http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Tricuspa&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T05:47:03ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Gamehelparknova&diff=19108Gamehelparknova2023-12-06T19:41:54Z<p>Tricuspa: Added Quick Start for folks just learning the game</p>
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<div>Welcome to Ark Nova! In this game, you'll manage a modern zoo. In addition to building enclosures and putting popular and well-liked animals into them, you'll also gain sponsors and support conservation projects. You'll do this by taking one of five actions each turn, with each of them having strength related to their position in the line - the longer it's been since the last time you took that action, the more powerful it'll be. Your score is measured by both your Appeal (ticket icon) and Conservation (green shield icon), and when they cross each other on the scoring track, the endgame is triggered. After one more round the player with the most points, as measured by how far apart these two trackers are from each other, wins the game!<br />
<br />
==What To Do On Your Turn==<br />
When it's your turn, you'll choose one of the five action cards in front of you. This action has a strength associated with it, based on its position along the bottom of your board, ranging from 1 to 5. You'll be able to add to this value by spending X-tokens. After performing that action, it moves to the far left position, at strength 1, pushing all other action cards one space to the right.<br />
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Upon achieving certain conditions, you'll be able to upgrade these action cards as well by flipping them to the pink side, where they will remain for the rest of the game. These upgraded actions will allow you to use these actions more efficiently, but otherwise follow the same rules as their basic form.<br />
<br />
===The Build Action===<br />
The basic Build action allows you to build one new enclosure or special building 1 to 5 tiles in size. You need to build enclosures in order to place animals in your zoo. To do this, you'll pay 2 money per hex (for example, you would pay 6 money for a size 3 enclosure or for a Petting Zoo special building). All enclosures and buildings must be placed touching already-existing enclosures or buildings in your zoo. Enclosures and buildings cannot overlap, and no tiles can be placed on top of the rock or water spaces already printed on your zoo map. <br />
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Some spaces have a purple shovel and a "II" - these cannot be built upon until you upgrade your Build action. <br />
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Tiles with other icons on them are "placement bonuses" - upon building on these spaces, you gain the bonuses pictured on them.<br />
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At any point, you can see all the possible basic enclosure and building shapes in a tab by clicking the little shovel icon near the top right corner of your map.<br />
<br />
====== Special buildings ======<br />
A Kiosk is a dark gray building of size 1. A Kiosk gives you money each break during the income phase -- 1 money for each adjacent building or occupied enclosure.<br />
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A Pavilion is a pink building of size 1. Upon placing a Pavilion, you gain 1 appeal.<br />
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A Petting Zoo is a special enclosure of size 3. Some animals must be placed in a Petting Zoo, but multiple animals can coexist in the building. You can only build one Petting Zoo.<br />
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===== The Upgraded Build Action: =====<br />
<br />
# Allows you to build multiple '''different''' enclosures and/or buildings with a total size no more than the action strength - for example at strength 5, you could build a size 3 enclosure, size 1 enclosure, and a kiosk all at once (but not a size 3 enclosure and two kiosks; they must all be different);<br />
# Allows you to build on spaces requiring the upgraded Build action;<br />
# Allows you to build a Reptile House and a Large Bird Aviary. Much like the Petting Zoo, these buildings can house multiple animals of a particular type. When you build a Reptile House or Large Bird Aviary, if you have an animal that could be housed in one of these special buildings, you may immediately move it to the building, freeing up that enclosure for another animal.<br />
===The Cards Action===<br />
<br />
The Cards action allows you to draw more cards. Depending on the strength of this action, you'll draw one or more cards from the top of the deck and possibly discard cards from your hand (possibly including ones you just drew). At strength 5, you may instead "snap" one card from the board directly to your hand. Keep in mind that the hand limit (3, or 5 if you've acquired the appropriate University) will be enforced during Breaks. Additionally note that using the Cards action moves the Break counter up by 2.<br />
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==== The Upgraded Cards Action ====<br />
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# Allows you to draw cards directly from the board within your reputation range (to the left of your reputation marker);<br />
# Allows you to "snap" cards from the board at strength 3 or more;<br />
# Allows your reputation range to reach levels higher than 9, with associated bonuses;<br />
# Allows you to draw more cards overall at a given strength and discard fewer cards.<br />
===The Animals Action===<br />
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The Animals action allows you to play animal cards into your zoo. Each animal has a money cost and also requires an enclosure of a specific size or higher. Some may also need to border the rocks/or water. Be sure to note any other prerequisites which are listed on the left side, such as having a particular icon (e.g. Australia, Predators, or Research) in your zoo. Prerequisites for playing the card will always be on its left edge. <br />
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When you play a new animal card, you gain the bonuses listed on the bottom edge of the card. The most common things this gives are<br />
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# Appeal points (ticket icon)<br />
# Conservation points (green shield icon)<br />
# Reputation points (black mortarboard cap icon)<br />
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Most animal cards will have at least one animal type - Reptiles, Birds, Bears, etc. - and a region - Americas, Africa, Europe, etc. (Petting Zoo animals do not have a region.) These icons are very important for deciding which Conservation Projects you can score later.<br />
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==== The Upgraded Animals Action ====<br />
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# Allows you to play multiple animal cards at a lower strength;<br />
# Allows you to play animals from your reputation range (to the left of your reputation marker) and not just your hand;<br />
# Allows you to play certain animals that list Animals (II) as a prerequisite on their left edge.<br />
===The Sponsors Action===<br />
The basic Sponsors action allows you to play a sponsor (blue) card from your hand. The minimum action strength required for each Sponsor card is listed at its top-left corner. These typically don't cost any money to play, but may have other requirements. Sponsor cards are color-coded to tell you whether they will give you benefits now, later, and/or at the end of the game:<br />
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# A yellow box lists what you get immediately when the card is played;<br />
# A purple box lists what you get on each break;<br />
# A blue box lists what you get upon another condition such as playing or getting certain icons;<br />
# A brown box lists what you will get at the end of the game.<br />
If you don't have any Sponsor cards you want to play, you can also use the Sponsors action to both gain money and move the Break up by an amount equal to the action's strength.<br />
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==== The Upgraded Sponsors Action ====<br />
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# Allows you to play sponsors from the board within reputation range (to the left of your reputation marker) instead of from your hand;<br />
# Allows you to, instead of playing a Sponsor card, gain money equal to the twice the action's strength (and Break equal to the action's strength);<br />
# Allows you to play sponsors that list Sponsors (II) as a requirement;<br />
# Allows you to play multiple sponsors with a single action;<br />
# Allows you to play sponsors of 1 greater strength than the strength of the action.<br />
===The Association Action===<br />
<br />
The Association action allows you to send your worker(s) to the association board to take actions there. You start with just one worker, but can gain more workers as the game progresses. Workers return to your supply only at Breaks. When you use the Association action, you may do one of four things depending on the strength of the action:<br />
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* Strength 2: Gain 2 reputation (one of the most straightforward ways to get reputation);<br />
* Strength 3: Gain a partner zoo (handshake icon). Playing animals from that continent permanently costs 3 less money, and you gain an icon of that type. Place this on the right side of your board (starting at the bottom) -- you gain any bonus this covers up.<br />
* Strength 4: Gain a partner university (gray monument icon) -- these will give reputation, research icons, or an improved hand size limit;<br />
* Strength 5: You can support a conservation project (existing or from hand) -- these will typically be some milestone, for example requiring a number of Africa icons or Reptile icons.<br />
Other players' workers do not affect your ability to place your workers; there is unlimited space on each section of the Association board. However, choosing the same Association action a second time before the Break will cost you two workers instead of one (for a total of three). All the partner zoo and university tiles will be replenished at each Break.<br />
<br />
==== Conservation Projects ====<br />
Typically conservation projects will give you all-important conservation points, and possibly other benefits. To score a conservation project, your Association action must be at 5 strength. When you take the action, take one of the cubes from the left side of your player board and place it on the conservation project. Whatever space the cube comes off is the benefit you'll get. If it comes from the yellow section, you'll get the benefit immediately but only once, and if it comes from the purple/yellow section, you get the bonus immediately and also at each Break. Note that you typically can't claim more than one level of a particular conservation project, so you'll have to judge when it's time to take the action vs waiting until you have more of the appropriate icons.<br />
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If a conservation project requires you to "release an animal", you'll be discarding a previously played animal, losing its appeal points and icons, as well as emptying an enclosure of the same size as the animal required. However you'll still have the conservation points and can reuse the enclosure. Therefore, it can be beneficial to release animals with icons for which you've already scored the relevant conservation project.<br />
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Base conservation cards are drawn at the beginning of the game and known to every player. They involve collection species or habitat icons. There are additional conversation project cards in the cards deck that can be played from your hand when performing supporting a conservation project with the Association action.<br />
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==== The Upgraded Association Action: ====<br />
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* Allows you to split the actions' strength between multiple actions;<br />
* Allows you to have more partner zoos;<br />
* Allows you to donate money directly to get conservation points! The first person who uses this pays only 2 money for a conservation point, but every person who uses it thereafter must pay more and more, to a maximum of 12 money for a conservation point;<br />
* Allows you to play conservation project cards from the board within reputation range (to the left of your reputation marker).<br />
===The X-Token action===<br />
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If you can't or don't want to take any of the other actions, you may take one X-Token from the supply. Recall that you can spend X-tokens to increase the strength of any action by 1 (per token). After taking the X-token, move any action card to strength 1 of your board, pushing the other cards to the right. This is not usually an efficient choice, but can be a good way to gain X-tokens.<br />
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== Upgrading Action cards ==<br />
There are four ways to upgrade an action card. Since there are five actions cards, at least one will not be upgraded each game. The four ways to upgrade a card are:<br />
# Advancing your conservation score to 2 (this gives the option of either upgrading a card ''or'' gaining an additional association worker);<br />
# Advancing your reputation to 5;<br />
# Playing a second university;<br />
# Playing a second partner zoo.<br />
<br />
== Gaining additional Association workers ==<br />
Recall that each association action requires an association worker, and if you have already taken that association action since the last break, it requires two association workers. Your association workers are returned to you when the Break occurs. You start the game with one worker, and can gain up to three more. Depending on which map you are using, there also may be a conservation point bonus for obtaining your fourth conservation worker.<br />
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The ways to obtain additional conservation workers are:<br />
# Advancing your conservation score to 2 (this gives a choice between getting an association worker ''or'' upgrading a card);<br />
# Advancing your reputation score to 8;<br />
# If an association worker is one of the bonuses that may be chosen when you support a conservation project (except when using map 0, where instead a conservation worker may be obtained by covering a specific spot on your zoo map)<br />
# Gaining a third partner zoo (this requires that the association action has been upgraded)<br />
# Certain animals (usually bears) and sponsors have the ''Full-Throated'' ability, which gains you an association worker when played.<br />
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== Tracks ==<br />
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=== Break Track ===<br />
Players continue taking actions, some of which generate Break, until the Break track meets or exceeds 15. The player who triggered the Break receives one X-token. Then, the following steps happen:<br />
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# All players discard down to their hand limit (starting hand limit is 3, but having the relevant University ups it to 5);<br />
# Take any multiplier tokens off action cards, and any venom/constriction tokens off cards, if any exist;<br />
# Return all Association workers to the players and replenish the partner zoos and partner universities;<br />
# Discard the two leftmost cards of the card display, slide the remaining cards left, and replenishing the display;<br />
# All players receive income from base zoo appeal, kiosks, sponsors, and possibly spaces on the left side of the board from which cubes have been removed to contribute to conservation projects.<br />
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Then the Break track marker resets and the next player can take their turn as normal.<br />
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=== Appeal Track and Conservation Track ===<br />
To track how many Appeal points and Conservation points players have, you have two tokens that start from opposite ends of a long track. (On boardgamearena, you can click the appeal + conservation icon in the top right to see this.) Note that conservation points are more valuable than appeal (one conservation is roughly equal to three appeal), but also more difficult to gain.<br />
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Moving your marker further on the appeal (tickets icon) track increases the amount of income you get per turn.<br />
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Moving your marker to certain key points on the Conservation track (green shield icon) gives the effects in pentagons:<br />
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* (At 2 points) You may either upgrade an action or gain an Association worker;<br />
* (At 5 and 8 points) You may gain a benefit chosen for that particular game, each shown in a yellow pentagon. (Everyone can get the 5 money bonus, but only one player can get each of the others);<br />
* (At 10 points) '''All players''' discard one of their bonus cards from the game start. (This only happens the first time this is reached.)<br />
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=== Reputation Track ===<br />
The Reputation track is largely used for drawing and playing cards from within reputation range. By playing directly from the display, players can more efficiently play animals, sponsors, and conservation projects. Note that playing directly from reputation range has an additional cost equal to the card's location in the display -- playing an animal at the 6th folder would cost 6 additional money.<br />
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As with the conservation track, there are bonus effects when crossing certain levels on the Reputation track, most of which are near the end of the track. Keep in mind players will need the upgraded Cards action to gain more than 9 reputation.<br />
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==Game End==<br />
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If at the end of your turn or during a break your Conservation counter and Appeal counter are ever in the same scoring area, or if they have passed one another, the end of the game is triggered. If a player triggers the end during their turn, all '''other''' players will take one more turn. If the end of the game is triggered during a Break, '''all''' players will take one more turn.<br />
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At the end of the game, you still get conservation points or appeal from your Final Scoring card(s), as well as from all your cards with end-of-game scoring (generally the brown section on Sponsors cards).<br />
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==Score==<br />
Scoring is different to the original game: All conservation point spaces feature a small number. To determine your score, you must add your appeal to the number of the space with your conservation point marker on it. No more calculating the distance between your 2 markers. The numbers are calculated in such a way that having your 2 markers reach each other will score you exactly 100 points. If your markers cross, your score will be above 100; if they don't, it will be below. Therefore, 100 is the point threshold to end the game. In case of a tie, the tied player who supported the most Conservation Projects wins the game.<br />
==Maps==<br />
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'''Map 1 (Observation Tower):''' The enclosure must be adjacent to the space with the tower, not merely to any one of the other 3 rock spaces. The platform has no effect on special enclosures. If you release an animal into the wild (and thus flip an occupied enclosure back to the empty side) and then accommodate a new animal in this enclosure, you gain the 2 appeal again. The Observation Tower itself does not count as a building (e. g. for kiosks). <br />
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'''Map 2 (Outdoor Areas):''' The enclosure must be adjacent to the space with the Outdoor Area, not merely to any one of the other 4 water spaces. The Outdoor Area has no effect on special enclosures. Treat any standard enclosure adjacent to the Outdoor Areas as if it were 2 spaces larger (after it is placed there). The Outdoor Area itself is not considered a building (e. g. for kiosks). Example: If you have built a standard 1-space enclosure adjacent to the Outdoor Area, you may accommodate an animal there that requires an enclosure of 1, 2, or 3 spaces. <br />
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'''Map 4 (Commercial Harbor):''' The Commercial Harbor is considered to be connected as soon as you have placed a building on the adjacent building space. You may build your first building directly adjacent to the Commercial Harbor, but you do not have to. You may use the ability at any time during your turn, before, after, or during an action. However, you may only discard 1 card with the Commercial Harbor per turn. You may not use the ability during a break or someone else’s turn. The Commercial Harbor itself does not count as a building (e. g. for kiosks). <br />
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'''Map 5 (Park Restaurant):''' During the break, you gain income of 1 money for each space adjacent to the Park Restaurant with a building on it. It does not matter if these are single buildings or if several spaces belong to the same building. It also doesn’t matter what kind of buildings you build there and whether enclosures are occupied or not. The Park Restaurant itself does not count as a building.<br />
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'''Map 6 (Research Institute):''' The Research Institute is considered connected as soon as you have placed a building on the adjacent building space. You may build your first building directly adjacent to the Research Institute, but you do not have to. Once active, you can play Animal cards even when you are 1 condition short; you must still fulfill all other conditions. You cannot ignore rock or water requirements. <br />
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'''Map 7 (Ice Cream Parlors):''' If you have covered all bonus spots granting kiosks, you gain 1 additional money for each kiosk on your zoo map as income during the break. It does not matter if these kiosks were built as placement bonuses or by other means. It also does not matter if they generate income without this bonus or not. <br />
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'''Map 8 (Hollywood Hills):''' Spaces with an 'H' may be covered like any other space. This is similar to a placement bonus, but does not count as one (e. g. for card 221). Every time you place a building on an H, reveal cards from the deck one by one until you reveal a Sponsor card. Add this card to your hand and put all other revealed cards onto the discard pile. Once you have covered all 3 spaces, the level of each Sponsor card you play is 1 lower.<br />
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== Quick Synopsis aka TL:DR ==<br />
<br />
There are six (6) actions can perform, dependent on the position is the strength of that action, rightmost being five (5). Once you use an action it moves to the 1st position and everything to the left of its prior position increases by one (1).<br />
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1. Association: These allow you to use an associate (start with one) to being more academic, connecting up with zoo to reduce your costs of animals, associating with an institution which offers research, more academia or allowing more cards after a break<br />
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2. Build: Allows you to make an enclosure for an animal, the size must meet the requirement of the animal, or you can increase appeal (+1 income) or vendor booth (+1 income for filled exhibits and such). There are also special<br />
enclosures that allow you to house animals more efficiently or are requirements.<br />
<br />
3. Draw Card: Allows you to draw an amount of cards into your hand you may need to discard at the end. You may also be able to "snap" cards available from the board based on your current academia level (and Draw Card strength). You also may also be able to play these cards directly if you have the level 2 of an action.<br />
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4. Play Animals: Play an animal or animals from your hand (and sometimes from available choices) they must meet the requirements on the left in order to be played (It will also tell you if you can play them)<br />
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5. Sponsor: Play a sponsor from your hand (or available choices - like animals). These give you various bonuses sometimes immediately, sometimes between breaks, sometime when doing things.<br />
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6. Get a +1 strength, multiple (up to 5) may be used to increase a weaker action to the level you need it at. This also forces you to move an action to the left<br />
<br />
<br />
During breaks you get an amount of money equivalent to how attractive your zoo is, possibly sponsors, possibly vending stalls.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpjustone&diff=17538Gamehelpjustone2023-07-20T15:16:08Z<p>Tricuspa: Additional reformatting for better display on BGA</p>
<hr />
<div>==Overview==<br />
<br />
''Just One'' is a cooperative party game where you get other players to guess mystery words by the team writing secret clues that help corroborate what the '''Mystery Word''' is. <br />
<br />
Choose your word carefully since any identical clues from your team will be eliminated.<br />
<br />
==Gameplay==<br />
<br />
# 1) A mystery word is presented.<br />
# 2) Each player writes a '''single-word*''' clue on their board.<br />
# 3) The game removes exact matches.<br />
# 4) One player reviews the remaining clues. Any identical and/or invalid are removed (see '''Eliminated Clues)'''.<br />
# 5) The active player guesses the mystery word, or opts to pass.<br />
<nowiki>*</nowiki> '''Three Player variation:''' With three players the two players are allowed to offer two clues - however these clues should not be an extension of their other clue (as if playing two words as a single clue).<br />
<br />
=== Clue Validity ===<br />
<br />
==== Acceptable Clues ====<br />
'''Names''' (proper nouns), '''numbers''', '''acronyms''', '''onomatopoeia''', and '''special characters''' are all valid clues.<br />
<br />
Examples: <br />
* '''Mickey''' is allowed as a clue for '''Mouse'''<br />
* '''007''' is allowed to help someone guess '''Bond'''<br />
* '''Riiing''' or '''SMS''' are allowed to help someone guess '''Telephone'''<br />
* '''$''' is allowed to help someone guess '''America'''.<br />
<br />
=== Eliminated Clues ===<br />
<br />
==== Identical ====<br />
* Identical words. Example: '''Mouse''' and '''Mouse''' (or '''mouse''') are identical (usually done by game).<br />
* Words in the same family. Example: '''Prince''' and '''Princess''' are considered to be identical. '''Japan''' and '''Japanese''' are considered identical.<br />
* The same words in the singular and plural. Example: '''Horse''' and '''Horses''' are considered identical.<br />
* The same words with spelling mistakes. Example: '''Rhythm''' and '''Rythem''' are considered identical.<br />
<br />
==== Invalid ====<br />
* The mystery word written differently. Example: '''Shirt''' → '''Shurt''' ''or'' '''Color → Colour'''<br />
* The mystery word written in a different language. Example: '''Green''' → '''Vert'''<br />
* An invented word. Example: '''Cake''' → '''Swee’ting'''<br />
* Homophones (a word phonetically identical to the mystery word with a different meaning). Example: '''Weather''' → '''Whether'''<br />
<br />
'''Note: If all clues are Invalid Clues and have been removed, the turn is over.'''<br />
<br />
== Results ==<br />
* Success: If the active player correctly guesses the Mystery Word, score 1 point.<br />
* Failure: If the active player makes a wrong guess, do not gain the point, AND discard the next card in the stack. If the card guessed was the last card, lose a point.<br />
* Skip: If the active player chooses not to answer, skip their turn and do not gain the point.<br />
<br />
==End of Game==<br />
<br />
The game ends after 13 rounds. Guessing all 13 mystery words correctly is a perfect score.<br />
<br />
==Interpretations of the rules==<br />
<br />
The rules about identical and invalid words have some ambiguities and it can be debatable whether words are valid or not.<br />
Exact duplicates are removed automatically, but the player who will guess after the current guesser is responsible for striking out other invalid words.<br />
<br />
* You should never strike out a word just because you don't understand how it clues the mystery word or because you think it's an unhelpful clue.<br />
* The "family" of "words in the same family" is sometimes debatable. Words which share components may clash (e.g. in '''sandcastle''' and '''quicksand''' the '''sand''' component is significant enough that many players would consider it a clash) or may not (e.g. in '''unclear''' and '''uncertain''' the '''un-''' prefix is probably not enough to clash). Sometimes words which look extremely similar are actually derived from very different origins.<br />
* The rule that translations are invalid clues is a frequent source of disagreements, especially when players speak different languages. Some players consider that a word which is found in standard dictionaries of the language you're playing in can be considered not to be a translation. Others think that if the mystery word is '''hat''' then '''sombrero''' is not a valid clue, because it's the generic Spanish word for hat and this makes it irrelevant that it's been adopted into English to refer to a particular style of hat.<br />
<br />
If you're not sure then it's possible to ask in the chat whether other people think that there's a clash, being careful not to give away the debatable word or words.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpjustone&diff=17536Gamehelpjustone2023-07-20T07:50:11Z<p>Tricuspa: /* Gameplay */ Added number back for easier view on BGA</p>
<hr />
<div>==Overview==<br />
<br />
''Just One'' is a cooperative party game where you get other players to guess mystery words by the team writing secret clues that help corroborate what the '''Mystery Word''' is. <br />
<br />
Choose your word carefully since any identical clues from your team will be eliminated.<br />
<br />
==Gameplay==<br />
<br />
# 1) A mystery word is presented.<br />
# 2) Each player writes a '''single-word*''' clue on their board.<br />
# 3) The game removes exact matches.<br />
# 4) One player reviews the remaining clues. Any '''Invalid Clues''' (identical and/or incorrect) are removed.<br />
# 5) The active player guesses the mystery word, or opts to pass.<br />
<br />
===== *Three Player variation =====<br />
With three players the two players are allowed to offer two clues - however these clues should not be an extension of their other clue (as if playing two words as a single clue).<br />
<br />
== Clue Validity ==<br />
<br />
=== Acceptable Clues ===<br />
'''Names''' (proper nouns), '''numbers''', '''acronyms''', '''onomatopoeia''', and '''special characters''' are all valid clues.<br />
<br />
Examples: <br />
* '''Mickey''' is allowed as a clue for '''Mouse'''<br />
* '''007''' is allowed to help someone guess '''Bond'''<br />
* '''Riiing''' or '''SMS''' are allowed to help someone guess '''Telephone'''<br />
* '''$''' is allowed to help someone guess '''America'''.<br />
<br />
===Invalid Clues===<br />
<br />
==== Identical Clues ====<br />
* Identical words. Example: '''Mouse''' and '''Mouse''' are identical.<br />
* Words in the same family. Example: '''Prince''' and '''Princess''' are considered to be identical. '''Japan''' and '''Japanese''' are considered to be identical.<br />
* The same words in the singular and plural. Example: '''Horse''' and '''Horses''' are considered to be identical.<br />
* The same words with spelling mistakes. Example: '''Rhythm''' and '''Rythem''' are considered to be identical.<br />
<br />
==== Incorrect clues ====<br />
* The mystery word written differently. Example: '''Shirt''' → '''Shurt'''<br />
* The mystery word written in a different language. Example: '''Green''' → '''Vert'''<br />
* An invented word. Example: '''Cake''' → '''Swee’ting'''<br />
* Homophones (a word phonetically identical to the mystery word with a different meaning). Example: '''Weather''' → '''Whether'''<br />
<br />
'''Note: If all clues are Invalid Clues and have been removed, the turn is over.'''<br />
<br />
== Results ==<br />
* Success: If the active player correctly guesses the Mystery Word, score 1 point.<br />
* Failure: If the active player makes a wrong guess, do not gain the point, AND discard the next card in the stack. If the card guessed was the last card, lose a point.<br />
* Skip: If the active player chooses not to answer, skip their turn and do not gain the point.<br />
<br />
==End of Game==<br />
<br />
The game ends after 13 rounds. Guessing all 13 mystery words correctly is a perfect score.<br />
<br />
==Interpretations of the rules==<br />
<br />
The rules about identical and invalid words have some ambiguities and it can be debatable whether words are valid or not.<br />
Exact duplicates are removed automatically, but the player who will guess after the current guesser is responsible for striking out other invalid words.<br />
<br />
* You should never strike out a word just because you don't understand how it clues the mystery word or because you think it's an unhelpful clue.<br />
* The "family" of "words in the same family" is sometimes debatable. Words which share components may clash (e.g. in '''sandcastle''' and '''quicksand''' the '''sand''' component is significant enough that many players would consider it a clash) or may not (e.g. in '''unclear''' and '''uncertain''' the '''un-''' prefix is probably not enough to clash). Sometimes words which look extremely similar are actually derived from very different origins.<br />
* The rule that translations are invalid clues is a frequent source of disagreements, especially when players speak different languages. Some players consider that a word which is found in standard dictionaries of the language you're playing in can be considered not to be a translation. Others think that if the mystery word is '''hat''' then '''sombrero''' is not a valid clue, because it's the generic Spanish word for hat and this makes it irrelevant that it's been adopted into English to refer to a particular style of hat.<br />
<br />
If you're not sure then it's possible to ask in the chat whether other people think that there's a clash, being careful not to give away the debatable word or words.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpjustone&diff=17535Gamehelpjustone2023-07-20T07:43:15Z<p>Tricuspa: Updated style and game processes noted special rules for three player variation</p>
<hr />
<div>==Overview==<br />
<br />
''Just One'' is a cooperative party game where you get other players to guess mystery words by the team writing secret clues that help corroborate what the '''Mystery Word''' is. <br />
<br />
Choose your word carefully since any identical clues from your team will be eliminated.<br />
<br />
==Gameplay==<br />
<br />
# A mystery word is presented.<br />
# Each player writes a '''single-word*''' clue on their board.<br />
# The game removes exact matches.<br />
# One player reviews the remaining clues. Any '''Invalid Clues''' (identical and/or incorrect) are removed.<br />
# The active player guesses the mystery word, or opts to pass.<br />
<br />
===== *Three Player variation =====<br />
With three players the two players are allowed to offer two clues - however these clues should not be an extension of their other clue (as if playing two words as a single clue).<br />
<br />
== Clue Validity ==<br />
<br />
=== Acceptable Clues ===<br />
'''Names''' (proper nouns), '''numbers''', '''acronyms''', '''onomatopoeia''', and '''special characters''' are all valid clues.<br />
<br />
Examples: <br />
* '''Mickey''' is allowed as a clue for '''Mouse'''<br />
* '''007''' is allowed to help someone guess '''Bond'''<br />
* '''Riiing''' or '''SMS''' are allowed to help someone guess '''Telephone'''<br />
* '''$''' is allowed to help someone guess '''America'''.<br />
<br />
===Invalid Clues===<br />
<br />
==== Identical Clues ====<br />
* Identical words. Example: '''Mouse''' and '''Mouse''' are identical.<br />
* Words in the same family. Example: '''Prince''' and '''Princess''' are considered to be identical. '''Japan''' and '''Japanese''' are considered to be identical.<br />
* The same words in the singular and plural. Example: '''Horse''' and '''Horses''' are considered to be identical.<br />
* The same words with spelling mistakes. Example: '''Rhythm''' and '''Rythem''' are considered to be identical.<br />
<br />
==== Incorrect clues ====<br />
* The mystery word written differently. Example: '''Shirt''' → '''Shurt'''<br />
* The mystery word written in a different language. Example: '''Green''' → '''Vert'''<br />
* An invented word. Example: '''Cake''' → '''Swee’ting'''<br />
* Homophones (a word phonetically identical to the mystery word with a different meaning). Example: '''Weather''' → '''Whether'''<br />
<br />
'''Note: If all clues are Invalid Clues and have been removed, the turn is over.'''<br />
<br />
== Results ==<br />
* Success: If the active player correctly guesses the Mystery Word, score 1 point.<br />
* Failure: If the active player makes a wrong guess, do not gain the point, AND discard the next card in the stack. If the card guessed was the last card, lose a point.<br />
* Skip: If the active player chooses not to answer, skip their turn and do not gain the point.<br />
<br />
==End of Game==<br />
<br />
The game ends after 13 rounds. Guessing all 13 mystery words correctly is a perfect score.<br />
<br />
==Interpretations of the rules==<br />
<br />
The rules about identical and invalid words have some ambiguities and it can be debatable whether words are valid or not.<br />
Exact duplicates are removed automatically, but the player who will guess after the current guesser is responsible for striking out other invalid words.<br />
<br />
* You should never strike out a word just because you don't understand how it clues the mystery word or because you think it's an unhelpful clue.<br />
* The "family" of "words in the same family" is sometimes debatable. Words which share components may clash (e.g. in '''sandcastle''' and '''quicksand''' the '''sand''' component is significant enough that many players would consider it a clash) or may not (e.g. in '''unclear''' and '''uncertain''' the '''un-''' prefix is probably not enough to clash). Sometimes words which look extremely similar are actually derived from very different origins.<br />
* The rule that translations are invalid clues is a frequent source of disagreements, especially when players speak different languages. Some players consider that a word which is found in standard dictionaries of the language you're playing in can be considered not to be a translation. Others think that if the mystery word is '''hat''' then '''sombrero''' is not a valid clue, because it's the generic Spanish word for hat and this makes it irrelevant that it's been adopted into English to refer to a particular style of hat.<br />
<br />
If you're not sure then it's possible to ask in the chat whether other people think that there's a clash, being careful not to give away the debatable word or words.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpbabydinosaurrescue&diff=16260Gamehelpbabydinosaurrescue2023-03-11T05:41:38Z<p>Tricuspa: Added important information about individuals hands.</p>
<hr />
<div>[[Category:Board games]]<br />
<br />
== Objective ==<br />
<br />
'''Get the herd of baby dinosaurs off the Island before the volcano explodes!'''<br />
<br />
== Gameplay ==<br />
<br />
<br />
''At the start of the game each player draws three cards.''<br />
<br />
<br />
On your turn:<br />
<br />
# When you have a lava card in your hand you '''must play it''' on your turn. Move the lava token one (1) space closer to the bottom.<br />
# When you don't have a lava card, play an item card to move any dinosaur to the first corresponding space towards the island.<br />
#* If there is already a dinosaur on the closest item space, move the dinosaur to the next available space.<br />
#* If there are no unoccupied corresponding spaces left on the path, the dinosaur leaps to the island!<br />
# Draw a new card (hand of three). The next player starts a new turn.<br />
<br />
== Game End ==<br />
<br />
* The players win once all the dinosaurs make it off the island.<br />
* The players lose if the lava token reaches the bottom and time runs out.<br />
<br />
== Cards ==<br />
<br />
* 6x Dino Egg<br />
* 6x Dino Print<br />
* 6x Fern<br />
* 6x Fish Bone<br />
* 6x Meat<br />
* 6x Snail<br />
* 13x Lava<br />
<br />
== ELO ==<br />
The ELO to earn depends on the number of players and options.<br/><br />
The situation at the end of the game does not affect<br/><br/><br />
<br />
players: P<br/><br />
tokens: T<br/><br />
time limit: TL<br/><br />
Removed item cards: C<br/><br/><br />
<br />
ELO=PT(4+TL+C)÷4<br/><br />
<br />
(Round down after the decimal point)<br/><br />
<br/><br />
<br/><br/><br />
<br />
<br />
In other words<br/><br />
<br />
When "TL+C" is 0, the ELO to be earned are the "tokens×players"<br/><br />
In addition to this, if "TL+C" increases by 1, 25% ELO will increase.<br/><br/><br />
<br />
(Round down after the decimal point)</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Category:Board_games&diff=13410Category:Board games2022-05-31T00:16:53Z<p>Tricuspa: Brief description of the category</p>
<hr />
<div>Games with '''Board Games''' category represent a game which is primarily played with a board, it may have cards and/or dice or other mechanics but in general the structure is based off a board and usually pieces are played on that board.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpglow&diff=13409Gamehelpglow2022-05-31T00:12:40Z<p>Tricuspa: Added category</p>
<hr />
<div>[[Category:Board games]]<br />
== Overview ==<br />
<br />
* Glow plays in 8 days (rounds)<br />
* The player with the most bursts of light at the end of the game wins. <br />
<br />
== Selecting an Adventurer ==<br />
<br />
* Players use the same adventurer throughout the entire game<br />
<br />
=== Anatomy of the adventurer cards ===<br />
<br />
* Upper left-hand corner: resources (big dice) the adventurer will provide you<br />
** Different colored dice have different die faces, each color die has an additional face of matching resource (hover to see the die faces) <br />
** Purple die has a face that earn you 2 footprints<br />
** Yellow die has a face that earns you 3 bursts of lights<br />
* Upper right-hand corner: some adventurers will provide you with additional bursts of light at game end<br />
* Bottom: condition (right side of arrow) and effect (left side of arrow) triggered when the condition is met<br />
** Pocana had no condition/effect<br />
<br />
== Game Play ==<br />
<br />
* Each round has 5 phases<br />
* Players start on 10 of the score track<br />
* Prior to the start of the first round, 9 small dices are rolled and are placed on the meeting track (strip below the main board) according to the resources facing up<br />
** Track position with no die will receive a footprint token<br />
<br />
=== Morning ===<br />
<br />
* Recruit your companion and obtain the corresponding small dice above the companion<br />
** The initial dice faces were only used to determine their posiitons on the meeting track. They will be rerolled at a later time to determine the resources that you will receive.<br />
** In a 2-player game, the first player will choose an additional companion to discard (send to cemetery) after choosing their companion<br />
* Dice not selected will remain will remain in place for the next round<br />
<br />
=== Anatomy of the companion cards ===<br />
<br />
* Very similar to that of an adventurer card with a few exceptions<br />
** The companion that will provide you with an additional large die will be indicated on the upper left-hand corner<br />
** Certain companion may have negative impact at the end of the game, i.e. substract bursts of light from your total<br />
** symbol with a small cricle and stripe across it under it = effects are triggered in the <strong>absence</strong> of the specified symbol <br />
** skull = this companion will be sent to the cemetary (discarded for the rest of the game) when the effect was triggered<br />
<br />
=== Late morning ===<br />
<br />
* Roll all of your dice<br />
* Players can reroll as many times as they like provided they have<br />
** reroll tokens<br />
** companions that give them the ability to reroll (once per turn)<br />
** opt to move <strong>backward</strong> on the score track to the next reroll symbol<br />
* Players can reroll up to two dice each time <br />
* Players can also opt to spend 3 reroll tokens to change one die face to any die face<br />
<br />
=== Noon ===<br />
<br />
* Resolve your cards according to the result of your dice<br />
** Each die can be apply to each card once<br />
** Cards can be triggered more than once if the conditions are met multiple times (i.e. if your cards call for 2 leaves to be triggered, having 4 leaves will allow you to trigger the effect twice)<br />
** Player decide on the order the cards are triggered (be mindful if you are discarding a companion that comes with a die, discarding this companion first <strong>will</strong> remove the die for your remainder cards)<br />
<br />
=== Afternoon ===<br />
<br />
* Move your company (refer to the main board)<br />
** for The Province of Shadows, your company starts on the bottom left-hand corner<br />
** for The Archipelago of Darkness, your boat starts in the middle of the board<br />
* Player use their available die faces or footprint token to move on the map, each die can be used once<br />
** footprint tokens act as wild cards<br />
** be mindful that certain path costs resources to traverse and certain villages (locations with bursts of light) costs resources to enter<br />
* Choice of placing an emcampment in villages<br />
** placing an encampment ends your movement/turn<br />
** the placement of the encampment determines the number of bursts of light that a player will receive at game end<br />
<br />
=== Evening ===<br />
<br />
* The small dice are placed back onto the meeting track according to their current die faces<br />
<br />
== End-of-Game Scoring ==<br />
<br />
* Adventurer and companions - addition and substraction from player's adventurer and remaining companions are added<br />
* Journey board - bursts of light from the location of the emcampment (Province of Shadow) or boat (Archipelago of Darkness) is added<br />
* Fireflies - any player with same or more fireflies from their companion and tokens will receive 10 additional bursts of light<br />
* Footprint tokens - each remaining footprint is worth one burst of light</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&diff=13408Gamehelpgreatwesterntrail2022-05-31T00:10:41Z<p>Tricuspa: Added Category</p>
<hr />
<div>[[Category:Board games]]<br />
In Great Western Trail, you'll play the role of mid-1800's-era ranchers traversing the American west in order to trade cattle and develop the area leading west. You'll do this by moving along the trail, taking an action related to the space you end up, and restocking your cattle. Periodically you'll arrive at Kansas City to make a bigger trade and develop your abilities even further. This is a game containing a mix of deck building, tile placement, and engine development. Players earn points based on their cards, buildings placed, the deliveries made, how far their train can reach, and various other measures. The player with the most points at the end of the game wins!<br />
<br />
== Game Anatomy ==<br />
<br />
The central board and the area immediately around it consists of:<br />
* The game map, with the trail itself appearing as a dotted line.<br />
* Various buildings showing the different actions that can be taken. Gray buildings are neutral and can be used by all players. Buildings of a specific player color can only be used by that player. Square outlines are spaces that can be built on by a player later. Other tokens are hazards and require a money cost to move through.<br />
* The delivery track, along the top edge of the board. As you complete the trail, you can place discs on here for points and other bonuses (or penalties).<br />
* The train station, appearing just under the delivery track and continuing along the right edge of the board. You can upgrade the stations along this for additional points and bonuses.<br />
* The worker market, along the left side of the board. This shows the workers available for hire. It also shows the approximate game progress - if the marker along the right side of it is scrolled off the board, the game will end shortly after.<br />
* The cattle market, shown under the board. This allows you to purchase more cattle.<br />
* The objective display, shown under that. This allows you to pick up new objectives.<br />
<br />
Each player has their own board, which also shows:<br />
* The overall turn structure, shown along the top of the board. This shows your movement, actions, and cleanup parameters, which can be upgraded as the game proceeds.<br />
* Auxiliary actions, shown on the left side of this board. These show various actions you can take - if the disc next to the action has been removed, you can take this action.<br />
* Your workers, in the center of your board. The number of cowboys, craftsmen, and engineers are shown here, along with bonuses for hiring these workers.<br />
* Your certificates, represented by ribbons along the right side of your board. These can be spent in order to get a higher value hand.<br />
* Your buildings still left to build, represented by tiles of your player color.<br />
* Your cattle cards. These can be spent on various actions for money, or taken to the end of the trail for a delivery.<br />
* Your objectives. You can complete these for extra points.<br />
<br />
== What To Do On Your Turn ==<br />
<br />
A turn of Great Western Trail consists of three phases: a movement phase, an action phase, and a cleanup phase, performed in that order. So in general, you will move some number of spaces, take an action related to where you moved to, and replenish any spent cards during your turn.<br />
<br />
=== Movement ===<br />
<br />
During your movement phase, you can move up to your movement rating, which is listed on your player board. You don't have to move all of your allotted movement, but you do have to move at least once. You can only move forward along the trail, never backwards. One move consists of touching any building or token on the board - moving through empty space is free.<br />
<br />
Some spaces have a toll to cross, represented by a hand symbol. If you touch here, you must pay money - if it's a hazard on the board, you pay to the general supply, but if it's from another player's building, you pay them the money. However, if you don't have enough money, you just pay what you can and move ahead.<br />
<br />
=== Actions ===<br />
<br />
If you ended your movement on a neutral building or one of your color, you can take actions for the spaces you are currently on. Alternatively, you can also take one of the auxiliary actions on your player board.<br />
<br />
==== Auxiliary Actions ====<br />
<br />
These actions can be taken regardless of where you stop on the board, and can sometimes be taken as part of another building's action, frequently as a double action (i.e. take the same action twice). However, these need to be unlocked as the game progresses (the first two of these start the game unlocked).<br />
- Gain 1 coin.<br />
- Draw a card from your deck, then discard a card.<br />
- Pay 1 coin and move your train back one space to gain 1 certificate.<br />
- Pay 1 coin to advance your train 1 space.<br />
- Move your train back one space to permanently remove one of your cards from the game.<br />
<br />
==== Building Actions ====<br />
<br />
These are some of the common building actions. Note that all of these actions are optional and can be performed in any order.<br />
* Discard a card for money. The tile will tell you which cards to discard and how much you will receive for it.<br />
<br />
* Go to the cattle market. <br />
** For each cowboy you have, you can take a certain number of actions - these actions are listed along the bottom of the board. <br />
** In general, you can use some number of cowboys to acquire a card of a certain number at a specific cost. <br />
** When you buy a card, it goes to your discard pile (where it will return to your draw pile once you have run out of cards to draw). <br />
** You may use these available cowboys in any combination of purchases, including taking the same purchase action twice. <br />
** You can also use 1 cowboy to add 2 more cards to the cattle market. Note that you will earn points just for having these cows in your deck.<br />
<br />
* Build a building. <br />
** Buildings are restricted based on the number of craftsmen available. <br />
** Each building will tell you how many craftsmen are required, and for each craftsmen used this way, you will spend 2 coins. <br />
** Alternatively, you may remodel an existing building by paying the difference in craftsmen, but the old building is permanently lost. <br />
** Note that you will earn points just for having buildings on the map.<br />
<br />
* Move your train. <br />
** When you move your train, skip over any occupied spaces (this also applies if you ever have to move your train backwards). <br />
** Some of these actions will be dependent on the number of engineers. You can also use these to move to the stations - if you end your movement there, you can pay to place a disc on the station, gaining points and another ability. <br />
** You can also trade a worker for the stationmaster tile, also gaining a one-time bonus and some conditional victory points.<br />
<br />
* Hire more workers. <br />
** The cost to hire is based on which row the worker is placed on. <br />
** Only workers above the round marker are available. <br />
** If hiring a worker covers an action on your board, immediately perform that action if able. <br />
** Workers in the 5th and 6th column of your board are worth extra points.<br />
<br />
* Trade with the natives/outlaws. <br />
** Pick up the native/outlaw tile and gain coins based on its position.<br />
<br />
* Clear a hazard. <br />
** Pay money, then pick up the hazard tile. <br />
** These will also award points at the end of the game.<br />
<br />
* Take auxiliary actions. <br />
** These will let you take any of your unlocked auxiliary actions, usually twice.<br />
<br />
Other similar actions may exist on your building tiles.<br />
<br />
==== Actions in Kansas City ====<br />
<br />
If you end your move in Kansas City, instead take the following actions:<br />
# Add one tile from each of the three columns to the board. These will contain hazards and workers.<br />
# Discard your hand. Gain coins equal to its numerical value, but ignore any duplicate cards - only unique cows are worth anything here! You may also spend certificates to add to this value.<br />
# Place one of your discs on a delivery space up to the value you received in the previous step. <br />
## These discs will unlock auxiliary actions or improve your movement, hand size, or maximum certificate. <br />
## If there are any train crossings between your train and the space you're placing a disc, pay 1 coin for each of these. <br />
## Note that the white bordered disc spaces can only accept white bordered discs (unless none are available), but black bordered spaces, which usually unlock stronger abilities, can accept either type of disc.<br />
# Return your player marker to the start of the trail.<br />
<br />
==== Cleanup ====<br />
<br />
During the cleanup phase, draw until you have 4 cards in hand (potentially more if you've removed the discs to increase your hand size). Any cards that were previously in your hand are kept.<br />
<br />
==== End Game ====<br />
<br />
End game is triggered when a player places a worker tile onto the last space of the job market, moving the job market token off the bottom of the market. They finish their turn, and each other player has a last turn. <br />
<br />
Then scoring takes place:<br />
<br />
*1 VP per 5 dollars<br />
<br />
*VP from tiles on the board<br />
<br />
*VP from disks on the city crests<br />
<br />
*VP next to train stations with disks on<br />
<br />
*VP from hazard tiles<br />
<br />
*VP from all cattle cards with VP's on<br />
<br />
*VP's from all objectives in the deck, moving them to personal objective area. <br />
<br />
*Subtract VP's from unfulfilled objectives<br />
<br />
*VP's from station master tiles. <br />
<br />
*VP's from workers in 5th or 6th row<br />
<br />
*VP from certain locations on the player card<br />
<br />
*2 VP for the job market token.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpviamagica&diff=13397Gamehelpviamagica2022-05-30T06:42:54Z<p>Tricuspa: /* End Game */ Revised scoring and tie breaking</p>
<hr />
<div>==Object of Game==<br />
<br />
Score more points than the other players for your portals. Portals are completed by applying matching crystals to every slot. The game ends once someone completes their seventh portal.<br />
<br />
==Game Basics==<br />
<br />
''Select Starting Portals (Cards)''<br />
<br />
''Game Rounds''<br />
<br />
# Draw Animus Token<br />
# Play Crystal to Matching Animus Spot on Portal<br />
# Open Portals – “Incantum” (Complete cards)<br />
## Performing instant actions for Yellow Portals<br />
## Adjust permanent abilities based on Blue Portals<br />
## Take and/or offer bonus if available<br />
## Select a New Portal<br />
## Check if a player has seven (7) portals – End Game<br />
# Repeat<br />
<br />
''End Game''<br />
<br />
# Total Bonuses + Portal Points<br />
# Apply End of Game Scoring<br />
<br />
==Powers of Portals==<br />
<br />
* Purple (Crown) – Scoring Only<br />
* Yellow (Lightning) - Instant Effects<br />
* Blue (Infinity) - Permanent Abilities<br />
* Green (Hourglass)– End of Game Bonuses<br />
<br />
==Select Starting Portals==<br />
<br />
You start with seven (7) crystals which are used to place on your portals. Choose from three of the six portals that are available to you. Read each of their ability, note the purple (crown) portals have no special abilities. Completing a portal can give you additional abilities that can make completing other portals easier or improve your score at the end of the game.<br />
<br />
==Game Rounds==<br />
<br />
===Draw Animus Token===<br />
<br />
A single animus token is drawn at random from the bag - below are the total of each<br />
(6) Air - White<br />
(5) Water - Blue<br />
(4) Earth - Brown<br />
(3) Life - Green<br />
(2) Fire - Red<br />
(1) Shadow - Black<br />
(2) Wild - Multicolored <br />
<br />
''When a wild card token is drawn all the tokens get returned to the bag and the next player draws from it at the end of the turn.''<br />
<br />
===Play Crystal to Matching Animus Spot on Portal ===<br />
<br />
Players than select a spot for one of their crystals that match the drawn animus. If the player has no crystals left they may move one of their crystals from one of their cards to another of their cards of the animus type.<br />
<br />
Player may also pass if they do not wish to play a crystal, do not have a portal with a matching crystal of that animus, or have no crystals to play.<br />
<br />
===Open Portals (Complete Cards) – “Incantum” ===<br />
<br />
If a player has filled in all the spots for a portal they call “Incantum” to indicate they completed a portal.<br />
<br />
Player in order of Incantum being called perform any of their bonus actions or adjust their abilities.<br />
<br />
Yellow - Instant actions occur first and typically allow you to gain, add or move crystal to other spots on other portals that have yet to be completed.<br />
<br />
Blue - Permanent abilities typically allow you to treat specific animus as wildcards.<br />
<br />
====Order of portal opening====<br />
# Player starting with the catcher and then proceeding sequential order perform the following<br />
# Perform any yellow bonus actions.<br />
# If you complete a bonus on the top row and it has not already been taken, you gain it automatically.<br />
# From the available portals choose a new portal to replace the one you completed.<br />
# To score a bonus from the bottom row you must choose to take it when offered. '''Once you select one from the bottom row, you may *not* take another''' ''nor can you take a less valuable one''.<br />
# If you complete another portal you then fulfills that portals abilities and repeat these step.<br />
<br />
If seven (or more) portals have been created by any player, all other players complete any other pending invocations for this turn and the end of game occurs.<br />
<br />
==End Game==<br />
<br />
Points are added up for each portal each player created. Additionally bonus points are added for any bonuses the player scored during the Incantum round.<br />
<br />
Score Green Portals - Your green portals allow you score more points off the portals '''you have completed/opened'''. If a card references an animus, you score for each animus on the completed portal card.<br />
<br />
In the case of a tie, the player with the most portals opened wins, the total is still tied both players win.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpviamagica&diff=13396Gamehelpviamagica2022-05-30T06:35:34Z<p>Tricuspa: /* Open Portals (Complete Cards) – “Incantum” */ - Added order that portals are played by players</p>
<hr />
<div>==Object of Game==<br />
<br />
Score more points than the other players for your portals. Portals are completed by applying matching crystals to every slot. The game ends once someone completes their seventh portal.<br />
<br />
==Game Basics==<br />
<br />
''Select Starting Portals (Cards)''<br />
<br />
''Game Rounds''<br />
<br />
# Draw Animus Token<br />
# Play Crystal to Matching Animus Spot on Portal<br />
# Open Portals – “Incantum” (Complete cards)<br />
## Performing instant actions for Yellow Portals<br />
## Adjust permanent abilities based on Blue Portals<br />
## Take and/or offer bonus if available<br />
## Select a New Portal<br />
## Check if a player has seven (7) portals – End Game<br />
# Repeat<br />
<br />
''End Game''<br />
<br />
# Total Bonuses + Portal Points<br />
# Apply End of Game Scoring<br />
<br />
==Powers of Portals==<br />
<br />
* Purple (Crown) – Scoring Only<br />
* Yellow (Lightning) - Instant Effects<br />
* Blue (Infinity) - Permanent Abilities<br />
* Green (Hourglass)– End of Game Bonuses<br />
<br />
==Select Starting Portals==<br />
<br />
You start with seven (7) crystals which are used to place on your portals. Choose from three of the six portals that are available to you. Read each of their ability, note the purple (crown) portals have no special abilities. Completing a portal can give you additional abilities that can make completing other portals easier or improve your score at the end of the game.<br />
<br />
==Game Rounds==<br />
<br />
===Draw Animus Token===<br />
<br />
A single animus token is drawn at random from the bag - below are the total of each<br />
(6) Air - White<br />
(5) Water - Blue<br />
(4) Earth - Brown<br />
(3) Life - Green<br />
(2) Fire - Red<br />
(1) Shadow - Black<br />
(2) Wild - Multicolored <br />
<br />
''When a wild card token is drawn all the tokens get returned to the bag and the next player draws from it at the end of the turn.''<br />
<br />
===Play Crystal to Matching Animus Spot on Portal ===<br />
<br />
Players than select a spot for one of their crystals that match the drawn animus. If the player has no crystals left they may move one of their crystals from one of their cards to another of their cards of the animus type.<br />
<br />
Player may also pass if they do not wish to play a crystal, do not have a portal with a matching crystal of that animus, or have no crystals to play.<br />
<br />
===Open Portals (Complete Cards) – “Incantum” ===<br />
<br />
If a player has filled in all the spots for a portal they call “Incantum” to indicate they completed a portal.<br />
<br />
Player in order of Incantum being called perform any of their bonus actions or adjust their abilities.<br />
<br />
Yellow - Instant actions occur first and typically allow you to gain, add or move crystal to other spots on other portals that have yet to be completed.<br />
<br />
Blue - Permanent abilities typically allow you to treat specific animus as wildcards.<br />
<br />
====Order of portal opening====<br />
# Player starting with the catcher and then proceeding sequential order perform the following<br />
# Perform any yellow bonus actions.<br />
# If you complete a bonus on the top row and it has not already been taken, you gain it automatically.<br />
# From the available portals choose a new portal to replace the one you completed.<br />
# To score a bonus from the bottom row you must choose to take it when offered. '''Once you select one from the bottom row, you may *not* take another''' ''nor can you take a less valuable one''.<br />
# If you complete another portal you then fulfills that portals abilities and repeat these step.<br />
<br />
If seven (or more) portals have been created by any player, all other players complete any other pending invocations for this turn and the end of game occurs.<br />
<br />
==End Game==<br />
<br />
Points are added up for each portal each player created. Additionally bonus points are added for any bonuses the player scored during the Incantum round.<br />
<br />
Score Green Portals - Your green portals allow you score more points off the portals you have created. If a card references an animus, then any cards with a single animus of that type offers the additional points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpviamagica&diff=13395Gamehelpviamagica2022-05-30T06:28:19Z<p>Tricuspa: /* Draw Animus Token */ - Revised formatting and added colors</p>
<hr />
<div>==Object of Game==<br />
<br />
Score more points than the other players for your portals. Portals are completed by applying matching crystals to every slot. The game ends once someone completes their seventh portal.<br />
<br />
==Game Basics==<br />
<br />
''Select Starting Portals (Cards)''<br />
<br />
''Game Rounds''<br />
<br />
# Draw Animus Token<br />
# Play Crystal to Matching Animus Spot on Portal<br />
# Open Portals – “Incantum” (Complete cards)<br />
## Performing instant actions for Yellow Portals<br />
## Adjust permanent abilities based on Blue Portals<br />
## Take and/or offer bonus if available<br />
## Select a New Portal<br />
## Check if a player has seven (7) portals – End Game<br />
# Repeat<br />
<br />
''End Game''<br />
<br />
# Total Bonuses + Portal Points<br />
# Apply End of Game Scoring<br />
<br />
==Powers of Portals==<br />
<br />
* Purple (Crown) – Scoring Only<br />
* Yellow (Lightning) - Instant Effects<br />
* Blue (Infinity) - Permanent Abilities<br />
* Green (Hourglass)– End of Game Bonuses<br />
<br />
==Select Starting Portals==<br />
<br />
You start with seven (7) crystals which are used to place on your portals. Choose from three of the six portals that are available to you. Read each of their ability, note the purple (crown) portals have no special abilities. Completing a portal can give you additional abilities that can make completing other portals easier or improve your score at the end of the game.<br />
<br />
==Game Rounds==<br />
<br />
===Draw Animus Token===<br />
<br />
A single animus token is drawn at random from the bag - below are the total of each<br />
(6) Air - White<br />
(5) Water - Blue<br />
(4) Earth - Brown<br />
(3) Life - Green<br />
(2) Fire - Red<br />
(1) Shadow - Black<br />
(2) Wild - Multicolored <br />
<br />
''When a wild card token is drawn all the tokens get returned to the bag and the next player draws from it at the end of the turn.''<br />
<br />
===Play Crystal to Matching Animus Spot on Portal ===<br />
<br />
Players than select a spot for one of their crystals that match the drawn animus. If the player has no crystals left they may move one of their crystals from one of their cards to another of their cards of the animus type.<br />
<br />
Player may also pass if they do not wish to play a crystal, do not have a portal with a matching crystal of that animus, or have no crystals to play.<br />
<br />
===Open Portals (Complete Cards) – “Incantum” ===<br />
<br />
If a player has filled in all the spots for a portal they call “Incantum” to indicate they completed a portal.<br />
<br />
Player in order of Incantum being called perform any of their bonus actions or adjust their abilities.<br />
<br />
Yellow - Instant actions occur first and typically allow you to gain, add or move crystal to other spots on other portals that have yet to be completed.<br />
<br />
Blue - Permanent abilities typically allow you to treat specific animus as wildcards.<br />
<br />
====Order of portal opening====<br />
# Perform any yellow bonus actions.<br />
# If you complete a bonus on the top row and it has not already been taken, you gain it automatically.<br />
# From the available portals choose a new portal to replace the one you completed.<br />
# To score a bonus from the bottom row you must choose to take it when offered, once you choose one from the bottom row, you may *not* take another nor can you take a less valuable one.<br />
# If you complete another portal you then fulfills that portals abilities and repeat these step.<br />
<br />
If seven (or more) portals have been created by any player, all other players complete any other pending invocations for this turn and the end of game occurs.<br />
<br />
==End Game==<br />
<br />
Points are added up for each portal each player created. Additionally bonus points are added for any bonuses the player scored during the Incantum round.<br />
<br />
Score Green Portals - Your green portals allow you score more points off the portals you have created. If a card references an animus, then any cards with a single animus of that type offers the additional points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpbabydinosaurrescue&diff=13394Gamehelpbabydinosaurrescue2022-05-30T05:30:32Z<p>Tricuspa: </p>
<hr />
<div>[[Category:Board games]]<br />
<br />
== Object of the Game ==<br />
<br />
'''Get the herd of baby dinosaurs off the Island before the volcano explodes'''<br />
<br />
== Gameplay ==<br />
<br />
# Pick a dinosaur to move and then pick one of the cards available to move that dinosaur to the next available matching space. ''This may result in a leapfrog like motion allowing the dinosaur to move farther'' '''If there is no available spaces to go to that dinosaur makes it off the island one less to go'''<br />
# Replace the card from the deck '''If the card is lava then the lava timer moves one closer to the bottom''' draw another card ''You may draw multiple lava in which case the lava moves closer and closer to the end''<br />
# The next player takes their turn and the phases repeat<br />
<br />
== Game End ==<br />
<br />
* The players win once all the dinosaurs make it off the island<br />
* The players lose if the volcano timer reaches the bottom (runs out)<br />
<br />
== Cards ==<br />
''Put the amount of each card here''<br />
( ) Dino Egg <br />
( ) Dino Print <br />
( ) Fern <br />
( ) Fish<br />
( ) Meat<br />
( ) Snail<br />
( ) Lava</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpbabydinosaurrescue&diff=13393Gamehelpbabydinosaurrescue2022-05-30T05:28:23Z<p>Tricuspa: Revisions and clean-up</p>
<hr />
<div>[[Category:Board games]]<br />
<br />
== Object of the Game ==<br />
<br />
'''Get the herd of baby dinosaurs off the Island before the volcano explodes'''<br />
<br />
== Gameplay ==<br />
<br />
# Pick a dinosaur to move and then pick one of the cards available to move that dinosaur to the next available matching space. ''This may result in a leapfrog like motion allowing the dinosaur to move farther'' '''If there is no available spaces to go to that dinosaur makes it off the island one less to go'''<br />
# Replace the card from the deck '''If the card is a fireball then the fireball timer moves one closer to the bottom''' draw another card ''You may draw multiple fireballs in which case the fire moves farther and farther down''<br />
# The next player takes their turn and the phases repeat<br />
<br />
== Game End ==<br />
<br />
* The players win once all the dinosaurs make it off the island<br />
* The players lose if the volcano timer reaches the bottom (runs out)<br />
<br />
== Cards ==<br />
''Put the amount of each card here''<br />
( ) Dino Egg <br />
( ) Dino Print <br />
( ) Fern <br />
( ) Fish<br />
( ) Meat<br />
( ) Snail<br />
( ) Lava</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpbabydinosaurrescue&diff=13392Gamehelpbabydinosaurrescue2022-05-30T04:55:59Z<p>Tricuspa: Baby Dinosaur Rescue Game Help</p>
<hr />
<div>Baby Dinosaur Rescue<br />
== Object of the Game ==<br />
<br />
=== Get the herd of baby dinosaurs off the Island before the volcano explodes ===<br />
<br />
== Game-play ==<br />
<br />
1. Pick a dinosaur to move and then pick one of the cards available to move that dinosaur to the next available matching space. *This may result in a leapfrog like motion allowing the dinosaur to move farther* **If there is no available spaces to go to that dinosaur makes it off the island one less to go**<br />
2. Replace the card from the deck If the card is a fireball then the fireball timer moves one closer to the bottom draw another card You may draw multiple fireballs in which case the fire moves farther and farther down<br />
3. The next player takes their turn and the phases repeat<br />
<br />
== Game End ==<br />
<br />
The players win once all the dinosaurs make it off the island<br />
The players lose if the volcano timer reaches the bottom (runs out)<br />
<br />
== Contents ==<br />
Put the amount of each card here<br />
</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelplittlefactory&diff=12256Gamehelplittlefactory2022-03-14T00:49:06Z<p>Tricuspa: Add a couple samples buildings and style..</p>
<hr />
<div>== Object of the Game ==<br />
<br />
Be the first to score ten (10+) or more points with your buildings and victory points you<br />
acquire.<br />
<br />
== First Turn ==<br />
<br />
On the first turn you may trade up to all of your coins for basic goods (wood,<br />
grain, clay, stone, and/or cotton) as long as they are available. The first<br />
player starts with three (3), second four (4), third (5) etc.<br />
<br />
== Game-play ==<br />
<br />
On your turn you must choose to either '''Produce''' or '''Trade''''<br />
''You have a set hand limit of seven (7) cards in your hand.'' <br />
<br />
* '''Produce''' a single basic good (wood, wheat, clay, stone, and/or cotton)<br />
<br />
* '''Produce''' by expending a good (or goods) to pay the cost of the more valuable good<br />
<br />
* '''Trade''' a number of goods for other goods / buildings of equal (or lesser) cost<br />
<br />
* ''Additionally, you may also perform a building's action once per turn - before or after you produce or trade ''<br />
<br />
Expended "trade" goods, go into the discard pile to the right of the deck and replacement cards are placed in the freed spots. Basic goods replenish at the bottom of the board.<br />
<br />
After your turn it proceeds to the next player.<br />
<br />
This repeats until the winning condition are met. A player has ten (10+) or more victory points.<br />
<br />
=== Trading ===<br />
<br />
Each good has a value in the bottom center-right, this is its trade value/cost. This value (and any other cards) may be used to purchase at any trade value. ''Any items to the left also indicate what items can be consumed to "produce" the good in which case the '''Produce''' action should be taken.''<br />
<br />
=== Producing ===<br />
<br />
A good may be produced if it is on the left side of the board (separated by the deck) by using another good (or sometimes goods). ''the right of the deck indicates discarded cards, and while the discard may be checked you may not produce an item that is there''<br />
Optionally you may always produce for a single (basic good) available on the bottom row - this is inefficient but sometimes necessary<br />
''If you have multiple choices to produce, you can only select one to produce per turn, however some buildings allow you to do additional actions''<br />
<br />
=== Buildings ===<br />
<br />
Most buildings have an additional ability (a limited extra trade/consume phase).<br />
If the conditions are met on the bottom of the card you will have the option to play the card either at the beginning and end of the turn - but you may only perform the action once per turn.<br />
<br />
== The Goods ==<br />
<br />
=== Basic Goods (value 1) ===<br />
;Clay<br />
:Expend to make clay brick<br />
:Expend with grain to gain cow<br />
<br />
;Cotton<br />
:Expend to make clew (yarn)<br />
<br />
;Stone<br />
:Expend to make stone brick (concrete blocks)<br />
:Expend to gain fish<br />
:Expend with coal to make beam<br />
<br />
;Wheat<br />
:Expend to make flour<br />
:Expend with clay brick to gain cow<br />
:Expend with wood to gain sheep<br />
<br />
;Wood<br />
:Expend to make coal<br />
:Expend two (x2) to make paling (wood boards)<br />
:Expend with grain to gain sheep<br />
:Expend with yarn to make fishing rod<br />
<br />
<br />
=== Trade Goods ===<br />
<br />
2nd Level (Blue)<br />
;Clay brick<br />
;Coal<br />
:Expend with flour to make bread<br />
;Clew (yarn)<br />
:Expend to make cloth<br />
:Expend with wood to make fishing rod<br />
;Cow <br />
:Allows you to produce milk<br />
:Expend to make meat<br />
;Fish <br />
;Flour<br />
:Expend with coal to make bread<br />
;Milk<br />
;Paling (wooden boards)<br />
;Sheep<br />
:Allows you to produce clew (yarn)<br />
:Expend to make meat<br />
;Stone Brick (concrete blocks)<br />
:Expend with wood to make fishing rod<br />
<br />
3rd Level (Purple)<br />
;Barrel<br />
;Beam<br />
;Bread<br />
;Cloth<br />
;Fishing rod<br />
:Allows you to produce fish<br />
;Leather<br />
;Wall<br />
<br />
<br />
== The Buildings ==<br />
Once you have a building a process will be "automated" for you, provided you have the necessary good(s) and the good is available on your turn. The buildings automation may only be done once during your turn. <br />
A building is "produced" by expending the good(s) listed at the bottom right in lieu of trading for its "cost".<br />
<br />
=== Cost 6 (1 VP) ===<br />
;Dairy<br />
:If you have a cow you may produce a milk. ''Produce stone brick to make a dairy.''<br />
;Mill<br />
:If you have a grain then you may produce a flour. ''Produce clay brick to make a mill.''<br />
;Quarry<br />
:If you have a stone then you may produce a stone brick. ''Produce clay brick to make a quarry.''<br />
<br />
<br />
=== Cost 8 ===<br />
<br />
=== Cost 12 ===<br />
<br />
<br />
<br />
== Anatomy of Card == <br />
* Upper left, suit/level and value of card<br />
* Bottom leftmost - what may be expended to gain the card if part of the same box (multiple must be used)<br />
* Bottom, mostly Center - value of card for purposes of trading<br />
* Bottom right (small) - total cards in deck<br />
* Bottom ''(Buildings Only)'' - "Automated" Action which may be performed once a turn, if available</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelplittlefactory&diff=12110Gamehelplittlefactory2022-02-28T06:39:40Z<p>Tricuspa: Added anatomy of card and corrected some goods</p>
<hr />
<div>== Object of the Game ==<br />
<br />
Be the first to score ten (10+) or more points with your buildings and victory points you<br />
acquire.<br />
<br />
== First Turn ==<br />
<br />
On the first turn you may trade up to all of your coins for basic goods (wood,<br />
grain, clay, stone, and/or cotton) as long as they are available. The first<br />
player starts with three (3), second four (4), third (5) etc.<br />
<br />
== Game-play ==<br />
<br />
On your turn you must choose to either '''Produce''' or '''Trade''''<br />
''You have a set hand limit of seven (7) cards in your hand.'' <br />
<br />
* '''Produce''' a single basic good (wood, wheat, clay, stone, and/or cotton)<br />
<br />
* '''Produce''' by expending a good (or goods) to pay the cost of the more valuable good<br />
<br />
* '''Trade''' a number of goods for other goods / buildings of equal (or lesser) cost<br />
<br />
* ''Additionally, you may also perform a building's action once per turn - before or after you produce or trade ''<br />
<br />
Expended "trade" goods, go into the discard pile to the right of the deck and replacement cards are placed in the freed spots. Basic goods replenish at the bottom of the board.<br />
<br />
After your turn it proceeds to the next player.<br />
<br />
This repeats until the winning condition are met. A player has ten (10+) or more victory points.<br />
<br />
=== Trading ===<br />
<br />
Each good has a value in the bottom center-right, this is its trade value/cost. This value (and any other cards) may be used to purchase at any trade value. ''Any items to the left also indicate what items can be consumed to "produce" the good in which case the '''Produce''' action should be taken.''<br />
<br />
=== Producing ===<br />
<br />
A good may be produced if it is on the left side of the board (separated by the deck) by using another good (or sometimes goods). ''the right of the deck indicates discarded cards, and while the discard may be checked you may not produce an item that is there''<br />
Optionally you may always produce for a single (basic good) available on the bottom row - this is inefficient but sometimes necessary<br />
''If you have multiple choices to produce, you can only select one to produce per turn, however some buildings allow you to do additional actions''<br />
<br />
=== Buildings ===<br />
<br />
Most buildings have an additional ability (a limited extra trade/consume phase).<br />
If the conditions are met on the bottom of the card you will have the option to play the card either at the beginning and end of the turn - but you may only perform the action once per turn.<br />
<br />
== The Goods ==<br />
<br />
=== Basic Goods (value 1) ===<br />
;Clay<br />
:Expend to make clay brick<br />
:Expend with grain to gain cow<br />
<br />
;Cotton<br />
:Expend to make clew (yarn)<br />
<br />
;Stone<br />
:Expend to make stone brick (concrete blocks)<br />
:Expend to gain fish<br />
:Expend with coal to make beam<br />
<br />
;Wheat<br />
:Expend to make flour<br />
:Expend with clay brick to gain cow<br />
:Expend with wood to gain sheep<br />
<br />
;Wood<br />
:Expend to make coal<br />
:Expend two (x2) to make paling (wood boards)<br />
:Expend with grain to gain sheep<br />
:Expend with yarn to make fishing rod<br />
<br />
<br />
=== Trade Goods ===<br />
<br />
2nd Level (Blue)<br />
;Clay brick<br />
;Coal<br />
:Expend with flour to make bread<br />
;Clew (yarn)<br />
:Expend to make cloth<br />
:Expend with wood to make fishing rod<br />
;Cow <br />
:Allows you to produce milk<br />
:Expend to make meat<br />
;Fish <br />
;Flour<br />
:Expend with coal to make bread<br />
;Milk<br />
;Paling (wooden boards)<br />
;Sheep<br />
:Allows you to produce clew (yarn)<br />
:Expend to make meat<br />
;Stone Brick (concrete blocks)<br />
:Expend with wood to make fishing rod<br />
<br />
3rd Level (Purple)<br />
;Barrel<br />
;Beam<br />
;Bread<br />
;Cloth<br />
;Fishing rod<br />
:Allows you to produce fish<br />
;Leather<br />
;Wall<br />
<br />
<br />
== The Buildings ==<br />
<br />
<br />
== Anatomy of Card == <br />
* Upper left, suit/level and value of card<br />
* Bottom leftmost - what may be expended to gain the card if part of the same box (multiple must be used)<br />
* Bottom, mostly Center - value of card for purposes of trading<br />
* Bottom right (small) - total cards in deck<br />
* Bottom ''(Buildings Only)'' - "Automated" Action which may be performed once a turn, if available</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelplittlefactory&diff=12104Gamehelplittlefactory2022-02-27T08:56:14Z<p>Tricuspa: Includes most basic builds and provides general style format</p>
<hr />
<div>== Object of the Game ==<br />
<br />
Be the first to score ten (10) points with your buildings and victory points you<br />
acquire.<br />
<br />
== First Turn ==<br />
<br />
On the first turn you may trade up to all of your coins for basic goods (wood,<br />
grain, clay, stone, and/or cotton) as long as they are available. The first<br />
player starts with three (3), second four (4), third (5) etc.<br />
<br />
== Game-play ==<br />
<br />
On your turn you must choose to either '''Produce''' or '''Trade''''<br />
<br />
* '''Produce''' a single basic good (wood, wheat, clay, stone, and/or cotton)<br />
<br />
* '''Produce''' by expending a good (or goods) to pay the cost of the more valuable good<br />
<br />
* '''Trade''' a number of goods for other goods / buildings of equal (or lesser) cost<br />
<br />
* ''Additionally, you may also perform a building's action once per turn - before or after you produce or trade ''<br />
<br />
Expended "trade" goods, go into the discard pile to the right of the deck and replacement cards are placed in the freed spots. Basic goods replenish at the bottom of the board.<br />
<br />
After your turn it proceeds to the next player.<br />
<br />
This repeats until the winning condition are met<br />
<br />
=== Trading ===<br />
<br />
Each good has a value in the bottom center-right, this is its trading value/cost. Any items to the left indicate what items can be consumed to "produce" the good - See **Producing**<br />
<br />
=== Producing ===<br />
<br />
A good may be produced if it is on the left side of the board (separated by the deck) by using another good (or goods) - the right side indicates discarded cards, and while the discard may be checked you may not produce an item that is there<br />
Optionally you may always produce for a single (basic good) available on the bottom row - this tends to be inefficient but sometimes necessary<br />
<br />
=== Buildings ===<br />
<br />
Most buildings have an additional ability (a limited extra trade/consume phase).<br />
If the conditions are met on the bottom of the card you will have the option to play the card either at the beginning and end of the turn - but you may only perform the action once per turn.<br />
<br />
== The Goods ==<br />
<br />
=== Basic Goods (cost 1) ===<br />
;Wood<br />
:Expend to make coal<br />
:Expend two (x2) to make paling<br />
:Expend with grain to gain sheep<br />
:Expend with yarn to make fishing rod<br />
<br />
;Grain<br />
:Expend to make flour<br />
:Expend with clay to gain cow<br />
:Expend with wood to gain sheep<br />
<br />
;Clay<br />
:Expend to make clay brick<br />
:Expend with grain to gain cow<br />
<br />
;Stone<br />
:Expend to make stone brick (concrete blocks)<br />
<br />
;Cotton<br />
:Expend to make yarn<br />
<br />
=== Trade Goods ===<br />
<br />
1st Level (Blue)<br />
;Clay brick<br />
;Coal<br />
;Cow <br />
:Allows you to produce milk<br />
:Expend to make meat<br />
;Fish <br />
;Flour<br />
;Milk<br />
;Paling (boards)<br />
;Sheep<br />
:Allows you to produce yarn<br />
:Expend to make meat<br />
;Stone Brick (concrete blocks)<br />
;Yarn<br />
:Expend with wood to make fishing rod<br />
<br />
2nd Level (Purple)<br />
;Barrel<br />
;Beam<br />
;Bread<br />
;Fishing rod<br />
:Allows you to produce fish<br />
;Leather<br />
;Wall<br />
<br />
<br />
== The Buildings ==</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelplittlefactory&diff=12099Gamehelplittlefactory2022-02-27T00:12:43Z<p>Tricuspa: 1st version based on "play through"</p>
<hr />
<div>== Object of the Game ==<br />
<br />
Be the first to score ten (10) points with your buildings and victory points you<br />
acquire.<br />
<br />
== First Turn ==<br />
<br />
On the first turn you may trade up to all of your coins for basic goods (wood,<br />
wheat, clay, stone, and/or cotton) as long as they are available. The first<br />
player starts with three (3), second four (4), third (5) etc.<br />
<br />
== Game-play ==<br />
<br />
On your turn you must choose to either Produce or Trade<br />
<br />
* Expend a good to produce more valuable good or produce a single basic good<br />
<br />
* Trade a number of goods for other goods / buildings of equal (or lesser) cost<br />
<br />
* You may also perform a building's action once per turn - before or after you produce or trade <br />
<br />
After your turn it proceeds to the next player.<br />
<br />
This repeats until the winning condition are met<br />
<br />
=== Trading ===<br />
<br />
Each good has a value in the bottom center-right, this is its trading<br />
value/cost. Any items to the left indicate what items can be consumed to<br />
"produce" the good - See **Producing** You a<br />
<br />
=== Producing ===<br />
<br />
Any good may be produced that is on the left side of the board (separated by the deck) by using the item - the right side indicates discarded cards, and while the discard may be checked you may not produce an item that is there<br />
Optionally you may always produce for a single (basic good) available on the bottom row - this tends to be inefficient but sometimes neccessary<br />
<br />
=== Buildings ===<br />
<br />
Most buildings have an additional ability (a limited extra trade/consume phase).<br />
If the conditions are met on the bottom of the card you will have the option to play the card either at the beginning and end of the turn - but you may only perform the action once per turn.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=8883Gamehelpeminentdomain2021-07-20T09:02:16Z<p>Tricuspa: /* Research */</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
'''Only flipped planets with an available slot may Produce. Only planets with a filled slot may Trade'''<br />
<br />
# Produce a single good on an available slot, different slots represent different commodities ''or''<br />
# Trade a single good on a filled slot for one influence.<br />
<br />
=== Research ===<br />
<br />
Remove up to two (2) cards in your hand from the game (and effectively your deck).<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove a resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action phase''' these cards also have symbols and can also be used during the '''Role phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role phase''' similar to planets.<br />
<br />
=== How to Use Technology Cards (User Interface) ===<br />
<br />
A Permanent Technology refers to a card that does not get shuffled into your deck but instead is placed face up and available during the appropriate phases.<br />
<br />
==== One World Type Cards ====<br />
<br />
; '''Improved Colonize''' - ''Play during your Action Phase'' <br />
: You may settle one world if it is colonized then you may place this card on another world that still needs to be colonized (as a Colonize) -or- You may settle a second world<br />
<br />
<br />
; '''Improved Production''' - ''Play during your Action Phase''<br />
: You may immediately produce twice on your choice of planets with available slots or any planet with more than one slot or any combination thereof<br />
<br />
<br />
; '''Improved Trade''' - ''Play during your Action Phase'' <br />
: You immediately gain one influence - you do NOT need a good to trade to get this benefit. ''The card does NOT provide a Trade to the Leader role if you choose Trade during the Role phase''<br />
<br />
<br />
; '''Improved Warfare''' - ''Play during your Action Phase''<br />
: You may build two fighters or attack one planet<br />
<br />
<br />
==== Two of a World Type ====<br />
<br />
; '''Diverse Markets''' - ''Play during your Action Phase'' <br />
: This will affect your Role phase. Trade different goods for more influence - you must use multiple Trade in '''your''' Role phase to get this benefit. ''The card does NOT provide an additional Trade to the Leader role only the additional scoring''<br />
<br />
<br />
; '''Data Network''' - ''Play during your Action Phase'' <br />
: Immediately draw two more cards to your hand and choose to remove any cards in your hand and in front of you from the game (similar to Research action). ''You will get information that you still have actions left just select the card you want to remove before continuing ''<br />
<br />
<br />
; '''Specialization''' - ''Play during your Action Phase'' <br />
: Plays like ''Diverse Markets'' this will affect your Role phase. Trade the same goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
<br />
; '''Weapons Emporium''' - ''Permanent Technology - Works during any Trade role''<br />
: You may use your Trade cards to sell fighters as well as goods<br />
<br />
<br />
; '''Streamlining''' - ''Permanent Technology - Occurs before your Cleanup Phase''<br />
: Select the Streamlining and then the card you wish to remove<br />
<br />
<br />
; '''Artificial Intelligence''' - ''Play during your Action Phase'' <br />
: Select any Two Role Cards from the Role decks - if this causes the pile to exhaust it does affect the Game End. ''If a Role is not available you may not take it''<br />
<br />
<br />
; '''Genetic Engineering''' - ''Play during your Action Phase''<br />
: You must choose Produce during YOUR role phase. For each good you produce you get an influence. ''The card does NOT provide the Produce to the Leader role''<br />
<br />
<br />
; '''Terraforming''' - ''Play during your Action Phase''<br />
: Plays similar to the Colonize action. If the world can be settled with the addition of up to two colonies it is automatically settled, otherwise it is played as if two Colonize have been provided to the planet ''This card does NOT provide the Settle benefit if it is used during any Colonize Role phase'''<br />
<br />
<br />
; '''Fertile Grounds''' - ''Permanent Technology - Works during any Production or Research role''<br />
: All your planets require one less to Settle and during any Production or Research roles this counts as those symbols<br />
<br />
<br />
; '''Abundance''' - ''Permanent Technology - Works during any Settle or Attack Planet actions''<br />
: Upon taking this you immediately gain four resources. Whenever you settle a Planet or Attack a Planet you immediately produce two resources. ''Scenarios Variant: If you start with this upon your first two worlds attacked or settled they have room for a second resource.''<br />
<br />
<br />
; '''Mobilization''' - ''Play during your Action Phase'' ability occurs before Clean-Up phase<br />
: You will get two fighters during your Action phase. At the end of your Role phase select the Mobilization card then choose which planet you wish to attack. ''You can still perform a Warfare role as normal for two attacks in the turn''<br />
<br />
<br />
; '''Survey Team''' - ''Play during your Action Phase''<br />
: You immediately draw the next world in the deck and add it available worlds to attack or colonize<br />
<br />
<br />
; '''War Path''' - ''Play during your Action Phase''<br />
: You may attack two worlds immediately and still choose Warfare during your Role phase for a third attack this round if you desire. ''If you also have '''Scorched Earth policy''' the reduction applies only to one of the attacks.''<br />
<br />
<br />
; '''Imperialism''' - ''Permanent Technology - Works during any Survey, Trader or Warfare role''<br />
: You have an additional symbol in each of the above when you are Leader or follow<br />
<br />
<br />
; '''Scorched Earth Policy''' - ''Works during any Attack Planet action''<br />
: You use up to two less fighters to attack a Planet, planets attacked may not store any goods. ''If the planet has two slots only the first one will be unusable. The bonus applies only to each Warfare played not every attack.'' <br />
<br />
<br />
==== Three of a World Type ====<br />
<br />
; '''Logistics''' - ''Occurs during your turn''<br />
: You may chose which order you play Action and Role. At the end of the game take one more turn. ''Other players may still follow the role you choose during this extra turn''<br />
<br />
<br />
== Escalation Expansion ==<br />
<br />
There are a number of additions in Escalation including the ability to attack other players. When another player's world is attacked a reparations of two influence is granted to the defender.<br />
<br />
=== Additional Actions ===<br />
In addition to a card's action available each player has an additional action which affects their fleet<br />
# A player may convert three fighters to a destroyer<br />
# A player may convert two destroyers to a Battlecruiser<br />
'''If the player has upgraded to the Improved Fleet'''<br />
# The player may convert two fighters to a destroyer (multiple times)<br />
# A player may convert two destroyers to a Battlecruiser<br />
<br />
Having a Battlecruiser in your fleet reduces the amount of fighters needed in an attack planet by two fighters, a Battlecruiser may also be used to attack and win against any planet, however to attack another player's world you will need the matching Action card<br />
<br />
=== Additional Worlds ===<br />
<br />
; '''Hostile Planets''' - ''Show the Destroyer Symbol and NO Colonize symbol''<br />
: These worlds may be only taken over by the player using a Destroyer and may not be colonized.<br />
<br />
; '''Bustling Planets''' - ''Show the Destroyer Symbol and Colonize symbol''<br />
: These worlds may be only taken over by the player using a Destroyer and they may be colonized as per usual instructions.<br />
<br />
; '''Civilized Planets''' - ''Show the Battlecruiser and Colonize Symbol''<br />
: These worlds may be only taken over by the player using a Battlecruiser for warfare they may be colonized as per usual instructions. They all have the Peace Treaty ability.<br />
<br />
<br />
=== Additional Symbology ===<br />
<br />
Some technology cards shows the fighter symbol or a resource symbols, these cards may be used as additional fighters or the resource they represent by selecting them during the appropriate phase.<br />
<br />
=== New Technologies ===<br />
<br />
; '''Peace Treaty''' - ''Permanent Technology'' ability occurs when Dissenting Warfare Phase<br />
: You gain a single influence per Peace Treaty you have in play</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=8882Gamehelpeminentdomain2021-07-20T08:52:21Z<p>Tricuspa: Additions of ED: Escalations added and use of the term permanent technology to represent cards that do not go into the player's deck.</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
'''Only flipped planets with an available slot may Produce. Only planets with a filled slot may Trade'''<br />
<br />
# Produce a single good on an available slot, different slots represent different commodities ''or''<br />
# Trade a single good on a filled slot for one influence.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove a resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action phase''' these cards also have symbols and can also be used during the '''Role phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role phase''' similar to planets.<br />
<br />
=== How to Use Technology Cards (User Interface) ===<br />
<br />
A Permanent Technology refers to a card that does not get shuffled into your deck but instead is placed face up and available during the appropriate phases.<br />
<br />
==== One World Type Cards ====<br />
<br />
; '''Improved Colonize''' - ''Play during your Action Phase'' <br />
: You may settle one world if it is colonized then you may place this card on another world that still needs to be colonized (as a Colonize) -or- You may settle a second world<br />
<br />
<br />
; '''Improved Production''' - ''Play during your Action Phase''<br />
: You may immediately produce twice on your choice of planets with available slots or any planet with more than one slot or any combination thereof<br />
<br />
<br />
; '''Improved Trade''' - ''Play during your Action Phase'' <br />
: You immediately gain one influence - you do NOT need a good to trade to get this benefit. ''The card does NOT provide a Trade to the Leader role if you choose Trade during the Role phase''<br />
<br />
<br />
; '''Improved Warfare''' - ''Play during your Action Phase''<br />
: You may build two fighters or attack one planet<br />
<br />
<br />
==== Two of a World Type ====<br />
<br />
; '''Diverse Markets''' - ''Play during your Action Phase'' <br />
: This will affect your Role phase. Trade different goods for more influence - you must use multiple Trade in '''your''' Role phase to get this benefit. ''The card does NOT provide an additional Trade to the Leader role only the additional scoring''<br />
<br />
<br />
; '''Data Network''' - ''Play during your Action Phase'' <br />
: Immediately draw two more cards to your hand and choose to remove any cards in your hand and in front of you from the game (similar to Research action). ''You will get information that you still have actions left just select the card you want to remove before continuing ''<br />
<br />
<br />
; '''Specialization''' - ''Play during your Action Phase'' <br />
: Plays like ''Diverse Markets'' this will affect your Role phase. Trade the same goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
<br />
; '''Weapons Emporium''' - ''Permanent Technology - Works during any Trade role''<br />
: You may use your Trade cards to sell fighters as well as goods<br />
<br />
<br />
; '''Streamlining''' - ''Permanent Technology - Occurs before your Cleanup Phase''<br />
: Select the Streamlining and then the card you wish to remove<br />
<br />
<br />
; '''Artificial Intelligence''' - ''Play during your Action Phase'' <br />
: Select any Two Role Cards from the Role decks - if this causes the pile to exhaust it does affect the Game End. ''If a Role is not available you may not take it''<br />
<br />
<br />
; '''Genetic Engineering''' - ''Play during your Action Phase''<br />
: You must choose Produce during YOUR role phase. For each good you produce you get an influence. ''The card does NOT provide the Produce to the Leader role''<br />
<br />
<br />
; '''Terraforming''' - ''Play during your Action Phase''<br />
: Plays similar to the Colonize action. If the world can be settled with the addition of up to two colonies it is automatically settled, otherwise it is played as if two Colonize have been provided to the planet ''This card does NOT provide the Settle benefit if it is used during any Colonize Role phase'''<br />
<br />
<br />
; '''Fertile Grounds''' - ''Permanent Technology - Works during any Production or Research role''<br />
: All your planets require one less to Settle and during any Production or Research roles this counts as those symbols<br />
<br />
<br />
; '''Abundance''' - ''Permanent Technology - Works during any Settle or Attack Planet actions''<br />
: Upon taking this you immediately gain four resources. Whenever you settle a Planet or Attack a Planet you immediately produce two resources. ''Scenarios Variant: If you start with this upon your first two worlds attacked or settled they have room for a second resource.''<br />
<br />
<br />
; '''Mobilization''' - ''Play during your Action Phase'' ability occurs before Clean-Up phase<br />
: You will get two fighters during your Action phase. At the end of your Role phase select the Mobilization card then choose which planet you wish to attack. ''You can still perform a Warfare role as normal for two attacks in the turn''<br />
<br />
<br />
; '''Survey Team''' - ''Play during your Action Phase''<br />
: You immediately draw the next world in the deck and add it available worlds to attack or colonize<br />
<br />
<br />
; '''War Path''' - ''Play during your Action Phase''<br />
: You may attack two worlds immediately and still choose Warfare during your Role phase for a third attack this round if you desire. ''If you also have '''Scorched Earth policy''' the reduction applies only to one of the attacks.''<br />
<br />
<br />
; '''Imperialism''' - ''Permanent Technology - Works during any Survey, Trader or Warfare role''<br />
: You have an additional symbol in each of the above when you are Leader or follow<br />
<br />
<br />
; '''Scorched Earth Policy''' - ''Works during any Attack Planet action''<br />
: You use up to two less fighters to attack a Planet, planets attacked may not store any goods. ''If the planet has two slots only the first one will be unusable. The bonus applies only to each Warfare played not every attack.'' <br />
<br />
<br />
==== Three of a World Type ====<br />
<br />
; '''Logistics''' - ''Occurs during your turn''<br />
: You may chose which order you play Action and Role. At the end of the game take one more turn. ''Other players may still follow the role you choose during this extra turn''<br />
<br />
<br />
== Escalation Expansion ==<br />
<br />
There are a number of additions in Escalation including the ability to attack other players. When another player's world is attacked a reparations of two influence is granted to the defender.<br />
<br />
=== Additional Actions ===<br />
In addition to a card's action available each player has an additional action which affects their fleet<br />
# A player may convert three fighters to a destroyer<br />
# A player may convert two destroyers to a Battlecruiser<br />
'''If the player has upgraded to the Improved Fleet'''<br />
# The player may convert two fighters to a destroyer (multiple times)<br />
# A player may convert two destroyers to a Battlecruiser<br />
<br />
Having a Battlecruiser in your fleet reduces the amount of fighters needed in an attack planet by two fighters, a Battlecruiser may also be used to attack and win against any planet, however to attack another player's world you will need the matching Action card<br />
<br />
=== Additional Worlds ===<br />
<br />
; '''Hostile Planets''' - ''Show the Destroyer Symbol and NO Colonize symbol''<br />
: These worlds may be only taken over by the player using a Destroyer and may not be colonized.<br />
<br />
; '''Bustling Planets''' - ''Show the Destroyer Symbol and Colonize symbol''<br />
: These worlds may be only taken over by the player using a Destroyer and they may be colonized as per usual instructions.<br />
<br />
; '''Civilized Planets''' - ''Show the Battlecruiser and Colonize Symbol''<br />
: These worlds may be only taken over by the player using a Battlecruiser for warfare they may be colonized as per usual instructions. They all have the Peace Treaty ability.<br />
<br />
<br />
=== Additional Symbology ===<br />
<br />
Some technology cards shows the fighter symbol or a resource symbols, these cards may be used as additional fighters or the resource they represent by selecting them during the appropriate phase.<br />
<br />
=== New Technologies ===<br />
<br />
; '''Peace Treaty''' - ''Permanent Technology'' ability occurs when Dissenting Warfare Phase<br />
: You gain a single influence per Peace Treaty you have in play</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpviamagica&diff=6797Gamehelpviamagica2021-01-08T05:10:14Z<p>Tricuspa: /* Open Portals (Complete Cards) – “Incantum” */ - Minor verbiage changes order of activity</p>
<hr />
<div>==Object of Game==<br />
<br />
Score more points than the other players for your portals. Portals are completed by applying matching crystals to every slot. The game ends once someone completes their seventh portal.<br />
<br />
==Game Basics==<br />
<br />
''Select Starting Portals (Cards)''<br />
<br />
''Game Rounds''<br />
<br />
# Draw Animus Token<br />
# Play Crystal to Matching Animus Spot on Portal<br />
# Open Portals – “Incantum” (Complete cards)<br />
## Performing instant actions for Yellow Portals<br />
## Adjust permanent abilities based on Blue Portals<br />
## Take and/or offer bonus if available<br />
## Select a New Portal<br />
## Check if a player has seven (7) portals – End Game<br />
# Repeat<br />
<br />
''End Game''<br />
<br />
# Total Bonuses + Portal Points<br />
# Apply End of Game Scoring<br />
<br />
==Powers of Portals==<br />
<br />
* Purple (Crown) – Scoring Only<br />
* Yellow (Lightning) - Instant Effects<br />
* Blue (Infinity) - Permanent Abilities<br />
* Green (Hourglass)– End of Game Bonuses<br />
<br />
<br />
<br />
==Select Starting Portals==<br />
<br />
You start with seven (7) crystals which are used to place on your portals. Choose from three of the six portals that are available to you. Read each of their ability, note the purple (crown) portals have no special abilities. Completing a portal can give you additional abilities that can make completing other portals easier or improve your score at the end of the game.<br />
<br />
==Game Rounds==<br />
<br />
===Draw Animus Token===<br />
<br />
An animus token is drawn at random from the bag. There are 6 – Air, 5 – Water, 4 – Earth, 3 - Life, 2 -Fire, 1 - Shadow, and 2 - Wild. <br />
<br />
''If a wild card token is drawn all the tokens get returned to the bag and the next player draws from it at the end of the turn.''<br />
<br />
===Play Crystal to Matching Animus Spot on Portal ===<br />
<br />
Players than select a spot for one of their crystals that match the drawn animus. If the player has no crystals left they may move one of their crystals from one of their cards to another of their cards of the animus type.<br />
<br />
Player may also pass if they do not wish to play a crystal, do not have a portal with a matching crystal of that animus, or have no crystals to play.<br />
<br />
===Open Portals (Complete Cards) – “Incantum” ===<br />
<br />
If a player has filled in all the spots for a portal they call “Incantum” to indicate they completed a portal.<br />
<br />
Player in order of Incantum being called perform any of their bonus actions or adjust their abilities.<br />
<br />
Yellow - Instant actions occur first and typically allow you to gain, add or move crystal to other spots on other portals that have yet to be completed.<br />
<br />
Blue - Permanent abilities typically allow you to treat specific animus as wildcards.<br />
<br />
====Order of portal opening====<br />
# Perform any yellow bonus actions.<br />
# If you complete a bonus on the top row and it has not already been taken, you gain it automatically.<br />
# From the available portals choose a new portal to replace the one you completed.<br />
# To score a bonus from the bottom row you must choose to take it when offered, once you choose one from the bottom row, you may *not* take another nor can you take a less valuable one.<br />
# If you complete another portal you then fulfills that portals abilities and repeat these step.<br />
<br />
If seven (or more) portals have been created by any player, all other players complete any other pending invocations for this turn and the end of game occurs.<br />
<br />
==End Game==<br />
<br />
Points are added up for each portal each player created. Additionally bonus points are added for any bonuses the player scored during the Incantum round.<br />
<br />
Score Green Portals - Your green portals allow you score more points off the portals you have created. If a card references an animus, then any cards with a single animus of that type offers the additional points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6559Gamehelpeminentdomain2020-12-20T06:00:24Z<p>Tricuspa: /* How to Use Technology Cards (User Interface) */ Revised to new format, clarification on War Path and Scoreched Earth Policy based on BGA's adaption.</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
'''Only flipped planets with an available slot may Produce. Only planets with a filled slot may Trade'''<br />
<br />
# Produce a single good on an available slot, different slots represent different commodities ''or''<br />
# Trade a single good on a filled slot for one influence.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove a resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action phase''' these cards also have symbols and can also be used during the '''Role phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role phase''' similar to planets.<br />
<br />
=== How to Use Technology Cards (User Interface) ===<br />
<br />
==== One World Type Cards ====<br />
<br />
; '''Improved Colonize''' - ''Play during your Action Phase'' <br />
: You may settle one world if it is colonized then you may place this card on another world that still needs to be colonized (as a Colonize) -or- You may settle a second world<br />
<br />
<br />
; '''Improved Production''' - ''Play during your Action Phase''<br />
: You may immediately produce twice on your choice of planets with available slots or any planet with more than one slot or any combination thereof<br />
<br />
<br />
; '''Improved Trade''' - ''Play during your Action Phase'' <br />
: You immediately gain one influence - you do NOT need a good to trade to get this benefit. ''The card does NOT provide a Trade to the Leader role if you choose Trade during the Role phase''<br />
<br />
<br />
; '''Improved Warfare''' - ''Play during your Action Phase''<br />
: You may build two fighters or attack one planet<br />
<br />
<br />
==== Two of a World Type ====<br />
<br />
; '''Diverse Markets''' - ''Play during your Action Phase'' <br />
: This will affect your Role phase. Trade different goods for more influence - you must use multiple Trade in '''your''' Role phase to get this benefit. ''The card does NOT provide an additional Trade to the Leader role only the additional scoring''<br />
<br />
<br />
; '''Data Network''' - ''Play during your Action Phase'' <br />
: Immediately draw two more cards to your hand and choose to remove any cards in your hand and in front of you from the game (similar to Research action). ''You will get information that you still have actions left just select the card you want to remove before continuing ''<br />
<br />
<br />
; '''Specialization''' - ''Play during your Action Phase'' <br />
: Plays like ''Diverse Markets'' this will affect your Role phase. Trade the same goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
<br />
; '''Weapons Emporium''' - ''Works during any Trade role''<br />
: You may use your Trade cards to sell fighters as well as goods<br />
<br />
<br />
; '''Streamlining''' - ''Occurs before your Cleanup Phase''<br />
: Select the Streamlining and then the card you wish to remove<br />
<br />
<br />
; '''Artificial Intelligence''' - ''Play during your Action Phase'' <br />
: Select any Two Role Cards from the Role decks - if this causes the pile to exhaust it does affect the Game End. ''If a Role is not available you may not take it''<br />
<br />
<br />
; '''Genetic Engineering''' - ''Play during your Action Phase''<br />
: You must choose Produce during YOUR role phase. For each good you produce you get an influence. ''The card does NOT provide the Produce to the Leader role''<br />
<br />
<br />
; '''Terraforming''' - ''Play during your Action Phase''<br />
: Plays similar to the Colonize action. If the world can be settled with the addition of up to two colonies it is automatically settled, otherwise it is played as if two Colonize have been provided to the planet ''This card does NOT provide the Settle benefit if it is used during any Colonize Role phase'''<br />
<br />
<br />
; '''Fertile Grounds''' - ''Works during any Production or Research role''<br />
: All your planets require one less to Settle and during any Production or Research roles this counts as those symbols<br />
<br />
<br />
; '''Abundance''' - ''Works during any Settle or Attack Planet actions''<br />
: Upon taking this you immediately gain four resources. Whenever you settle a Planet or Attack a Planet you immediately produce two resources. ''Scenarios Variant: If you start with this upon your first two worlds attacked or settled they have room for a second resource.''<br />
<br />
<br />
; '''Mobilization''' - ''Play during your Action Phase'' ability occurs before Clean-Up phase<br />
: You will get two fighters during your Action phase. At the end of your Role phase select the Mobilization card then choose which planet you wish to attack. ''You can still perform a Warfare role as normal for two attacks in the turn''<br />
<br />
<br />
; '''Survey Team''' - ''Play during your Action Phase''<br />
: You immediately draw the next world in the deck and add it available worlds to attack or colonize<br />
<br />
<br />
; '''War Path''' - ''Play during your Action Phase''<br />
: You may attack two worlds immediately and still choose Warfare during your Role phase for a third attack this round if you desire. ''If you also have '''Scorched Earth policy''' the reduction applies only to one of the attacks.''<br />
<br />
<br />
; '''Imperialism''' - ''Works during any Survey, Trader or Warfare role''<br />
: You have an additional symbol in each of the above when you are Leader or follow<br />
<br />
<br />
; '''Scorched Earth Policy''' - ''Works during any Attack Planet action''<br />
: You use up to two less fighters to attack a Planet, planets attacked may not store any goods. ''If the planet has two slots only the first one will be unusable. The bonus applies only to each Warfare played not every attack.'' <br />
<br />
<br />
==== Three of a World Type ====<br />
<br />
; '''Logistics''' - ''Occurs during your turn''<br />
: You may chose which order you play Action and Role. At the end of the game take one more turn. ''Other players may still follow the role you choose during this extra turn''</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6554Gamehelpeminentdomain2020-12-19T20:09:17Z<p>Tricuspa: /* How to Use Technology Cards (User Interface) */ adjust formatting to see if it makes for better read on BGA</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
'''Only flipped planets with an available slot may Produce. Only planets with a filled slot may Trade'''<br />
<br />
# Produce a single good on an available slot, different slots represent different commodities ''or''<br />
# Trade a single good on a filled slot for one influence.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove a resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action phase''' these cards also have symbols and can also be used during the '''Role phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role phase''' similar to planets.<br />
<br />
=== How to Use Technology Cards (User Interface) ===<br />
<br />
==== One World Type Cards ====<br />
<br />
; '''Improved Colonize''' - ''Play during your Action Phase'' <br />
: You may settle one world if it is colonized then you may place this card on another world that still needs to be colonized (as a Colonize) -or- You may settle a second world.<br />
<br />
<br />
; '''Improved Trade''' - ''Play during your Action Phase'' <br />
: You immediately gain one influence - you do NOT need a good to trade to get this benefit. ''The card does NOT provide a Trade to the Leader role if you choose Trade during the Role phase''<br />
<br />
<br />
==== Two of a World Type ====<br />
<br />
; Diverse Markets - '''Play during your Action Phase''' <br />
: This will affect your Role phase. Trade different goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
<br />
; Data Network - '''Play during your Action Phase''' <br />
: ...<br />
<br />
<br />
; Specialization - '''Play during your Action Phase''' <br />
: Plays like ''Diverse Markets'' this will affect your Role phase. Trade the same goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
<br />
; Weapons Emporium - '''Works during any Trade role'''<br />
: You may use your Trade cards to sell fighters as well as goods<br />
<br />
<br />
; Streamlining - '''Occurs before your Cleanup Phase'''<br />
: Select the Streamlining and then the card you wish to remove<br />
<br />
<br />
; Artificial Intelligence - '''Play during your Action Phase''' <br />
: Select any Two Role Cards from the Role decks - if this causes the pile to exhaust it does affect the Game End. ''If a Role is not available you may not take it''<br />
<br />
<br />
; Genetic Engineering - '''Play during your Action Phase'''<br />
: You must choose Produce during YOUR role phase. For each good you produce you get an influence. ''The card does NOT provide the Produce to the Leader role''<br />
<br />
<br />
; Terraforming - '''Play during your Action Phase'''<br />
: Plays similar to the Colonize action. If the world can be settled with the addition of up to two colonies it is automatically settled, otherwise it is played as if two Colonize have been provided to the planet ''This card does NOT provide the Settle benefit if it is used during any Colonize Role phase'''<br />
<br />
<br />
; Fertile Grounds - '''Works during any Production or Research role'''<br />
: All your planets require one less to Settle and during any Production or Research roles this counts as those symbols<br />
<br />
<br />
; Abundance - '''Works during any Settle or Attack Planet actions'''<br />
: Upon taking this you immediately gain four resources. Whenever you settle a Planet or Attack a Planet you immediately produce two resources. ''Scenarios Variant: If you start with this upon your first two worlds attacked or settled they have room for a second resource.''<br />
<br />
<br />
; Mobilization - '''Play during your Action Phase''' ability occurs before Clean-Up phase<br />
: You will get two fighters during your Action phase. At the end of your Role phase select the Mobilization card then choose which planet you wish to attack. ''You may also perform a Warfare prior to the Clean-Up phase for an additional attack.''<br />
<br />
<br />
; Survey Team - '''Play during your Action Phase'''<br />
: You immediately draw the next world in the deck and add it available worlds to attack or colonize<br />
<br />
<br />
; War Path -'''Play during your Action Phase'''<br />
: You may attack two worlds immediately and still choose Warfare during your Role phase for a third attack this round if you desire<br />
<br />
<br />
; Imperialism '''Works during any Survey, Trader or Warfare role'''<br />
: You have an additional symbol in each of the above when you are Leader or follow<br />
<br />
<br />
; Scorched Earth Policy - '''Works during any Attack Planet action'''<br />
: You use up to two less fighters to Attack a Planet, planets attacked may not store any goods. <br />
<br />
<br />
==== Three of a World Type ====<br />
<br />
; '''Logistics''' - ''Occurs during your turn''<br />
: You may chose which order you play Action and Role. At the end of the game take one more turn. ''Other players may still follow the role you choose during this extra turn''</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6523Gamehelpeminentdomain2020-12-16T02:35:33Z<p>Tricuspa: /* Produce/Trade */</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
'''Only flipped planets with an available slot may Produce. Only planets with a filled slot may Trade'''<br />
<br />
# Produce a single good on an available slot, different slots represent different commodities ''or''<br />
# Trade a single good on a filled slot for one influence.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove a resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action phase''' these cards also have symbols and can also be used during the '''Role phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role phase''' similar to planets.<br />
<br />
=== How to Use Technology Cards (User Interface) ===<br />
<br />
==== One World Type Cards ====<br />
<br />
; Improved Colonize - '''Play during your Action Phase''' <br />
: You may settle one world if it is colonized then you may place this card on another world that still needs to be colonized (as a Colonize) -or- You may settle a second world.<br />
<br />
; Improved Trade - '''Play during your Action Phase''' <br />
: You immediately gain one influence - you do NOT need a good to trade to get this benefit. ''The card does NOT provide a Trade to the Leader role if you choose Trade during the Role phase''<br />
<br />
==== Two of a World Type ====<br />
<br />
; Diverse Markets - '''Play during your Action Phase''' <br />
: This will affect your Role phase. Trade different goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
; Data Network - '''Play during your Action Phase''' <br />
: ...<br />
<br />
; Specialization - '''Play during your Action Phase''' <br />
: Plays like ''Diverse Markets'' this will affect your Role phase. Trade the same goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
; Weapons Emporium - '''Works during any Trade role'''<br />
: You may use your Trade cards to sell fighters as well as goods<br />
<br />
; Streamlining - '''Occurs before your Cleanup Phase'''<br />
: Select the Streamlining and then the card you wish to remove<br />
<br />
; Artificial Intelligence - '''Play during your Action Phase''' <br />
: Select any Two Role Cards from the Role decks - if this causes the pile to exhaust it does affect the Game End. ''If a Role is not available you may not take it''<br />
<br />
; Genetic Engineering - '''Play during your Action Phase'''<br />
: You must choose Produce during YOUR role phase. For each good you produce you get an influence. ''The card does NOT provide the Produce to the Leader role''<br />
<br />
; Terraforming - '''Play during your Action Phase'''<br />
: Plays similar to the Colonize action. If the world can be settled with the addition of up to two colonies it is automatically settled, otherwise it is played as if two Colonize have been provided to the planet ''This card does NOT provide the Settle benefit if it is used during any Colonize Role phase'''<br />
<br />
; Fertile Grounds - '''Works during any Production or Research role'''<br />
: All your planets require one less to Settle and during any Production or Research roles this counts as those symbols<br />
<br />
; Abundance - '''Works during any Settle or Attack Planet actions'''<br />
: Upon taking this you immediately gain four resources. Whenever you settle a Planet or Attack a Planet you immediately produce two resources. ''Scenarios Variant: If you start with this upon your first two worlds attacked or settled they have room for a second resource.''<br />
<br />
; Mobilization - '''Play during your Action Phase''' ability occurs before Clean-Up phase<br />
: You will get two fighters during your Action phase. At the end of your Role phase select the Mobilization card then choose which planet you wish to attack. ''You may also perform a Warfare prior to the Clean-Up phase for an additional attack.''<br />
<br />
; Survey Team - '''Play during your Action Phase'''<br />
: You immediately draw the next world in the deck and add it available worlds to attack or colonize<br />
<br />
; War Path -'''Play during your Action Phase'''<br />
: You may attack two worlds immediately and still choose Warfare during your Role phase for a third attack this round if you desire<br />
<br />
; Imperialism '''Works during any Survey, Trader or Warfare role'''<br />
: You have an additional symbol in each of the above when you are Leader or follow<br />
<br />
; Scorched Earth Policy - '''Works during any Attack Planet action'''<br />
: You use up to two less fighters to Attack a Planet, planets attacked may not store any goods. <br />
<br />
==== Three of a World Type ====<br />
<br />
; Logistics - '''Occurs during your turn'''<br />
: You may chose which order you play Action and Role. At the end of the game take one more turn. ''Other players may still follow the role you choose during this extra turn''</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6522Gamehelpeminentdomain2020-12-16T02:20:18Z<p>Tricuspa: /* Produce/Trade */</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
'''Only flipped planets with an available slot may Produce. Only planets with a filled slot may Trade'''<br />
<br />
# Produce a single good on an available slot, different slots represent different commodities ''or''<br />
# Trade a single good on a filled slot for one influence.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove a resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action phase''' these cards also have symbols and can also be used during the '''Role phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role phase''' similar to planets.<br />
<br />
=== How to Use Technology Cards (User Interface) ===<br />
<br />
==== One World Type Cards ====<br />
<br />
; Improved Colonize - '''Play during your Action Phase''' <br />
: You may settle one world if it is colonized then you may place this card on another world that still needs to be colonized (as a Colonize) -or- You may settle a second world.<br />
<br />
; Improved Trade - '''Play during your Action Phase''' <br />
: You immediately gain one influence - you do NOT need a good to trade to get this benefit. ''The card does NOT provide a Trade to the Leader role if you choose Trade during the Role phase''<br />
<br />
==== Two of a World Type ====<br />
<br />
; Diverse Markets - '''Play during your Action Phase''' <br />
: This will affect your Role phase. Trade different goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
; Data Network - '''Play during your Action Phase''' <br />
: ...<br />
<br />
; Specialization - '''Play during your Action Phase''' <br />
: Plays like ''Diverse Markets'' this will affect your Role phase. Trade the same goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
; Weapons Emporium - '''Works during any Trade role'''<br />
: You may use your Trade cards to sell fighters as well as goods<br />
<br />
; Streamlining - '''Occurs before your Cleanup Phase'''<br />
: Select the Streamlining and then the card you wish to remove<br />
<br />
; Artificial Intelligence - '''Play during your Action Phase''' <br />
: Select any Two Role Cards from the Role decks - if this causes the pile to exhaust it does affect the Game End. ''If a Role is not available you may not take it''<br />
<br />
; Genetic Engineering - '''Play during your Action Phase'''<br />
: You must choose Produce during YOUR role phase. For each good you produce you get an influence. ''The card does NOT provide the Produce to the Leader role''<br />
<br />
; Terraforming - '''Play during your Action Phase'''<br />
: Plays similar to the Colonize action. If the world can be settled with the addition of up to two colonies it is automatically settled, otherwise it is played as if two Colonize have been provided to the planet ''This card does NOT provide the Settle benefit if it is used during any Colonize Role phase'''<br />
<br />
; Fertile Grounds - '''Works during any Production or Research role'''<br />
: All your planets require one less to Settle and during any Production or Research roles this counts as those symbols<br />
<br />
; Abundance - '''Works during any Settle or Attack Planet actions'''<br />
: Upon taking this you immediately gain four resources. Whenever you settle a Planet or Attack a Planet you immediately produce two resources. ''Scenarios Variant: If you start with this upon your first two worlds attacked or settled they have room for a second resource.''<br />
<br />
; Mobilization - '''Play during your Action Phase''' ability occurs before Clean-Up phase<br />
: You will get two fighters during your Action phase. At the end of your Role phase select the Mobilization card then choose which planet you wish to attack. ''You may also perform a Warfare prior to the Clean-Up phase for an additional attack.''<br />
<br />
; Survey Team - '''Play during your Action Phase'''<br />
: You immediately draw the next world in the deck and add it available worlds to attack or colonize<br />
<br />
; War Path -'''Play during your Action Phase'''<br />
: You may attack two worlds immediately and still choose Warfare during your Role phase for a third attack this round if you desire<br />
<br />
; Imperialism '''Works during any Survey, Trader or Warfare role'''<br />
: You have an additional symbol in each of the above when you are Leader or follow<br />
<br />
; Scorched Earth Policy - '''Works during any Attack Planet action'''<br />
: You use up to two less fighters to Attack a Planet, planets attacked may not store any goods. <br />
<br />
==== Three of a World Type ====<br />
<br />
; Logistics - '''Occurs during your turn'''<br />
: You may chose which order you play Action and Role. At the end of the game take one more turn. ''Other players may still follow the role you choose during this extra turn''</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6521Gamehelpeminentdomain2020-12-16T02:15:13Z<p>Tricuspa: /* Technology cards */ - Details of how to use most Technology cards with the current User Interface</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
'''Only flipped planets with an available slot may Produce. Only planets with a filled slot may Trade'''<br />
<br />
# Produce a single good on an available slot, different slots represent different commodities ''or''<br />
# Trade a single good on a filled slot for one influence.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action phase''' these cards also have symbols and can also be used during the '''Role phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role phase''' similar to planets.<br />
<br />
=== How to Use Technology Cards (User Interface) ===<br />
<br />
==== One World Type Cards ====<br />
<br />
; Improved Colonize - '''Play during your Action Phase''' <br />
: You may settle one world if it is colonized then you may place this card on another world that still needs to be colonized (as a Colonize) -or- You may settle a second world.<br />
<br />
; Improved Trade - '''Play during your Action Phase''' <br />
: You immediately gain one influence - you do NOT need a good to trade to get this benefit. ''The card does NOT provide a Trade to the Leader role if you choose Trade during the Role phase''<br />
<br />
==== Two of a World Type ====<br />
<br />
; Diverse Markets - '''Play during your Action Phase''' <br />
: This will affect your Role phase. Trade different goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
; Data Network - '''Play during your Action Phase''' <br />
: ...<br />
<br />
; Specialization - '''Play during your Action Phase''' <br />
: Plays like ''Diverse Markets'' this will affect your Role phase. Trade the same goods for more influence - you must use multiple Trade in your Role phase to get this benefit. ''The card does NOT provide the Trade to the Leader role only the additional scoring''<br />
<br />
; Weapons Emporium - '''Works during any Trade role'''<br />
: You may use your Trade cards to sell fighters as well as goods<br />
<br />
; Streamlining - '''Occurs before your Cleanup Phase'''<br />
: Select the Streamlining and then the card you wish to remove<br />
<br />
; Artificial Intelligence - '''Play during your Action Phase''' <br />
: Select any Two Role Cards from the Role decks - if this causes the pile to exhaust it does affect the Game End. ''If a Role is not available you may not take it''<br />
<br />
; Genetic Engineering - '''Play during your Action Phase'''<br />
: You must choose Produce during YOUR role phase. For each good you produce you get an influence. ''The card does NOT provide the Produce to the Leader role''<br />
<br />
; Terraforming - '''Play during your Action Phase'''<br />
: Plays similar to the Colonize action. If the world can be settled with the addition of up to two colonies it is automatically settled, otherwise it is played as if two Colonize have been provided to the planet ''This card does NOT provide the Settle benefit if it is used during any Colonize Role phase'''<br />
<br />
; Fertile Grounds - '''Works during any Production or Research role'''<br />
: All your planets require one less to Settle and during any Production or Research roles this counts as those symbols<br />
<br />
; Abundance - '''Works during any Settle or Attack Planet actions'''<br />
: Upon taking this you immediately gain four resources. Whenever you settle a Planet or Attack a Planet you immediately produce two resources. ''Scenarios Variant: If you start with this upon your first two worlds attacked or settled they have room for a second resource.''<br />
<br />
; Mobilization - '''Play during your Action Phase''' ability occurs before Clean-Up phase<br />
: You will get two fighters during your Action phase. At the end of your Role phase select the Mobilization card then choose which planet you wish to attack. ''You may also perform a Warfare prior to the Clean-Up phase for an additional attack.''<br />
<br />
; Survey Team - '''Play during your Action Phase'''<br />
: You immediately draw the next world in the deck and add it available worlds to attack or colonize<br />
<br />
; War Path -'''Play during your Action Phase'''<br />
: You may attack two worlds immediately and still choose Warfare during your Role phase for a third attack this round if you desire<br />
<br />
; Imperialism '''Works during any Survey, Trader or Warfare role'''<br />
: You have an additional symbol in each of the above when you are Leader or follow<br />
<br />
; Scorched Earth Policy - '''Works during any Attack Planet action'''<br />
: You use up to two less fighters to Attack a Planet, planets attacked may not store any goods. <br />
<br />
==== Three of a World Type ====<br />
<br />
; Logistics - '''Occurs during your turn'''<br />
: You may chose which order you play Action and Role. At the end of the game take one more turn. ''Other players may still follow the role you choose during this extra turn''</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonnehuntersandgatherers&diff=6417Gamehelpcarcassonnehuntersandgatherers2020-12-09T08:29:16Z<p>Tricuspa: /* Bonus Tiles */ - used different terminology</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Score the most points by fishing, gathering and hunting. You score with meeples during different times during the game, while huts only score at the end of the game.<br />
The game ends when all normal tiles are expended and someone is not able to play a normal tile.<br />
<br />
== Game-play ==<br />
<br />
: Draw a single tile, decide where to place it on the board rotating it as needed<br />
:* Consider placing a meeple (fisher, gatherer, and hunter) or a hut (fishing village on streams only) on an available forest, meadow, river or lake created by the above tile ''and/or''<br />
:* Close off a stream or forest to score immediate points (for you and/or others). When closing some forest collect a bonus tile and repeat your turn with placing the bonus tile<br />
:: ''You may only gain a single bonus tile per turn''<br />
<br />
== Place a Tile ==<br />
<br />
At the beginning of the game and at the end of your turn draw a tile, if available<br />
<br />
At the beginning of your turn place the tile and then decide if you will place a meeple or hut<br />
<br />
''If you are unable to place the tile, your turn ends''<br />
<br />
<br />
== Place a Meeple or Hut ==<br />
<br />
Meeple perform different roles depending on how they are placed on the tile. They are placed standing up when performing fisher and gatherer roles and laying down when acting as hunters. '''Fishers and gatherers only score during the game while hunters and huts only score at the end of the game'''<br />
''You may only place a meeple (or a hut) on an unoccupied area - no other meeple or huts can be in the same connected area''<br />
<br />
=== Fisher ===<br />
<br />
*A fisher is placed on rivers or on sides of a lake. They score once the stream has two lakes on each side of the fisher<br />
*They score one point for each length of the river and the total fish in the lake(s) between them<br />
*After scored the fisher returns to the owner's pool<br />
<br />
=== Gatherer ===<br />
<br />
*A gatherer is placed on any available forest tile<br />
*The gatherer scores when the forest is closed out on both sides, the player scores two points for each segment of forest his gatherer can reach. If the gatherer connects to a forest tile that has a portion on one side, as well as another side they score for each side of the tile that is reached <br />
*After scored the gatherer returns to the owner's pool<br />
<br />
=== Hunter - End Game Scoring ===<br />
<br />
Hunters are placed flat on the board (not standing) they collect points at the end of the game so never return to the owner's hand. The formula for scoring is as such<br />
# Score one point (1) for each deer in the meadow<br />
# Subtract one point (-1) for each tiger in the meadow up to the maximum deer - ''unless the bonus fire tile is in the same field in which case all tigers are not counted against the hunter(s)''<br />
# Score two (2) points for each auroch (ancient cows) - these are never reduced by tigers<br />
# Score three (3) for each mammoth in the meadow - these are never reduced by tigers<br />
<br />
=== Huts (Fishing Streams) - End Game Scoring ===<br />
Place a hut in any stream or lake at the end of the game you score one point for each fish in the river system the hut connects to<br />
<br />
== Closing Forests and Ending Streams with Fishers in it ==<br />
A fisher or gatherer is scored and picked back up by the player(s) whose color(s) is on the particular stream/lake or forest. In the case of a tie both players get points. '''In the case of one player having a majority over another only the person with the majority scores'''<br />
<br />
=== Menhir ===<br />
Some forests contain menhirs (large grey stones). <br />
<br />
If a player closes off the forest with a menhir in it, and that forest also has at least one meeple in it (belonging to any player), the player who closed the forest immediately takes another bonus turn, drawing a bonus tile from the sixteen (16) available. ''If the bonus tiles are all used up no bonus turn is granted.''<br />
<br />
== Bonus Tiles ==<br />
<br />
There are sixteen bonus tiles, typically they will have more animals and more fish while certain ones have additional abilities listed below<br />
<br />
; '''Mushrooms''' (two enhanced forest tiles)<br />
: A forest with mushrooms that is closed gives three (3) points for each mushroom tile in it<br />
<br />
<br />
; '''Logboat''' (A lake with a person in a kayak)<br />
: When you place the logboat you immediately score two (2) points for each lake in this tile’s river system, including this tile. Huts owned by others do not affect the value (and do not get the bonus points)<br />
<br />
<br />
; '''Hunting Trap''' (two hunters with trap between them)<br />
: You immediately score up to the eight surrounding tiles animals (see Hunter scoring above) - in the same meadow - in addition these animals '''will not''' count for end of game scoring<br />
<br />
<br />
; '''Shaman''' (person in upper left + river + forest)<br />
: You may immediately return one of your meeple to your pool - this meeple does not score for the area they were removed from<br />
<br />
<br />
; '''Wildfire''' (meadow with tiger and flames) - End of game scoring<br />
: All tigers do not count against deer totals in the meadow where the wildfire is connected to<br />
<br />
<br />
; '''Pit Trap''' (black pit with spikes) - End of game scoring<br />
: All animals in the surrounding eight tiles score double for hunters - tigers still remove deer like normal, but if a tiger can eat a less valuable deer (outside of the eight tiles) that deer will be selected instead<br />
<br />
<br />
; '''The Raft''' (three way river with raft in upper right) - End of game scoring<br />
: This river system scores an additional point for each lake in the river system<br />
<br />
== End of Game ==<br />
Game ends when there are no more standard tiles to be played. At this point any forests or rivers that have meeples on them ''score nothing'' <br />
Each meadow is scored based on the animals in it for each player's hunter if one player has the majority of hunters only they score in the case of a tie all players score the same points<br />
# Score one points (1) for each deer in the meadow<br />
# Subtract one points (-1) for each tiger in the meadow up to the maximum deer - ''unless the bonus fire tile is in the same field in which case all tigers are ignored''<br />
# Score two (2) points for each auroch (ancient cows) - these are never reduced by tigers<br />
# Score three (3) for each mammoth in the meadow - these are never reduced by tigers<br />
Finally each lake is scored based on huts and (who controls them)<br />
Each lake is scored based on how many fish are in the river system. If one player has the majority of huts only they score in the case of a tie all players score the same points<br />
* Score one point for each fish in the lakes of the river system for each player</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonnehuntersandgatherers&diff=6383Gamehelpcarcassonnehuntersandgatherers2020-12-07T08:13:25Z<p>Tricuspa: /* Bonus Tiles */ - Edited for improved readability on BGA in Game Help</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Score the most points by fishing, gathering and hunting. You score with meeples during different times during the game, while huts only score at the end of the game.<br />
The game ends when all normal tiles are expended and someone is not able to play a normal tile.<br />
<br />
== Game-play ==<br />
<br />
: Draw a single tile, decide where to place it on the board rotating it as needed<br />
:* Consider placing a meeple (fisher, gatherer, and hunter) or a hut (fishing village on streams only) on an available forest, meadow, river or lake created by the above tile ''and/or''<br />
:* Close off a stream or forest to score immediate points (for you and/or others). When closing some forest collect a bonus tile and repeat your turn with placing the bonus tile<br />
:: ''You may only gain a single bonus tile per turn''<br />
<br />
== Place a Tile ==<br />
<br />
At the beginning of the game and at the end of your turn draw a tile, if available<br />
<br />
At the beginning of your turn place the tile and then decide if you will place a meeple or hut<br />
<br />
''If you are unable to place the tile, your turn ends''<br />
<br />
<br />
== Place a Meeple or Hut ==<br />
<br />
Meeple perform different roles depending on how they are placed on the tile. They are placed standing up when performing fisher and gatherer roles and laying down when acting as hunters. '''Fishers and gatherers only score during the game while hunters and huts only score at the end of the game'''<br />
''You may only place a meeple (or a hut) on an unoccupied area - no other meeple or huts can be in the same connected area''<br />
<br />
=== Fisher ===<br />
<br />
*A fisher is placed on rivers or on sides of a lake. They score once the stream has two lakes on each side of the fisher<br />
*They score one point for each length of the river and the total fish in the lake(s) between them<br />
*After scored the fisher returns to the owner's pool<br />
<br />
=== Gatherer ===<br />
<br />
*A gatherer is placed on any available forest tile<br />
*The gatherer scores when the forest is closed out on both sides, the player scores two points for each segment of forest his gatherer can reach. If the gatherer connects to a forest tile that has a portion on one side, as well as another side they score for each side of the tile that is reached <br />
*After scored the gatherer returns to the owner's pool<br />
<br />
=== Hunter - End Game Scoring ===<br />
<br />
Hunters are placed flat on the board (not standing) they collect points at the end of the game so never return to the owner's hand. The formula for scoring is as such<br />
# Score one point (1) for each deer in the meadow<br />
# Subtract one point (-1) for each tiger in the meadow up to the maximum deer - ''unless the bonus fire tile is in the same field in which case all tigers are not counted against the hunter(s)''<br />
# Score two (2) points for each auroch (ancient cows) - these are never reduced by tigers<br />
# Score three (3) for each mammoth in the meadow - these are never reduced by tigers<br />
<br />
=== Huts (Fishing Streams) - End Game Scoring ===<br />
Place a hut in any stream or lake at the end of the game you score one point for each fish in the river system the hut connects to<br />
<br />
== Closing Forests and Ending Streams with Fishers in it ==<br />
A fisher or gatherer is scored and picked back up by the player(s) whose color(s) is on the particular stream/lake or forest. In the case of a tie both players get points. '''In the case of one player having a majority over another only the person with the majority scores'''<br />
<br />
=== Closing Forests with a Petroglyph / Bonus Turn ===<br />
Some forests have a petroglyph (look like grey mountains) the player who closes off the forest with at least one meeple in it (may be other players) get to draw a bonus tile from the sixteen (16) available. In addition they get an additional turn to place a tile and place a meeple or hut. ''If the bonus tiles are all used up no bonus turn is granted.''<br />
<br />
== Bonus Tiles ==<br />
<br />
There are sixteen bonus tiles, typically they will have more animals and more fish while certain ones have additional abilities listed below<br />
<br />
; '''Mushrooms''' (two enhanced forest tiles)<br />
: A forest with mushrooms that is closed gives three (3) points for each mushroom tile in it<br />
<br />
<br />
; '''Logboat''' (A lake with a person in a kayak)<br />
: When you place the logboat, you immediately score two points for each lake in this tile’s river system, including this tile. Huts do not affect the river system.<br />
<br />
<br />
; '''Hunting Trap''' (two hunters with trap between them)<br />
: You immediately score up to the eight surrounding tiles animals (see Hunter scoring above) - in the same meadow - in addition these animals '''will not''' count for end of game scoring<br />
<br />
<br />
; '''Shaman''' (person in upper left + river + forest)<br />
: You may immediately return one of your meeples to your pool - you will not score for this meeple but can reallocate it<br />
<br />
<br />
; '''Wildfire''' (meadow with tiger and flames) - End of game scoring<br />
: All tigers are removed from the connected meadow<br />
<br />
<br />
; '''Pit Trap''' (black pit with spikes) - End of game scoring<br />
: All animals in the surrounding eight tiles score double - tigers still eat deer like normal for hunters<br />
<br />
<br />
; '''The Raft''' (three way river with raft in upper right) - End of game scoring<br />
: This river system scores an additional point for each lake in the river system<br />
<br />
== End of Game ==<br />
Game ends when there are no more standard tiles to be played. At this point any forests or rivers that have meeples on them ''score nothing'' <br />
Each meadow is scored based on the animals in it for each player's hunter if one player has the majority of hunters only they score in the case of a tie all players score the same points<br />
# Score one points (1) for each deer in the meadow<br />
# Subtract one points (-1) for each tiger in the meadow up to the maximum deer - ''unless the bonus fire tile is in the same field in which case all tigers are ignored''<br />
# Score two (2) points for each auroch (ancient cows) - these are never reduced by tigers<br />
# Score three (3) for each mammoth in the meadow - these are never reduced by tigers<br />
Finally each lake is scored based on huts and (who controls them)<br />
Each lake is scored based on how many fish are in the river system. If one player has the majority of huts only they score in the case of a tie all players score the same points<br />
* Score one point for each fish in the lakes of the river system for each player</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonnehuntersandgatherers&diff=6382Gamehelpcarcassonnehuntersandgatherers2020-12-07T07:54:23Z<p>Tricuspa: /* Bonus Tiles - Gender Neutral term */</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Score the most points by fishing, gathering and hunting. You score with meeples during different times during the game, while huts only score at the end of the game.<br />
The game ends when all normal tiles are expended and someone is not able to play a normal tile.<br />
<br />
== Game-play ==<br />
<br />
: Draw a single tile, decide where to place it on the board rotating it as needed<br />
:* Consider placing a meeple (fisher, gatherer, and hunter) or a hut (fishing village on streams only) on an available forest, meadow, river or lake created by the above tile ''and/or''<br />
:* Close off a stream or forest to score immediate points (for you and/or others). When closing some forest collect a bonus tile and repeat your turn with placing the bonus tile<br />
:: ''You may only gain a single bonus tile per turn''<br />
<br />
== Place a Tile ==<br />
<br />
At the beginning of the game and at the end of your turn draw a tile, if available<br />
<br />
At the beginning of your turn place the tile and then decide if you will place a meeple or hut<br />
<br />
''If you are unable to place the tile, your turn ends''<br />
<br />
<br />
== Place a Meeple or Hut ==<br />
<br />
Meeple perform different roles depending on how they are placed on the tile. They are placed standing up when performing fisher and gatherer roles and laying down when acting as hunters. '''Fishers and gatherers only score during the game while hunters and huts only score at the end of the game'''<br />
''You may only place a meeple (or a hut) on an unoccupied area - no other meeple or huts can be in the same connected area''<br />
<br />
=== Fisher ===<br />
<br />
*A fisher is placed on rivers or on sides of a lake. They score once the stream has two lakes on each side of the fisher<br />
*They score one point for each length of the river and the total fish in the lake(s) between them<br />
*After scored the fisher returns to the owner's pool<br />
<br />
=== Gatherer ===<br />
<br />
*A gatherer is placed on any available forest tile<br />
*The gatherer scores when the forest is closed out on both sides, the player scores two points for each segment of forest his gatherer can reach. If the gatherer connects to a forest tile that has a portion on one side, as well as another side they score for each side of the tile that is reached <br />
*After scored the gatherer returns to the owner's pool<br />
<br />
=== Hunter - End Game Scoring ===<br />
<br />
Hunters are placed flat on the board (not standing) they collect points at the end of the game so never return to the owner's hand. The formula for scoring is as such<br />
# Score one point (1) for each deer in the meadow<br />
# Subtract one point (-1) for each tiger in the meadow up to the maximum deer - ''unless the bonus fire tile is in the same field in which case all tigers are not counted against the hunter(s)''<br />
# Score two (2) points for each auroch (ancient cows) - these are never reduced by tigers<br />
# Score three (3) for each mammoth in the meadow - these are never reduced by tigers<br />
<br />
=== Huts (Fishing Streams) - End Game Scoring ===<br />
Place a hut in any stream or lake at the end of the game you score one point for each fish in the river system the hut connects to<br />
<br />
== Closing Forests and Ending Streams with Fishers in it ==<br />
A fisher or gatherer is scored and picked back up by the player(s) whose color(s) is on the particular stream/lake or forest. In the case of a tie both players get points. '''In the case of one player having a majority over another only the person with the majority scores'''<br />
<br />
=== Closing Forests with a Petroglyph / Bonus Turn ===<br />
Some forests have a petroglyph (look like grey mountains) the player who closes off the forest with at least one meeple in it (may be other players) get to draw a bonus tile from the sixteen (16) available. In addition they get an additional turn to place a tile and place a meeple or hut. ''If the bonus tiles are all used up no bonus turn is granted.''<br />
<br />
== Bonus Tiles ==<br />
<br />
There are sixteen bonus tiles, typically they will have more animals and more fish while certain ones have additional abilities listed below<br />
<br />
; Mushrooms (two enhanced forest tiles)<br />
: A forest with mushrooms that is closed gives three (3) points for each mushroom tile in it<br />
; Logboat (A lake with a person in a kayak)<br />
: When you place the logboat, you immediately score two points for each lake in this tile’s river system, including this tile. Huts do not affect the river system.<br />
; Hunting Trap (two hunters with trap between them)<br />
: You immediately score up to the eight surrounding tiles animals (see Hunter scoring above) - in the same meadow - in addition these animals do not count for end of game scoring<br />
; Shaman (person in upper left + river + forest)<br />
: You may immediately return one of your meeples to your pool - you will not score for this meeple but can reallocate it<br />
; Wildfire (meadow with tiger and flames) - End of game scoring<br />
: All tigers are removed from the connected meadow<br />
; Pit Trap (black pit with spikes) - End of game scoring<br />
: All animals in the surrounding eight tiles score double - tigers still eat deer like normal for hunters<br />
; The Raft (three way river with raft in upper right) - End of game scoring<br />
: This river system scores an additional point for each lake in the river system<br />
<br />
== End of Game ==<br />
Game ends when there are no more standard tiles to be played. At this point any forests or rivers that have meeples on them ''score nothing'' <br />
Each meadow is scored based on the animals in it for each player's hunter if one player has the majority of hunters only they score in the case of a tie all players score the same points<br />
# Score one points (1) for each deer in the meadow<br />
# Subtract one points (-1) for each tiger in the meadow up to the maximum deer - ''unless the bonus fire tile is in the same field in which case all tigers are ignored''<br />
# Score two (2) points for each auroch (ancient cows) - these are never reduced by tigers<br />
# Score three (3) for each mammoth in the meadow - these are never reduced by tigers<br />
Finally each lake is scored based on huts and (who controls them)<br />
Each lake is scored based on how many fish are in the river system. If one player has the majority of huts only they score in the case of a tie all players score the same points<br />
* Score one point for each fish in the lakes of the river system for each player</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=User:Tricuspa&diff=6381User:Tricuspa2020-12-07T07:31:03Z<p>Tricuspa: /* Brief Tria Bio */</p>
<hr />
<div>Tricuspa is an avid game player, designer and a technical writer who likes to volunteer their abilities to improve the availability of documentation. <br />
<br />
'''"Most folks don't bother to read what is written, but it is always nice to have a starting point"'''<br />
<br />
Documentation on BGA that I've worked on<br />
# St. Peteresburg - Strategy Tips<br />
# Via Magica - How to Play<br />
# Eminent Domain - How to Play<br />
# Carcasonne: Hunters and Gatherers - How to Play<br />
<br />
If you have suggestion feel free to '''Talk''' to me (like lover's do)...</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonnehuntersandgatherers&diff=6380Gamehelpcarcassonnehuntersandgatherers2020-12-07T07:21:06Z<p>Tricuspa: /* Game Help - Carcasonne Hunters and Gatherers */</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Score the most points by fishing, gathering and hunting. You score with meeples during different times during the game, while huts only score at the end of the game.<br />
The game ends when all normal tiles are expended and someone is not able to play a normal tile.<br />
<br />
== Game-play ==<br />
<br />
: Draw a single tile, decide where to place it on the board rotating it as needed<br />
:* Consider placing a meeple (fisher, gatherer, and hunter) or a hut (fishing village on streams only) on an available forest, meadow, river or lake created by the above tile ''and/or''<br />
:* Close off a stream or forest to score immediate points (for you and/or others). When closing some forest collect a bonus tile and repeat your turn with placing the bonus tile<br />
:: ''You may only gain a single bonus tile per turn''<br />
<br />
== Place a Tile ==<br />
<br />
At the beginning of the game and at the end of your turn draw a tile, if available<br />
<br />
At the beginning of your turn place the tile and then decide if you will place a meeple or hut<br />
<br />
''If you are unable to place the tile, your turn ends''<br />
<br />
<br />
== Place a Meeple or Hut ==<br />
<br />
Meeple perform different roles depending on how they are placed on the tile. They are placed standing up when performing fisher and gatherer roles and laying down when acting as hunters. '''Fishers and gatherers only score during the game while hunters and huts only score at the end of the game'''<br />
''You may only place a meeple (or a hut) on an unoccupied area - no other meeple or huts can be in the same connected area''<br />
<br />
=== Fisher ===<br />
<br />
*A fisher is placed on rivers or on sides of a lake. They score once the stream has two lakes on each side of the fisher<br />
*They score one point for each length of the river and the total fish in the lake(s) between them<br />
*After scored the fisher returns to the owner's pool<br />
<br />
=== Gatherer ===<br />
<br />
*A gatherer is placed on any available forest tile<br />
*The gatherer scores when the forest is closed out on both sides, the player scores two points for each segment of forest his gatherer can reach. If the gatherer connects to a forest tile that has a portion on one side, as well as another side they score for each side of the tile that is reached <br />
*After scored the gatherer returns to the owner's pool<br />
<br />
=== Hunter - End Game Scoring ===<br />
<br />
Hunters are placed flat on the board (not standing) they collect points at the end of the game so never return to the owner's hand. The formula for scoring is as such<br />
# Score one point (1) for each deer in the meadow<br />
# Subtract one point (-1) for each tiger in the meadow up to the maximum deer - ''unless the bonus fire tile is in the same field in which case all tigers are not counted against the hunter(s)''<br />
# Score two (2) points for each auroch (ancient cows) - these are never reduced by tigers<br />
# Score three (3) for each mammoth in the meadow - these are never reduced by tigers<br />
<br />
=== Huts (Fishing Streams) - End Game Scoring ===<br />
Place a hut in any stream or lake at the end of the game you score one point for each fish in the river system the hut connects to<br />
<br />
== Closing Forests and Ending Streams with Fishers in it ==<br />
A fisher or gatherer is scored and picked back up by the player(s) whose color(s) is on the particular stream/lake or forest. In the case of a tie both players get points. '''In the case of one player having a majority over another only the person with the majority scores'''<br />
<br />
=== Closing Forests with a Petroglyph / Bonus Turn ===<br />
Some forests have a petroglyph (look like grey mountains) the player who closes off the forest with at least one meeple in it (may be other players) get to draw a bonus tile from the sixteen (16) available. In addition they get an additional turn to place a tile and place a meeple or hut. ''If the bonus tiles are all used up no bonus turn is granted.''<br />
<br />
== Bonus Tiles ==<br />
<br />
There are sixteen bonus tiles, typically they will have more animals and more fish while certain ones have additional abilities listed below<br />
<br />
; Mushrooms (two enhanced forest tiles)<br />
: A forest with mushrooms that is closed gives three (3) points for each mushroom tile in it<br />
; Logboat (A lake with a person in a kayak)<br />
: When you place the logboat, you immediately score two points for each lake in this tile’s river system, including this tile. Huts do not affect the river system.<br />
; Hunting Trap (two hunters with trap between them)<br />
: You immediately score up to the eight surrounding tiles animals (see Hunter scoring above) - in the same meadow - in addition these animals do not count for end of game scoring<br />
; Shaman (man in upper left + river + forest)<br />
: You may immediately return one of your meeples to your pool - you will not score for this meeple but can reallocate it<br />
; Wildfire (meadow with tiger and flames) - End of game scoring<br />
: All tigers are removed from the connected meadow<br />
; Pit Trap (black pit with spikes) - End of game scoring<br />
: All animals in the surrounding eight tiles score double - tigers still eat deer like normal for hunters<br />
; The Raft (three way river with raft in upper right) - End of game scoring<br />
: This river system scores an additional point for each lake in the river system<br />
<br />
== End of Game ==<br />
Game ends when there are no more standard tiles to be played. At this point any forests or rivers that have meeples on them ''score nothing'' <br />
Each meadow is scored based on the animals in it for each player's hunter if one player has the majority of hunters only they score in the case of a tie all players score the same points<br />
# Score one points (1) for each deer in the meadow<br />
# Subtract one points (-1) for each tiger in the meadow up to the maximum deer - ''unless the bonus fire tile is in the same field in which case all tigers are ignored''<br />
# Score two (2) points for each auroch (ancient cows) - these are never reduced by tigers<br />
# Score three (3) for each mammoth in the meadow - these are never reduced by tigers<br />
Finally each lake is scored based on huts and (who controls them)<br />
Each lake is scored based on how many fish are in the river system. If one player has the majority of huts only they score in the case of a tie all players score the same points<br />
* Score one point for each fish in the lakes of the river system for each player</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6363Gamehelpeminentdomain2020-12-06T00:14:18Z<p>Tricuspa: /* Produce/Trade Action phase*/</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
'''Only flipped planets with an available slot may Produce. Only planets with a filled slot may Trade'''<br />
<br />
# Produce a single good on an available slot, different slots represent different commodities ''or''<br />
# Trade a single good on a filled slot for one influence.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action phase''' these cards also have symbols and can also be used during the '''Role phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role phase''' similar to planets.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6362Gamehelpeminentdomain2020-12-06T00:04:22Z<p>Tricuspa: /* Technology cards */</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action phase''' these cards also have symbols and can also be used during the '''Role phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role phase''' similar to planets.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6361Gamehelpeminentdomain2020-12-06T00:01:41Z<p>Tricuspa: /* Dissent/Follow phase - Inactive player(s) */</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action Phase''' these cards also have symbols and can also be used during the '''Role Phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role Phase''' similar to planets.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6360Gamehelpeminentdomain2020-12-05T23:59:45Z<p>Tricuspa: /* Gameplay */ Added Dissent/Follow phase</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
=== Dissent/Follow phase - Inactive player(s) === <br />
<br />
During other players' turns you are given the ability to follow the Role of the current player. This allows you to perform an additional albeit limited version of the '''Role Phase'''. If you choose to Dissent instead you draw an additional card from your deck to your hand.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action Phase''' these cards also have symbols and can also be used during the '''Role Phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role Phase''' similar to planets.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6359Gamehelpeminentdomain2020-12-05T22:37:38Z<p>Tricuspa: /* Technology cards */ - Enhanced explantion</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols and require a certain amount settled worlds of the same type.<br />
<br />
Some technology have an action which are played during the '''Action Phase''' these cards also have symbols and can also be used during the '''Role Phase'''. When used as an action they only provide the ability '''not the symbols listed''' on the card.<br />
<br />
Some technologies are permanent and are added to your empire's abilities. If it provides symbols those add during the appropriate '''Role Phase''' similar to planets.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6358Gamehelpeminentdomain2020-12-05T22:15:30Z<p>Tricuspa: /* Research */ - Enhanced explanation and summary of the levels of powers as well as warning about double-sided techs</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card with Research at minus one cost. You must meet the '''world prerequisites''' and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7). ''When the Research stack is depleted you still get the reduced cost of one research symbol.''<br />
*The starting technologies (1 world) give an enhanced action or may act as either symbols.<br />
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand. Those that have an action associated must be played during the '''Action phase''' to get their benefit.<br />
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.<br />
''Intermediate and Advanced Technologies are double-sided so once one side is taken the other side becomes unavailable''<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols.<br />
<br />
They have actions which can be played for the action phase.<br />
Note that the action is not related to the symbols on teh cards, so read the action carefully before playing a technology during the action phase.<br />
<br />
They have symbols which can be used during the role phase.<br />
<br />
Technologies usually go into your hand/deck and can only be used when in your hand, but some technologies are permanent and are added to your empire, where they always have their ability.<br />
<br />
The level 2 and 3 technologies also give you influence points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6357Gamehelpeminentdomain2020-12-05T21:46:39Z<p>Tricuspa: /* Colonize as an Action */</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
# Place the Colonize card on a planet ''or''<br />
# Settle one (1) planet see section under '''Roles''' for more details<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
If the Research stack is depleted get one extra research symbol.<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols.<br />
<br />
They have actions which can be played for the action phase.<br />
Note that the action is not related to the symbols on teh cards, so read the action carefully before playing a technology during the action phase.<br />
<br />
They have symbols which can be used during the role phase.<br />
<br />
Technologies usually go into your hand/deck and can only be used when in your hand, but some technologies are permanent and are added to your empire, where they always have their ability.<br />
<br />
The level 2 and 3 technologies also give you influence points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6356Gamehelpeminentdomain2020-12-05T21:39:07Z<p>Tricuspa: /* Colonize */ addition about no Colonize in deck</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
Place the colonize card on a planet ''or'' settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it. '''or'''''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered. ''Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.''<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
If the Research stack is depleted get one extra research symbol.<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols.<br />
<br />
They have actions which can be played for the action phase.<br />
Note that the action is not related to the symbols on teh cards, so read the action carefully before playing a technology during the action phase.<br />
<br />
They have symbols which can be used during the role phase.<br />
<br />
Technologies usually go into your hand/deck and can only be used when in your hand, but some technologies are permanent and are added to your empire, where they always have their ability.<br />
<br />
The level 2 and 3 technologies also give you influence points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6354Gamehelpeminentdomain2020-12-05T21:03:35Z<p>Tricuspa: /* Colonize */ Reordering and additional clarification on Colonize world/tech power</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
Place the colonize card on a planet ''or'' settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
#Settle one (1) planet. To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a '''Colonize''' power/symbol ''i.e. Your surveyed world requires four colonies to settle. You have already colonized a world with colonize symbol and also have the '''Fertile Ground''' technology. You need only have two colonies on the surveyed world in order to settle it.'' ''or''<br />
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered.<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
If the Research stack is depleted get one extra research symbol.<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols.<br />
<br />
They have actions which can be played for the action phase.<br />
Note that the action is not related to the symbols on teh cards, so read the action carefully before playing a technology during the action phase.<br />
<br />
They have symbols which can be used during the role phase.<br />
<br />
Technologies usually go into your hand/deck and can only be used when in your hand, but some technologies are permanent and are added to your empire, where they always have their ability.<br />
<br />
The level 2 and 3 technologies also give you influence points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6353Gamehelpeminentdomain2020-12-05T20:41:19Z<p>Tricuspa: /* Gameplay */ - Revisions to wording and more details of what happens during the difference phases of the turn.</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck. You customize your deck as you go. During other player's turn you may either '''follow''' their role and perform the actions using cards in your hand or dissent giving you an additional card to use later. On your turn you may perform an action and a role.<br />
<br />
''If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time. Review your cards in front of you to ensure you are getting the most of your turn''<br />
<br />
=== Action phase ===<br />
<br />
On your turn, you may first take an '''Action'''. <br />
This is done by selecting a single card from your hand. Only the '''Action''' listed on the card is performed and other players may not follow.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a '''Role'''.<br />
You always may select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be further boosted by also playing the cards in your hand.<br />
<br />
Once this is done, every other player may either follow your role or '''dissent''' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or less. Additional cards you will discard have an outline on them. You will then draw new cards from your deck up to your card limit.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
Place the colonize card on a planet ''or'' settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet ''or'' settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
If the Research stack is depleted get one extra research symbol.<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols.<br />
<br />
They have actions which can be played for the action phase.<br />
Note that the action is not related to the symbols on teh cards, so read the action carefully before playing a technology during the action phase.<br />
<br />
They have symbols which can be used during the role phase.<br />
<br />
Technologies usually go into your hand/deck and can only be used when in your hand, but some technologies are permanent and are added to your empire, where they always have their ability.<br />
<br />
The level 2 and 3 technologies also give you influence points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&diff=6352Gamehelpeminentdomain2020-12-05T20:17:05Z<p>Tricuspa: /* Aim of the game */ - Additional insight to how to score.</p>
<hr />
<div>== Aim of the game ==<br />
<br />
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using "Technology" cards effectively.<br />
<br />
*Planets typically score between two (2) and five (5) influence a piece.<br />
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.<br />
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.<br />
<br />
== Gameplay ==<br />
<br />
You have a hand of cards dealt from your deck of cards.<br />
<br />
=== Action phase ===<br />
<br />
On your go, you may first take an ''Action''. <br />
This must be selected from the cards in your hand.<br />
<br />
=== Role phase ===<br />
<br />
After your action, you then take a ''Role''.<br />
You may always select any role, and this will usually give you a card from the role stacks which is added to your deck.<br />
When you play a role, its strength can be boosted by also playing the cars in your hand.<br />
<br />
Once this is done, every other player may either follow your role or ''dissent'' in which case they are dealt one card from their deck into their hand.<br />
<br />
=== Cleanup phase ===<br />
<br />
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or below.<br />
If you have less cards than your hand limit you will be dealt new cards from your deck up to your card limit.<br />
<br />
== Game end ==<br />
<br />
The game ends after the turn that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), ''or'' when the influence token supply is exhausted.<br />
<br />
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.<br />
<br />
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.<br />
<br />
== Actions ==<br />
<br />
=== Survey ===<br />
<br />
Draw 2 cards from your deck to your hand.<br />
<br />
=== Warfare ===<br />
<br />
Collect 1 fighter token ''or'' attack 1 planet (use as many fighters as the planet fighter cost to flip it over).<br />
<br />
=== Colonize ===<br />
<br />
Place the colonize card on a planet ''or'' settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).<br />
<br />
=== Produce/Trade ===<br />
<br />
Once you have flipped planets over you may produce/trade on them.<br />
Only planets with a resource slot can produce goods.<br />
<br />
Add one resource token to an upturned planet of your choice ''or'' trade in one reslurce token from a planet and receive an influence token in return.<br />
<br />
=== Research ===<br />
<br />
Remove up to 2 cards from your hand.<br />
<br />
== Roles ==<br />
<br />
When you play a role you may also play cards with that symbol to give more strength to that role.<br />
<br />
When you choose a role you also get the ''leader bonus''.<br />
The following players just play the normal role.<br />
<br />
=== Roles as leader ===<br />
<br />
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.<br />
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played.<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played ''or'' Attack one planet (in the same way as when done as an action).<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet ''or'' settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).<br />
<br />
==== Produce/Trade ====<br />
<br />
Choose either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
If the Produce/Trade resource stack is depleted get one extra resource token.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
If the Produce/Trade resource stack is depleted remove one extra resource token.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
If the Research stack is depleted get one extra research symbol.<br />
<br />
=== Roles for following players ===<br />
<br />
==== Survey ====<br />
<br />
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).<br />
Choose one planet that will be added face-down to your empire.<br />
<br />
==== Warfare ====<br />
<br />
Collect one fighter per warfare symbol played.<br />
<br />
==== Colonize ====<br />
<br />
Place as many colonize cards as played on a planet.<br />
<br />
==== Produce/Trade ====<br />
<br />
You must follow the leaders choice of either ''Produce'' or ''Trade''.<br />
<br />
''Produce'' - Add one resource token per production symbol played onto empty resource slots on your planets.<br />
<br />
''Trade'' - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.<br />
<br />
==== Research ====<br />
<br />
Buy a technology card.<br />
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).<br />
<br />
== Planet cards ==<br />
<br />
Planet cards have a cost in colonies or warfare.<br />
You can turn the planet over by paying ''either'' of these costs'<br />
<br />
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.<br />
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.<br />
Some planets have a +1 game effect which increases your hand limit by 1 card.<br />
<br />
== Technology cards ==<br />
<br />
Technology cards have a cost which is paid with research symbols.<br />
<br />
They have actions which can be played for the action phase.<br />
Note that the action is not related to the symbols on teh cards, so read the action carefully before playing a technology during the action phase.<br />
<br />
They have symbols which can be used during the role phase.<br />
<br />
Technologies usually go into your hand/deck and can only be used when in your hand, but some technologies are permanent and are added to your empire, where they always have their ability.<br />
<br />
The level 2 and 3 technologies also give you influence points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpviamagica&diff=6172Gamehelpviamagica2020-11-18T03:14:26Z<p>Tricuspa: /* Draw Animus Token */ Explanation of how tokens get returned.</p>
<hr />
<div>==Object of Game==<br />
<br />
Score more points than the other players for your portals. Portals are completed by applying matching crystals to every slot. The game ends once someone completes their seventh portal.<br />
<br />
==Game Basics==<br />
<br />
''Select Starting Portals (Cards)''<br />
<br />
''Game Rounds''<br />
<br />
# Draw Animus Token<br />
# Play Crystal to Matching Animus Spot on Portal<br />
# Open Portals – “Incantum” (Complete cards)<br />
## Performing instant actions for Yellow Portals<br />
## Adjust permanent abilities based on Blue Portals<br />
## Take and/or offer bonus if available<br />
## Select a New Portal<br />
## Check if a player has seven (7) portals – End Game<br />
# Repeat<br />
<br />
''End Game''<br />
<br />
# Total Bonuses + Portal Points<br />
# Apply End of Game Scoring<br />
<br />
==Powers of Portals==<br />
<br />
* Purple (Crown) – Scoring Only<br />
* Yellow (Lightning) - Instant Effects<br />
* Blue (Infinity) - Permanent Abilities<br />
* Green (Hourglass)– End of Game Bonuses<br />
<br />
<br />
<br />
==Select Starting Portals==<br />
<br />
You start with seven (7) crystals which are used to place on your portals. Choose from three of the six portals that are available to you. Read each of their ability, note the purple (crown) portals have no special abilities. Completing a portal can give you additional abilities that can make completing other portals easier or improve your score at the end of the game.<br />
<br />
==Game Rounds==<br />
<br />
===Draw Animus Token===<br />
<br />
An animus token is drawn at random from the bag. There are 6 – Air, 5 – Water, 4 – Earth, 3 - Life, 2 -Fire, 1 - Shadow, and 2 - Wild. <br />
<br />
''If a wild card token is drawn all the tokens get returned to the bag and the next player draws from it at the end of the turn.''<br />
<br />
===Play Crystal to Matching Animus Spot on Portal ===<br />
<br />
Players than select a spot for one of their crystals that match the drawn animus. If the player has no crystals left they may move one of their crystals from one of their cards to another of their cards of the animus type.<br />
<br />
Player may also pass if they do not wish to play a crystal, do not have a portal with a matching crystal of that animus, or have no crystals to play.<br />
<br />
===Open Portals (Complete Cards) – “Incantum” ===<br />
<br />
If a player has filled in all the spots for a portal they call “Incantum” to indicate they completed a portal.<br />
<br />
Player in order of Incantum being called perform any of their bonus actions or adjust their abilities.<br />
<br />
Yellow - Instant actions occur first and typically allow you to add or move crystal to other spots on other incomplete portals.<br />
<br />
Blue - Permanent abilities allow you to have more crystals or treat other stones as wildcards<br />
<br />
If you complete a bonus on the top row and it has not already been taken, you gain it automatically.<br />
<br />
To score a bonus from the bottom row you must choose to take it when offered, once you choose one from the bottom row, you may *not* take another nor can you take a less valuable one.<br />
<br />
Finally from the available portals you choose a new portal to replace the one you completed.<br />
<br />
If seven portals have been created by any player all other players complete this round and the end of game occurs<br />
<br />
==End Game==<br />
<br />
Points are added up for each portal each player created. Additionally bonus points are added for any bonuses the player scored during the Incantum round.<br />
<br />
Score Green Portals - Your green portals allow you score more points off the portals you have created. If a card references an animus, then any cards with a single animus of that type offers the additional points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpviamagica&diff=6171Gamehelpviamagica2020-11-18T02:09:02Z<p>Tricuspa: /* Select Starting Portals */ - Correction of starting crystals</p>
<hr />
<div>==Object of Game==<br />
<br />
Score more points than the other players for your portals. Portals are completed by applying matching crystals to every slot. The game ends once someone completes their seventh portal.<br />
<br />
==Game Basics==<br />
<br />
''Select Starting Portals (Cards)''<br />
<br />
''Game Rounds''<br />
<br />
# Draw Animus Token<br />
# Play Crystal to Matching Animus Spot on Portal<br />
# Open Portals – “Incantum” (Complete cards)<br />
## Performing instant actions for Yellow Portals<br />
## Adjust permanent abilities based on Blue Portals<br />
## Take and/or offer bonus if available<br />
## Select a New Portal<br />
## Check if a player has seven (7) portals – End Game<br />
# Repeat<br />
<br />
''End Game''<br />
<br />
# Total Bonuses + Portal Points<br />
# Apply End of Game Scoring<br />
<br />
==Powers of Portals==<br />
<br />
* Purple (Crown) – Scoring Only<br />
* Yellow (Lightning) - Instant Effects<br />
* Blue (Infinity) - Permanent Abilities<br />
* Green (Hourglass)– End of Game Bonuses<br />
<br />
<br />
<br />
==Select Starting Portals==<br />
<br />
You start with seven (7) crystals which are used to place on your portals. Choose from three of the six portals that are available to you. Read each of their ability, note the purple (crown) portals have no special abilities. Completing a portal can give you additional abilities that can make completing other portals easier or improve your score at the end of the game.<br />
<br />
==Game Rounds==<br />
<br />
===Draw Animus Token===<br />
<br />
An animus token is drawn at random from the bag. There are 6 – Air, 5 – Water, 4 – Earth, 3 - Life, 2 -Fire, 1 - Shadow, and 2 - Wild. If there are no animus token than all are put back into the bag and then one is drawn.<br />
<br />
<br />
<br />
===Play Crystal to Matching Animus Spot on Portal ===<br />
<br />
Players than select a spot for one of their crystals that match the drawn animus. If the player has no crystals left they may move one of their crystals from one of their cards to another of their cards of the animus type.<br />
<br />
Player may also pass if they do not wish to play a crystal, do not have a portal with a matching crystal of that animus, or have no crystals to play.<br />
<br />
===Open Portals (Complete Cards) – “Incantum” ===<br />
<br />
If a player has filled in all the spots for a portal they call “Incantum” to indicate they completed a portal.<br />
<br />
Player in order of Incantum being called perform any of their bonus actions or adjust their abilities.<br />
<br />
Yellow - Instant actions occur first and typically allow you to add or move crystal to other spots on other incomplete portals.<br />
<br />
Blue - Permanent abilities allow you to have more crystals or treat other stones as wildcards<br />
<br />
If you complete a bonus on the top row and it has not already been taken, you gain it automatically.<br />
<br />
To score a bonus from the bottom row you must choose to take it when offered, once you choose one from the bottom row, you may *not* take another nor can you take a less valuable one.<br />
<br />
Finally from the available portals you choose a new portal to replace the one you completed.<br />
<br />
If seven portals have been created by any player all other players complete this round and the end of game occurs<br />
<br />
==End Game==<br />
<br />
Points are added up for each portal each player created. Additionally bonus points are added for any bonuses the player scored during the Incantum round.<br />
<br />
Score Green Portals - Your green portals allow you score more points off the portals you have created. If a card references an animus, then any cards with a single animus of that type offers the additional points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Gamehelpviamagica&diff=6154Gamehelpviamagica2020-11-15T07:57:27Z<p>Tricuspa: Complete rewrite in MediaWiki format</p>
<hr />
<div>=Object of Game=<br />
<br />
Score more points than the other players for your portals. Portals are completed by applying matching crystals to every slot. The game ends once someone completes their seventh portal.<br />
<br />
=Game Basics=<br />
<br />
''Select Starting Portals (Cards)''<br />
<br />
''Game Rounds''<br />
<br />
# Draw Animus Token<br />
# Play Crystal to Matching Animus Spot on Portal<br />
# Open Portals – “Incantum” (Complete cards)<br />
## Performing instant actions for Yellow Portals<br />
## Adjust permanent abilities based on Blue Portals<br />
## Take and/or offer bonus if available<br />
## Select a New Portal<br />
## Check if a player has seven (7) portals – End Game<br />
# Repeat<br />
<br />
''End Game''<br />
<br />
# Total Bonuses + Portal Points<br />
# Apply End of Game Scoring<br />
<br />
=Powers of Portals=<br />
<br />
* Purple (Crown) – Scoring Only<br />
* Yellow (Lightning) - Instant Effects<br />
* Blue (Infinity) - Permanent Abilities<br />
* Green (Hourglass)– End of Game Bonuses<br />
<br />
<br />
<br />
=Select Starting Portals=<br />
<br />
You start with six (6) crystals. Choose from three of the six portals that are available to you. Read each of their ability, note the purple (crown) portals have no special abilities. Completing a portal can give you additional abilities that can make completing other portals easier or improve your score at the end of the game.<br />
<br />
=Game Rounds=<br />
<br />
==Draw Animus Token==<br />
<br />
An animus token is drawn at random from the bag. There are 6 – Air, 5 – Water, 4 – Earth, 3 - Life, 2 -Fire, 1 - Shadow, and 2 - Wild. If there are no animus token than all are put back into the bag and then one is drawn.<br />
<br />
<br />
<br />
==Play Crystal to Matching Animus Spot on Portal ==<br />
<br />
Players than select a spot for one of their crystals that match the drawn animus. If the player has no crystals left they may move one of their crystals from one of their cards to another of their cards of the animus type.<br />
<br />
Player may also pass if they do not wish to play a crystal, do not have a portal with a matching crystal of that animus, or have no crystals to play.<br />
<br />
==Open Portals (Complete Cards) – “Incantum” ==<br />
<br />
If a player has filled in all the spots for a portal they call “Incantum” to indicate they completed a portal.<br />
<br />
Player in order of Incantum being called perform any of their bonus actions or adjust their abilities.<br />
<br />
Yellow - Instant actions occur first and typically allow you to add or move crystal to other spots on other incomplete portals.<br />
<br />
Blue - Permanent abilities allow you to have more crystals or treat other stones as wildcards<br />
<br />
If you complete a bonus on the top row and it has not already been taken, you gain it automatically.<br />
<br />
To score a bonus from the bottom row you must choose to take it when offered, once you choose one from the bottom row, you may *not* take another nor can you take a less valuable one.<br />
<br />
Finally from the available portals you choose a new portal to replace the one you completed.<br />
<br />
If seven portals have been created by any player all other players complete this round and the end of game occurs<br />
<br />
=End Game=<br />
<br />
Points are added up for each portal each player created. Additionally bonus points are added for any bonuses the player scored during the Incantum round.<br />
<br />
Score Green Portals - Your green portals allow you score more points off the portals you have created. If a card references an animus, then any cards with a single animus of that type offers the additional points.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Tips_saintpetersburg&diff=5768Tips saintpetersburg2020-09-30T08:29:30Z<p>Tricuspa: /* Building Phase */</p>
<hr />
<div>== Saint Petersburg ==<br />
Saint Petersburg is a simple engine building game where you are trying to balance rubles (money/purchasing power) with victory points. The object is to make sure you can afford more and more as the game progresses but quickly turn money into victory by mid-game.<br />
<br />
===General===<br />
*'''Be aware of how much your opponents have to spend.'''<br />
*Things that drop to the next level are one less.<br />
*Each card lowers the cost of the same type of card.<br />
*Dual functions (generate rubles and victory) are almost always good investments.<br />
*Recognize who goes first for the each phase on the next round is important.<br />
<br />
===Worker Phase===<br />
#'''Always purchase the most workers you can afford at the beginning.'''<br />
#Each worker lowers the cost of the same type of worker. This is especially important with the miner and the lumberjack, which will pay you back almost immediately after the 1st or 2nd is purchased.<br />
#Make sure you have the ability to trade a worker to another role.<br />
<br />
===Building Phase===<br />
#'''Make sure you have a building to trade, always.'''<br />
#Do NOT overspend at the beginning but be aware of the scores acquired by your opponent per round of each building.<br />
#If you are falling behind it is more important to spend money on a good building that will score you more per round than a lesser building. The more rounds you can use it the more valuable it will prove.<br />
#When trading to a dual function building identify what you need more at the time. Generally at the beginning having a little extra money to spend in Aristocrat phase. Near end game you want Victory Points.<br />
#The Pub should be played conservatively (if at all) at the beginning and liberally at the end provided you have excesses.<br />
#'''ANY''' building can be traded to a better building especially ones you have no further use for.<br />
#''The observatory is a powerful building which generally should be used for it special ability every turn unless you are falling being in VP. Even if you can't build it, you can spoil/discard it from others getting it.''<br />
<br />
===Aristocrat Phase===<br />
*'''Aim high, you want the maximum amount of "different" aristocrats''' by end game this means you want close to ten this is less likely in a multi-player game but a lack of having the ability will likely ''ruin'' you.<br />
*If you can afford a dual function pay for it unless your opponent seems to holding back their money just don’t stack your tableau with the same types.<br />
<br />
===Trade Phase===<br />
*Everything in the bottom row will be cleared, generally speaking make sure that everything at the top allows for an even amount of purchases in a worst case scenario<br />
*Let some trade cards fall to cheaper prices and snap them up immediately in the next worker or building phase.<br />
*Consider storage of valuable trades that you can use (or give additional slots).<br />
*''Almost NEVER'' consider downgrading a trade the cost is always one but generally what you get is less than what you need, save that for more workers better buildings.<br />
<br />
===End Game===<br />
*'''End game''' occurs when one stack is unable to replenish the vacancies on the board. Look ahead to see if it is likely to happen on the round. Only ONE deck needs to be exhausted.<br />
*Make sure to clear your storage this round or face a whopping negative five (-5) per card.<br />
*The trade phase is only important for Aristocrat diversity and that may be luck of the draw, generally speaking only the Worker, and Building Phase are important.<br />
*Clearing workers primary give you more slots but are overall not very valuable (or cost) they generally should be avoided this round unless you are trying to make sure the end of the game occurs.<br />
*''Rubles are only worth a single victory point for every ten''' Even a five point building will score you a better ratio unless you are trying to limit your opponents options.<br />
*Spend as much of it that you can that round this usually means maxing your pub unless an additional Aristocrat will score you more but if you are expecting it from the Trade phase (just don't count on it).<br />
<br />
== Final Notes ==<br />
There are always exceptions to the above suggested strategies. Observing what you and your opponents need (and has) is fundamental to Saint Petersburg. Once you get good, a game can take fifteen minutes and you will discover those subtleties. In additional even taking one or two of those into account if you are new to the game will pick up your pace quickly.</div>Tricuspahttp://en.doc.boardgamearena.com/index.php?title=Tips_saintpetersburg&diff=5406Tips saintpetersburg2020-09-01T08:38:57Z<p>Tricuspa: A detailed strategy guide to those that need to level up their game.</p>
<hr />
<div>== Saint Petersburg ==<br />
Saint Petersburg is a simple engine building game where you are trying to balance rubles (money/purchasing power) with victory points. The object is to make sure you can afford more and more as the game progresses but quickly turn money into victory by mid-game.<br />
<br />
===General===<br />
*'''Be aware of how much your opponents have to spend.'''<br />
*Things that drop to the next level are one less.<br />
*Each card lowers the cost of the same type of card.<br />
*Dual functions (generate rubles and victory) are almost always good investments.<br />
*Recognize who goes first for the each phase on the next round is important.<br />
<br />
===Worker Phase===<br />
#'''Always purchase the most workers you can afford at the beginning.'''<br />
#Each worker lowers the cost of the same type of worker. This is especially important with the miner and the lumberjack, which will pay you back almost immediately after the 1st or 2nd is purchased.<br />
#Make sure you have the ability to trade a worker to another role.<br />
<br />
===Building Phase===<br />
#'''Make sure you have a building to trade, always.'''<br />
#Do NOT overspend at the beginning but be aware of the scores acquired by your opponent per round of each building.<br />
#If you are falling behind it is more important to spend money on a good building that will score you more per round than a lesser building.<br />
#When trading to a dual function building identify what you need more at the time.<br />
#The Pub should be played conservatively (if at all) at the beginning and liberally at the end.<br />
#'''ANY''' building can be traded to a better building even ones you don’t have further use for.<br />
#''The observatory is a powerful building which generally should be used for it special ability every turn. Even if you can't build it, you can spoil it from others getting it.''<br />
<br />
===Aristocrat Phase===<br />
*'''Aim high, you want the maximum amount of "different" aristocrats''' by end game this means you want close to ten this is less likely in a multi-player game but a lack of having the ability will likely ''ruin'' you.<br />
*If you can afford a dual function pay for it unless your opponent seems to holding back their money just don’t stack your tableau with the same types.<br />
<br />
===Trade Phase===<br />
*Everything in the bottom row will be cleared, generally speaking make sure that everything at the top allows for an even amount of purchases in a worst case scenario<br />
*Let some trade cards fall to cheaper prices and snap them up immediately in the next worker or building phase.<br />
*Consider storage of valuable trades that you can use (or give additional slots).<br />
*''Almost NEVER'' consider downgrading a trade the cost is always one but generally what you get is less than what you need, save that for more workers better buildings.<br />
<br />
===End Game===<br />
*'''End game''' occurs when one stack is unable to replenish the vacancies on the board. Look ahead to see if it is likely to happen on the round. Only ONE deck needs to be exhausted.<br />
*Make sure to clear your storage this round or face a whopping negative five (-5) per card.<br />
*The trade phase is only important for Aristocrat diversity and that may be luck of the draw, generally speaking only the Worker, and Building Phase are important.<br />
*Clearing workers primary give you more slots but are overall not very valuable (or cost) they generally should be avoided this round unless you are trying to make sure the end of the game occurs.<br />
*''Rubles are only worth a single victory point for every ten''' Even a five point building will score you a better ratio unless you are trying to limit your opponents options.<br />
*Spend as much of it that you can that round this usually means maxing your pub unless an additional Aristocrat will score you more but if you are expecting it from the Trade phase (just don't count on it).<br />
<br />
== Final Notes ==<br />
There are always exceptions to the above suggested strategies. Observing what you and your opponents need (and has) is fundamental to Saint Petersburg. Once you get good, a game can take fifteen minutes and you will discover those subtleties. In additional even taking one or two of those into account if you are new to the game will pick up your pace quickly.</div>Tricuspa