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**or Union Muscle (move Action Token ahead or behind in a location).
**or Union Muscle (move Action Token ahead or behind in a location).
*Patent Office: Take 1 New Part, either from the parts next to the game or from the New Parts stack.
*Patent Office: Take 1 New Part, either from the parts next to the game or from the New Parts stack.
*Junk Yard: Take up to 2 Junk Parts, either from the parts next to the game or from the New Parts stack.
*Junk Yard: Take up to 2 Junk Parts, either from the parts next to the game or from the New Junk Parts stack.
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)



Revision as of 08:33, 23 April 2013

It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear & Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is now on Kickstarter.

QUICK RULES REFERENCE

ROUND SEQUENCE AND PHASES

  • I. Plan actions.
  • II. Resolve actions.
  • III. Refresh Patent Office and Junk Yard.

LOCATION ACTIONS

  • Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.
    • Black Market (draw 3 New Parts and keep 1),
    • Espionage (steal a part from another player),
    • or Union Muscle (move Action Token ahead or behind in a location).
  • Patent Office: Take 1 New Part, either from the parts next to the game or from the New Parts stack.
  • Junk Yard: Take up to 2 Junk Parts, either from the parts next to the game or from the New Junk Parts stack.
  • Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)

REQUIREMENTS OF A COMPLETE AUTOMOBILE

  • Each automobile requires a Motor, Fuel supply for each Motor, Steering, Gear and two Axles.
  • Each type of part (electric, gasoline, steam) requires a Motor and Supply of same type.
  • Each part on the top row requires a part on the bottom row and vice versa.
  • Each Axle supports only the five parts surrounding it.

GAME END

  • There are not enough tiles to refill a location from the refill Stack.

OR

  • One of the players has a complete automobile with at least twelve parts on it.

SCORING

  • VP according to Investors
  • +1 VP for each part in one largest continuous area
  • -1 VP for each point of Volatility

BEGINNER TIPS

  • Keep an eye on what other players are doing.
  • Make sure to build often enough so you don't end up with a full hand and unspent actions.
  • It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs.
  • The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.
  • Remember that you can upgrade multiple junk parts with one workshop action.
  • Reading the actual rules helps also.