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(Created page with "===Overview=== X ===Turn=== First, reveal a Universal Rule, this will have some effect unique to this round that may not follow the normal rules Second, each player is dealt 4 cards Third, draft these cards, picking one to keep each exchange, with the final 4th card being discarded Fourth, choose the order of your three cards and lay them out in the desired sequence Fifth, shuffle the deck including the discarded card and deal another 4 cards per player Sixth, h...")
 
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===Overview===
===Overview===


X
Draft and play cards to gain points in various ways and capture 2 Sailors first




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Seventh, add these three new cards to the left &/or right of your previous 3 as you wish. You may not rearrange the first set of three, nor place cards between them.
Seventh, add these three new cards to the left &/or right of your previous 3 as you wish. You may not rearrange the first set of three, nor place cards between them.
===Round End===
After each player has drafted and placed the 6 cards, a scoring phase occurs
The scoring is in the following order: Hearts, Parts, Flow, then Charm
Hearts - The player with the most hearts scores points equal to the difference e.g. 5 vs 3 would score 2 points
Parts - Adjacent cards of the same colour form a Part. If you have less than 3 Parts, you score 0 here. The score of a part is its size multiplied by its size, e.g. a part of size 1 is 1 point, part of size 2 is 4 points and so on. If a Part includes a Sun & Moon, score 3 points for an Eclipse.
Flow - Each Part has a preferred colour to be followed by, this is not required, but if you do you gain bonus point for Flow. The score is progressive, if your next Part Flows you score 1 point, if the Part after that flows too you get 2 points extra and so forth e.g. a four Part Flow would score 10 points 1+2+3+4
Charm - Most cards have a Sail on one side with half a Charm, if you match up two halves of the same charm you get the points in the Roman Numerals next to it (1-4)
The player with the most points wins the round and takes the Universal Rule, flipping it to gain a Sailor (which also provides a Heart for future rounds)
If the scores are Tied, no one wins a Sailor and the Universal Rule is just discarded
===Game End===
The game ends when a player captures their second sailor, they win!
Summarised by https://boardgamearena.com/player?id=90078516

Latest revision as of 19:05, 22 June 2024

Overview

Draft and play cards to gain points in various ways and capture 2 Sailors first


Turn

First, reveal a Universal Rule, this will have some effect unique to this round that may not follow the normal rules

Second, each player is dealt 4 cards

Third, draft these cards, picking one to keep each exchange, with the final 4th card being discarded

Fourth, choose the order of your three cards and lay them out in the desired sequence

Fifth, shuffle the deck including the discarded card and deal another 4 cards per player

Sixth, have a second draft phase, again ending with 3 cards each

Seventh, add these three new cards to the left &/or right of your previous 3 as you wish. You may not rearrange the first set of three, nor place cards between them.


Round End

After each player has drafted and placed the 6 cards, a scoring phase occurs

The scoring is in the following order: Hearts, Parts, Flow, then Charm

Hearts - The player with the most hearts scores points equal to the difference e.g. 5 vs 3 would score 2 points

Parts - Adjacent cards of the same colour form a Part. If you have less than 3 Parts, you score 0 here. The score of a part is its size multiplied by its size, e.g. a part of size 1 is 1 point, part of size 2 is 4 points and so on. If a Part includes a Sun & Moon, score 3 points for an Eclipse.

Flow - Each Part has a preferred colour to be followed by, this is not required, but if you do you gain bonus point for Flow. The score is progressive, if your next Part Flows you score 1 point, if the Part after that flows too you get 2 points extra and so forth e.g. a four Part Flow would score 10 points 1+2+3+4

Charm - Most cards have a Sail on one side with half a Charm, if you match up two halves of the same charm you get the points in the Roman Numerals next to it (1-4)

The player with the most points wins the round and takes the Universal Rule, flipping it to gain a Sailor (which also provides a Heart for future rounds)

If the scores are Tied, no one wins a Sailor and the Universal Rule is just discarded


Game End

The game ends when a player captures their second sailor, they win!


Summarised by https://boardgamearena.com/player?id=90078516