http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Trethlus&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T14:37:46ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Tips_challengers&diff=19561Tips challengers2024-01-14T19:13:10Z<p>Trethlus: /* Sets */</p>
<hr />
<div>Challengers is a card drafting auto-battler game. Naturally the cards you are offered and the order in which your deck appears is based on luck, but there are still many important and often difficult decisions to be made which will impact how successful you are.<br />
<br />
== General Strategy ==<br />
<br />
The goal of the draft is to maximize your deck's power/size while minimizing the likelihood of "benching out" (7th bench card). This is an oversimplification but a good first principle to work from. With that in mind, the following is implied:<br />
<br />
• Drafting duplicates is crucial. These will increase your deck size and power while not making you bench out. Ignoring synergy a pair of 2-power cards is generally as good as 1 4-power card. The 2-power cards are sometimes better on the attack but worse on defense. The 4-power is sometimes worse on attack but better on defense<br />
<br/><br />
• Synergy is key. Cards like Vendor, A.I., Stable Boy, Make-up Artist, Band, Blacksmith, etc can be extremely strong if the rest of your deck support them. Learning what all the cards do and what your "outs" are to improve your deck is crucial<br />
<br/><br />
• Winning the later rounds is way more important than the early rounds. It's okay to take losses with a bloated deck early to maximize your odds of getting lucky with a later draft. Winning only rounds 5, 6, and 7 will almost always get you into the final<br />
<br/><br />
• Know when to reroll. This is probably the most skill-testing part of the entire game. If your deck has a lot of one-ofs, you probably need to reroll when you're not offered any duplicates<br />
<br/><br />
• Know when to cut. Generally speaking, you want 6 or 7 unique cards. Until the last few rounds of the game, sticking at 7 or 8 can be okay to have more potential pair opportunities on the next draft. In the last round or two, you should hopefully have doubled up on enough of your deck that having more than 6 cards is too risky to be worth it. If your decks overall power is low, you may need to sit at 7 and hope you draw a single as the last card<br />
<br/><br />
• Relying on bench cleaners sometimes works but is very risky. If you roll your bench cleaners before any singletons, then their effect is wasted. Usually you're better off cutting the one-of Vacuum Cleaner or Butler. Only consider playing them in duplicates<br />
<br/><br />
• Check which set is removed at the beginning of the game. This can influence your early picks in so far as what to look for and what to avoid<br />
<br />
== Sets ==<br />
Very rough/general breakdown of each set which realistically is not all that useful - keeping in mind individual card effects will be much more helpful:<br />
<br />
• City (Light Blue) - Cards in this set tend to depend on cards in other sets to boost them.<br />
<br/><br />
• Castle (Dark Blue) - Cards in this set tend to boost cards in other sets.<br />
<br/><br />
• Film Studio (Green) - Cards in this set tend to focus on the attack. <br />
<br/><br />
• Funfair (Yellow) - Cards in this set tend to focus on rearranging your deck. <br />
<br/><br />
• Haunted House (Orange) - Cards in this set tend to remove cards from your bench (either to your deck or to your exhaust pile). <br />
<br/><br />
• Outer Space (Red) - Cards in this set tend to replace themselves or other cards in your deck. <br />
<br/><br />
• Shipwreck (Purple) - Cards in this set tend to give defensive boosts.<br />
<br />
There are cross-over cards in each set, but your early picks tend to reflect these themes.<br />
<br />
<br />
Lastly, non-Starter cards have 4 copies in the game, unless it says otherwise in description.</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Tips_challengers&diff=18966Tips challengers2023-11-21T20:59:10Z<p>Trethlus: /* Sets */ noted 3/4 copies in deck</p>
<hr />
<div>Challengers is a card drafting auto-battler game. Naturally the cards you are offered and the order in which your deck appears is based on luck, but there are still many important and often difficult decisions to be made which will impact how successful you are.<br />
<br />
== General Strategy ==<br />
<br />
The goal of the draft is to maximize your deck's power/size while minimizing the likelihood of "benching out" (7th bench card). This is an oversimplification but a good first principle to work from. With that in mind, the following is implied:<br />
<br />
• Drafting duplicates is crucial. These will increase your deck size and power while not making you bench out. Ignoring synergy a pair of 2-power cards is generally as good as 1 4-power card. The 2-power cards are sometimes better on the attack but worse on defense. The 4-power is sometimes worse on attack but better on defense<br />
<br/><br />
• Synergy is key. Cards like Vendor, A.I., Stable Boy, Make-up Artist, Band, Blacksmith, etc can be extremely strong if the rest of your deck support them. Learning what all the cards do and what your "outs" are to improve your deck is crucial<br />
<br/><br />
• Winning the later rounds is way more important than the early rounds. It's okay to take losses with a bloated deck early to maximize your odds of getting lucky with a later draft. Winning only rounds 5, 6, and 7 will almost always get you into the final<br />
<br/><br />
• Know when to reroll. This is probably the most skill-testing part of the entire game. If your deck has a lot of one-ofs, you probably need to reroll when you're not offered any duplicates<br />
<br/><br />
• Know when to cut. Generally speaking, you want 6 or 7 unique cards. Until the last few rounds of the game, sticking at 7 or 8 can be okay to have more potential pair opportunities on the next draft. In the last round or two, you should hopefully have doubled up on enough of your deck that having more than 6 cards is too risky to be worth it. If your decks overall power is low, you may need to sit at 7 and hope you draw a single as the last card<br />
<br/><br />
• Relying on bench cleaners sometimes works but is very risky. If you roll your bench cleaners before any singletons, then their effect is wasted. Usually you're better off cutting the one-of Vacuum Cleaner or Butler. Only consider playing them in duplicates<br />
<br/><br />
• Check which set is removed at the beginning of the game. This can influence your early picks in so far as what to look for and what to avoid<br />
<br />
== Sets ==<br />
Very rough/general breakdown of each set which realistically is not all that useful - keeping in mind individual card effects will be much more helpful:<br />
<br />
• City (Light Blue) - Cards in this set tend to depend on cards in other sets to boost them.<br />
<br/><br />
• Castle (Dark Blue) - Cards in this set tend to boost cards in other sets.<br />
<br/><br />
• Film Studio (Green) - Cards in this set tend to focus on the attack. <br />
<br/><br />
• Funfair (Yellow) - Cards in this set tend to focus on rearranging your deck. <br />
<br/><br />
• Haunted House (Orange) - Cards in this set tend to remove cards from your bench (either to your deck or to your exhaust pile). <br />
<br/><br />
• Outer Space (Red) - Cards in this set tend to replace themselves or other cards in your deck. <br />
<br/><br />
• Shipwreck (Purple) - Cards in this set tend to give defensive boosts.<br />
<br />
There are cross-over cards in each set, but your early picks tend to reflect these themes.<br />
<br />
<br />
Lastly, non-Starter cards have 4 copies in the game, unless it has Rare in description then it only has 3 copies.<br />
<br />
Good luck!</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpchallengers&diff=18965Gamehelpchallengers2023-11-21T20:52:43Z<p>Trethlus: added note on redraw for 2 card rds</p>
<hr />
<div>==Summary==<br />
Players participate in drafting ("Deck Phase") and card reveal ("Match Phase") phases for 7 rounds.<br />
<br />
After this, for 3-8 player games, only 2 players qualify for a final match by having the most fans after all 7 rounds.<br />
<br />
For 1-2 players, there is no final, and the player with the most fans wins. For 1-2 players, if a player has an advantage of at least 11 fans after a Match Phase, they win immediately.<br />
<br />
==Cards==<br />
Each card has a base power shown in the top corners, as well as a card set icon on the top sides. Cards also have letter(s) in the bottom right corner describing their level:<br />
<br />
&#42; S = Starter card<br />
<br />
&#42; A = Low level card, up to 3 base power<br />
<br />
&#42; B = Medium level card, up to 5 base power<br />
<br />
&#42; C = High level card, up to 10 base power<br />
<br />
&#42; R = Robot higher difficulty card<br />
<br />
&#42; SOLO = Robot solo challenge card<br />
<br />
==Sets==<br />
The city card set, including starter cards, is always in the game. There are 6 additional sets, but only 5 of them are used for each game, resulting in different possible deck combinations.<br />
If the Robot opponent is used, it has its own set.<br />
<br />
Aside from starter and Robot cards, each set contains 4 copies of every card unless the card specifies "Rare" or "Common". In this case, the number of copies is shown on the card itself.<br />
<br />
==Deck Phase==<br />
Players add 1 or 2 cards to their deck from a random secret display of 5 cards. Players can discard this display and redraw once per Deck Phase. (In rounds where you select 2 cards, you may pick your 1st card, discard the 4 cards not chosen, then redraw 4 cards from the same pile from which you pick your 2nd card.) Finally, players can remove one or more cards to trim their deck.<br />
<br />
In later rounds, players have the option to choose a display of more powerful B or C cards.<br />
<br />
==Match Phase==<br />
Each player automatically shuffles their deck and is paired against a single opponent. Each pair of players compete to capture and hold a flag by revealing cards from their decks. Multiple 2-player matches play out simultaneously, as if each was its own minigame.<br />
<br />
====Gameplay====<br />
Each match consists of players fighting over a flag, which moves back and forth as it is captured. A match starts with the player who has the highest trophy number in flag possession. If there is a tie, a random player starts in flag possession. This player reveals the top card of their deck and places the flag on it. If the card describes an effect which should occur, it happens at this time.<br />
<br />
Next, their opponent must attack to capture the flag. They attack by revealing cards from the top of their shuffled deck, one at a time. The base power of each revealed attacking card is added together and compared to the defending card's base power. In addition, some card effects may modify power on the attacking or defending side.<br />
<br />
Once the attacker's power is equal to or greater than the defender's power, the defender moves their card to an open slot on their bench -- an area with 6 slots for cards. Each bench slot can hold any number of cards with the same card name, but a single slot cannot hold two cards with different names.<br />
<br />
Finally, the attacker slides all of their revealed card(s) together to form a stack with only 1 visible card on top. The flag is moved to this card, which is now in flag possession and defends. Its defense power only considers itself and any "From the bench" card effects, NOT any hidden cards underneath it.<br />
<br />
Now, the cycle repeats. The other player attacks by revealing card(s) until their combined power is equal to or greater than the defending power. The defender moves card(s) to the bench, becomes the attacker, and so on.<br />
<br />
====End of Match====<br />
A match ends if a player needs to draw a card from their deck, and cannot.<br />
<br />
A match also ends if a player needs to move card(s) to their bench, and does not have enough slots -- either empty or with the same name as the incoming card(s).<br />
<br />
In either case, that player loses. Their opponent gains the trophy for the current round. Each trophy has a secret number of fans on the other side, represented by stars. Round 1 trophies only score 2 or 3 fans, but round 7 trophies score 9 or 10 fans!<br />
<br />
Fans from trophies are kept secret until the final round in 3-8 player games, and are public in 1-2 player games.<br />
<br />
==New Round==<br />
Each round may offer more powerful cards to choose from. Each round also matches players against new opponents in 3-8 player games.<br />
<br />
==Card Effects==<br />
If a card does not have a bolded keyword, its effect happens when it is revealed. Effects are resolved as much as possible. If a card gets an immediate power bonus, it maintains it even in flag possession.<br />
<br />
If an effect gives fans, the player takes a number of public fan tokens.<br />
<br />
If an effect puts card(s) on the '''exhaust pile''', the cards are moved to a faceup pile. This pile has no limit and cards in it have no effect. Moving cards to the exhaust pile can help clear your bench so you do not lose.<br />
<br />
If an effect has a bolded keyword, it takes effect in different ways:<br />
<br />
&#42; '''During the attack:''' Their effect only applies to the attack in which you reveal them. The effect is no longer active when one of your cards is in flag possession.<br />
<br />
&#42; '''From the bench:''' Their effect applies as soon as this card is on the bench and is active as long as it remains on the bench. The power bonuses of multiple cards with the same name add up.<br />
<br />
&#42; '''In flag possession:''' Their effect applies as soon as the flag is placed on this card and is active as long as the flag remains on it.<br />
<br />
&#42; '''Flag loss:''' Their effect is resolved when the flag is taken away from this card. Therefore this card must have been in flag possession beforehand. Flag loss effects are resolved prior to effects that apply when a card gets in flag possession.<br />
<br />
&#42; '''When picked''' (only in Outer Space Set)''':''' Their effect is resolved once only in the Deck Phase in which you pick this card.<br />
<br />
==Final Round==<br />
For 3-8 player games, each player reveals any fans from trophies they collected. This value is added to any public fan tokens the player has. The 2 players with the most fans qualify for a final match, and all other players are only spectators. If there is a tie for most fans, ties are broken by the player who won the most trophies, and then by the player who has the trophy with the highest round number. Before the final match, there are no new cards, but each finalist is allowed to remove card(s) from their deck.<br />
<br />
For 1-2 player games, there is no final round, and the game ends after 7 rounds, or earlier as described below.<br />
<br />
==End of Game==<br />
For 3-8 player games, the game ends after the final round. The winner of the final round wins the entire game, regardless of total fans.<br />
<br />
For 1-2 players, if a player has an advantage of at least 11 fans after a Match Phase, they win immediately. Otherwise, the player with the most total fans after 7 rounds wins.<br />
<br />
==Robot Opponent==<br />
For games with an odd number of players, a Robot opponent is included. The Robot has its own deck of starter cards and does not participate in Deck Phases. The Robot can be set as difficulty level 1 through 5. Levels 4 and 5 are strong and not suggested to a multiplayer game, since they can feel unfair.<br />
<br />
Higher Robot difficulty levels replace the Robot's starter cards with a random selection of stronger cards.<br />
<br />
In 3-7 player games, the Robot does not keep any trophies it wins. It thus earns no fans and can never be a finalist.<br />
In 1 player games, the Robot keeps trophies and earns fans from them.<br />
<br />
====Solo Mode====<br />
A human player can play against the Robot opponent. The rules for a 2-player game are followed, including the possibility to win early with an advantage of at least 11 fans after a Match Phase.<br />
<br />
In addition, setup for Solo Mode includes the "Solo special challenge" option. If this is enabled, there is a chance that one or more "SOLO" cards are included in the Robot's deck, adding even greater difficulty.</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&diff=18473Gamehelplivingforest2023-10-19T09:30:58Z<p>Trethlus: Added Kodama</p>
<hr />
<div>==Summary==<br />
'''Draw phase'''<br />
<br />
Draw Guardian Animals. If you draw 3 solitary symbols [[File:Solitary1.PNG]] (top-left of the Guardian Animals cards) you cannot draw anymore (unless you've drawn gregarious symbols). You only get to use 1 standard Action (there are ways in the next phase to get bonus Actions). If you stop at a point where you have less then 3 solitary symbols, you get to use 2 standard different Actions. Solitary symbols can be canceled by gregarious symbols [[File:Gregarious.png]]. So 3 solitary symbols - 1 gregarious symbol = 2 solitary symbols = 2 different standard Actions.<br />
<br />
'''Action phase'''<br />
<br />
Choose one or more of the following Actions:<br />
* ''Take a Fragment tile'': Take a Fragment tile. It can be played in a future Guardian Animal Phase to destroy a Fire Varan (fire card) or place a Guardian Animal card that you have just drawn back to your personal discard stack, regardless of its type.<br />
* ''Attract one or more Guardian Animals'': Add up the amount of suns [[File:Sun.PNG]] you have to take one or more Guardian Animal cards visible in the reserve of Guardian Animals, for a total cost equal to or lower than your number of suns. The cost of a Guardian Animal is visible in the right-bottom corner of the card.<br />
* ''Extinguish the Fire'': Add up the amount of water [[File:Water.PNG]] you have and pick one or more Fire tiles from the Circle of Spirits for a total cost equal to or lower than your number of water.<br />
* ''Move forward on the Circle of Spirits'': Add up the number of spirals [[File:Spiral.PNG]] and move your Spirit of Nature standee clockwise on the Circle of Spirits by a number of rocks equal to or lower than your number of spirals. Gain the bonus of the rock you land on (may give specific extra Action), take a Victory tile of every player you jump over.<br />
* ''Plant one and only one Protective Tree'': Add up the amount of leaves [[File:Leaf.PNG]] and take one, and only one, Protective Tree for a total cost equal to or lower than your number of leaves. By placing a Protective Tree on specific corners you gain a specific extra Action.<br />
<br />
'''End of Game turn'''<br />
<br />
It's fully automated, so you don't have to do a thing. Next turn starts after this.<br />
<br />
<br />
== Goal of the game ==<br />
The winner is the player that fulfills at least one of these 3 objectives:<br />
* Plant 12 '''different''' Protective Trees<br />
* Collect 12 Sacred Flowers<br />
* Extinguish 12 Fires<br />
<br />
The game stops at the end of a complete Action phase when one of the players has managed to complete one of these. If several players complete one of the three victory conditions at the end of a turn, then they add up the values of all three victory conditions. The player with the highest total wins.<br />
<br />
== Game turn ==<br />
Each Game turn includes 3 phases:<br />
<br />
1. Guardian Animals (draw phase)<br />
<br />
2. Action(s)<br />
<br />
3. End of Game turn (''automated in BGA'')<br />
<br />
=== 1. Guardian Animals ===<br />
During this phase, all the Spirits of Nature (= players) play at the same time.<br />
<br />
You draw and turn face up the Guardian Animals cards from your personal draw stack. This way you form your '''Guardian Animal Help Line'''.<br />
<br />
If you want to draw a new Guardian Animal card to place in your Help Line , but your draw stack runs empty, then your discard stack gets shuffled to make a new draw stack. It is when you want to draw, and not when your draw stack turns empty, that you can make a new one.<br />
<br />
You '''can''' stop drawing cards whenever you want. However, if you reveal a card showing a third solitary symbol [[File:Solitary1.PNG]], then you '''must''' stop drawing cards. This card closes your Help Line.<br />
<br />
'''Important!''' A gregarious symbol [[File:Gregarious.png]] cancels a solitary symbol. It will therefore be possible to play more than 3 solitary Guardian Animals in the same turn, provided that you have already revealed one or more gregarious Guardian Animals. Note that only the symbol of the solitary Guardian Animal is canceled, the Elements will be taken into account in the Action phase.<br />
<br />
You can find both the solitary and gregarious symbol in the top left corner of a Guardian Animals card.<br />
<br />
<br />
'''Fragment tiles'''<br />
<br />
[[File:Fragment.PNG]]<br />
<br />
Whenever you want during this phase, you can discard a Fragment tile in order to, at choice:<br />
* Destroy a Fire Varan card that you have just drawn. It is put back in the Fire Varan stack.<br />
* Place a Guardian Animal card that you have just drawn back to your personal discard stack, regardless of its type.<br />
<br />
After playing a Fragment, you can either stop or continue to draw.<br />
<br />
<br />
Once all players have finished drawing their cards, the guardian Animals phase ends and you can move on to the Action phase.<br />
<br />
===2. Action Phase===<br />
During this phase, the players play '''in turn''', starting with the player possessing the Sacred Tree. At the start of the game the Sacred Tree is given to a random player. After every Game turn it is given to the next player clockwise.<br />
<br />
If your Help Line shows '''less than 3 solitary symbols''' (not counting the ones canceled by gregarious symbols), you can then perform '''2 different Actions'''. For example, in your Help Line are 3 solitary symbols and 1 gregarious symbol, then only 2 solitary symbols count and you get 2 Actions.<br />
<br />
If your Help Line shows '''3 solitary symbols''' (not canceled by gregarious symbols), you can then perform '''only 1 Action'''.<br />
<br />
<br />
'''The different Actions:'''<br />
* ''Take a Fragment tile'': Take a Fragment tile. It can be played in a future Guardian Animal Phase.<br />
* ''Attract one or more Guardian Animals'': Add up the amount of suns [[File:Sun.PNG]] you have to take one or more Guardian Animal cards visible in the reserve of Guardian Animals, for a total cost equal to or lower than your number of suns. Place the card(s) '''on top''' of your personal draw stack. The cost of a Guardian Animal is visible in the right-bottom corner of the card.<br />
* ''Extinguish the Fire'': Add up the amount of water [[File:Water.PNG]] you have and pick one or more Fire tiles from the Circle of Spirits for a total cost equal to or lower than your number of water. Reminder: having 12 Fire tiles (tiles, not the number on the Fire tile) is a way to win the game.<br />
* ''Move forward on the Circle of Spirits'': Add up the number of spirals [[File:Spiral.PNG]] and move your Spirit of Nature standee clockwise on the Circle of Spirits by a number of rocks equal to or lower than your number of spirals. <br />
If one or more Spirits of Nature are on a rock ahead of you, jump over them without counting their rocks and take one of their Victory tiles of your choice, whether it originally belongs to them or was taken from another player.<br />
<br />
The rock you land on triggers a bonus. This an additional Action, it is added and may be different from or identical to the other Actions you take in your turn.<br />
* ''Plant one and only one Protective Tree'': Add up the amount of leaves [[File:Leaf.PNG]] and take one, and only one, Protective Tree for a total cost equal to or lower than your number of leaves. Place it in your Forest, on a space adjacent to a Protective Tree already planted. Diagonal spaces do not count. Reminder: having 12 different Protective Trees is a way to win the game.<br />
By completing specific rows or columns you gain extra permanent bonuses on top of the permanent bonuses provided by the Protective Trees. You can take it into account for your second Action and in following Game turns.<br />
<br />
Planting a Protective Tree in a corner triggers an immediate bonus Action. This can only be used once per corner.<br />
<br />
===3. End of Game turn===<br />
''This phase is fully automated in BGA.''<br />
<br />
'''Stage 1: Onibi attacks!'''<br />
<br />
If some Fire tiles remain at the center of the Circle of Spirits, add up their values. Then, each player adds up their value in water [[File:Water.PNG]]. If this value in water is strictly lower than the strength of the Fire, add as many Fire Varan cards to your discard stack as there are Fire tiles at the center of the Circle of Spirits.<br />
<br />
'''Stage 2: Onibi is attacking the Sacred Tree'''<br />
<br />
For each Guardian Animals card taken this turn, a Fire of a corresponding value is added to the Circle of Spirits:<br />
<br />
*Level 1: Fire of value 2<br />
*Level 2: Fire of value 3<br />
*Level 3: Fire of value 4<br />
<br />
There can never be more than 7 Fires in the center of the Circle of Spirits. If there are no more Fire tiles in the Circle of Spirits after stage 1, a Fire tile of value 2 is added, even if no Guardian Animals have been taken.<br />
<br />
'''Stage 3: The arrival of new Guardian Animals'''<br />
<br />
The Guardian Animals reserve is refilled by revealing as many new cards per level as there were cards taken this turn.<br />
<br />
'''Stage 4: The Return of Guardian Animals'''<br />
<br />
All Guardian Animals cards from your Help Line are moved to your personal discard stack.<br />
<br />
'''Stage 5: Giving the Sacred Tree'''<br />
<br />
The Sacred Tree (the starting token) is given to the next player clockwise.<br />
<br />
The next Game turn begins.<br />
<br />
== Kodama Expansion ==<br />
The Kodama expansion adds a Kodama market and symbols, new trees, new guardian spirits, the Onibi standee, and new element tiles. Mainly, this expansion gives a new use for the pink flower symbol aside from the win condition. Additionally, the new win condition is set to 13, and not 12.<br />
<br />
=== Kodama Symbols ===<br />
Each player starts with 1 card with a solitary Kodama symbol in their deck. They can get more Kodama symbol cards from the market or one of the new trees available in the expansion. During a player's Guardian Animal draw phase, the receive bonuses when they reveal a certain number of Kodama symbols.<br />
<br />
* 2 Kodama symbols can net you a (x) Fragment tile.<br />
* 3 Kodama symbols can net you a (2Water/2Sun/2Tree) or (1Wind/1Flower) tile. Each of these tiles can only count as one of the listed element bonuses.<br />
* 4 Kodama symbols can net you an additional action. This additional action cannot be the same as your other actions unless a new lvl 2 Guardian Animal Card or the 11 tree is in your play area.<br />
<br />
=== New Kodama Trees ===<br />
Except for the tree that says +1 Kodama, the other trees are bonuses multiplied by the Kodama symbols in your Guardian Animal run. e.g. the (Kodama) Water tree counts as 3 water if you pull 3 Kodama symbols in your Guardian Animal Run.<br />
<br />
=== New Guardian Animals ===<br />
There are 5 new lvl 2 and lvl 3 Guardian Animals in the market. The new lvl 2 animals allow you to take the action listed twice in the same turn (like the 11 tree, but temporary and specifically for one listed action.) The new lvl 3 Guardian Animals allow you to take an additional action of the listed type.<br />
<br />
=== Kodama Market ===<br />
The Kodama market is where you can add Kodama cards to your deck, using pink flower symbols as currency. Much like buying with sun, the new Kodama card is added face down to the top of your deck. You cannot buy more than 1 Kodama card even if you have a lot of flower symbols. When a Kodama card is purchased, the new Onibi standee will go around the wind board, jumping over any players tokens. Whenever Onibi jumps a player's token, a fire 2 is added to the center. Onibi will move:<br />
<br />
* 3 wind spaces for a 2 player game;<br />
* 2 wind spaces for a 3 player game; or<br />
* 1 wind space for a 4 player game.</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&diff=13942Gamehelpcaylus2022-07-09T17:56:58Z<p>Trethlus: /* 8. Stages of the Castle */</p>
<hr />
<div>== Setup and Goals ==<br />
Each player has 6 workers, who may (for one denier) be placed on action spots to acquire resources or perform actions. Victory points are earned via constructing new buildings or parts of the castle, by other players making use of your buildings, and by other routes such as earning the King's favour.<br />
<br />
== Rounds ==<br />
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.<br />
<br />
== 1: Income ==<br />
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.<br />
<br />
== 2: Place Workers ==<br />
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.<br />
<br />
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.<br />
<br />
If it is your own building, or if you have a worker in the Inn's rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.<br />
<br />
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.<br />
<br />
== 3: Activate Places Before the Bridge ==<br />
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.<br />
<br />
'''GATE:''' Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.<br />
<br />
'''TRADING POST:''' Gain 3 deniers.<br />
<br />
'''MERCHANTS' GUILD:''' Move the provost up to 3 squares forward or back, for free.<br />
<br />
'''JOUSTING FIELD:''' Pay 1 denier + 1 cloth to earn a royal favour.<br />
<br />
'''STABLES:''' Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly. (NOTE: the Stables are not used in 2-player games, as turn order is fixed.)<br />
<br />
'''INN:''' If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)<br />
<br />
== 4: The Bridge ==<br />
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.<br />
<br />
== 5. Activate Buildings ==<br />
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.<br />
<br />
Notes on some buildings:<br />
<br />
'''Production:''' The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.<br />
<br />
'''Construction:''' The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.<br />
<br />
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.<br />
<br />
If you build over a building with a worker on it, the transformation is postponed until after the worker's action. If you build over a pink (neutral) building, it is permanently removed from the game; if you build over one of your own buildings, it returns to the stock of available buildings and may be reconstructed further down the road.<br />
<br />
== 6. Build the Castle == <br />
<br />
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.<br />
<br />
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.<br />
<br />
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road by the Bailiff, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.<br />
<br />
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.<br />
<br />
== 7. The Bailiff Advances ==<br />
<br />
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.<br />
<br />
== 8. Stages of the Castle ==<br />
<br />
To build a stage of the castle, spend 3 different resources, one of which must be food. If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:<br />
<br />
'''Dungeon:''' no house = -2 VPs; 2+ houses = 1 favour<br />
<br />
'''Walls:''' no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours <br />
<br />
'''Towers:''' no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours <br />
<br />
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1). (NOTE: In a 2-player game, first player switches automatically between players on the turn order track.)<br />
<br />
== Final Scoring ==<br />
<br />
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.<br />
<br />
== Royal Favours ==<br />
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; after the Dungeon is built the first 4 spaces become available; after the Walls are built the 5th space is available. (The availability changes only ''after'' Phase 8 scoring.)<br />
<br />
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)<br />
<br />
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&diff=12888Gamehelpdownforce2022-04-27T00:30:19Z<p>Trethlus: /* Start of the game */</p>
<hr />
<div>[[Category:Card games]]<br />
Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents' cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.<br />
<br />
<br />
== Start of the game ==<br />
<br />
The game is composed of:<br />
<br />
* a game board<br />
* six colored cars (black, blue, green, yellow, orange, red)<br />
* 42 speed cards with one to six lines with a color and a speed on each<br />
* six special speed cards with a single speed line<br />
* power cards with special abilities <br />
<br />
A race circuit is chosen and all six racing cars are placed randomly on starting spaces. Then, six color cards are shuffled and disposed on a stack. Each player takes an equal number of speed cards. (E.g. in 4 or 5 player games, 2 cards are not dealt and left in box.)<br />
<br />
== Auctions ==<br />
<br />
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to auction on it. The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated to the car if this game option has been selected.<br />
<br />
*Winning bids count against your final score. E.g. if you win the bid with a card listing 5 speed for the current auction, this counts as -5 points end game.<br />
<br />
*Cards used for bidding are returned to hand. This means that you may use the same card for different auctions.<br />
<br />
*Wild cards can only be used for a bid if no other cards in hand contain the current auction color. As a last resort, if none of the cards in hand have the current color on auction AND no cards in hand have a wild, then you may play any card for the bid, counting the lowest number as the replacement bid.<br />
<br />
<br />
*When all auctions are processed, the race begins.<br />
<br />
<br />
Some notes on auctions for games less than 6 players:<br />
<br />
*'''All players must win at least 1 car by auction.''' As such if the remaining number of cars match the remaining number of players, only players who yet to win a car can participate in that auction.<br />
* '''Players that win auction for more than 1 car can only keep 1 of the powers won, if Powers are included in your game''' After all auctions end, choose 1 power to keep and the rest are discarded.<br />
* '''Tie breakers.''' If more than one player ties for the current auction, the card with more different cars listed wins. If still tied, then the card without/less Wild symbols shown wins.<br />
* '''Rare All Wild/No Bid''' There could be a car auction where all players play card bids that either do not correspond to that color, or use a Wild. (Wilds can only be played when no cards in hand have the color being auctioned.)<br />
* In the case of tie in this rare case, this car color is set aside and the rest of the colors are auctioned as planned. If by the end of the auction there are player(s) still needing car(s), the set aside colors are brought back to auction. Otherwise, the set aside cars will not be owned by any player. These still race and can ve bet on. However, no player will benefit by its end game finish ranking.<br />
<br />
== Player's turn ==<br />
<br />
During a player's turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.<br />
<br />
Cars have to move as far as possible unless blocked by "traffic jams" and it is the current player that moves all cars, even opponents'. It is advised to play opponents' cars so badly they become stuck and cannot move.<br />
<br />
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race. Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.<br />
<br />
== End of the game ==<br />
<br />
The game ends when all of the cars have crossed the finish line. Payouts are given to players according to their race results:<br />
<br />
* '''1st''': $12M<br />
* '''2nd''': $9M<br />
* '''3rd''': $6M<br />
* '''4th''': $4M<br />
* '''5th''': $2M<br />
<br />
Additionally, betting payouts are awarded as follows:<br />
<br />
* '''First bet''':<br />
** Betting on 1st: $9M<br />
** Betting on 2nd: $6M<br />
** Betting on 3rd: $3M<br />
* '''Second bet''':<br />
** Betting on 1st: $6M<br />
** Betting on 2nd: $4M<br />
** Betting on 3rd: $2M<br />
* '''Third bet''':<br />
** Betting on 1st: $3M<br />
** Betting on 2nd: $2M<br />
** Betting on 3rd: $1M<br />
<br />
In the event of a tie for who has the most money, the player (from among those with the most money) whose car finished in the higher position is the winner.<br />
<br />
== Variants ==<br />
<br />
=== Powers ===<br />
Powers can be added into the game for additional complexity and more dynamic games. During each car auction, a power is attached to a car an the winner of the auction get the power. If a player has several powers, they must choose only one.<br />
<br />
The base powers are the following:<br />
<br />
* '''Aggressive''': If you play a card with your car at the top the the card, you may move that car 1 additional space<br />
* '''Cunning''': You always move your cars, even on other player's turns<br />
* '''Determined''': On any player's turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces<br />
* '''Strategic''': If you play a speed car with all six colors on it, you may ignore one color of it<br />
* '''Tricky''': On your turn, you may move the cars in reverse order, from lower to highest<br />
* '''Unpredictable''': If you play a card with a wild on it, you may use that wild for a color that is already on the card<br />
<br />
If the "additional powers" option is selected, the powers from the ''Danger Circuit'' expansion are added into the game:<br />
<br />
* '''Ambitious''': On any player's turn, if your car crosses a betting line you may move it 2 additional spaces<br />
* '''Experienced''': On any player's turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of<br />
* '''Tough''': On any player's turn, if your car ends its movement in a space adjacent to a Rumble Strip, you may move it 2 additional spaces. "Rumble Strips" are alternating white and red rectangles on the edge of the track on some maps.<br />
* '''Bold''': On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead<br />
* '''Defensive''': If none of your cars move on your turn, move one of your cars 3 spaces<br />
* '''Reckless''': On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces. A Tight Space is a diagonal movement between and across two other cars that are diagonally adjacent. <br />
<br />
E.g. <br />
* 1 X <br />
* X 2<br />
* OR;<br />
* X 2 <br />
* 1 X<br />
<br />
with <br />
*1 - start of movement, <br />
*2 - end of movement, and <br />
*X's as the other cars.<br />
<br />
=== Betting variants ===<br />
<br />
Two additional betting variants are provided:<br />
<br />
* '''odds betting''': instead of normal betting payout, multiply the '''current''' position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end. For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M! If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M. And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M. <br />
<br />
* '''odds betting, winner only''': same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!<br />
<br />
== Race Tracks ==<br />
<br />
There are 6 tracks for choosing in the game.<br />
<br />
=== River Station and Marina Bay ===<br />
These are normal boards with no special features.<br />
<br />
=== Crosstown Speedway ===<br />
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.<br />
<br />
=== Switchback Pass ===<br />
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.<br />
<br />
=== Aloha Sands ===<br />
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.<br />
<br />
=== Savanna Stretch ===<br />
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&diff=12887Gamehelpdownforce2022-04-27T00:26:35Z<p>Trethlus: /* Auctions */</p>
<hr />
<div>[[Category:Card games]]<br />
Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents' cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.<br />
<br />
<br />
== Start of the game ==<br />
<br />
The game is composed of:<br />
<br />
* a game board<br />
* six colored cars (black, blue, green, yellow, orange, red)<br />
* speed cards with one to six lines with a color and a speed on each<br />
* six special speed cards with a single speed line<br />
* power cards with special abilities <br />
<br />
A race circuit is chosen and all six racing cars are placed randomly on starting spaces. Then, six color cards are shuffled and disposed on a stack. Each player takes an equal number of speed cards.<br />
<br />
== Auctions ==<br />
<br />
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to auction on it. The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated to the car if this game option has been selected.<br />
<br />
*Winning bids count against your final score. E.g. if you win the bid with a card listing 5 speed for the current auction, this counts as -5 points end game.<br />
<br />
*Cards used for bidding are returned to hand. This means that you may use the same card for different auctions.<br />
<br />
*Wild cards can only be used for a bid if no other cards in hand contain the current auction color. As a last resort, if none of the cards in hand have the current color on auction AND no cards in hand have a wild, then you may play any card for the bid, counting the lowest number as the replacement bid.<br />
<br />
<br />
*When all auctions are processed, the race begins.<br />
<br />
<br />
Some notes on auctions for games less than 6 players:<br />
<br />
*'''All players must win at least 1 car by auction.''' As such if the remaining number of cars match the remaining number of players, only players who yet to win a car can participate in that auction.<br />
* '''Players that win auction for more than 1 car can only keep 1 of the powers won, if Powers are included in your game''' After all auctions end, choose 1 power to keep and the rest are discarded.<br />
* '''Tie breakers.''' If more than one player ties for the current auction, the card with more different cars listed wins. If still tied, then the card without/less Wild symbols shown wins.<br />
* '''Rare All Wild/No Bid''' There could be a car auction where all players play card bids that either do not correspond to that color, or use a Wild. (Wilds can only be played when no cards in hand have the color being auctioned.)<br />
* In the case of tie in this rare case, this car color is set aside and the rest of the colors are auctioned as planned. If by the end of the auction there are player(s) still needing car(s), the set aside colors are brought back to auction. Otherwise, the set aside cars will not be owned by any player. These still race and can ve bet on. However, no player will benefit by its end game finish ranking.<br />
<br />
== Player's turn ==<br />
<br />
During a player's turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.<br />
<br />
Cars have to move as far as possible unless blocked by "traffic jams" and it is the current player that moves all cars, even opponents'. It is advised to play opponents' cars so badly they become stuck and cannot move.<br />
<br />
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race. Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.<br />
<br />
== End of the game ==<br />
<br />
The game ends when all of the cars have crossed the finish line. Payouts are given to players according to their race results:<br />
<br />
* '''1st''': $12M<br />
* '''2nd''': $9M<br />
* '''3rd''': $6M<br />
* '''4th''': $4M<br />
* '''5th''': $2M<br />
<br />
Additionally, betting payouts are awarded as follows:<br />
<br />
* '''First bet''':<br />
** Betting on 1st: $9M<br />
** Betting on 2nd: $6M<br />
** Betting on 3rd: $3M<br />
* '''Second bet''':<br />
** Betting on 1st: $6M<br />
** Betting on 2nd: $4M<br />
** Betting on 3rd: $2M<br />
* '''Third bet''':<br />
** Betting on 1st: $3M<br />
** Betting on 2nd: $2M<br />
** Betting on 3rd: $1M<br />
<br />
In the event of a tie for who has the most money, the player (from among those with the most money) whose car finished in the higher position is the winner.<br />
<br />
== Variants ==<br />
<br />
=== Powers ===<br />
Powers can be added into the game for additional complexity and more dynamic games. During each car auction, a power is attached to a car an the winner of the auction get the power. If a player has several powers, they must choose only one.<br />
<br />
The base powers are the following:<br />
<br />
* '''Aggressive''': If you play a card with your car at the top the the card, you may move that car 1 additional space<br />
* '''Cunning''': You always move your cars, even on other player's turns<br />
* '''Determined''': On any player's turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces<br />
* '''Strategic''': If you play a speed car with all six colors on it, you may ignore one color of it<br />
* '''Tricky''': On your turn, you may move the cars in reverse order, from lower to highest<br />
* '''Unpredictable''': If you play a card with a wild on it, you may use that wild for a color that is already on the card<br />
<br />
If the "additional powers" option is selected, the powers from the ''Danger Circuit'' expansion are added into the game:<br />
<br />
* '''Ambitious''': On any player's turn, if your car crosses a betting line you may move it 2 additional spaces<br />
* '''Experienced''': On any player's turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of<br />
* '''Tough''': On any player's turn, if your car ends its movement in a space adjacent to a Rumble Strip, you may move it 2 additional spaces. "Rumble Strips" are alternating white and red rectangles on the edge of the track on some maps.<br />
* '''Bold''': On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead<br />
* '''Defensive''': If none of your cars move on your turn, move one of your cars 3 spaces<br />
* '''Reckless''': On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces. A Tight Space is a diagonal movement between and across two other cars that are diagonally adjacent. <br />
<br />
E.g. <br />
* 1 X <br />
* X 2<br />
* OR;<br />
* X 2 <br />
* 1 X<br />
<br />
with <br />
*1 - start of movement, <br />
*2 - end of movement, and <br />
*X's as the other cars.<br />
<br />
=== Betting variants ===<br />
<br />
Two additional betting variants are provided:<br />
<br />
* '''odds betting''': instead of normal betting payout, multiply the '''current''' position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end. For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M! If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M. And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M. <br />
<br />
* '''odds betting, winner only''': same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!<br />
<br />
== Race Tracks ==<br />
<br />
There are 6 tracks for choosing in the game.<br />
<br />
=== River Station and Marina Bay ===<br />
These are normal boards with no special features.<br />
<br />
=== Crosstown Speedway ===<br />
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.<br />
<br />
=== Switchback Pass ===<br />
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.<br />
<br />
=== Aloha Sands ===<br />
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.<br />
<br />
=== Savanna Stretch ===<br />
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&diff=12886Gamehelpdownforce2022-04-27T00:23:22Z<p>Trethlus: /* Auctions */</p>
<hr />
<div>[[Category:Card games]]<br />
Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents' cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.<br />
<br />
<br />
== Start of the game ==<br />
<br />
The game is composed of:<br />
<br />
* a game board<br />
* six colored cars (black, blue, green, yellow, orange, red)<br />
* speed cards with one to six lines with a color and a speed on each<br />
* six special speed cards with a single speed line<br />
* power cards with special abilities <br />
<br />
A race circuit is chosen and all six racing cars are placed randomly on starting spaces. Then, six color cards are shuffled and disposed on a stack. Each player takes an equal number of speed cards.<br />
<br />
== Auctions ==<br />
<br />
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to auction on it. The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated to the car if this game option has been selected.<br />
<br />
*Winning bids count against your final score. E.g. if you win the bid with a card listing 5 speed for the current auction, this counts as -5 points end game.<br />
<br />
*Cards used for bidding are returned to hand. This means that you may use the same card for different auctions.<br />
<br />
*Wild cards can only be used for a bid if no other cards in hand contain the current auction color. As a last resort, if none of the cards in hand have the current color on auction AND no cards in hand have a wild, then you may play any card for the bid, counting the lowest number as the replacement bid.<br />
<br />
<br />
*When all auctions are processed, the race begins.<br />
<br />
<br />
Some notes on auctions for games less than 6 players:<br />
<br />
*'''All players must win at least 1 car by auction.''' As such if the remaining number of cars match the remaining number of players, only players who yet to win a car can participate in that auction.<br />
* '''Tie breakers.''' If more than one player ties for the current auction, the card with more different cars listed wins. If still tied, then the card without/less Wild symbols shown wins.<br />
* '''Rare All Wild/No Bid''' There could be a car auction where all players play card bids that either do not correspond to that color, or use a Wild. (Wilds can only be played when no cards in hand have the color being auctioned.)<br />
* In the case of tie in this rare case, this car color is set aside and the rest of the colors are auctioned as planned. If by the end of the auction there are player(s) still needing car(s), the set aside colors are brought back to auction. Otherwise, the set aside cars will not be owned by any player. These still race and can ve bet on. However, no player will benefit by its end game finish ranking.<br />
<br />
== Player's turn ==<br />
<br />
During a player's turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.<br />
<br />
Cars have to move as far as possible unless blocked by "traffic jams" and it is the current player that moves all cars, even opponents'. It is advised to play opponents' cars so badly they become stuck and cannot move.<br />
<br />
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race. Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.<br />
<br />
== End of the game ==<br />
<br />
The game ends when all of the cars have crossed the finish line. Payouts are given to players according to their race results:<br />
<br />
* '''1st''': $12M<br />
* '''2nd''': $9M<br />
* '''3rd''': $6M<br />
* '''4th''': $4M<br />
* '''5th''': $2M<br />
<br />
Additionally, betting payouts are awarded as follows:<br />
<br />
* '''First bet''':<br />
** Betting on 1st: $9M<br />
** Betting on 2nd: $6M<br />
** Betting on 3rd: $3M<br />
* '''Second bet''':<br />
** Betting on 1st: $6M<br />
** Betting on 2nd: $4M<br />
** Betting on 3rd: $2M<br />
* '''Third bet''':<br />
** Betting on 1st: $3M<br />
** Betting on 2nd: $2M<br />
** Betting on 3rd: $1M<br />
<br />
In the event of a tie for who has the most money, the player (from among those with the most money) whose car finished in the higher position is the winner.<br />
<br />
== Variants ==<br />
<br />
=== Powers ===<br />
Powers can be added into the game for additional complexity and more dynamic games. During each car auction, a power is attached to a car an the winner of the auction get the power. If a player has several powers, they must choose only one.<br />
<br />
The base powers are the following:<br />
<br />
* '''Aggressive''': If you play a card with your car at the top the the card, you may move that car 1 additional space<br />
* '''Cunning''': You always move your cars, even on other player's turns<br />
* '''Determined''': On any player's turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces<br />
* '''Strategic''': If you play a speed car with all six colors on it, you may ignore one color of it<br />
* '''Tricky''': On your turn, you may move the cars in reverse order, from lower to highest<br />
* '''Unpredictable''': If you play a card with a wild on it, you may use that wild for a color that is already on the card<br />
<br />
If the "additional powers" option is selected, the powers from the ''Danger Circuit'' expansion are added into the game:<br />
<br />
* '''Ambitious''': On any player's turn, if your car crosses a betting line you may move it 2 additional spaces<br />
* '''Experienced''': On any player's turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of<br />
* '''Tough''': On any player's turn, if your car ends its movement in a space adjacent to a Rumble Strip, you may move it 2 additional spaces. "Rumble Strips" are alternating white and red rectangles on the edge of the track on some maps.<br />
* '''Bold''': On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead<br />
* '''Defensive''': If none of your cars move on your turn, move one of your cars 3 spaces<br />
* '''Reckless''': On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces. A Tight Space is a diagonal movement between and across two other cars that are diagonally adjacent. <br />
<br />
E.g. <br />
* 1 X <br />
* X 2<br />
* OR;<br />
* X 2 <br />
* 1 X<br />
<br />
with <br />
*1 - start of movement, <br />
*2 - end of movement, and <br />
*X's as the other cars.<br />
<br />
=== Betting variants ===<br />
<br />
Two additional betting variants are provided:<br />
<br />
* '''odds betting''': instead of normal betting payout, multiply the '''current''' position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end. For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M! If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M. And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M. <br />
<br />
* '''odds betting, winner only''': same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!<br />
<br />
== Race Tracks ==<br />
<br />
There are 6 tracks for choosing in the game.<br />
<br />
=== River Station and Marina Bay ===<br />
These are normal boards with no special features.<br />
<br />
=== Crosstown Speedway ===<br />
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.<br />
<br />
=== Switchback Pass ===<br />
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.<br />
<br />
=== Aloha Sands ===<br />
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.<br />
<br />
=== Savanna Stretch ===<br />
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&diff=12883Gamehelpdownforce2022-04-26T23:56:47Z<p>Trethlus: /* Powers */</p>
<hr />
<div>[[Category:Card games]]<br />
Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents' cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.<br />
<br />
<br />
== Start of the game ==<br />
<br />
The game is composed of:<br />
<br />
* a game board<br />
* six colored cars (black, blue, green, yellow, orange, red)<br />
* speed cards with one to six lines with a color and a speed on each<br />
* six special speed cards with a single speed line<br />
* power cards with special abilities <br />
<br />
A race circuit is chosen and all six racing cars are placed randomly on starting spaces. Then, six color cards are shuffled and disposed on a stack. Each player takes an equal number of speed cards.<br />
<br />
== Auctions ==<br />
<br />
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to auction on it. The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated to the car if this game option has been selected.<br />
<br />
When all auctions are processed, the race begins.<br />
<br />
== Player's turn ==<br />
<br />
During a player's turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.<br />
<br />
Cars have to move as far as possible unless blocked by "traffic jams" and it is the current player that moves all cars, even opponents'. It is advised to play opponents' cars so badly they become stuck and cannot move.<br />
<br />
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race. Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.<br />
<br />
== End of the game ==<br />
<br />
The game ends when all of the cars have crossed the finish line. Payouts are given to players according to their race results:<br />
<br />
* '''1st''': $12M<br />
* '''2nd''': $9M<br />
* '''3rd''': $6M<br />
* '''4th''': $4M<br />
* '''5th''': $2M<br />
<br />
Additionally, betting payouts are awarded as follows:<br />
<br />
* '''First bet''':<br />
** Betting on 1st: $9M<br />
** Betting on 2nd: $6M<br />
** Betting on 3rd: $3M<br />
* '''Second bet''':<br />
** Betting on 1st: $6M<br />
** Betting on 2nd: $4M<br />
** Betting on 3rd: $2M<br />
* '''Third bet''':<br />
** Betting on 1st: $3M<br />
** Betting on 2nd: $2M<br />
** Betting on 3rd: $1M<br />
<br />
In the event of a tie for who has the most money, the player (from among those with the most money) whose car finished in the higher position is the winner.<br />
<br />
== Variants ==<br />
<br />
=== Powers ===<br />
Powers can be added into the game for additional complexity and more dynamic games. During each car auction, a power is attached to a car an the winner of the auction get the power. If a player has several powers, they must choose only one.<br />
<br />
The base powers are the following:<br />
<br />
* '''Aggressive''': If you play a card with your car at the top the the card, you may move that car 1 additional space<br />
* '''Cunning''': You always move your cars, even on other player's turns<br />
* '''Determined''': On any player's turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces<br />
* '''Strategic''': If you play a speed car with all six colors on it, you may ignore one color of it<br />
* '''Tricky''': On your turn, you may move the cars in reverse order, from lower to highest<br />
* '''Unpredictable''': If you play a card with a wild on it, you may use that wild for a color that is already on the card<br />
<br />
If the "additional powers" option is selected, the powers from the ''Danger Circuit'' expansion are added into the game:<br />
<br />
* '''Ambitious''': On any player's turn, if your car crosses a betting line you may move it 2 additional spaces<br />
* '''Experienced''': On any player's turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of<br />
* '''Tough''': On any player's turn, if your car ends its movement in a space adjacent to a Rumble Strip, you may move it 2 additional spaces. "Rumble Strips" are alternating white and red rectangles on the edge of the track on some maps.<br />
* '''Bold''': On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead<br />
* '''Defensive''': If none of your cars move on your turn, move one of your cars 3 spaces<br />
* '''Reckless''': On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces. A Tight Space is a diagonal movement between and across two other cars that are diagonally adjacent. <br />
<br />
E.g. <br />
* 1 X <br />
* X 2<br />
* OR;<br />
* X 2 <br />
* 1 X<br />
<br />
with <br />
*1 - start of movement, <br />
*2 - end of movement, and <br />
*X's as the other cars.<br />
<br />
=== Betting variants ===<br />
<br />
Two additional betting variants are provided:<br />
<br />
* '''odds betting''': instead of normal betting payout, multiply the '''current''' position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end. For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M! If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M. And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M. <br />
<br />
* '''odds betting, winner only''': same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!<br />
<br />
== Race Tracks ==<br />
<br />
There are 6 tracks for choosing in the game.<br />
<br />
=== River Station and Marina Bay ===<br />
These are normal boards with no special features.<br />
<br />
=== Crosstown Speedway ===<br />
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.<br />
<br />
=== Switchback Pass ===<br />
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.<br />
<br />
=== Aloha Sands ===<br />
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.<br />
<br />
=== Savanna Stretch ===<br />
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&diff=12880Gamehelpdownforce2022-04-26T23:40:46Z<p>Trethlus: /* River Station and Marina Bay */</p>
<hr />
<div>[[Category:Card games]]<br />
Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents' cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.<br />
<br />
<br />
== Start of the game ==<br />
<br />
The game is composed of:<br />
<br />
* a game board<br />
* six colored cars (black, blue, green, yellow, orange, red)<br />
* speed cards with one to six lines with a color and a speed on each<br />
* six special speed cards with a single speed line<br />
* power cards with special abilities <br />
<br />
A race circuit is chosen and all six racing cars are placed randomly on starting spaces. Then, six color cards are shuffled and disposed on a stack. Each player takes an equal number of speed cards.<br />
<br />
== Auctions ==<br />
<br />
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to auction on it. The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated to the car if this game option has been selected.<br />
<br />
When all auctions are processed, the race begins.<br />
<br />
== Player's turn ==<br />
<br />
During a player's turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.<br />
<br />
Cars have to move as far as possible unless blocked by "traffic jams" and it is the current player that moves all cars, even opponents'. It is advised to play opponents' cars so badly they become stuck and cannot move.<br />
<br />
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race. Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.<br />
<br />
== End of the game ==<br />
<br />
The game ends when all of the cars have crossed the finish line. Payouts are given to players according to their race results:<br />
<br />
* '''1st''': $12M<br />
* '''2nd''': $9M<br />
* '''3rd''': $6M<br />
* '''4th''': $4M<br />
* '''5th''': $2M<br />
<br />
Additionally, betting payouts are awarded as follows:<br />
<br />
* '''First bet''':<br />
** Betting on 1st: $9M<br />
** Betting on 2nd: $6M<br />
** Betting on 3rd: $3M<br />
* '''Second bet''':<br />
** Betting on 1st: $6M<br />
** Betting on 2nd: $4M<br />
** Betting on 3rd: $2M<br />
* '''Third bet''':<br />
** Betting on 1st: $3M<br />
** Betting on 2nd: $2M<br />
** Betting on 3rd: $1M<br />
<br />
In the event of a tie for who has the most money, the player (from among those with the most money) whose car finished in the higher position is the winner.<br />
<br />
== Variants ==<br />
<br />
=== Powers ===<br />
Powers can be added into the game for additional complexity and more dynamic games. During each car auction, a power is attached to a car an the winner of the auction get the power. If a player has several powers, they must choose only one.<br />
<br />
The base powers are the following:<br />
<br />
* '''Aggressive''': If you play a card with your car at the top the the card, you may move that car 1 additional space<br />
* '''Cunning''': You always move your cars, even on other player's turns<br />
* '''Determined''': On any player's turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces<br />
* '''Strategic''': If you play a speed car with all six colors on it, you may ignore one color of it<br />
* '''Tricky''': On your turn, you may move the cars in reverse order, from lower to highest<br />
* '''Unpredictable''': If you play a card with a wild on it, you may use that wild for a color that is already on the card<br />
<br />
If the "additional powers" option is selected, the powers from the ''Danger Circuit'' expansion are added into the game:<br />
<br />
* '''Ambitious''': On any player's turn, if your car crosses a betting line you may move it 2 additional spaces<br />
* '''Experienced''': On any player's turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of<br />
* '''Tough''': On any player's turn, if your car ends its movement in a space adjacent to a rumble strip, you may move it 2 additional spaces<br />
* '''Bold''': On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead<br />
* '''Defensive''': If none of your cars move on your turn, move one of your cars 3 spaces<br />
* '''Reckless''': On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces<br />
<br />
=== Betting variants ===<br />
<br />
Two additional betting variants are provided:<br />
<br />
* '''odds betting''': instead of normal betting payout, multiply the '''current''' position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end. For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M! If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M. And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M. <br />
<br />
* '''odds betting, winner only''': same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!<br />
<br />
== Race Tracks ==<br />
<br />
There are 6 tracks for choosing in the game.<br />
<br />
=== River Station and Marina Bay ===<br />
These are normal boards with no special features.<br />
<br />
=== Crosstown Speedway ===<br />
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.<br />
<br />
=== Switchback Pass ===<br />
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.<br />
<br />
=== Aloha Sands ===<br />
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.<br />
<br />
=== Savanna Stretch ===<br />
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometonewlasvegas&diff=12118Gamehelpwelcometonewlasvegas2022-03-02T14:23:58Z<p>Trethlus: </p>
<hr />
<div>=Game Turn=<br />
<br />
# Flip 3 Casino cards - At the beginning of each turn, the card from the top of each stack is flipped and placed next to it, effect side up, creating three combinations: Casino number / Effect. Flipped cards will be stacked in three discarded stacks.<br />
# Pick a number / effect combination - The players turn is simultaneous: each player individually picks one the three combinations available and apply the results on their sheets. Several architects can therefore choose the same combination.<br />
# Open a Casino (compulsory) - First, each architect must write the number of the combination they picked in the casino of one of their 4 streets on their city sheet. Numbers must always be written in an empty and constructed Casino, that is a casino without a crane or with a crossed off crane (see Construction effect page 8). They must be put in ascending order from left to right in each street independently.<br />
# Perform the Effect (optional) - The player’s chosen combination allows them to perform an effect, if they wish, and if they have opened a casino with the Casino card. Important: an effect is always optional.<br />
<br />
=Card Effects=<br />
# Inauguration (Scissors Cutting Ribbon) - Tick one circle on inauguration track. If the track is filled, game end is triggered. For every 2 circles filled, you can optionally use one of the 3 bonus actions. At game end, players count the number of inauguration spots filled. The player with most garners 1st place and scores the bonus points listed on theor player sheet. Second and third place do the same. However, all players with the least inauguration spots filled encircle the debt marker on their sheet by the placement column.<br />
<br />
# Limousine - Draw 2 segments for limousine path. Points or cash bundles are garnered toward game end for every red carpet passed by limousine. Points are deducted at game end for every segment needed to get back ti startung point.<br />
<br />
# Construction (Crane) - Build a casino location, and circle the debt marker for that spot. Debt marker is crossed out if a casino is built over the newly constructed location.<br />
<br />
# Improvement (Calculator) - Scratch over or fill in EXACTLY one of the multiplier boxes at the bottom of the screen of your player board (except for shows). The bottom most uncovered number will go toward your final score.<br />
<br />
# Show Opening (Pink Star) - If placed on a casino with a star on its ceiling, then you can fill in one of the spots on the 2 columns of the show track of your player board. If a column is started, circle the 2 debt markers by that column. The debt marker can be crossed out if the circle next to it is filled. (i.e. you might not want to start a show if you don't thunk you can pay for the debt marker at the bottom)<br />
<br />
<br />
=Special Actions=<br />
For every 2 filled inauguration spots, you may use one of 3 bonus actions on your turn.<br />
<br />
# Increase or decrease the number of your chosen cards by up to -2/-1/+1/+2. Cross out the debt marker above the inauguration pair when used. (i.e. No debt)<br />
<br />
# Change the action of your chosen cards to one of the other 4 possible actions. Cross out the debt marker above the inauguration pair when used. (No debt)<br />
<br />
# After building your casino, you can build another casino on a slot adjacent to an existing casino, copying the number of the building adjacent. Encircle the debt marker above the inauguration pair. (Debt is accrued.)<br />
*If your main action is construction, you cannot copy onto the spot you just constructed.<br />
<br />
<br />
=Other Scoring Concepts=<br />
<br />
# Golf (Building on the top row) - After building your first casino on the top row, encircle the golf symbol above it. Now, you must build all the rest of the casinos on the top row adjacent to existing casinos. If any spots are skipped, scratch out all the golf spots above the top row in that dorection. These scratched out hiles can nolonger be scored.<br />
<br />
# Odd/Even Streaks - For eachbstreet, at game end find the longest streak of even ir idd number casinos built on that row. Empty spaces, or unbuilt casino slots do not interrupt these streaks. The length of the streak scores bonus points as listed at the bottom of your player sheet (noted by circle/triangle).<br />
<br />
# Hotels (Below all 4 streets) - Once all the spots in a column have been filled by a casino, a hotel is built at the bottom of that column or Avenue. The first player to build in that column builds a large hotel (and all other players must scratch out the top half of the hotel space as a reminder). All consequent players can build the small hotel afterward.<br />
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# Debt - Debt markers are shown as cash that has been wrung out. Yoh can find these debt markers on;<br />
* The inauguration track, only encircled for the 3rd bonus action.<br />
* Casino locations to be built, only encorcled after constructio , and crossed out after casino built.<br />
* Next to the 2 show columns, encircled if a show column is started, and crossed out if the slot next to the debt marker is filled.<br />
* In inauguration placement column, encircled by player(s) who filled out the least number of inauguration slots at game end.<br />
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# Cash and Borrowing from the Bank - At game end, the cash in your safe is counted and counted against your debt. If you have more debt than cash bundles, you lose 20 points at game end. Cash can be accrued one of two ways. During the game, the limousine can accrue cash by passing built casinos with red carpets and cash listed by the red carpet (as these are owned by the mafia according to the game makers). The only other way to accrue cash is by the decision at the start of the game of whether to borrow from the bank or not.<br />
* If no one borrows from the bank, all players only start with the ONE ALREADY encircled cash icon in their safe.<br />
* If half or less than half of the players agree to borrow, then the players who borrow encircle 2 more spots getting a starting total of 3 cash bundles in their safe.<br />
* If more than half of the players agree to borrow from the bank, those.players encircle 4 cash bundles to have a starting total of 5 cash bundles in their safe.<br />
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=Additional Information=<br />
==Distribution of cards==<br />
===Effect side:===<br />
* 16 Inauguration cards<br />
* 16 Construction cards<br />
* 16 Limo cards<br />
* 16 Show cards<br />
* 17 Improvement cards<br />
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===Casino number side:===<br />
* 3x 1, 2, 14, 15<br />
* 4x 3, 13<br />
* 5x 4, 12<br />
* 6x 5, 11<br />
* 7x 6, 10<br />
* 8x 7, 9<br />
* 9x 8</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpfruitpicking&diff=11955Gamehelpfruitpicking2022-02-19T22:17:35Z<p>Trethlus: /* Victory condition */</p>
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<div>== Objective ==<br />
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The players become farmers who will plant and pick fruit on their Fruit Island and trade them with Market Island.<br />
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The goal is to collect a set of Market Cards and claim a title from one of the 4 districts of Market Island.<br />
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== Turn overview ==<br />
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=== Planting Seeds ===<br />
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Choose one Farm, pick up all the Seeds and, clockwise, redistribute 1 Seed onto each of the next spaces, until no more Seeds are left in your hand.<br />
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''Note: There may be rare situation at the start of a player's turn, where the player has no Seeds left on any of their Farm Cards (all Seeds are on the Harvest House and Storage).''<br />
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''In that case, that player takes 3 Seeds from their Storage (or Harvest House if there are not enough seeds in the Storage).''<br />
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''Then, starting clockwise from the Farm right of the Harvest House, the player redistributes 1 Seed to each of the first 3 Farm Cards and ends their turn.''<br />
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=== Active Farm ===<br />
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The last Farm you put a Seed on becomes your Active Farm for this turn. Now choose either Water plants or Collect Market Card.<br />
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If the Harvest House is the Active Farm, they plant Seeds again. A player cannot pass their turn.<br />
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=== Water plants or Collect a Market Card ===<br />
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==== Water plants ====<br />
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Take Seeds from your Storage equal to the number of fruit or Raindrops depicted on your Active Farm and add them to the Active Farm.<br />
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==== Collect a Market Card ====<br />
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Collect a Market Card depicting the same fruit as your Active Farm.<br />
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Take Seeds from your Harvest House equal to the total price of the Market Card and return them to your Storage.<br />
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All Seeds on the Active Farm must be returned to the Storage as well.<br />
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=== Next player's turn ===<br />
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After a player's turn, The next player in order starts their turn.<br />
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=== Game end ===<br />
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Check if you have collected one of the 4 sets of Market Cards.<br />
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If yes, the game ends after every player has had the same number of turns.<br />
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==== Victory conditions ====<br />
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* Family: A pair and three of a kind<br />
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* Monopolists: Four of a kind<br />
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* Lovers: Three distinct pairs<br />
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* Merchants: All five different kinds<br />
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If after game end trigger, multiple players complete sets, the tie breakers are:<br />
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* Most fruits depicted on market cards, then<br />
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* Most seeds on Farm Cards and Harvest House, then<br />
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* If still equal, all tied players win.<br />
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== Variants ==<br />
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=== Small children variation ===<br />
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Don't use the Market Island Board.<br />
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From the Market Card deck, reveal the first three cards to be used as the Market. The price for each Market Card will simply be the number of fruit depicted on it.<br />
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The game ends when any player buys 5 Market Cards.<br />
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=== Random setup variation ===<br />
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Instead of every player copying the same Farm Card configuration as the starting player, every player shuffles their Farm Cards and lays down the cards randomly on their Fruit Island Board.<br />
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=== Solo mode ===<br />
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==== Setup ====<br />
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Make a Market Card deck with only 5 different Market Cards (one card from each fruit) in it. Draw the top card of the deck and lay it face up on the table.<br />
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==== Gameplay ====<br />
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There is only one Market Card available for you to collect at any one time.<br />
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In order to collect it, you must pay its price (number of fruit on the card) plus any remaining Seeds that may be in your Harvest House.<br />
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All the Seeds from your Harvest House are never used again in the game.<br />
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The seeds on the Active Farm still go back to the storage.<br />
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Then, draw the next card from the top of the Market Card deck and the game continues.<br />
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==== Game end ====<br />
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The game ends with one of the following three conditions.<br />
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* There are no Seeds left in the Storage.<br />
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* There are no Seeds on your fruit Farms, only in the Harvest House.<br />
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* You collected all five Market Cards.<br />
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If you collected all five Market Cards, you've won! If not, try again!</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsayanything&diff=10719Gamehelpsayanything2021-12-23T00:18:35Z<p>Trethlus: Created page with "How to Play: A Judge chooses a question from the ones listed on the card. All other players write down the answer they think the Judge will choose. Any repeat answers must b..."</p>
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<div>How to Play:<br />
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A Judge chooses a question from the ones listed on the card.<br />
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All other players write down the answer they think the Judge will choose. Any repeat answers must be changed. (The first to submit gets to keep their answer.)<br />
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Once all answers are submitted and revealed, the Judge secretly chooses their favorite. <br />
All other players place their 2 bid tokens on the answers they favor. These bids can be on the same or different answers.<br />
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Once all bids and Judge choice are locked, the Judge's answer is revealed.<br />
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Points are scored as follows:<br />
- the Player who wrote the answer gets 1 pount<br />
- players who put bids tokens on the correct answer get 1 point per token<br />
- the Judge gets 1 point per bid tokem on their answer, max 3 <br />
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The next Judge will be the player clockwise or to the left of the current Judge.<br />
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Game ends once everyone has read 2 questions.<br />
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Any tying players in first place collectively win.</div>Trethlushttp://en.doc.boardgamearena.com/index.php?title=Tips_similo&diff=10378Tips similo2021-11-28T07:16:21Z<p>Trethlus: </p>
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<div>Each card has different characteristics you can use as hints for SIMILAR or DIFFERENT.<br />
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For Animals or Fables, you can use:<br />
- the animal/character's color scheme<br />
- the background color<br />
- the direction they face (left, right, forward)<br />
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For Animals, try thinking about habitat (forest, farm, water), classification (mammal or specifically rodent, bird, reptile/amphibian), or what they eat.<br />
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For Fables, are the characters <br />
-human?<br />
-can fly?<br />
-male/female/no clear gender?<br />
-known as villain/hero/"sidekick"?<br />
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Try to avoid using chat to get the best experience, and ENJOY!</div>Trethlus