is placed as common objective near objective deck<br />
<br />
<br />
Player Turn<br />
3 actions <br />
1 of which must be A)Draw Ingrediant<br />
Other actions can be<br />
A)Draw Ingrediant<br />
B)Build Terraces (multiple/afford)<br />
C)Build Restaurant<br />
D)Claim Objective (common or private)<br />
<br />
<br />
Actions<br />
A)Draw Ingrediant from display or from deck<br />
B)Build Terraces with income money and temp money from cards<br />
C)Build Restaurant cost is ingrediants<br />
D)Claim Objective place it faceup in your area<br />
<br />
<br />
End game trigger : <br />
Collectively build 11(2player) 13(3player) or 15(4player) restaurants<br />
A player has built all tarraces from two rows<br />
Or it is impossible to build more restaurants or terraces<br />
<br />
<br />
Scoring<br />
A) restaurants points<br />
B) completed objective points<br />
C) majority points<br />
D) terrace rows last built points <br />
E) loss points for incomplete objectives in hand</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&diff=15114Gamehelpdinnerinparis2022-10-23T15:53:26Z<p>Jreakins: </p>
<hr />
<div>Goal of game have the most victory points at end of game by building restuarants, terraces, claiming objectives, and competting for majorities<br />
<br />
<br />
Setup chose one objective card from two dealt to you other card is placed as common objective near objective deck<br />
<br />
<br />
Player Turn<br />
3 actions <br />
1 of which must be A)Draw Ingrediant<br />
Other actions can be<br />
A)Draw Ingrediant<br />
B)Build Terraces (multiple/afford)<br />
C)Build Restaurant<br />
D)Claim Objective (common or private)<br />
<br />
<br />
Actions<br />
A)Draw Ingrediant from display or from deck<br />
B)Build Terraces with income money and temp money from cards<br />
C)Build Restaurant cost is ingrediants<br />
D)Claim Objective place it faceup in your area<br />
<br />
End game trigger : <br />
Collectively build 11(2player) 13(3player) or 15(4player) restaurants<br />
A player has built all tarraces from two rows<br />
Or it is impossible to build more restaurants or terraces<br />
<br />
Scoring<br />
A) restaurants points<br />
B) completed objective points<br />
C) majority points<br />
D) terrace rows last built points <br />
E) loss points for incomplete objectives in hand</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&diff=15113Gamehelpdinnerinparis2022-10-23T01:27:06Z<p>Jreakins: </p>
<hr />
<div>Goal of game have the most victory points at end of game by building restuarants, terraces, claiming objectives, and competting for majorities<br />
<br />
<br />
Setup chose one objective card from two dealt to you other card is placed as common objective near objective deck<br />
<br />
<br />
Player Turn<br />
3 actions <br />
1 of which must be A)Draw Ingrediant<br />
Other actions can be<br />
A)Draw Ingrediant<br />
B)Build Terraces (multiple/afford)<br />
C)Build Restaurant<br />
D)Claim Objective (common or private)<br />
<br />
<br />
Actions<br />
A)Draw Ingrediant from display or from deck<br />
B)Build Terraces with income money and temp money from cards<br />
C)Build Restaurant cost is ingrediants<br />
D)Claim Objective place it faceup in your area</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&diff=15112Gamehelpdinnerinparis2022-10-23T01:20:23Z<p>Jreakins: </p>
<hr />
<div>Goal of game have the most victory points at end of game by building restuarants, terraces, claiming objectives, and competting for majorities<br />
<br />
Setup chose one objective card from two dealt to you other card is placed as common objective near objective deck<br />
<br />
Player Turn<br />
3 actions <br />
1 of which must be draw ingrediant<br />
Other actions can be<br />
draw ingrediant<br />
Build terraces (multiple/afford)<br />
Build restaurant<br />
Claim objective (common or private)<br />
<br />
<br />
Actions<br />
Draw ingrediant from display or from deck<br />
Build terraces with income money and temp money from cards<br />
Build restaurant cost is ingrediants<br />
Claim objective place it faceup in your area</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&diff=15111Gamehelpdinnerinparis2022-10-23T01:03:51Z<p>Jreakins: Created page with "Goal of game have the most victory points at end of game by building restuarants, terraces, claiming objectives, and competting for majorities"</p>
<hr />
<div>Goal of game have the most victory points at end of game by building restuarants, terraces, claiming objectives, and competting for majorities</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpnoah&diff=14326Gamehelpnoah2022-08-14T16:28:51Z<p>Jreakins: </p>
<hr />
<div>Goal lowest points after three rounds alternative game end someone at 26+ points<br />
<br />
Round goal empty hand of point animals<br />
<br />
Player turn play an animal card to ark Noah is at then move Noah<br />
<br />
Rules for Animal play must be correct gender and not exceed weight limit if unable to play pick up all animals in ark then play<br />
<br />
Weight Limit 21 or 13 if Woodpecker in ark<br />
<br />
Gender rule decided by second animal in ark, all same gender or alternate genders<br />
<br />
Bonus turn if animal played matches last animal in ark<br />
<br />
Moving Noah female played move Noah adjacent / male played move Noah two spaces either direction / mule played don't move Noah<br />
<br />
If Ark at 21/13 weight then it sails remove ark with animals pass cards from hand to opponents equal to sailed arks then replace from center if unable end of round<br />
<br />
One other way to trigger end of round any player emptying thier hand<br />
<br />
Animals can have white teardrops on left side of card each is a point at end of round<br />
<br />
Animals with bonuses<br />
<br />
Lion : pull a card from another player then give any card including what you just pulled to that player<br />
<br />
Giraffe : look at any other players hand<br />
<br />
Snail : choose gender when played<br />
<br />
Woodpecker : lower weight limit<br />
<br />
Mule : Don't move Noah</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpnoah&diff=14323Gamehelpnoah2022-08-13T15:38:14Z<p>Jreakins: </p>
<hr />
<div>Goal lowest points after three rounds alternative game end someone at 26+ points<br />
<br />
Round goal empty hand of point animals<br />
<br />
Player turn play an animal card to ark Noah is at then move Noah<br />
<br />
Rules for Animal play must be correct gender and not exceed weight limit if unable to play pick up all animals in ark then play<br />
<br />
Weight Limit 21 or 13 if Woodpecker in ark<br />
<br />
Gender rule decided by second animal in ark, all same gender or alternate genders<br />
<br />
Bonus turn if animal played matches last animal in ark<br />
<br />
Moving Noah female played move Noah adjacent / male played move Noah two spaces either direction / mule played don't move Noah<br />
<br />
If Ark at 21/13 weight then it sails remove ark with animals pass cards from hand to opponents equal to sailed arks then replace from center if none left end of round<br />
<br />
One other way to trigger end of round any player emptying thier hand<br />
<br />
Animals can have white teardrops on left side of card each is a point at end of round<br />
<br />
Animals with bonuses<br />
<br />
Lion : pull a card from another player then give any card including what you just pulled to that player<br />
<br />
Giraffe : look at any other players hand<br />
<br />
Snail : choose gender when played<br />
<br />
Woodpecker : lower weight limit<br />
<br />
Mule : Don't move Noah</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpnoah&diff=14322Gamehelpnoah2022-08-13T15:36:08Z<p>Jreakins: Created page with "Goal lowest points after three rounds alternative game end someone at 26+ points Round goal empty hand of point animals Player turn play an animal card to ark Noah is at the..."</p>
<hr />
<div>Goal lowest points after three rounds alternative game end someone at 26+ points<br />
<br />
Round goal empty hand of point animals<br />
<br />
Player turn play an animal card to ark Noah is at then move Noah<br />
<br />
Rules for Animal play must be correct gender and not exceed weight limit if unable to play pick up all animals in ark then play<br />
<br />
Weight Limit 21 or 13 if Woodpecker in ark<br />
<br />
Gender rule decided by second animal in ark, all same gender or alternate genders<br />
<br />
Bonus turn if animal played matches last animal in ark<br />
<br />
Moving Noah female played move Noah adjacent / male played move Noah two spaces either direction / mule played don't move Noah<br />
<br />
If Ark at 21/13 wright then it sails remove ark with animals pass cards from hand to opponents equal to sailed arks then replace from center if none left end of round<br />
<br />
One other way to trigger end of round any player emptying thier hand<br />
<br />
Animals can have white teardrops on left side of card each is a point at end of round<br />
<br />
Animals with bonuses<br />
<br />
Lion : pull a card from another player then give any card including what you just pulled to that player<br />
<br />
Giraffe : look at any other players hand<br />
<br />
Snail : choose gender when played<br />
<br />
Woodpecker : lower weight limit<br />
<br />
Mule : Don't move Noah</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&diff=9481Gamehelpimhotep2021-09-26T22:46:12Z<p>Jreakins: </p>
<hr />
<div>Objective:<br />
Score the most points by moving your blocks from your quarry, to your sled, to a boat, and finally to a location board.<br />
<br />
Setup : <br />
Determine start player they start with two blocks on thier sled, each other player starts with one more block on thier sled then the player before them in turn order. <br />
<br />
Place the 5 location boards in the center of the table either on A side or B side ( with expansion C or D sides also available)<br />
You can play with a mix of letters.<br />
<br />
Place 4 boats for the first round based on first boat card<br />
<br />
Game Play :<br />
Game plays over 6 rounds, a round ends when all boats have sailed to a location. If starting a new round draw a new boat card, place boats, empty and refill Market, the player clockwise from the player who ended round is start player for the round<br />
<br />
Player Turn :<br />
Take one action play then passes clockwise.<br />
<br />
Actions : <br />
Fill Sled : add 1-3 blocks from your quarry to your sled<br />
<br />
Add to a Boat : place 1 block from your sled to any open spot on a unsailed boat<br />
<br />
Sail a Boat : boat must have enough blocks on it, does not require you having blocks on it, you choose which unvisited location you want it to go to, blocks unload from front to back onto the location.<br />
<br />
Play an Action Card (blue card)<br />
Do what the card says<br />
<br />
<br />
Locations : <br />
Market (A) blocks claim a card and go back to quarry supply<br />
<br />
Pyramid (A) blocks gain points they land on build starting in first column build from top down, when base built start on second level, when second level done place cap stone, all extra blocks score 1 point each<br />
<br />
Temple (A) blocks build from left to right, stack on top when row filled, at end of each round score 1 point per visible block when looking down on temple<br />
<br />
Burial Chamber (A) blocks fill from top down and columns fill from left to right. At end of game score each player for thier connected blocks<br />
<br />
Obelisks (A) blocks stack on their own color. At end of game score based on player count and hight of Obelisks<br />
<br />
Cards : gained from Market<br />
<br />
Blue cards are actions<br />
<br />
Green cards are end game points<br />
<br />
Purple cards are set collection score at end of game<br />
<br />
Red cards are immediate things that happen and are then discarded</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&diff=9480Gamehelpimhotep2021-09-26T22:45:24Z<p>Jreakins: </p>
<hr />
<div>Objective:<br />
Score the most points by moving your blocks from your quarry, to your sled,<br />
to a boat, and finally to a location<br />
board.<br />
<br />
Setup : <br />
Determine start player they start with two blocks on thier sled, each other player starts with one more block on thier sled then the player before them in turn order. <br />
<br />
Place the 5 location boards in the center of the table either on A side or B side ( with expansion C or D sides also available)<br />
You can play with a mix of letters.<br />
<br />
Place 4 boats for the first round based on first boat card<br />
<br />
Game Play :<br />
Game plays over 6 rounds, a round ends when all boats have sailed to a location. If starting a new round draw a new boat card, place boats, empty and refill Market, the player clockwise from the player who ended round is start player for the round<br />
<br />
Player Turn :<br />
Take one action play then passes clockwise.<br />
<br />
Actions : <br />
Fill Sled : add 1-3 blocks from your quarry to your sled<br />
<br />
Add to a Boat : place 1 block from your sled to any open spot on a unsailed boat<br />
<br />
Sail a Boat : boat must have enough blocks on it, does not require you having blocks on it, you choose which unvisited location you want it to go to, blocks unload from front to back onto the location.<br />
<br />
Play an Action Card (blue card)<br />
Do what the card says<br />
<br />
<br />
Locations : <br />
Market (A) blocks claim a card and go back to quarry supply<br />
<br />
Pyramid (A) blocks gain points they land on build starting in first column build from top down, when base built start on second level, when second level done place cap stone, all extra blocks score 1 point each<br />
<br />
Temple (A) blocks build from left to right, stack on top when row filled, at end of each round score 1 point per visible block when looking down on temple<br />
<br />
Burial Chamber (A) blocks fill from top down and columns fill from left to right. At end of game score each player for thier connected blocks<br />
<br />
Obelisks (A) blocks stack on their own color. At end of game score based on player count and hight of Obelisks<br />
<br />
Cards : gained from Market<br />
<br />
Blue cards are actions<br />
<br />
Green cards are end game points<br />
<br />
Purple cards are set collection score at end of game<br />
<br />
Red cards are immediate things that happen and are then discarded</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&diff=9479Gamehelpimhotep2021-09-26T22:44:45Z<p>Jreakins: </p>
<hr />
<div>Objective:<br />
Score the most points by moving your<br />
blocks from your quarry, to your sled,<br />
to a boat, and finally to a location<br />
board.<br />
<br />
Setup : <br />
Determine start player they start with two blocks on thier sled, each other player starts with one more block on thier sled then the player before them in turn order. <br />
<br />
Place the 5 location boards in the center of the table either on A side or B side ( with expansion C or D sides also available)<br />
You can play with a mix of letters.<br />
<br />
Place 4 boats for the first round based on first boat card<br />
<br />
Game Play :<br />
Game plays over 6 rounds, a round ends when all boats have sailed to a location. If starting a new round draw a new boat card, place boats, empty and refill Market, the player clockwise from the player who ended round is start player for the round<br />
<br />
Player Turn :<br />
Take one action play then passes clockwise.<br />
<br />
Actions : <br />
Fill Sled : add 1-3 blocks from your quarry to your sled<br />
<br />
Add to a Boat : place 1 block from your sled to any open spot on a unsailed boat<br />
<br />
Sail a Boat : boat must have enough blocks on it, does not require you having blocks on it, you choose which unvisited location you want it to go to, blocks unload from front to back onto the location.<br />
<br />
Play an Action Card (blue card)<br />
Do what the card says<br />
<br />
<br />
Locations : <br />
Market (A) blocks claim a card and go back to quarry supply<br />
<br />
Pyramid (A) blocks gain points they land on build starting in first column build from top down, when base built start on second level, when second level done place cap stone, all extra blocks score 1 point each<br />
<br />
Temple (A) blocks build from left to right, stack on top when row filled, at end of each round score 1 point per visible block when looking down on temple<br />
<br />
Burial Chamber (A) blocks fill from top down and columns fill from left to right. At end of game score each player for thier connected blocks<br />
<br />
Obelisks (A) blocks stack on their own color. At end of game score based on player count and hight of Obelisks<br />
<br />
Cards : gained from Market<br />
<br />
Blue cards are actions<br />
<br />
Green cards are end game points<br />
<br />
Purple cards are set collection score at end of game<br />
<br />
Red cards are immediate things that happen and are then discarded</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&diff=9478Gamehelpimhotep2021-09-26T22:43:34Z<p>Jreakins: </p>
<hr />
<div> Score the most points by moving your<br />
blocks from your quarry, to your sled,<br />
to a boat, and finally to a location<br />
board.<br />
<br />
Setup : <br />
Determine start player they start with two blocks on thier sled, each other player starts with one more block on thier sled then the player before them in turn order. <br />
<br />
Place the 5 location boards in the center of the table either on A side or B side ( with expansion C or D sides also available)<br />
You can play with a mix of letters.<br />
<br />
Place 4 boats for the first round based on first boat card<br />
<br />
Game Play :<br />
Game plays over 6 rounds, a round ends when all boats have sailed to a location. If starting a new round draw a new boat card, place boats, empty and refill Market, the player clockwise from the player who ended round is start player for the round<br />
<br />
Player Turn :<br />
Take one action play then passes clockwise.<br />
<br />
Actions : <br />
Fill Sled : add 1-3 blocks from your quarry to your sled<br />
<br />
Add to a Boat : place 1 block from your sled to any open spot on a unsailed boat<br />
<br />
Sail a Boat : boat must have enough blocks on it, does not require you having blocks on it, you choose which unvisited location you want it to go to, blocks unload from front to back onto the location.<br />
<br />
Play an Action Card (blue card)<br />
Do what the card says<br />
<br />
<br />
Locations : <br />
Market (A) blocks claim a card and go back to quarry supply<br />
<br />
Pyramid (A) blocks gain points they land on build starting in first column build from top down, when base built start on second level, when second level done place cap stone, all extra blocks score 1 point each<br />
<br />
Temple (A) blocks build from left to right, stack on top when row filled, at end of each round score 1 point per visible block when looking down on temple<br />
<br />
Burial Chamber (A) blocks fill from top down and columns fill from left to right. At end of game score each player for thier connected blocks<br />
<br />
Obelisks (A) blocks stack on their own color. At end of game score based on player count and hight of Obelisks<br />
<br />
Cards : gained from Market<br />
<br />
Blue cards are actions<br />
<br />
Green cards are end game points<br />
<br />
Purple cards are set collection score at end of game<br />
<br />
Red cards are immediate things that happen and are then discarded</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&diff=9477Gamehelpimhotep2021-09-26T22:42:55Z<p>Jreakins: </p>
<hr />
<div>Objective : <br />
Score the most points by moving your<br />
blocks from your quarry, to your sled,<br />
to a boat, and finally to a location<br />
board.<br />
<br />
Setup : <br />
Determine start player they start with two blocks on thier sled, each other player starts with one more block on thier sled then the player before them in turn order. <br />
<br />
Place the 5 location boards in the center of the table either on A side or B side ( with expansion C or D sides also available)<br />
You can play with a mix of letters.<br />
<br />
Place 4 boats for the first round based on first boat card<br />
<br />
Game Play :<br />
Game plays over 6 rounds, a round ends when all boats have sailed to a location. If starting a new round draw a new boat card, place boats, empty and refill Market, the player clockwise from the player who ended round is start player for the round<br />
<br />
Player Turn :<br />
Take one action play then passes clockwise.<br />
<br />
Actions : <br />
Fill Sled : add 1-3 blocks from your quarry to your sled<br />
<br />
Add to a Boat : place 1 block from your sled to any open spot on a unsailed boat<br />
<br />
Sail a Boat : boat must have enough blocks on it, does not require you having blocks on it, you choose which unvisited location you want it to go to, blocks unload from front to back onto the location.<br />
<br />
Play an Action Card (blue card)<br />
Do what the card says<br />
<br />
<br />
Locations : <br />
Market (A) blocks claim a card and go back to quarry supply<br />
<br />
Pyramid (A) blocks gain points they land on build starting in first column build from top down, when base built start on second level, when second level done place cap stone, all extra blocks score 1 point each<br />
<br />
Temple (A) blocks build from left to right, stack on top when row filled, at end of each round score 1 point per visible block when looking down on temple<br />
<br />
Burial Chamber (A) blocks fill from top down and columns fill from left to right. At end of game score each player for thier connected blocks<br />
<br />
Obelisks (A) blocks stack on their own color. At end of game score based on player count and hight of Obelisks<br />
<br />
Cards : gained from Market<br />
<br />
Blue cards are actions<br />
<br />
Green cards are end game points<br />
<br />
Purple cards are set collection score at end of game<br />
<br />
Red cards are immediate things that happen and are then discarded</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&diff=9473Gamehelpimhotep2021-09-25T23:20:29Z<p>Jreakins: </p>
<hr />
<div>Objective : <br />
Score the most points by moving your blocks from your quarry, to your sled, to a boat, and finally to a location board.<br />
<br />
Setup : <br />
Determine start player they start with two blocks on thier sled, each other player starts with one more block on thier sled then the player before them in turn order. <br />
<br />
Place the 5 location boards in the center of the table either on A side or B side ( with expansion C or D sides also available)<br />
You can play with a mix of letters.<br />
<br />
Place 4 boats for the first round based on first boat card<br />
<br />
Game Play :<br />
Game plays over 6 rounds, a round ends when all boats have sailed to a location. If starting a new round draw a new boat card, place boats, empty and refill Market, the player clockwise from the player who ended round is start player for the round<br />
<br />
Player Turn :<br />
Take one action play then passes clockwise.<br />
<br />
Actions : <br />
Fill Sled : add 1-3 blocks from your quarry to your sled<br />
<br />
Add to a Boat : place 1 block from your sled to any open spot on a unsailed boat<br />
<br />
Sail a Boat : boat must have enough blocks on it, does not require you having blocks on it, you choose which unvisited location you want it to go to, blocks unload from front to back onto the location.<br />
<br />
Play an Action Card (blue card)<br />
Do what the card says<br />
<br />
<br />
Locations : <br />
Market (A) blocks claim a card and go back to quarry supply<br />
<br />
Pyramid (A) blocks gain points they land on build starting in first column build from top down, when base built start on second level, when second level done place cap stone, all extra blocks score 1 point each<br />
<br />
Temple (A) blocks build from left to right, stack on top when row filled, at end of each round score 1 point per visible block when looking down on temple<br />
<br />
Burial Chamber (A) blocks fill from top down and columns fill from left to right. At end of game score each player for thier connected blocks<br />
<br />
Obelisks (A) blocks stack on their own color. At end of game score based on player count and hight of Obelisks<br />
<br />
Cards : gained from Market<br />
<br />
Blue cards are actions<br />
<br />
Green cards are end game points<br />
<br />
Purple cards are set collection score at end of game<br />
<br />
Red cards are immediate things that happen and are then discarded</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&diff=9470Gamehelpimhotep2021-09-25T15:19:32Z<p>Jreakins: </p>
<hr />
<div>Objective : <br />
Score the most points by moving your blocks from your quarry, to your sled, to a boat, and finally to a location board.<br />
<br />
Setup : <br />
Determine start player they start with two blocks on thier sled, each other player starts with one more block on thier sled then the player before them in turn order. <br />
<br />
Place the 5 location boards in the center of the table either on A side or B side ( with expansion C or D sides also available)<br />
You can play with a mix of letters.<br />
<br />
Place 4 boats for the first round based on first boat card<br />
<br />
Game Play :<br />
Game plays over 5 rounds, a round ends when all boats have sailed to a location. If starting a new round draw a new boat card, place boats, empty and refill Market, the player clockwise from the player who ended round is start player for the round<br />
<br />
Player Turn :<br />
Take one action play then passes clockwise.<br />
<br />
Actions : <br />
Fill Sled : add 1-3 blocks from your quarry to your sled<br />
<br />
Add to a Boat : place 1 block from your sled to any open spot on a unsailed boat<br />
<br />
Sail a Boat : boat must have enough blocks on it, does not require you having blocks on it, you choose which unvisited location you want it to go to, blocks unload from front to back onto the location.<br />
<br />
Play an Action Card (blue card)<br />
Do what the card says<br />
<br />
<br />
Locations : <br />
Market (A) blocks claim a card and go back to quarry supply<br />
<br />
Pyramid (A) blocks gain points they land on build starting in first column build from top down, when base built start on second level, when second level done place cap stone, all extra blocks score 1 point each<br />
<br />
Temple (A) blocks build from left to right, stack on top when row filled, at end of each round score 1 point per visible block when looking down on temple<br />
<br />
Burial Chamber (A) blocks fill from top down and columns fill from left to right. At end of game score each player for thier connected blocks<br />
<br />
Obelisks (A) blocks stack on their own color. At end of game score based on player count and hight of Obelisks<br />
<br />
Cards : gained from Market<br />
<br />
Blue cards are actions<br />
<br />
Green cards are end game points<br />
<br />
Purple cards are set collection score at end of game<br />
<br />
Red cards are immediate things that happen and are then discarded</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&diff=9469Gamehelpimhotep2021-09-25T14:37:34Z<p>Jreakins: Created page with "Objective : Score the most points by moving your blocks from your quarry, to your sled, to a boat, and finally to a location board. Setup : Determine start player they st..."</p>
<hr />
<div>Objective : <br />
Score the most points by moving your blocks from your quarry, to your sled, to a boat, and finally to a location board.<br />
<br />
Setup : <br />
Determine start player they start with two blocks on thier sled, each other player starts with one more block on thier sled then the player before them in turn order. <br />
<br />
Place the 5 location boards in the center of the table either on A side or B side ( with expansion C or D sides also available)<br />
You can play with a mix of letters.<br />
<br />
Place 4 boats for the first round based on first boat card<br />
<br />
Game Play :<br />
Game plays over 5 rounds, a round ends when all boats have sailed to a location. If starting a new round draw a new boat card, place boats, empty and refill Market, the player clockwise from the player who ended round is start player for the round<br />
<br />
Player Turn :<br />
Take one action play then passes clockwise.<br />
<br />
Actions : <br />
Fill Sled : add 1-3 blocks from your quarry to your sled<br />
<br />
Add to a Boat : place 1 block from your sled to any open spot on a unsailed boat<br />
<br />
Sail a Boat : boat must have enough blocks on it, does not require you having blocks on it, you choose which unvisited location you want it to go to, blocks unload from front to back onto the location.<br />
<br />
Play an Action Card (blue card)<br />
Do what the card says<br />
<br />
<br />
Locations : <br />
Market (A) blocks claim a card and go back to quarry supply<br />
<br />
Pyramid (A) blocks gain points they land on build starting in first column build from top down, when base built start on second level, when second level done place cap stone, all extra blocks score 1 point each<br />
<br />
Temple (A) blocks build from left to right, stack on top when row filled, at end of each round score 1 point per visible block when looking down on temple<br />
<br />
Burial Chamber (A) blocks fill from top down and columns fill from left to right. At end of game score each player for thier connected blocks<br />
<br />
Obelisks (A) blocks stack on their own color. At end of game score based on player count and hight of Obelisks<br />
<br />
Cards : gained from Market<br />
Blue cards are actions<br />
Green cards are end game points<br />
Purple cards are set collection score at end of game<br />
? cards are immediate things that happen and are then discarded</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&diff=8142Gamehelpburglebros2021-05-01T17:39:13Z<p>Jreakins: Created page with "Goal : get all players to the roof with all three loot cards Player Turn : do 4 actions then move guard on your level Actions : Peek : flip up adjacent tile Move : move int..."</p>
<hr />
<div>Goal : get all players to the roof with all three loot cards<br />
<br />
Player Turn : do 4 actions then move guard on your level<br />
<br />
Actions : <br />
Peek : flip up adjacent tile<br />
Move : move into adjacent tile flip up if needed<br />
Tile specific action :<br />
Character specific action :<br />
Tool specific action :</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&diff=7357Gamehelpalhambra2021-02-14T18:07:08Z<p>Jreakins: /* Setup */</p>
<hr />
<div>== Object ==<br />
<br />
Players who have the most building tiles of each kind in their Alhambra at the right time – in the scoring rounds – are awarded points, the exact amount depending on the type of building. Players also receive points for the longest continuous wall built around their Alhambra.<br />
<br />
The number of points awarded increases each scoring round. The winner is the player who has been awarded the most points by the end of the game.<br />
<br />
<br />
== Setup ==<br />
<br />
* Each player is dealt starting money cards one at a time, face up, until the total is 20 or more. After this the player’s hand of currency cards are kept secret.<br />
<br />
* The player with the fewest cards starts; if two or more<br />
players are equal, the player with the lowest amount of<br />
money starts.<br />
<br />
4 cards delt face up then deck divided into 5 equalish parts and 1st scoring & 2nd scoring shuffled into stacks, stacks placed so second scoring stack second from bottom and first scoring stack second from top<br />
<br />
== Turns ==<br />
<br />
The player whose turn it is must perform<br />
one of the three following actions:<br />
<br />
* Take Money<br />
* Buy a building tile<br />
* Redesign their Alhambra<br />
<br />
=== Take money ===<br />
<br />
A player can take any one of the money cards from the<br />
display, or several money cards if they do not add up to<br />
more than 5.<br />
<br />
=== Buy a building tile ===<br />
<br />
A player must play currency cards of the correct type, (indicated by the currency above the tile), that total at least<br />
the price of the tile. No change is given.<br />
<br />
Important: If a player can pay the exact amount of currency, it remains their turn, and they may decide which of the three actions they want to perform next. <br />
<br />
While it is the player’s turn, no new tiles are placed on the building market. <br />
<br />
Building tiles which have been purchased are only built in the Alhambra only at the end of the turn.<br />
<br />
=== Redesign their Alhambra ===<br />
<br />
There are three ways in which a player can redesign<br />
their Alhambra:<br />
<br />
* They may take a building tile from their reserve board and add it to their Alhambra.<br />
<br />
* They may remove a building tile from their Alhambra and put it on their reserve board.<br />
<br />
* They may exchange a building tile on their reserve board for one in their Alhambra. In that case, the new building tile must go in exactly the same place in the Alhambra as the one that was removed. Note that to exchange a building tile you must drag-and-drop the tile from your stock onto the Alhambra. If you try clicking on the tiles to exchange you will remove the building tile instead and end your go!<br />
<br />
When redesigning the Alhambra, players have to follow all<br />
building rules.<br />
<br />
== Building rules ==<br />
<br />
* Adjoining sides must be the same i.e. they must either both have a wall or both not have a wall.<br />
<br />
* Each building tile must be accessible “on foot” from the starting tile without crossing a wall and without going off the tiles.<br />
<br />
* Each new tile must be joined to your Alhambra by at least one side (i.e. it cannot be joined just at a corner).<br />
<br />
* It is not allowed to leave any “spaces” (i.e. an empty area surrounded on all sides by building tiles).<br />
<br />
== Scoring ==<br />
<br />
There are 3 scoring rounds during the game. The first two take place when scoring cards (shuffled into the deck during setup) are drawn from the pile of money cards. The third and final scoring round takes place at the end of the game.<br />
<br />
In each scoring round, points are awarded to whomever has the most, 2nd most or 3rd most of each kind of building (depending on scoring round). If there is a tie, the points for the tied positions get<br />
added (i.e. two players tied for second would sum the points<br />
for second and third positions) and then split between the<br />
players, always rounding down.<br />
Players also earn points for the length of the longest wall around their Alhambra.<br />
Blue 16/ 8/1<br />
Red 17/ 9/2<br />
Brown 18/10/3<br />
White 19/11/4<br />
Green 20/12/5<br />
Purple 21/13/6<br />
<br />
== End of the game ==<br />
<br />
The game ends when – at the end of a player’s turn – there are not enough building tiles left in the tile dispenser tower to refill the building market.<br />
<br />
The remaining building tiles from the building market are given to the players who have the most money of the respective currency in their hand. If two or more players have the same amount of money then that building tile remains on the building market.<br />
<br />
The third and final scoring round now takes place. <br />
<br />
If two players are tied the game is a draw.<br />
<br />
== Building Tiles Distribution ==<br />
<br />
* Pavilion (Blue) - 7 Tiles<br />
* Seraglio (Red) - 7 Tiles<br />
* Arcades (Brown) - 9 Tiles<br />
* Chambers (White) - 9 Tiles<br />
* Garden (Green) - 11 Tiles<br />
* Tower (Purple) - 11 Tiles</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&diff=7356Gamehelpalhambra2021-02-14T18:01:37Z<p>Jreakins: /* Scoring */</p>
<hr />
<div>== Object ==<br />
<br />
Players who have the most building tiles of each kind in their Alhambra at the right time – in the scoring rounds – are awarded points, the exact amount depending on the type of building. Players also receive points for the longest continuous wall built around their Alhambra.<br />
<br />
The number of points awarded increases each scoring round. The winner is the player who has been awarded the most points by the end of the game.<br />
<br />
<br />
== Setup ==<br />
<br />
* Each player is dealt starting money cards one at a time, face up, until the total is 20 or more. After this the player’s hand of currency cards are kept secret.<br />
<br />
* The player with the fewest cards starts; if two or more<br />
players are equal, the player with the lowest amount of<br />
money starts.<br />
<br />
<br />
== Turns ==<br />
<br />
The player whose turn it is must perform<br />
one of the three following actions:<br />
<br />
* Take Money<br />
* Buy a building tile<br />
* Redesign their Alhambra<br />
<br />
=== Take money ===<br />
<br />
A player can take any one of the money cards from the<br />
display, or several money cards if they do not add up to<br />
more than 5.<br />
<br />
=== Buy a building tile ===<br />
<br />
A player must play currency cards of the correct type, (indicated by the currency above the tile), that total at least<br />
the price of the tile. No change is given.<br />
<br />
Important: If a player can pay the exact amount of currency, it remains their turn, and they may decide which of the three actions they want to perform next. <br />
<br />
While it is the player’s turn, no new tiles are placed on the building market. <br />
<br />
Building tiles which have been purchased are only built in the Alhambra only at the end of the turn.<br />
<br />
=== Redesign their Alhambra ===<br />
<br />
There are three ways in which a player can redesign<br />
their Alhambra:<br />
<br />
* They may take a building tile from their reserve board and add it to their Alhambra.<br />
<br />
* They may remove a building tile from their Alhambra and put it on their reserve board.<br />
<br />
* They may exchange a building tile on their reserve board for one in their Alhambra. In that case, the new building tile must go in exactly the same place in the Alhambra as the one that was removed. Note that to exchange a building tile you must drag-and-drop the tile from your stock onto the Alhambra. If you try clicking on the tiles to exchange you will remove the building tile instead and end your go!<br />
<br />
When redesigning the Alhambra, players have to follow all<br />
building rules.<br />
<br />
== Building rules ==<br />
<br />
* Adjoining sides must be the same i.e. they must either both have a wall or both not have a wall.<br />
<br />
* Each building tile must be accessible “on foot” from the starting tile without crossing a wall and without going off the tiles.<br />
<br />
* Each new tile must be joined to your Alhambra by at least one side (i.e. it cannot be joined just at a corner).<br />
<br />
* It is not allowed to leave any “spaces” (i.e. an empty area surrounded on all sides by building tiles).<br />
<br />
== Scoring ==<br />
<br />
There are 3 scoring rounds during the game. The first two take place when scoring cards (shuffled into the deck during setup) are drawn from the pile of money cards. The third and final scoring round takes place at the end of the game.<br />
<br />
In each scoring round, points are awarded to whomever has the most, 2nd most or 3rd most of each kind of building (depending on scoring round). If there is a tie, the points for the tied positions get<br />
added (i.e. two players tied for second would sum the points<br />
for second and third positions) and then split between the<br />
players, always rounding down.<br />
Players also earn points for the length of the longest wall around their Alhambra.<br />
Blue 16/ 8/1<br />
Red 17/ 9/2<br />
Brown 18/10/3<br />
White 19/11/4<br />
Green 20/12/5<br />
Purple 21/13/6<br />
<br />
== End of the game ==<br />
<br />
The game ends when – at the end of a player’s turn – there are not enough building tiles left in the tile dispenser tower to refill the building market.<br />
<br />
The remaining building tiles from the building market are given to the players who have the most money of the respective currency in their hand. If two or more players have the same amount of money then that building tile remains on the building market.<br />
<br />
The third and final scoring round now takes place. <br />
<br />
If two players are tied the game is a draw.<br />
<br />
== Building Tiles Distribution ==<br />
<br />
* Pavilion (Blue) - 7 Tiles<br />
* Seraglio (Red) - 7 Tiles<br />
* Arcades (Brown) - 9 Tiles<br />
* Chambers (White) - 9 Tiles<br />
* Garden (Green) - 11 Tiles<br />
* Tower (Purple) - 11 Tiles</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpluxor&diff=7140Gamehelpluxor2021-01-31T21:10:26Z<p>Jreakins: /* 2) Perform an Action */</p>
<hr />
<div>==Gameplay==<br />
<br />
THE ORDER OF CARDS IN PLAYERS’ HANDS CANNOT BE REARRANGED DURING THE GAME!<br />
<br />
===1) Play a Card and Move===<br />
* On their turn, a player may play the leftmost or rightmost card from their hand and perform the card’s action (e.g. move one of their adventurers the indicated number of steps).<br />
** If the card has a die, roll the die and move the rolled number of steps.<br />
* When moving, skip over any spaces that are completely empty (have no tiles anymore).<br />
* When moving past your sleeping adventurers on the Anubis tiles, immediately move them to the entrance of the tomb.<br />
** You cannot stop on the Anubis tile.<br />
* If a player cannot move, they discard a leftmost or rightmost card instead and draw a new one.<br />
<br />
====Horus Cards====<br />
*1-X: Move an adventurer any number of steps between 1 and X.<br />
*1-dice: Roll the dice, then move an adventurer any number of steps between 1 and the die roll.<br />
*Move all: Move all active adventurers the indicated number of steps forward.<br />
*Last to second last: Move the last adventurer to the second-to-last adventurer.<br />
*Minus one required: First move an adventurer the indicated number of steps, then you may loot a treasure tile with one less adventurer than required.<br />
<br />
===2) Perform an Action===<br />
* Based on the type of tile the player stopped on, they perform an action:<br />
* '''Treasure tile''': If the player has at least as many adventurers on this tile as indicated on the tile, they loot the tile and score the indicated number of victory points immediately.<br />
**If there is an icon below the looted tile, take the corresponding temple tile and place it on this spot. Adventurers stay on this spot without interacting with the temple tile.<br />
**If there is no icon, then the adventurer stays on this spot.<br />
* '''Temple tile''': perform in the indicated action.<br />
**''Scarab'': take a scarab token and put it face down in front of you. VP at end of the game. 22 tiles (4:1point, 8:2point, 6:3point, 4:4point)<br />
**''Wild card treasure tile'': take on wild card tile and keep it for set collection scoring at end of the game.<br />
**''Scarab or Wild card treasure tile'': chose either a Scarab or Wild card tile.<br />
**''Favor of Horus'': take the top card from the corresponding Horus card stack.<br />
**''Tunnel'': Immediately advance this adventurer to the next tunnel. If there is none, don’t move. If passing sleeping adventurers, move them to the entrance.<br />
*'''Horus tile''': Take either one key or the top card from the matching stack.<br />
**New cards always go in the middle of your hand cards.<br />
**If the card stack is empty, nothing happens.<br />
*'''Osiris tile''': Immediately move adventurer forward by the shown number on the tile.<br />
<br />
===3) Draw a Card===<br />
*If you didn’t draw a Horus card during step 2, draw one basic card from the deck.<br />
*New cards always go into the middle of your hand cards.<br />
*If the draw deck is empty, reshuffle the discard pile.<br />
<br />
==Entering the tomb chamber==<br />
*To get into the chamber, a player needs to discard one key for each adventurer entering the tomb AND their adventurer must reach the tomb by exact step count.<br />
*The first adventurer to enter gains the 5VP sarcophagus, the second the 3VP sarcophagus.<br />
*After the second adventurer enters the chamber, the round is completed a usual, then the game ends<br />
<br />
==End game scoring==<br />
#Current location of adventurers: Score the number of VP displayed on the scarab on the wall next to where the adventurer is standing.<br />
#Sarcophagi: Get indicated number of VP.<br />
#Key: Reveal keys and get indicated number of VP.<br />
#Treasure tile sets: get number of VP according to number of sets collected. One set consists of one vase, one jewelry and one statue. Wildcards may be used as substitutes for any of the three treasures, but a set cannot contain more than 2 wild card tiles.<br />
#Scarabs: Reveal scarabs and gain indicated number of points.<br />
<br />
{| class="wikitable"<br />
|+Food complements<br />
|-<br />
|Sets<br />
|1<br />
|2<br />
|3<br />
|4<br />
|5<br />
|6<br />
|7<br />
|8+<br />
|-<br />
|Points<br />
|3<br />
|7<br />
|12<br />
|18<br />
|25<br />
|33<br />
|42<br />
|52<br />
|}<br />
<br />
'''Tie breaker''': player who has sarcophagus wins</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&diff=6823Gamehelpbang2021-01-10T19:18:40Z<p>Jreakins: /* Characters */</p>
<hr />
<div>==Objective==<br />
Each player has his own goal.<br />
* Sheriff and Deputies: Kill all the Outlaws and the Renegade.<br />
* Outlaws: Kill the Sheriff.<br />
* Renegade: Kill all opponents with the Sheriff being last.<br />
Everyone knows the Sheriff but all other characters are hidden.<br />
<br />
==Player's Turn==<br />
* Draw two cards from the draw pile.<br />
* Play any number of cards, but only 1 Bang!<br />
* Discard cards to your hand size limit (your life points).<br />
<br />
==Notes==<br />
* You can have only 1 copy of any card in play, unless the copy is from your character.<br />
* You can only have 1 weapon. If you haven't played any weapons, you have Colt.45 (distance 1).<br />
* Brown border cards have immediate effect while blue cards have effects last until they are removed.<br />
* The distance between players is the minimum number of places between them.<br />
* The Sheriff starts with 1 extra life point.<br />
* When you lose your last life point, you die unless you play a Beer.<br />
* When you die, discard all your cards and show your role card to others.<br />
* If the Sheriff kills a Deputy, he discards all cards he has in hand and in play.<br />
* Anyone killing an Outlaw draws 3 cards.<br />
<br />
==End of Game==<br />
* If the Sheriff is killed, Outlaws win unless the Renegade is the last one standing, which he wins.<br />
* If all the Outlaws and the Renegade are killed, the Sheriff and his Deputies win.<br />
<br />
==Characters==<br />
* Bart Cassidy (4): Each time he loses a life point, he draws a card.<br />
* Black Jack (4): Show his second card: if it is red he draws an additional card.<br />
* Calamity Janet (4): She can use Bang! as Missed! and vice versa.<br />
* El Gringo (3) When losses life point draw random card from player of card that caused life loss<br />
* Jesse Jones (4): He may draw his first card from any other player instead of from the deck.<br />
* Jourdonnals (4): He has a Barrel in play at all times.<br />
* Kit Carlson (4): He looks at the top 3 cards in the deck when he draws: draw 2 and put the other on top of the deck.<br />
* Lucky Duke (4): He chooses the result of a draw! from 2 cards.<br />
* Paul Regret (3): He has a Mustang in play at all times.<br />
* Pedro Ramirez (4): He may draw his first card from the discard pile.<br />
* Rose Doolan (4): She has a Scope in play at all times.<br />
* Sid Ketchum (4): He may discard 2 cards to regain 1 life point at any time.<br />
* Slab the Killer (4): 2 Missed! must be played to cancel his Bang!<br />
* Suzy Lafayette: (4): She draws a card when she has no cards.<br />
* Vulture Sam (4): He takes all the cards of that player when a player dies.<br />
* Willy the Kid (4): He can play any number of Bang! during his turn.<br />
<br />
==Card List==<br />
===Brown Cards: Immediate Effect===<br />
* Bang!: Target a player that you can reach. He loses 1 life point unless he can play a Missed!<br />
* Missed!: Cancel a Bang!<br />
* Beer: Regain 1 life point. Can be played when reciving a lethal hit.<br />
* Saloon: All players regain 1 life point. Cannot be played out of turn.<br />
* Stagecoach & Wells Fargo: Draw 2 or 3 cards.<br />
* General Store: Draw cards equal to number of alive players. Everyone chose a card starting from you.<br />
* Panic!: Draw a card from a player with distance 1.<br />
* Cat Balou: Force a player to discard a card.<br />
* Gatling: All other players lose 1 life point.<br />
* Indians: All other players discard a Bang! or lose 1 life point.<br />
* Duel: Challenge a player. The challenged and the challenger take turns to discard a Bang! and the first player failing lose 1 life point.<br />
<br />
===Blue Cards: Continuous Effect===<br />
* Weapons: They change the maximum distance that you can hit, except the Volcanic which allows you to play any number of Bang!<br />
* Mustang: All other players see you with a distance increased by 1.<br />
* Scope: You see all other players with a distance decreased by 1, but at least 1.<br />
* Barrel: When you are targeted with a Bang!, draw! If it is a heart, you are Missed!<br />
* Jail: Play this card on another player. That player draw! and escapes if it is a heart, otherwise his turn is skipped.<br />
* Dynamite: When this card is in front of you, draw! and it explodes when it is a spades 2-9 (you lose 3 life points), otherwise pass it.</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&diff=6822Gamehelpbang2021-01-10T19:16:00Z<p>Jreakins: /* Characters */</p>
<hr />
<div>==Objective==<br />
Each player has his own goal.<br />
* Sheriff and Deputies: Kill all the Outlaws and the Renegade.<br />
* Outlaws: Kill the Sheriff.<br />
* Renegade: Kill all opponents with the Sheriff being last.<br />
Everyone knows the Sheriff but all other characters are hidden.<br />
<br />
==Player's Turn==<br />
* Draw two cards from the draw pile.<br />
* Play any number of cards, but only 1 Bang!<br />
* Discard cards to your hand size limit (your life points).<br />
<br />
==Notes==<br />
* You can have only 1 copy of any card in play, unless the copy is from your character.<br />
* You can only have 1 weapon. If you haven't played any weapons, you have Colt.45 (distance 1).<br />
* Brown border cards have immediate effect while blue cards have effects last until they are removed.<br />
* The distance between players is the minimum number of places between them.<br />
* The Sheriff starts with 1 extra life point.<br />
* When you lose your last life point, you die unless you play a Beer.<br />
* When you die, discard all your cards and show your role card to others.<br />
* If the Sheriff kills a Deputy, he discards all cards he has in hand and in play.<br />
* Anyone killing an Outlaw draws 3 cards.<br />
<br />
==End of Game==<br />
* If the Sheriff is killed, Outlaws win unless the Renegade is the last one standing, which he wins.<br />
* If all the Outlaws and the Renegade are killed, the Sheriff and his Deputies win.<br />
<br />
==Characters==<br />
* Bart Cassidy (4): Each time he loses a life point, he draws a card.<br />
* Black Jack (4): Show his second card: if it is red he draws an additional card.<br />
* Calamity Janet (4): She can use Bang! as Missed! and vice versa.<br />
* El Gringo (3) When hit may draw from player of card<br />
* Jesse Jones (4): He may draw his first card from any other player instead of from the deck.<br />
* Jourdonnals (4): He has a Barrel in play at all times.<br />
* Kit Carlson (4): He looks at the top 3 cards in the deck when he draws: draw 2 and put the other on top of the deck.<br />
* Lucky Duke (4): He chooses the result of a draw! from 2 cards.<br />
* Paul Regret (3): He has a Mustang in play at all times.<br />
* Pedro Ramirez (4): He may draw his first card from the discard pile.<br />
* Rose Doolan (4): She has a Scope in play at all times.<br />
* Sid Ketchum (4): He may discard 2 cards to regain 1 life point at any time.<br />
* Slab the Killer (4): 2 Missed! must be played to cancel his Bang!<br />
* Suzy Lafayette: (4): She draws a card when she has no cards.<br />
* Vulture Sam (4): He takes all the cards of that player when a player dies.<br />
* Willy the Kid (4): He can play any number of Bang! during his turn.<br />
<br />
==Card List==<br />
===Brown Cards: Immediate Effect===<br />
* Bang!: Target a player that you can reach. He loses 1 life point unless he can play a Missed!<br />
* Missed!: Cancel a Bang!<br />
* Beer: Regain 1 life point. Can be played when reciving a lethal hit.<br />
* Saloon: All players regain 1 life point. Cannot be played out of turn.<br />
* Stagecoach & Wells Fargo: Draw 2 or 3 cards.<br />
* General Store: Draw cards equal to number of alive players. Everyone chose a card starting from you.<br />
* Panic!: Draw a card from a player with distance 1.<br />
* Cat Balou: Force a player to discard a card.<br />
* Gatling: All other players lose 1 life point.<br />
* Indians: All other players discard a Bang! or lose 1 life point.<br />
* Duel: Challenge a player. The challenged and the challenger take turns to discard a Bang! and the first player failing lose 1 life point.<br />
<br />
===Blue Cards: Continuous Effect===<br />
* Weapons: They change the maximum distance that you can hit, except the Volcanic which allows you to play any number of Bang!<br />
* Mustang: All other players see you with a distance increased by 1.<br />
* Scope: You see all other players with a distance decreased by 1, but at least 1.<br />
* Barrel: When you are targeted with a Bang!, draw! If it is a heart, you are Missed!<br />
* Jail: Play this card on another player. That player draw! and escapes if it is a heart, otherwise his turn is skipped.<br />
* Dynamite: When this card is in front of you, draw! and it explodes when it is a spades 2-9 (you lose 3 life points), otherwise pass it.</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdicehospital&diff=6712Gamehelpdicehospital2021-01-03T04:59:57Z<p>Jreakins: /* Discharged Patients */</p>
<hr />
<div>Each player manages their own personal hospital, each round placing nurses and specialists in departments to heal the patients. Players gain points for discharging patients, with the goal to have the most points at the end of 8 rounds.<br />
<br />
<br />
=Start of Round=<br />
<br />
==Patient Intake==<br />
<br />
Dice (representing patients) are rolled until they show 2 to 5, then placed in the ambulance. They are placed lowest to highest, but for any ties. the last player can choose which color goes where.<br />
<br />
Each player in turn picks a different ambulance, and places its dice on the bottom of their board. If not enough room for incoming patients, existing patients must be moved to the morgue and the player takes a fatality token.<br />
<br />
The First Player may not choose ambulance 1. The player taking the lowest ambulance also takes a "blood bag" and becomes the First Player for the next round.<br />
<br />
==Hospital Improvement==<br />
Each player in turn (lowest ambulance to highest ambulance) takes one of the hospital department or specialists to add to their hospital board. Note a player can have multiples of a particular department or specialist, and where it's placed does not matter for usability. This helps heal more patients as the game goes on.<br />
<br />
<br />
=During the Round=<br />
<br />
==Hospital Activation==<br />
<br />
Each player individually "heals" patients, by moving a meeple of any color to a particular department on their hospital board, performing the department's effect, and then performing the meeple effect (if a specialist). Note that each meeple and department can only be used at most once per round.<br />
<br />
Any patient healed at least once is slid down to keep track for round end. It seems if a department needs a group of patients, then that exact group must be present to use the department. However for departments that heal one patient multiple steps at once, the exact number of steps is not required if the patient would be discharged with fewer steps.<br />
<br />
Any patients healed when at 6 are instead moved to the discharge department -- they will score points at the round end.<br />
<br />
As a free action, you can discard any "blood bag" tokens you have. Each one discarded can heal a die one step, or change the die's color. Players have the option to discard improvements at the start of this phase to gain blood bags.<br />
<br />
<br />
=End of Round=<br />
<br />
==Neglected Patients==<br />
<br />
Each player reduces any patients not healed that round by 1; if any were already at 1, they are instead moved to the morgue, and that player takes a fatality token for each one moved. (Some Administrator powers also affect this phase.)<br />
<br />
==Discharged Patients==<br />
<br />
Each player scores their discharged patients for that round as in the chart below. Note discharging many patients in the same round is preferable to doing it over multiple rounds, since the more patients you discharge, the more each patient discharged is worth.<br />
<br />
<br />
First patient discharged: 1 point<br />
<br />
Second through Sixth Patients discharged : 2 points each<br />
<br />
Seventh and Eighth Patient discharged : 3 points each<br />
<br />
Ninth and Tenth Patients Patients discharged : 4 points each<br />
<br />
Eleventh and Twelfth Patients discharged: 5 points each<br />
<br />
(So if they discharged 7 patients that round, they would score 1 + 2 + 2 + 2 + 2 + 2 + 3 = 14 points.)<br />
<br />
Bonus 5 points if you discharged all patients<br />
<br />
==Shift Change==<br />
<br />
To prepare for the next round, discharged patients are returned to the supply, all meeples are returned where they came from, ambulances are returned/refilled, and patients are slid back up. Last round's unchosen departments/specialists are removed, and new ones are dealt out for the next round.<br />
<br />
=End of Game=<br />
<br />
At the end of 8 rounds, each player gains 1 point per "blood bag" remaining, and loses 2 points for each fatality token. The player with the highest score wins. (In case of a tie, fewest patients remaining, then highest total value remaining.)</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdicehospital&diff=6711Gamehelpdicehospital2021-01-03T04:57:02Z<p>Jreakins: /* Patient Intake */</p>
<hr />
<div>Each player manages their own personal hospital, each round placing nurses and specialists in departments to heal the patients. Players gain points for discharging patients, with the goal to have the most points at the end of 8 rounds.<br />
<br />
<br />
=Start of Round=<br />
<br />
==Patient Intake==<br />
<br />
Dice (representing patients) are rolled until they show 2 to 5, then placed in the ambulance. They are placed lowest to highest, but for any ties. the last player can choose which color goes where.<br />
<br />
Each player in turn picks a different ambulance, and places its dice on the bottom of their board. If not enough room for incoming patients, existing patients must be moved to the morgue and the player takes a fatality token.<br />
<br />
The First Player may not choose ambulance 1. The player taking the lowest ambulance also takes a "blood bag" and becomes the First Player for the next round.<br />
<br />
==Hospital Improvement==<br />
Each player in turn (lowest ambulance to highest ambulance) takes one of the hospital department or specialists to add to their hospital board. Note a player can have multiples of a particular department or specialist, and where it's placed does not matter for usability. This helps heal more patients as the game goes on.<br />
<br />
<br />
=During the Round=<br />
<br />
==Hospital Activation==<br />
<br />
Each player individually "heals" patients, by moving a meeple of any color to a particular department on their hospital board, performing the department's effect, and then performing the meeple effect (if a specialist). Note that each meeple and department can only be used at most once per round.<br />
<br />
Any patient healed at least once is slid down to keep track for round end. It seems if a department needs a group of patients, then that exact group must be present to use the department. However for departments that heal one patient multiple steps at once, the exact number of steps is not required if the patient would be discharged with fewer steps.<br />
<br />
Any patients healed when at 6 are instead moved to the discharge department -- they will score points at the round end.<br />
<br />
As a free action, you can discard any "blood bag" tokens you have. Each one discarded can heal a die one step, or change the die's color. Players have the option to discard improvements at the start of this phase to gain blood bags.<br />
<br />
<br />
=End of Round=<br />
<br />
==Neglected Patients==<br />
<br />
Each player reduces any patients not healed that round by 1; if any were already at 1, they are instead moved to the morgue, and that player takes a fatality token for each one moved. (Some Administrator powers also affect this phase.)<br />
<br />
==Discharged Patients==<br />
<br />
Each player scores their discharged patients for that round as in the chart below. Note discharging many patients in the same round is preferable to doing it over multiple rounds, since the more patients you discharge, the more each patient discharged is worth.<br />
<br />
<br />
First patient discharged: 1 point<br />
<br />
Second through Sixth Patients discharged : 2 points each<br />
<br />
Seventh and Eighth Patient discharged : 3 points each<br />
<br />
Ninth and Tenth Patients Patients discharged : 4 points each<br />
<br />
Eleventh and Twelfth Patients discharged: 5 points each<br />
<br />
<br />
(So if they discharged 7 patients that round, they would score 1 + 2 + 2 + 2 + 2 + 2 + 3 = 14 points.)<br />
<br />
==Shift Change==<br />
<br />
To prepare for the next round, discharged patients are returned to the supply, all meeples are returned where they came from, ambulances are returned/refilled, and patients are slid back up. Last round's unchosen departments/specialists are removed, and new ones are dealt out for the next round.<br />
<br />
=End of Game=<br />
<br />
At the end of 8 rounds, each player gains 1 point per "blood bag" remaining, and loses 2 points for each fatality token. The player with the highest score wins. (In case of a tie, fewest patients remaining, then highest total value remaining.)</div>Jreakinshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpofftherails&diff=5280Gamehelpofftherails2020-08-14T17:21:26Z<p>Jreakins: /* Objective */</p>
<hr />
<div><br />
== Objective ==<br />
The objective of the game is to collect jewels and leave their minecarts underailed while escaping the chasm.<br />
<br />
Options in game setup are<br />
Bumper Carts : don't loose gems when hit<br />
Calapse die : token determines which mine die determines space adjacent to that mine<br />
<br />
== Player's turn ==<br />
<br />
=== Action Phase ===<br />
Each turn, players can perform up to 4 of the following actions:<br />
<br />
* Place a straight or corner track tile<br />
* Upgrade a track tile<br />
* Place a new minecart on the board<br />
* Increase or decrease a minecart's speed<br />
<br />
=== Move Minecart's Phase ===<br />
After a player completes his/her action phase, he/she must move each of their minecarts on the board a number of connected tracks equal to their speed.<br />
* If the minecart passes one or more deposits, he/she must pick up one gem per space. Rocks must be collected first.<br />
* If the minecart ends its movement on a deposit, he/she must pick up all the gems to fill their minecart. The minecart can only hold at most 5 gems at a time.<br />
* If the minecart causes a collision, the movement ends immediately. Minecarts carrying no gems are derailed. Opposing minecarts must drop half of their gems. The front-first minecarts faces opposite the collision.<br />
* If a minecart cannot move onto a connected track or move into the mine, it derails.<br />
* If a minecart enters any square on the surface, its hold is transferred into the player's stockpile and counts towards the score.<br />
* If a player finished a mission, he/she may take a mission card, which counts towards the score.<br />
<br />
=== Deposits Phase ===<br />
The active player draws the top deposit card and generate deposit accordingly. If the chasm card is drawn, every player gets a final normal turn, then the chasm begins.<br />
<br />
== The Chasm ==<br />
This is the beginning of the end game! Your goblins have disturbed too many deposits and the mines are going to collapse into the chasm!<br />
* The player who draws the chasm card puts it next to them.<br />
* After each player gets a final normal turn, that player draws the chasm deck to see which mines have collasped. Place a chasm token on each of them.<br />
* No player can move onto or place tracks on the chasm spaces.<br />
* During each deposit phase, players draw and place chasm tokens instead. If a chasm token is placed on a minecart, the minecart and the gems in it is removed from the game.<br />
* The game is over when all minecarts have left the board or all chasm tokens have been placed. Any minecarts still on the board after the final token is placed are derailed.<br />
<br />
== Scoring ==<br />
* Each rock is worth 0 points, ruby 1, emerald 2, gold 3 and diamonds are 4.<br />
* The player with the most rubies gain 5 points. If multiple players are tied, they all get the points.<br />
* Each underailed minecart is worth 3 points.<br />
* Each mission card is worth 4 points.<br />
* The player with the most points wins. If there is a tie, the player with the most gems is the winner. If there is still a tie, the player with the least number of rocks wins. If there is still a tie, the players share the victory.<br />
<br />
== Solo Rules ==<br />
* The aim of the game is to deliver at least one gems of each type in the stage of chasm.<br />
* Every mine square has a single gem. You also have one minecart of each colour. <br />
* The game is simliar to the chasm phase, except when the chasm card is drawn, the chasm stop collasping for a turn. The card is shuffle back into the deck.<br />
* The jewels should be deliver to the matching colour exit, if possible.<br />
* The game ends with a major victory if two or more jewels of each type are delivered to the matching exit.<br />
* A victory is achieved if one of each type of jewel are delivered to the matching exit.<br />
* You get a partial victory if one of each type of jewel are delivered to the wrong exit.<br />
* You lose when all the minecarts are derailed or all chasm tokens are on the board.</div>Jreakins