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Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet “Earth”, and to scoop up as many of the inhabitants as you can manage. We are interested in samples of the Chicken, Cow, and Human populations, so that we can determine which of them is actually in charge. The Earthlings might manage to put up a feeble defense, but surely nothing that a small taste of your Death Rays can’t handle. Make Mars proud... be the first Martian to fill your abduction quota!
For tips on how to play martian dice, see <b>[[Tips_martiandice|Tips_MartianDice]]</b>
 
== Theme ==
 
* ''Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet “Earth”, and to scoop up as many of the inhabitants as you can manage.''
* ''We are interested in samples of the Chicken, Cow, and Human populations, so that we can determine which of them is actually in charge.''
* ''The Earthlings might manage to put up a feeble defence, but surely nothing that a small taste of your Death Rays can’t handle.''
* ''Make Mars proud... be the first Martian to fill your abduction quota!''


== How to play ==
== How to play ==


# Roll all of the available dice. If there are no available dice, proceed to Scoring.
Every Turn is divided into Rounds
# Set aside all Tanks, adding them to any Tanks set aside earlier this turn.
 
# From the remaining dice, choose one type (Chickens, Cows, Humans, or Death Rays) and set aside all dice of that type. Chickens, Cows, or Humans may not be chosen if you have already set that type aside this turn. Death Rays may always be chosen, and are added to any Death Rays set aside earlier this turn. If you cannot set aside any dice based on these restrictions, your turn is over; proceed to Scoring.
Every Round, players roll dice and set some of them aside. Rounds follow the following structure:
# You may choose to end your turn and proceed to Scoring, or return to step 1 to continue rolling.
 
1. If there are no available dice to roll, your turn is over; proceed to Scoring.
Otherwise, roll all of the available dice.
 
2. Humans Attack: Set aside all Tanks, adding them to any Tanks set aside earlier this turn. (In BGA, this is done automatically for you.)
 
3. From the remaining dice, set aside as many or as few as you want following these rules:
 
a) Abduction: Choose one type (Chickens, Cows, Humans, or Death Rays) and set aside all dice of that type. Note that Chickens, Cows, or Humans '''''may not be chosen if you have already set that type aside this Turn.'''''
 
b) Defence: Death Rays '''may always be chosen''', and are added to any Death Rays set aside earlier this turn.
 
4. If you cannot set aside any dice based on these restrictions, your turn is over; proceed to Scoring.
Otherwise, continue.
 
5. End of Round: You may choose to end your turn and proceed to Scoring, or return to step 1 to continue rolling.
 
 
'''''The dice''''': Each die features 1 Tank, 2 Death Rays, 1 Human, 1 Cow, and 1 Chicken.


== Scoring ==
== Scoring ==


First, compare the number of Tanks set aside to the number of Death Rays set aside. If there are more Tanks than Death Rays, you must flee without any abductees; you score zero points for the round, regardless of how many other dice you set aside. If you set aside at least as many Death Rays as Tanks, then you have successfully fended off the Earthling military and will score points for your abductees as follows:
* First, compare the number of Tanks set aside to the number of Death Rays set aside.
* 1 Point for each Human, each Cow, and each Chicken that you set aside.
* If there are more Tanks than Death Rays, you must flee without any abductees; you score zero points for the round, regardless of how many other dice you set aside.
* 3 bonus points if you set aside at least one of all three Earthling types.
* If you set aside at least as many Death Rays as Tanks, then you have successfully fended off the Earthling military and will score points for your abductees as follows:
Record your score and pass the dice to the next player.
** 1 Point for each Human, each Cow, and each Chicken that you set aside.
** 3 bonus points if you set aside at least one of all three Earthling types.
* Record your score and pass the dice to the next player.


== Game End ==
== Game End ==


The game end is triggered when one player reaches a total score of 25 points or more. Once this
* The game end is triggered when one player reaches a total score of 25 points or more.
happens, the round is completed so that all players have had the same number of turns. At the end
* Once this happens, the round is completed so that all players have had the same number of turns.
of that round, the player with the most points wins the game! In the case of a tie, each tied player
* At the end of that round, the player with the most points wins the game!
rolls 6 of the Martian Dice, and the player who rolls more Death Rays wins!
* In the case of a tie, each tied player rolls 6 of the Martian Dice, and the player who rolls more Death Rays wins!

Latest revision as of 00:45, 7 October 2022

For tips on how to play martian dice, see Tips_MartianDice

Theme

  • Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet “Earth”, and to scoop up as many of the inhabitants as you can manage.
  • We are interested in samples of the Chicken, Cow, and Human populations, so that we can determine which of them is actually in charge.
  • The Earthlings might manage to put up a feeble defence, but surely nothing that a small taste of your Death Rays can’t handle.
  • Make Mars proud... be the first Martian to fill your abduction quota!

How to play

Every Turn is divided into Rounds

Every Round, players roll dice and set some of them aside. Rounds follow the following structure:

1. If there are no available dice to roll, your turn is over; proceed to Scoring. Otherwise, roll all of the available dice.

2. Humans Attack: Set aside all Tanks, adding them to any Tanks set aside earlier this turn. (In BGA, this is done automatically for you.)

3. From the remaining dice, set aside as many or as few as you want following these rules:

a) Abduction: Choose one type (Chickens, Cows, Humans, or Death Rays) and set aside all dice of that type. Note that Chickens, Cows, or Humans may not be chosen if you have already set that type aside this Turn.

b) Defence: Death Rays may always be chosen, and are added to any Death Rays set aside earlier this turn.

4. If you cannot set aside any dice based on these restrictions, your turn is over; proceed to Scoring. Otherwise, continue.

5. End of Round: You may choose to end your turn and proceed to Scoring, or return to step 1 to continue rolling.


The dice: Each die features 1 Tank, 2 Death Rays, 1 Human, 1 Cow, and 1 Chicken.

Scoring

  • First, compare the number of Tanks set aside to the number of Death Rays set aside.
  • If there are more Tanks than Death Rays, you must flee without any abductees; you score zero points for the round, regardless of how many other dice you set aside.
  • If you set aside at least as many Death Rays as Tanks, then you have successfully fended off the Earthling military and will score points for your abductees as follows:
    • 1 Point for each Human, each Cow, and each Chicken that you set aside.
    • 3 bonus points if you set aside at least one of all three Earthling types.
  • Record your score and pass the dice to the next player.

Game End

  • The game end is triggered when one player reaches a total score of 25 points or more.
  • Once this happens, the round is completed so that all players have had the same number of turns.
  • At the end of that round, the player with the most points wins the game!
  • In the case of a tie, each tied player rolls 6 of the Martian Dice, and the player who rolls more Death Rays wins!