http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Putts&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T07:39:15ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Gamehelpspyrium&diff=4306Gamehelpspyrium2020-05-07T16:23:25Z<p>Putts: Added list of all cards for reference</p>
<hr />
<div>== '''Overview''' ==<br />
<br />
In Spyrium, each player leads an industrial conglomerate. Players will score victory points by constructing buildings, employing their workers in them, patenting techniques, and by calling on special characters. The player with the most points at the end of 6 turns is the winner.<br />
<br />
Spyrium takes place across 6 rounds (which are referred to in this game and for the remainder of these rules as "turns"), which are split into 3 periods. Period A takes place across turns 1, 2, and 3, Period B takes place across turns 4 and 5, and Period C takes place during turn 6. Each period has a unique deck of cards, and 9 cards from that turn's period are dealt out into a 3x3 tableau to form the market at the start of each turn.<br />
<br />
Each player begins the game with 3 workers, 2 Spyrium crystals, and £8. Each player also begins with a token on the 2 space of the Residence track in the middle of the game board.<br />
<br />
== '''Start of Turn''' ==<br />
<br />
At the beginning of each turn, each player earns income based on their token's position on the Residence track, so at the beginning of turn 1, each player will gain £2. The top card of the event deck is also placed onto the Current Event space (bottom right) of the game board, revealing the event underneath as the Future Event (bottom left) that will become active next turn.<br />
<br />
Starting with the start player, each player will perform one action, continuing in turn order until all players have passed, at which point the turn will end. There are 2 phases to each turn: Placement (Phase I) and Activation (Phase II). The phase that a player is in determines which actions they are permitted to take. The phase that a player is in is independent of that of any other player; some players may be in Phase I while others may be in Phase II. A player may choose to move to Phase II during their action, but may not return to Phase I at any point during that turn.<br />
<br />
== '''Phase I Actions''' ==<br />
<br />
* '''Place a worker''': The player places one of their unused workers between any two cards in the market, or between a card and an empty card space. They may not place a worker on the outside border of the board. There is no limit to the number of workers that a space between cards may hold.<br />
<br />
* '''Activate the event''': The player places their event token on the Current Event card, and carries out the action listed on that card. If there are multiple options on the card, the player chooses only one to follow. Each player may only activate the Current Event once per turn.<br />
<br />
* '''Move to Phase II''': The player moves their token to Phase II and immediately performs a Phase II action.<br />
<br />
== '''Phase II Actions''' ==<br />
<br />
* '''Gain money''': The player removes one of their workers from the market and chooses a card adjacent to the space where that worker was. For each ''remaining'' worker next to that card, the player gains £1 from the bank.<br />
<br />
* '''Activate a card''': The player removes one of their workers from the market and chooses a card adjacent to the space where that worker was, to activate the card. The player must pay an activation cost of £1 to the bank for each ''remaining'' worker next to that card, in addition to any other activation costs for the card. If the card is:<br />
** <u>A character (tan background)</u> - Gain the benefit, or pay the cost to acquire the benefit listed on that card. The player does not acquire the card.<br />
** <u>A technique (green background)</u> - Pay £6 to acquire the technique card. These cards provide an ongoing benefit during the game, as well as an opportunity to score bonus points at the end of the game.<br />
** <u>A building (blue background)</u> - Pay the cost listed in the top right corner of the card to acquire the card. The building card must be placed into a building space in the player's personal area. The cost to purchase a building space is equal to the number of buildings that the player has already built. Thus, the first building space is free, the second one is £1, the third one is £2, etc. A player may, instead, discard an existing building to place the newly-acquired building in its building space without having to pay for the space. Furthermore, if the building being discarded has an icon at the top that matches an icon on the newly-acquired building, the cost of the newly-acquired building is discounted by £3.<br />
<br />
* '''Use a building''' - The player may use the ability of one of the buildings that they have acquired, paying the Spyrium and/or using the unused workers pictured in order to gain the benefit. If there are multiple options on the card, the player must choose one. Each building may only be used once per turn. A building may be used in the same turn which it is acquired.<br />
<br />
* '''Activate the event''': As described in Phase I. Remember that the Current Event can only be activated once per turn.<br />
<br />
* '''Pass''': A player may do this once they have retrieved all of their workers from the market, in order to pass for the rest of the turn.<br />
<br />
== Tokens ==<br />
<br />
Some market cards and events have a token symbol on them, represented by a blue circle. When these cards are dealt out, tokens with a random value between 1 and 3 are placed on them. For event and building cards, one token is placed. For character cards, the number of tokens placed is equal to the number of players, minus one.<br />
<br />
The value on the token is substituted for whatever is shown on the blue circle on the card. For character cards, the player chooses which token on the card to use as a substitute for the value. That token is then discarded when the character is activated. If all tokens from a character card with the token symbol are discarded, that character can no longer be activated (but the card remains in place).<br />
<br />
== Residence Symbol ==<br />
<br />
When activating a card or event with the Residence (house) symbol, the player may either:<br />
<br />
* Advance forward one space on the Residence track, or<br />
<br />
* Gain victory points equal to their current position on the Residence track<br />
<br />
Players may not choose to advance if they are already on the 7th space of the track. As a reminder, players gain money equal to their position on the Residence track at the start of each turn.<br />
<br />
== Bonus ==<br />
<br />
When a player reaches 8 points (not including points on buildings or technique cards in their personal area), they immediately gain a bonus. They can choose between £5, or an extra worker. When the player reaches 20 points, they gain the bonus that they did not previously choose.<br />
<br />
== End of Turn ==<br />
<br />
The turn ends when all players have passed. The Current Event is discarded, and the Future Event becomes the new Current Event. All cards remaining in the market are discarded, and 9 new cards are dealt to form a new market. The first player marker passes to the next player in order.<br />
<br />
== End of Game ==<br />
<br />
At the end of turn 6, the game ends. In addition to any points already earned during the game by the players by activating buildings, events, and characters, players will earn points for any buildings (blue cards) and techniques (green cards) in their personal area. Money and spyrium are not worth any points. In the event of a tie, the players share the victory.<br />
<br />
== Other notes ==<br />
<br />
* Players may not acquire more than 7 workers.<br />
* Technique cards can each score a maximum of 7 points.<br />
* If a player discards a building with a worker or residence symbol, the player does not lose the benefit that they gained when acquiring that card (although they will no longer score the points listed on the top left corner of that card at the end of the game).<br />
* Remember that each worker can only be used once per turn. If a player places all of their workers in the market during Phase I, they will be unable to use any of those workers to use their building cards in Phase II.<br />
* New workers gained by an event card or building are available for use on future actions the same turn in which they are acquired.<br />
<br />
<br />
== Card List ==<br />
<br />
'''Period A'''<br />
<br />
Period A takes place across 3 turns and consists of 30 cards. Thus, 3 Period A cards will not be used.<br />
<br />
<u>Characters</u><br />
* Bureaucrat - Discard a token from the card and gain that many victory points.<br />
* 2x Miner - Discard a token from the card and gain that many spyrium.<br />
* 2x Apprentice - Spend 1 spyrium and gain 3 victory points.<br />
* 2x Architect - Discard a token from the card and spend that many £ to act on the Residence Track (see Residence Symbol section above)<br />
<br />
<u>Buildings</u><br />
* 2x Mine - Cost £2 - Mine symbol - Use 1 worker to gain 1 spyrium.<br />
* 3x Mine - Cost £5 - Mine symbol - Use to gain 1 spyrium OR use 1 worker to gain 2 spyrium.<br />
* 3x Workshop - Cost £2 - Worth 2 victory points - Factory symbol - Use 1 worker and spend 1 spyrium to gain 3 victory points.<br />
* 2x Workshop - Cost £4 - Worth 3 victory points - Factory symbol - Use 1 worker and spend 2 spyrium to gain 5 victory points.<br />
* Laboratory - Cost £5 - Worth 1 victory point - Factory and University symbols - Use 1 worker and spend 1 spyrium to gain 4 victory points.<br />
* 3x Working-Class Neighborhood - Cost £5 - Worth 3 victory points - Gain 1 worker when built.<br />
* 2x Residence - Cost £3 - Worth 2 victory points - Act on the Residence Track when built.<br />
* University - Cost £2 - Gain victory points equal to the token on this card when built - Use 1 worker to gain 2 victory points.<br />
<br />
<u>Techniques</u><br />
<i>Note: All Techniques cost £6 and are worth a maximum of 7 victory points each</i><br />
* Commerce - The player keeps all tokens on market cards that they activate instead of discarding them. Once per turn, the player may change the value of a token on a market card that they activate or an event card that they use to a value of their choice (1,2, or 3) (On BoardGameArena, the value is automatically chosen to be the value most beneficial to the player) - Worth 1 victory point per acquired token.<br />
* Lobbying - Once per turn, the player can activate a market card without paying extra for the other workers next to that card - Worth points equal to the player's position on the Residence Track.<br />
* Automation - The player does not use a worker when using their built Mines - Worth 1 victory point per spyrium that the player owns at the end of the game.<br />
* Capitalization - Each time the player takes the Gain Money action, they gain £2 more than they normally would - Worth 1 victory point per £2 that the player owns at the end of the game.<br />
* Engineering - Each time the player uses a building with a Factory symbol, they score 1 more victory point per worker used - Worth points equal to the victory point values of their buildings with a Factory symbol.<br />
* Crane - When building in a new space, that space costs £3 less (minimum £0) - Worth 1 point for each building owned<br />
<br />
'''Period B'''<br />
<br />
Period B takes place across 2 turns and consists of 20 cards. Thus, 2 Period B cards will not be used.<br />
<br />
<u>Characters</u><br />
* Bureaucrat - Discard a token from the card and gain that many victory points.<br />
* Miner - Discard a token from the card and gain that many spyrium.<br />
* Engineer - Spend 1 spyrium and gain 4 victory points.<br />
* Architect - Discard a token from the card and spend that many £ to act on the Residence Track.<br />
* Geologist - Gain 2 spyrium.<br />
* Banker - Discard a token from the card and spend that many £ to gain 4 victory points.<br />
<br />
<u>Buildings</u><br />
* 2x Mine - Cost £7 - Gain spyrium equal to the token on this card when built - Mine symbol - Use to gain 1 spyrium OR use 1 worker to gain 3 spyrium.<br />
* 2x Factory - Cost £6 - Worth 4 victory points - Factory symbol - Use 1 worker and spend 2 spyrium to gain 6 victory points OR use 2 workers and spend 3 spyrium to gain 10 victory points.<br />
* Factory - Cost £8 - Worth 5 victory points - Factory symbol - Use 2 workers and spend 3 spyrium to gain 10 victory points OR use 2 workers and spend 5 spyrium to gain 15 victory points.<br />
* Laboratory - Cost £6 - Worth 2 victory points - Factory and University symbols - Use 1 worker and spend 1 spyrium to gain 5 victory points.<br />
* Laboratory - Cost £7 - Worth 2 victory points - Factory and University symbols - Use 1 worker and spend 2 spyrium to gain 7 victory points.<br />
* 2x Working-Class Neighborhood - Cost £6 - Worth 4 victory points - Gain 2 workers when built.<br />
* Residence - Cost £3 - Worth 2 victory points - Act on the Residence Track when built.<br />
* 2x Residence - Cost £5 - Worth 4 victory points - Act on the Residence Track when built.<br />
* University - Cost £5 - Gain victory points equal to the token on this card when built - Use 1 worker to gain 3 victory points OR use 2 workers to gain 6 victory points.<br />
<br />
<u>Techniques</u><br />
<i>Note: All Techniques cost £6 and are worth a maximum of 7 victory points each</i><br />
* Taylorism - Once per turn, the player may use one of their buildings that they have already used this turn (spending the appropriate worker and/or spyrium costs again) - Worth 1 victory point per worker owned at the end of the game.<br />
<br />
'''Period C'''<br />
<br />
Period C takes place during the final turn and consists of 9 cards. Thus, all Period C cards will be used each game.<br />
<br />
<u>Characters</u><br />
* Engineer - Spend 1 spyrium and gain 4 victory points.<br />
* Adviser - Gain 3 victory points.<br />
* Geologist - Gain 2 spyrium.<br />
* Financier - Discard a token from the card and spend that many £ to gain 5 victory points.<br />
<br />
<u>Buildings</u><br />
* Factory - Cost £8 - Worth 5 victory points - Factory symbol - Use 2 workers and spend 3 spyrium to gain 10 victory points OR use 2 workers and spend 5 spyrium to gain 15 victory points.<br />
* Laboratory - Cost £7 - Worth 2 victory points - Factory and University symbols - Use 1 worker and spend 2 spyrium to gain 7 victory points.<br />
* Luxury Home - Cost £6 - Worth 6 victory points.<br />
* Mansion - Cost £8 - Worth 9 victory points.<br />
* Palace - Cost £10 - Worth 12 victory points.<br />
<br />
<i>No Technique cards are available during Period C</i><br />
<br />
'''Events'''<br />
<br />
1 event card is used each turn. There are 7 event cards in all. Thus, 1 event card will not be used each game.<br />
<br />
* Gain your choice of £, spyrium, or victory points equal to the value of the token on the event.<br />
* Spend 1 spyrium to act on the Residence Track.<br />
* Spend £3 to gain 3 victory points OR spend £6 to gain 5 victory points.<br />
* Spend 1 spyrium to gain £3 OR spend 3 spyrium to gain £6.<br />
* Spend £1 to use one of your buildings that you have already used this turn (spending the appropriate worker and/or spyrium costs again).<br />
* Spend £1 per worker that you currently possess to gain a new worker.<br />
* You may place a single available worker into the market during Phase II.</div>Puttshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpspyrium&diff=4196Gamehelpspyrium2020-04-29T19:19:33Z<p>Putts: /* Overview */</p>
<hr />
<div>== '''Overview''' ==<br />
<br />
In Spyrium, each player leads an industrial conglomerate. Players will score victory points by constructing buildings, employing their workers in them, patenting techniques, and by calling on special characters. The player with the most points at the end of 6 turns is the winner.<br />
<br />
Spyrium takes place across 6 rounds (which are referred to in this game and for the remainder of these rules as "turns"), which are split into 3 periods. Period A takes place across turns 1, 2, and 3, Period B takes place across turns 4 and 5, and Period C takes place during turn 6. Each period has a unique deck of cards, and 9 cards from that turn's period are dealt out into a 3x3 tableau to form the market at the start of each turn.<br />
<br />
Each player begins the game with 3 workers, 2 Spyrium crystals, and £8. Each player also begins with a token on the 2 space of the Residence track in the middle of the game board.<br />
<br />
== '''Start of Turn''' ==<br />
<br />
At the beginning of each turn, each player earns income based on their token's position on the Residence track, so at the beginning of turn 1, each player will gain £2. The top card of the event deck is also placed onto the Current Event space (bottom right) of the game board, revealing the event underneath as the Future Event (bottom left) that will become active next turn.<br />
<br />
Starting with the start player, each player will perform one action, continuing in turn order until all players have passed, at which point the turn will end. There are 2 phases to each turn: Placement (Phase I) and Activation (Phase II). The phase that a player is in determines which actions they are permitted to take. The phase that a player is in is independent of that of any other player; some players may be in Phase I while others may be in Phase II. A player may choose to move to Phase II during their action, but may not return to Phase I at any point during that turn.<br />
<br />
== '''Phase I Actions''' ==<br />
<br />
* '''Place a worker''': The player places one of their unused workers between any two cards in the market, or between a card and an empty card space. They may not place a worker on the outside border of the board. There is no limit to the number of workers that a space between cards may hold.<br />
<br />
* '''Activate the event''': The player places their event token on the Current Event card, and carries out the action listed on that card. If there are multiple options on the card, the player chooses only one to follow. Each player may only activate the Current Event once per turn.<br />
<br />
* '''Move to Phase II''': The player moves their token to Phase II and immediately performs a Phase II action.<br />
<br />
== '''Phase II Actions''' ==<br />
<br />
* '''Gain money''': The player removes one of their workers from the market and chooses a card adjacent to the space where that worker was. For each ''remaining'' worker next to that card, the player gains £1 from the bank.<br />
<br />
* '''Activate a card''': The player removes one of their workers from the market and chooses a card adjacent to the space where that worker was, to activate the card. The player must pay an activation cost of £1 to the bank for each ''remaining'' worker next to that card, in addition to any other activation costs for the card. If the card is:<br />
** <u>A character (tan background)</u> - Gain the benefit, or pay the cost to acquire the benefit listed on that card. The player does not acquire the card.<br />
** <u>A technique (green background)</u> - Pay £6 to acquire the technique card. These cards provide an ongoing benefit during the game, as well as an opportunity to score bonus points at the end of the game.<br />
** <u>A building (blue background)</u> - Pay the cost listed in the top right corner of the card to acquire the card. The building card must be placed into a building space in the player's personal area. The cost to purchase a building space is equal to the number of buildings that the player has already built. Thus, the first building space is free, the second one is £1, the third one is £2, etc. A player may, instead, discard an existing building to place the newly-acquired building in its building space without having to pay for the space. Furthermore, if the building being discarded has an icon at the top that matches an icon on the newly-acquired building, the cost of the newly-acquired building is discounted by £3.<br />
<br />
* '''Use a building''' - The player may use the ability of one of the buildings that they have acquired, paying the Spyrium and/or using the unused workers pictured in order to gain the benefit. If there are multiple options on the card, the player must choose one. Each building may only be used once per turn. A building may be used in the same turn which it is acquired.<br />
<br />
* '''Activate the event''': As described in Phase I. Remember that the Current Event can only be activated once per turn.<br />
<br />
* '''Pass''': A player may do this once they have retrieved all of their workers from the market, in order to pass for the rest of the turn.<br />
<br />
== Tokens ==<br />
<br />
Some market cards and events have a token symbol on them, represented by a blue circle. When these cards are dealt out, tokens with a random value between 1 and 3 are placed on them. For event and building cards, one token is placed. For character cards, the number of tokens placed is equal to the number of players, minus one.<br />
<br />
The value on the token is substituted for whatever is shown on the blue circle on the card. For character cards, the player chooses which token on the card to use as a substitute for the value. That token is then discarded when the character is activated. If all tokens from a character card with the token symbol are discarded, that character can no longer be activated (but the card remains in place).<br />
<br />
== Residence Symbol ==<br />
<br />
When activating a card or event with the Residence (house) symbol, the player may either:<br />
<br />
* Advance forward one space on the Residence track, or<br />
<br />
* Gain victory points equal to their current position on the Residence track<br />
<br />
Players may not choose to advance if they are already on the 7th space of the track. As a reminder, players gain money equal to their position on the Residence track at the start of each turn.<br />
<br />
== Bonus ==<br />
<br />
When a player reaches 8 points (not including points on buildings or technique cards in their personal area), they immediately gain a bonus. They can choose between £5, or an extra worker. When the player reaches 20 points, they gain the bonus that they did not previously choose.<br />
<br />
== End of Turn ==<br />
<br />
The turn ends when all players have passed. The Current Event is discarded, and the Future Event becomes the new Current Event. All cards remaining in the market are discarded, and 9 new cards are dealt to form a new market. The first player marker passes to the next player in order.<br />
<br />
== End of Game ==<br />
<br />
At the end of turn 6, the game ends. In addition to any points already earned during the game by the players by activating buildings, events, and characters, players will earn points for any buildings (blue cards) and techniques (green cards) in their personal area. Money and spyrium are not worth any points. In the event of a tie, the players share the victory.<br />
<br />
== Other notes ==<br />
<br />
* Players may not acquire more than 7 workers.<br />
* Technique cards can each score a maximum of 7 points.<br />
* If a player discards a building with a worker or residence symbol, the player does not lose the benefit that they gained when acquiring that card (although they will no longer score the points listed on the top left corner of that card at the end of the game).<br />
* Remember that each worker can only be used once per turn. If a player places all of their workers in the market during Phase I, they will be unable to use any of those workers to use their building cards in Phase II.</div>Puttshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdomino&diff=3578Gamehelpkingdomino2019-08-26T18:45:41Z<p>Putts: /* End of game */</p>
<hr />
<div>Kingdomino is a tile drafting game in which players use domino-like landscape tiles to create the highest scoring kingdom. The game consists of 1 starting 1x1 tile for each player, 48 1x2 dominoes ranked from 1-48 (with higher ranked dominoes tending to be more valuable), and 1 king meeple for each player (2 in the 2 player game) used to indicate the dominoes drafted by each player for the next round.<br />
<br />
<br />
== Objective ==<br />
<br />
Players will take turns drafting and placing dominoes into their kingdom. Players will be placing these dominoes into their kingdom in order to fill a 5x5 grid (7x7 in the 2 player Mighty Duel variant, see below). Each square of a domino will be one of 6 landscape types: Wheat fields, grasslands, forests, lakes, swamps, or mines. Additionally, some squares on dominoes will feature 1-3 crown icons on them. At the end of the game, players will score each distinct contiguous region of dominoes of the same type, by multiplying the number of squares in that region by the number of crowns in that region. Thus, a grasslands region consisting of 3 squares and having 2 crowns will be worth 6 points, while a wheat fields region of 6 squares but 0 crowns will be worth nothing. Players add together the values of every region in their kingdom to determine their final score.<br />
<br />
'''Note: Each terrain type has a different distribution in the deck. Grasslands and forest squares are plentiful, but have very few squares with crowns. Mines are rare but have lots of crowns. Press the "Dominoes list" button in game to see the breakdown of landscape squares in the game.'''<br />
<br />
<br />
----<br />
'''''These rules are written for a standard 4 player game. 2-3 player rules, and game variants, are listed at the end of these rules.'''''<br />
----<br />
<br />
<br />
== First turn ==<br />
<br />
At the beginning of the game, each player receives a 1x1 starting tile in their play area. 4 dominoes are randomly drawn and arranged in order, from lowest rank to highest rank (these ranks are not displayed on the BGA interface, but can be seen in the game log). The turn order for the first turn is randomly determined. Beginning with the first player, each player places their king meeple on one of the 4 dominoes. Each domino may only be claimed by one player.<br />
<br />
== Subsequent turns ==<br />
<br />
A new set of 4 dominoes are randomly drawn and placed to the right of the previous set of dominoes. Then, starting with the player who claimed the lowest-ranked (top) domino in the previous turn, each player places their chosen domino into their kingdom, and places their king meeple onto one of the available dominoes from the new set. Higher-ranked dominoes are more likely to have crowns or rare terrain types, but tend to give the players who choose them a later spot in the turn order on the next round.<br />
<br />
When placing a domino into their kingdom, the placed domino can be rotated freely and placed in a horizontal or vertical orientation. However, players must obey these two restrictions:<br />
<br />
1. Dominoes must be placed so that at least one square of the domino is orthogonally adjacent to either another square of the same terrain type, or the starting tile.<br />
<br />
2. The player's kingdom must fit within the constraints of a 5x5 grid (or 7x7 in the Mighty Duel variant, see below). If a domino placement would cause the grid to have more than 5 rows or columns, that placement may not be made. There are no restrictions on where the player's starting tile resides within the kingdom. It may be in the middle, in a corner, or anywhere else.<br />
<br />
If a player is unable to legally place their chosen domino, the domino is discarded (and the player will have gaps in their kingdom at the end of the game). A player may not elect to discard a domino if they have a legal placement.<br />
<br />
== End of game ==<br />
<br />
The game ends once the supply of dominoes is exhausted. Players then score their kingdoms as outlined in the "objective" section above. Highest score wins! In the event of a tie, the player with the largest territory (contiguous set of the same landscape type) wins. If there is still a tie, the players share the victory.<br />
<br />
== Three player variant ==<br />
<br />
4 dominoes are placed each round, as described above. However, after each of the three players places their meeple on a domino, the remaining domino is discarded<br />
<br />
== Two player variant ==<br />
<br />
Half (24) of the dominoes are randomly discarded at the beginning of the game. 4 dominoes are placed each round, however, players now have 2 king meeples to place each round instead of one. Thus, each player drafts and places 2 tiles each round instead of one, and there are only 6 rounds instead of 12 like in a regular game.<br />
<br />
== The Mighty Duel variant ==<br />
<br />
Follow the Two player variant rules above, but do not discard any dominoes at the beginning of the game. Players will each acquire 24 dominoes over the course of the game instead of 12, to form a 7x7 kingdom instead of a 5x5 kingdom.<br />
<br />
== Harmony variant ==<br />
<br />
At the end of the game, players will receive 5 bonus points for having no gaps in their kingdom (meaning they were not forced to discard any dominoes).<br />
<br />
== Middle kingdom ==<br />
<br />
At the end of the game, players will receive 10 bonus points if their starting 1x1 tile is in the exact center of their kingdom. Gaps in the kingdom are permitted.</div>Puttshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdomino&diff=3577Gamehelpkingdomino2019-08-26T18:44:08Z<p>Putts: Initial draft of rules</p>
<hr />
<div>Kingdomino is a tile drafting game in which players use domino-like landscape tiles to create the highest scoring kingdom. The game consists of 1 starting 1x1 tile for each player, 48 1x2 dominoes ranked from 1-48 (with higher ranked dominoes tending to be more valuable), and 1 king meeple for each player (2 in the 2 player game) used to indicate the dominoes drafted by each player for the next round.<br />
<br />
<br />
== Objective ==<br />
<br />
Players will take turns drafting and placing dominoes into their kingdom. Players will be placing these dominoes into their kingdom in order to fill a 5x5 grid (7x7 in the 2 player Mighty Duel variant, see below). Each square of a domino will be one of 6 landscape types: Wheat fields, grasslands, forests, lakes, swamps, or mines. Additionally, some squares on dominoes will feature 1-3 crown icons on them. At the end of the game, players will score each distinct contiguous region of dominoes of the same type, by multiplying the number of squares in that region by the number of crowns in that region. Thus, a grasslands region consisting of 3 squares and having 2 crowns will be worth 6 points, while a wheat fields region of 6 squares but 0 crowns will be worth nothing. Players add together the values of every region in their kingdom to determine their final score.<br />
<br />
'''Note: Each terrain type has a different distribution in the deck. Grasslands and forest squares are plentiful, but have very few squares with crowns. Mines are rare but have lots of crowns. Press the "Dominoes list" button in game to see the breakdown of landscape squares in the game.'''<br />
<br />
<br />
----<br />
'''''These rules are written for a standard 4 player game. 2-3 player rules, and game variants, are listed at the end of these rules.'''''<br />
----<br />
<br />
<br />
== First turn ==<br />
<br />
At the beginning of the game, each player receives a 1x1 starting tile in their play area. 4 dominoes are randomly drawn and arranged in order, from lowest rank to highest rank (these ranks are not displayed on the BGA interface, but can be seen in the game log). The turn order for the first turn is randomly determined. Beginning with the first player, each player places their king meeple on one of the 4 dominoes. Each domino may only be claimed by one player.<br />
<br />
== Subsequent turns ==<br />
<br />
A new set of 4 dominoes are randomly drawn and placed to the right of the previous set of dominoes. Then, starting with the player who claimed the lowest-ranked (top) domino in the previous turn, each player places their chosen domino into their kingdom, and places their king meeple onto one of the available dominoes from the new set. Higher-ranked dominoes are more likely to have crowns or rare terrain types, but tend to give the players who choose them a later spot in the turn order on the next round.<br />
<br />
When placing a domino into their kingdom, the placed domino can be rotated freely and placed in a horizontal or vertical orientation. However, players must obey these two restrictions:<br />
<br />
1. Dominoes must be placed so that at least one square of the domino is orthogonally adjacent to either another square of the same terrain type, or the starting tile.<br />
<br />
2. The player's kingdom must fit within the constraints of a 5x5 grid (or 7x7 in the Mighty Duel variant, see below). If a domino placement would cause the grid to have more than 5 rows or columns, that placement may not be made. There are no restrictions on where the player's starting tile resides within the kingdom. It may be in the middle, in a corner, or anywhere else.<br />
<br />
If a player is unable to legally place their chosen domino, the domino is discarded (and the player will have gaps in their kingdom at the end of the game). A player may not elect to discard a domino if they have a legal placement.<br />
<br />
== End of game ==<br />
<br />
The game ends once the supply of dominoes is exhausted. Players then score their kingdoms as outlined in the "objective" section above. Highest score wins!<br />
<br />
== Three player variant ==<br />
<br />
4 dominoes are placed each round, as described above. However, after each of the three players places their meeple on a domino, the remaining domino is discarded<br />
<br />
== Two player variant ==<br />
<br />
Half (24) of the dominoes are randomly discarded at the beginning of the game. 4 dominoes are placed each round, however, players now have 2 king meeples to place each round instead of one. Thus, each player drafts and places 2 tiles each round instead of one, and there are only 6 rounds instead of 12 like in a regular game.<br />
<br />
== The Mighty Duel variant ==<br />
<br />
Follow the Two player variant rules above, but do not discard any dominoes at the beginning of the game. Players will each acquire 24 dominoes over the course of the game instead of 12, to form a 7x7 kingdom instead of a 5x5 kingdom.<br />
<br />
== Harmony variant ==<br />
<br />
At the end of the game, players will receive 5 bonus points for having no gaps in their kingdom (meaning they were not forced to discard any dominoes).<br />
<br />
== Middle kingdom ==<br />
<br />
At the end of the game, players will receive 10 bonus points if their starting 1x1 tile is in the exact center of their kingdom. Gaps in the kingdom are permitted.</div>Puttshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpspyrium&diff=3574Gamehelpspyrium2019-08-22T13:19:26Z<p>Putts: /* Other notes */</p>
<hr />
<div>== '''Overview''' ==<br />
<br />
In Spyrium, each player leads an industrial conglomerate. Players will score victory points by constructing buildings, employing their workers in them, patenting techniques, and by calling on special characters. The player with the most points at the end of 6 turns is the winner.<br />
<br />
Spyrium takes place across 6 rounds (which are referred to in this game and for the remainder of these rules as "turns"), which are split into 3 periods. Period A takes place across turns 1, 2, and 3, Period B takes place across turns 4 and 5, and Period 6 takes place across turn 6. Each period has a unique deck of cards, and 9 cards from that turn's period are dealt out into a 3x3 tableau to form the market at the start of each turn.<br />
<br />
Each player begins the game with 3 workers, 2 Spyrium crystals, and £8. Each player also begins with a token on the 2 space of the Residence track in the middle of the game board.<br />
<br />
== '''Start of Turn''' ==<br />
<br />
At the beginning of each turn, each player earns income based on their token's position on the Residence track, so at the beginning of turn 1, each player will gain £2. The top card of the event deck is also placed onto the Current Event space (bottom right) of the game board, revealing the event underneath as the Future Event (bottom left) that will become active next turn.<br />
<br />
Starting with the start player, each player will perform one action, continuing in turn order until all players have passed, at which point the turn will end. There are 2 phases to each turn: Placement (Phase I) and Activation (Phase II). The phase that a player is in determines which actions they are permitted to take. The phase that a player is in is independent of that of any other player; some players may be in Phase I while others may be in Phase II. A player may choose to move to Phase II during their action, but may not return to Phase I at any point during that turn.<br />
<br />
== '''Phase I Actions''' ==<br />
<br />
* '''Place a worker''': The player places one of their unused workers between any two cards in the market, or between a card and an empty card space. They may not place a worker on the outside border of the board. There is no limit to the number of workers that a space between cards may hold.<br />
<br />
* '''Activate the event''': The player places their event token on the Current Event card, and carries out the action listed on that card. If there are multiple options on the card, the player chooses only one to follow. Each player may only activate the Current Event once per turn.<br />
<br />
* '''Move to Phase II''': The player moves their token to Phase II and immediately performs a Phase II action.<br />
<br />
== '''Phase II Actions''' ==<br />
<br />
* '''Gain money''': The player removes one of their workers from the market and chooses a card adjacent to the space where that worker was. For each ''remaining'' worker next to that card, the player gains £1 from the bank.<br />
<br />
* '''Activate a card''': The player removes one of their workers from the market and chooses a card adjacent to the space where that worker was, to activate the card. The player must pay an activation cost of £1 to the bank for each ''remaining'' worker next to that card, in addition to any other activation costs for the card. If the card is:<br />
** <u>A character (tan background)</u> - Gain the benefit, or pay the cost to acquire the benefit listed on that card. The player does not acquire the card.<br />
** <u>A technique (green background)</u> - Pay £6 to acquire the technique card. These cards provide an ongoing benefit during the game, as well as an opportunity to score bonus points at the end of the game.<br />
** <u>A building (blue background)</u> - Pay the cost listed in the top right corner of the card to acquire the card. The building card must be placed into a building space in the player's personal area. The cost to purchase a building space is equal to the number of buildings that the player has already built. Thus, the first building space is free, the second one is £1, the third one is £2, etc. A player may, instead, discard an existing building to place the newly-acquired building in its building space without having to pay for the space. Furthermore, if the building being discarded has an icon at the top that matches an icon on the newly-acquired building, the cost of the newly-acquired building is discounted by £3.<br />
<br />
* '''Use a building''' - The player may use the ability of one of the buildings that they have acquired, paying the Spyrium and/or using the unused workers pictured in order to gain the benefit. If there are multiple options on the card, the player must choose one. Each building may only be used once per turn. A building may be used in the same turn which it is acquired.<br />
<br />
* '''Activate the event''': As described in Phase I. Remember that the Current Event can only be activated once per turn.<br />
<br />
* '''Pass''': A player may do this once they have retrieved all of their workers from the market, in order to pass for the rest of the turn.<br />
<br />
== Tokens ==<br />
<br />
Some market cards and events have a token symbol on them, represented by a blue circle. When these cards are dealt out, tokens with a random value between 1 and 3 are placed on them. For event and building cards, one token is placed. For character cards, the number of tokens placed is equal to the number of players, minus one.<br />
<br />
The value on the token is substituted for whatever is shown on the blue circle on the card. For character cards, the player chooses which token on the card to use as a substitute for the value. That token is then discarded when the character is activated. If all tokens from a character card with the token symbol are discarded, that character can no longer be activated (but the card remains in place).<br />
<br />
== Residence Symbol ==<br />
<br />
When activating a card or event with the Residence (house) symbol, the player may either:<br />
<br />
* Advance forward one space on the Residence track, or<br />
<br />
* Gain victory points equal to their current position on the Residence track<br />
<br />
Players may not choose to advance if they are already on the 7th space of the track. As a reminder, players gain money equal to their position on the Residence track at the start of each turn.<br />
<br />
== Bonus ==<br />
<br />
When a player reaches 8 points (not including points on buildings or technique cards in their personal area), they immediately gain a bonus. They can choose between £5, or an extra worker. When the player reaches 20 points, they gain the bonus that they did not previously choose.<br />
<br />
== End of Turn ==<br />
<br />
The turn ends when all players have passed. The Current Event is discarded, and the Future Event becomes the new Current Event. All cards remaining in the market are discarded, and 9 new cards are dealt to form a new market. The first player marker passes to the next player in order.<br />
<br />
== End of Game ==<br />
<br />
At the end of turn 6, the game ends. In addition to any points already earned during the game by the players by activating buildings, events, and characters, players will earn points for any buildings (blue cards) and techniques (green cards) in their personal area. Money and spyrium are not worth any points. In the event of a tie, the players share the victory.<br />
<br />
== Other notes ==<br />
<br />
* Players may not acquire more than 7 workers.<br />
* Technique cards can each score a maximum of 7 points.<br />
* If a player discards a building with a worker or residence symbol, the player does not lose the benefit that they gained when acquiring that card (although they will no longer score the points listed on the top left corner of that card at the end of the game).<br />
* Remember that each worker can only be used once per turn. If a player places all of their workers in the market during Phase I, they will be unable to use any of those workers to use their building cards in Phase II.</div>Puttshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpspyrium&diff=3573Gamehelpspyrium2019-08-22T13:18:29Z<p>Putts: Formatting and wording cleanup</p>
<hr />
<div>== '''Overview''' ==<br />
<br />
In Spyrium, each player leads an industrial conglomerate. Players will score victory points by constructing buildings, employing their workers in them, patenting techniques, and by calling on special characters. The player with the most points at the end of 6 turns is the winner.<br />
<br />
Spyrium takes place across 6 rounds (which are referred to in this game and for the remainder of these rules as "turns"), which are split into 3 periods. Period A takes place across turns 1, 2, and 3, Period B takes place across turns 4 and 5, and Period 6 takes place across turn 6. Each period has a unique deck of cards, and 9 cards from that turn's period are dealt out into a 3x3 tableau to form the market at the start of each turn.<br />
<br />
Each player begins the game with 3 workers, 2 Spyrium crystals, and £8. Each player also begins with a token on the 2 space of the Residence track in the middle of the game board.<br />
<br />
== '''Start of Turn''' ==<br />
<br />
At the beginning of each turn, each player earns income based on their token's position on the Residence track, so at the beginning of turn 1, each player will gain £2. The top card of the event deck is also placed onto the Current Event space (bottom right) of the game board, revealing the event underneath as the Future Event (bottom left) that will become active next turn.<br />
<br />
Starting with the start player, each player will perform one action, continuing in turn order until all players have passed, at which point the turn will end. There are 2 phases to each turn: Placement (Phase I) and Activation (Phase II). The phase that a player is in determines which actions they are permitted to take. The phase that a player is in is independent of that of any other player; some players may be in Phase I while others may be in Phase II. A player may choose to move to Phase II during their action, but may not return to Phase I at any point during that turn.<br />
<br />
== '''Phase I Actions''' ==<br />
<br />
* '''Place a worker''': The player places one of their unused workers between any two cards in the market, or between a card and an empty card space. They may not place a worker on the outside border of the board. There is no limit to the number of workers that a space between cards may hold.<br />
<br />
* '''Activate the event''': The player places their event token on the Current Event card, and carries out the action listed on that card. If there are multiple options on the card, the player chooses only one to follow. Each player may only activate the Current Event once per turn.<br />
<br />
* '''Move to Phase II''': The player moves their token to Phase II and immediately performs a Phase II action.<br />
<br />
== '''Phase II Actions''' ==<br />
<br />
* '''Gain money''': The player removes one of their workers from the market and chooses a card adjacent to the space where that worker was. For each ''remaining'' worker next to that card, the player gains £1 from the bank.<br />
<br />
* '''Activate a card''': The player removes one of their workers from the market and chooses a card adjacent to the space where that worker was, to activate the card. The player must pay an activation cost of £1 to the bank for each ''remaining'' worker next to that card, in addition to any other activation costs for the card. If the card is:<br />
** <u>A character (tan background)</u> - Gain the benefit, or pay the cost to acquire the benefit listed on that card. The player does not acquire the card.<br />
** <u>A technique (green background)</u> - Pay £6 to acquire the technique card. These cards provide an ongoing benefit during the game, as well as an opportunity to score bonus points at the end of the game.<br />
** <u>A building (blue background)</u> - Pay the cost listed in the top right corner of the card to acquire the card. The building card must be placed into a building space in the player's personal area. The cost to purchase a building space is equal to the number of buildings that the player has already built. Thus, the first building space is free, the second one is £1, the third one is £2, etc. A player may, instead, discard an existing building to place the newly-acquired building in its building space without having to pay for the space. Furthermore, if the building being discarded has an icon at the top that matches an icon on the newly-acquired building, the cost of the newly-acquired building is discounted by £3.<br />
<br />
* '''Use a building''' - The player may use the ability of one of the buildings that they have acquired, paying the Spyrium and/or using the unused workers pictured in order to gain the benefit. If there are multiple options on the card, the player must choose one. Each building may only be used once per turn. A building may be used in the same turn which it is acquired.<br />
<br />
* '''Activate the event''': As described in Phase I. Remember that the Current Event can only be activated once per turn.<br />
<br />
* '''Pass''': A player may do this once they have retrieved all of their workers from the market, in order to pass for the rest of the turn.<br />
<br />
== Tokens ==<br />
<br />
Some market cards and events have a token symbol on them, represented by a blue circle. When these cards are dealt out, tokens with a random value between 1 and 3 are placed on them. For event and building cards, one token is placed. For character cards, the number of tokens placed is equal to the number of players, minus one.<br />
<br />
The value on the token is substituted for whatever is shown on the blue circle on the card. For character cards, the player chooses which token on the card to use as a substitute for the value. That token is then discarded when the character is activated. If all tokens from a character card with the token symbol are discarded, that character can no longer be activated (but the card remains in place).<br />
<br />
== Residence Symbol ==<br />
<br />
When activating a card or event with the Residence (house) symbol, the player may either:<br />
<br />
* Advance forward one space on the Residence track, or<br />
<br />
* Gain victory points equal to their current position on the Residence track<br />
<br />
Players may not choose to advance if they are already on the 7th space of the track. As a reminder, players gain money equal to their position on the Residence track at the start of each turn.<br />
<br />
== Bonus ==<br />
<br />
When a player reaches 8 points (not including points on buildings or technique cards in their personal area), they immediately gain a bonus. They can choose between £5, or an extra worker. When the player reaches 20 points, they gain the bonus that they did not previously choose.<br />
<br />
== End of Turn ==<br />
<br />
The turn ends when all players have passed. The Current Event is discarded, and the Future Event becomes the new Current Event. All cards remaining in the market are discarded, and 9 new cards are dealt to form a new market. The first player marker passes to the next player in order.<br />
<br />
== End of Game ==<br />
<br />
At the end of turn 6, the game ends. In addition to any points already earned during the game by the players by activating buildings, events, and characters, players will earn points for any buildings (blue cards) and techniques (green cards) in their personal area. Money and spyrium are not worth any points. In the event of a tie, the players share the victory.<br />
<br />
== Other notes ==<br />
<br />
* Players may not acquire more than 7 workers.<br />
* Technique cards can each score a maximum of 7 points.<br />
* If a player discards a building with a worker or residence symbol, the player does not lose the benefit that they gained when acquiring that card.<br />
* Remember that each worker can only be used once per turn. If a player places all of their workers in the market during Phase I, they will be unable to use any of those workers to use their building cards in Phase II.</div>Puttshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpspyrium&diff=3570Gamehelpspyrium2019-08-21T13:27:25Z<p>Putts: Finished first pass of the rules. Did not yet include descriptions of event or market cards.</p>
<hr />
<div>In Spyrium, each player leads an industrial conglomerate. Players will score victory points by constructing buildings, employing their workers in them, patenting techniques, and by calling on special characters. The player with the most points at the end of 6 turns is the winner.<br />
<br />
Spyrium takes place across 6 rounds (which are referred to in this game and for the remainder of these rules as "turns"), which are split into 3 periods. Period A takes place across turns 1, 2, and 3, Period B takes place across turns 4 and 5, and Period 6 takes place across turn 6. Each period has a unique deck of cards, and 9 cards from that turn's period are dealt out into a 3x3 tableau to form the market at the start of each turn.<br />
<br />
Each player begins the game with 3 workers, 2 Spyrium crystals, and £8. Each player also begins with a token on the 2 space of the Residence track in the middle of the game board.<br />
<br />
At the beginning of each turn, each player earns income based on their token's position on the Residence track, so at the beginning of turn 1, each player will gain £2. The top card of the event deck is also placed onto the Current Event space (bottom right) of the game board, revealing the event underneath as the Future Event (bottom left) that will become active next turn.<br />
<br />
Starting with the start player, each player will perform one action, continuing in turn order until all players have passed, at which point the turn will end. There are 2 phases to each turn: Placement (Phase I) and Activation (Phase II). The phase that a player is in determines which actions they are permitted to take. The phase that a player is in is independent of that of any other player; some players may be in Phase I while others may be in Phase II. A player may choose to move to Phase II during their action, but may not return to Phase I at any point during that turn.<br />
<br />
These are the actions that a player may take:<br />
<br />
<br />
== '''Phase I''' ==<br />
<br />
* '''Place a worker''': The player places one of their unused workers between any two cards in the market, or between a card and an empty card space. They may not place a worker on the outside border of the board. There is no limit to the number of workers that a space between cards may hold.<br />
<br />
* '''Activate the event''': The player places a token on the Current Event card, and carries out the action listed on that event card. If there are multiple options on the card, the player chooses only one to follow. Each player may only activate the Current Event once per turn.<br />
<br />
* '''Move to Phase II''': The player moves their token to Phase II and immediately activates a Phase II action.<br />
<br />
<br />
== '''Phase II''' ==<br />
<br />
* '''Gain money''': The player removes one of their previously placed workers from the market, and chooses a card adjacent to the space where that worker was. For each ''remaining'' worker next to that card, the player gains £1 from the bank.<br />
<br />
* '''Activate a card''': The player removes one of their previously placed workers from the market and chooses a card adjacent to the space where that worker was, to activate the card. The player must pay an activation cost of £1 to the bank for each ''remaining'' worker next to that card, in addition to any other activation costs for the card. If the card is:<br />
** A worker (tan background) - Gain the benefit, or pay the cost to acquire the benefit listed on that card. The player does not acquire the card.<br />
** A technique (green background) - Pay £6 to acquire the technique card. These cards provide an ongoing benefit during the game, as well as an opportunity to score bonus points at the end of the game.<br />
** A building (blue background) - Pay the cost listed in the top right corner of the card to acquire the card. The building card must be placed into a building space in the player's personal area. The cost to purchase a building space is equal to the number of buildings that the player has already built. Thus, the first building space is free, the second one is £1, the third one is £2, etc. A player may, instead, discard an existing building to place the newly-acquired building in its building space without having to pay for the space. Furthermore, if the building being discarded has an icon at the top that matches an icon on the newly-acquired building, the cost of the newly-acquired building is discounted by £3.<br />
<br />
* '''Use a building''' - The player may activate one of the buildings that they have acquired, paying the cost pictured in order to gain the benefit. If there are multiple options on the card, the player must choose one. Any workers used to activate buildings cannot be workers that were previously placed in the market. Each building may only be activated once per turn. A building may be activated in the same turn which it is acquired.<br />
<br />
* '''Activate the event''': As described in Phase I. Remember that the Current Event can only be activated once per turn.<br />
<br />
* '''Pass''': A player may do this once they have retrieved all of their workers from the market, in order to pass for the rest of the turn.<br />
<br />
<br />
== Tokens ==<br />
<br />
Some market cards and events have a token symbol on them, represented by a blue circle. When these cards are dealt out, tokens with a random value between 1 and 3 are placed on them. For event and building cards, one token is placed. For character cards, the number of tokens placed is equal to the number of players, minus one.<br />
<br />
The value on the token is substituted for whatever is shown on the blue circle on the card. For character cards, the player chooses which token on the card to use as a substitute for the value. That token is then discarded when the character is activated. If all tokens from a character card with the token symbol are discarded, that character can no longer be activated (but the card remains in place).<br />
<br />
<br />
== Residence Symbol ==<br />
<br />
When activating a card or event with the Residence (house) symbol, the player may either:<br />
<br />
* Advance forward one space on the Residence track<br />
<br />
* Gain victory points equal to their current position on the Residence track<br />
<br />
As a reminder, players gain money equal to their position on the Residence track at the start of each turn.<br />
<br />
== Bonus ==<br />
<br />
When a player reaches 8 points (not including points on buildings or technique cards in their personal area), they immediately gain a bonus. They can choose between £5, or an extra worker. When the player reaches 20 points, they gain the bonus that they did not previously choose.<br />
<br />
== End of Turn ==<br />
<br />
The turn ends when all players have passed. The Current Event is discarded, and the Future Event becomes the new Current Event. All cards remaining in the market are discarded, and 9 new cards are dealt to form a new market. The first player marker passes to the next player in order.<br />
<br />
<br />
== End of Game ==<br />
<br />
At the end of turn 6, the game ends. In addition to any points already earned during the game by the players by activating buildings, events, and characters, players will earn points for any buildings (blue cards) and techniques (green cards) in their personal area. Money and spyrium are not worth any points. In the event of a tie, the players share the victory.<br />
<br />
== Other notes ==<br />
<br />
* Players may not acquire more than 7 workers.<br />
* If the player reaches the 7 space on the residence track, they may only choose to gain victory points when taking further Residence actions.<br />
* Technique cards can each score a maximum of 7 points.<br />
* If a player discards a building with a worker or residence symbol, the player does not lose the benefit that they gained when acquiring that card.<br />
* Remember that each worker can only be used once per turn. If a player places all of their workers in the market during Phase I, they will be unable to use any of those workers to use their building cards in Phase II.</div>Puttshttp://en.doc.boardgamearena.com/index.php?title=Gamehelpspyrium&diff=3569Gamehelpspyrium2019-08-20T22:39:31Z<p>Putts: First pass of rules. Added basic description of the game and a list of actions. Still need to add clarification on numbered tokens, end of round, end of game, and the different cards.</p>
<hr />
<div>In Spyrium, each player leads an industrial conglomerate. Players will score victory points by constructing buildings, employing their workers in them, patenting techniques, and by calling on special characters. The player with the most points at the end of 6 turns is the winner.<br />
<br />
Spyrium takes place across 6 rounds (which are referred to in this game and for the remainder of these rules as "turns"), which are split into 3 periods. Period A takes place across turns 1, 2, and 3, Period B takes place across turns 4 and 5, and Period 6 takes place across turn 6. Each period has a unique deck of cards, and 9 cards from that turn's period are dealt out into a 3x3 tableau to form the market at the start of each turn.<br />
<br />
Each player begins the game with 3 workers, 2 Spyrium crystals, and £8. Each player also begins with a token on the 2 space of the Residence track in the middle of the game board.<br />
<br />
At the beginning of each turn, each player earns income based on their token's position on the Residence track, so at the beginning of turn 1, each player will gain £2. The top card of the event deck is also placed onto the Current Event space (bottom right) of the game board, revealing the event underneath as the Future Event (bottom left) that will become active next turn.<br />
<br />
Starting with the start player, each player will perform one action, continuing in turn order until all players have passed, at which point the turn will end. There are 2 phases to each turn: Placement (Phase I) and Activation (Phase II). The phase that a player is in determines which actions they are permitted to take. The phase that a player is in is independent of that of any other player; some players may be in Phase I while others may be in Phase II. A player may choose to move to Phase II during their action, but may not return to Phase I at any point during that turn.<br />
<br />
These are the actions that a player may take:<br />
<br />
'''Phase I'''<br />
* Place a worker: The player places one of their unused workers between any two cards in the market, or between a card and an empty card space. They may not place a worker on the outside border of the board. There is no limit to the number of workers that a space between cards may hold.<br />
* Activate the event: The player places a token on the Current Event card, and carries out the action listed on that event card. If there are multiple options on the card, the player chooses only one to follow. Each player may only activate the Current Event once per turn.<br />
* Move to Phase II: The player moves their token to Phase II and immediately activates a Phase II action.<br />
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'''Phase II'''<br />
* Gain money: The player removes one of their previously placed workers from the market, and chooses a card adjacent to the space where that worker was. For each ''remaining'' worker next to that card, the player gains £1 from the bank.<br />
* Activate a card: The player removes one of their previously placed workers from the market and chooses a card adjacent to the space where that worker was, to activate the card. The player must pay an activation cost of £1 to the bank for each ''remaining'' worker next to that card, in addition to any other activation costs for the card. If the card is:<br />
** A worker (tan background) - Gain the benefit, or pay the cost to acquire the benefit listed on that card. The player does not acquire the card.<br />
** A technique (green background) - Pay £6 to acquire the technique card. These cards provide an ongoing benefit during the game, as well as an opportunity to score bonus points (up to 7) at the end of the game.<br />
** A building (blue background) - Pay the cost listed in the top right corner of the card to acquire the card. The building card must be placed into a building space in the player's personal area. The cost to purchase a building space is equal to the number of buildings that the player has already built. Thus, the first building space is free, the second one is £1, the third one is £2, etc. A player may, instead, discard an existing building to place the newly-acquired building in its building space without having to pay for the space. Furthermore, if the building being discarded has an icon at the top that matches an icon on the newly-acquired building, the cost of the newly-acquired building is discounted by £3.<br />
* Use a building - The player may activate one of the buildings that they have acquired, paying the cost pictured in order to gain the benefit. If there are multiple options on the card, the player must choose one. Any workers used to activate buildings cannot be workers that were previously placed in the market. Each building may only be activated once per turn. A building may be activated in the same turn which it is acquired.<br />
* Activate the event: As described in Phase I. Remember that the Current Event can only be activated once per turn.<br />
* Pass: A player may do this once they have retrieved all of their workers from the market, in order to pass for the rest of the turn.<br />
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Maximum number of workers: 7<br />
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Bonuses:<br />
* When you reach 8 VP, you can get either an extra worker or £5.<br />
* When you reach 20 VP, you get the bonus you didn't pick.</div>Putts