http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Sharperhawk&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T17:33:04ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Gamehelporiflamme&diff=7827Gamehelporiflamme2021-04-01T23:29:53Z<p>Sharperhawk: /* Placement Phase */ Added rule for stacking cards</p>
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<div>==Objective==<br />
In Oriflamme (Citadels 2), players play for 6 rounds by playing influence cards and activating them. To seize power, you must conspire, fight and deduce how others will play. The player with the highest influence after 6 rounds wins!<br />
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==Setup (What you need to know)==<br />
* Each player takes 10 cards of their color and removes 3 randomly.<br />
* Everyone starts with 1 influence.<br />
* The resolution direction is placed.<br />
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==Round of the Game==<br />
Each round consists of 2 phases. After the phases are played, the first player tile is passed to the left.<br />
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===Placement Phase===<br />
* The first player chooses a card and places it face down in the middle of the table.<br />
* The next player places another card to the left or right of all cards already placed.<br />
* You cannot play between cards.<br />
* Starting from the second round, you may place a card on top of your own card already in play. While a card is underneath another card, it cannot be targeted or revealed. It cannot gain influence or use its ability.<br />
* Once everyone has played a card, the placement phase is over.<br />
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===Resolution Phase===<br />
* Starting from the first card, players choose whether to reveal them.<br />
* If the card is not revealed, 1 influence is placed on it.<br />
* If the card is revealed, apply the card's effect and take all influences on it.<br />
* Repeat until the end of the queue is reached.<br />
* Each time you eliminate a card, you get 1 influence.<br />
* Cards in the queue will remain until they are discarded or eliminated.<br />
* Cards in the same family can be stacked. However, a covered card can never be revealed or targeted.<br />
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==End of Game==<br />
* The game ends when 6 rounds are played. <br />
* Influences still on the cards do not count. <br />
* The player with the most influence wins. <br />
* In case of a tie, the tied player with the most cards in the influence queue wins.<br />
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==Abilities of Influences==<br />
* Ambush: If revealed by another card, discard that card and gain 4 influence. Otherwise, gain 1 influence and discard ambush with any influence on it.<br />
* Archer: Eliminate the first or last card from the queue.<br />
* Assassination: Eliminate any card in the queue. Discard assassination.<br />
* Conspiracy: Gain double the amount of influence on the card. Discard conspiracy.<br />
* Heir: If there are no other cards revealed with the same name, gain 2 influence.<br />
* Lord: Earn 1 influence, plus 1 influence per adjacent card in your family.<br />
* Royal Decree: Move a card whether you want in the queue. Discard royal decree.<br />
* Shapeshifter: Copy the ability (not the name) of an adjacent card.<br />
* Soldier: Eliminate an adjacent card.<br />
* Spy: Steal 1 influence from a player with a card adjacent to the spy.</div>Sharperhawkhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&diff=6900Gamehelpsaintpetersburg2021-01-17T17:13:56Z<p>Sharperhawk: /* Rules Summary */ added On Your Turn section</p>
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<div>= St. Petersburg = <br />
== Rules Summary ==<br />
=== On Your Turn ===<br />
On your turn, you may do one of four actions:<br />
# Buy a card by paying the cost.<br />
# Add a card to your hand. The hand limit is three.<br />
# Play a card from your hand by paying the cost.<br />
# Pass.<br />
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=== Phases ===<br />
The game is made up of multiple rounds of 4 phases: workers, buildings, aristocrats, trade<br />
You buy cards for the number of roubles shown on the card. <br />
If you already have one or more of the cards, they come at a discount - 1 rouble less for each card of the same type (but they always cost at least 1 rouble).<br />
On the second round onwards, cards that were not used in the last round are moved to the lower row - those cards cost 1 rouble less.<br />
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=== Worker Phase (Green Cards) ===<br />
In this phase you buy worker cards. At the end of the round, you are paid 3 roubles for every worker you have.<br />
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=== Trading Cards ===<br />
==== Displacing trading cards: ====<br />
* Blue trading cards can displace any already placed building.<br />
* Red trading cards can displace any already placed aristocrat.<br />
* Each green trading card must replace a specific type of worker (players can recognize pairs of green trading cards and their predecessor by matching symbols in the upper right of the cards):<br />
** Carpenter Workshop - Lumberjack<br />
** Gold Smelter - Gold Miner<br />
** Weaving Mill - Shepherd<br />
** Fur Shop - Fur Trapper<br />
** Wharf - Ship Builder<br />
* A trading card _cannot_ displace another trading card.<br />
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==== Paying for trading cards: ====<br />
* If trading card is more expensive than the card it displaces, the cost is the difference between the two.<br />
* If trading card is the same cost or cheaper than the card it displaces, the cost is 1 ruble.<br />
* All other normal cost reductions from other cards _do_ also apply to trading cards.<br />
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==== End Game Trigger: ====<br />
When the administrator places the last card of a group (the last worker, the last building, the last aristocrat, or the last trading card) on the board, play continues through all phases of that round. After that round ends, the game ends and the final scoring follows. If there are not enough cards to fill the row, they place as many as they can and the rest of the spots are left empty.</div>Sharperhawkhttp://en.doc.boardgamearena.com/index.php?title=Tips_intheyearofthedragon&diff=5191Tips intheyearofthedragon2020-08-05T03:17:13Z<p>Sharperhawk: </p>
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<div>1. Strike a balance between protecting persons from events and getting victory points. Preventing all losses is inefficient, but losing several persons in one turn is devastating.<br />
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2. Turn order is important. Staying in the lead (or near it) on person points can be a major advantage, if you aren't sacrificing too much for it.<br />
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3. If you are far behind on person points, it's a good idea to have a lot of yuan. Having two or more tax collectors will help.<br />
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4. Plan ahead. If you are counting on getting a particular person or doing a particular action, don't wait until the last minute.<br />
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5. Know which persons are expendable. After a person has served their function, you can safely let them go.<br />
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6. If you have less than 3 yuan, skipping an action might be better than collecting taxes. 3 yuan can guarantee the next turn's action or pay most of an Imperial Tribute.<br />
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7. In the early game, consider things that give VP every turn: privileges, palaces, court lady.<br />
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8. Be sure to pay attention to what the other players are doing!</div>Sharperhawkhttp://en.doc.boardgamearena.com/index.php?title=Tips_intheyearofthedragon&diff=5034Tips intheyearofthedragon2020-07-22T17:25:59Z<p>Sharperhawk: </p>
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<div>1. Strike a balance between protecting persons from events and getting victory points. Preventing all losses is inefficient, but losing several persons in one turn is devastating.<br />
<br />
2. Turn order is important. If you can't be first, try to stay close to the first player on person points.<br />
<br />
3. Plan ahead. If you are counting on getting a particular person or doing a particular action, don't wait until the last minute.<br />
<br />
4. Know which persons are expendable. After a person has served their function, you can safely let them go.<br />
<br />
5. If you have less than 3 yuan, skipping an action might be better than collecting taxes. 3 yuan can guarantee the next turn's action or pay most of an Imperial Tribute.<br />
<br />
6. In the early game, consider things that give VP every turn: privileges, palaces, court lady.<br />
<br />
Be sure to pay attention to what the other players are doing!</div>Sharperhawk