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== DESCRIPTION & OBJECTIVE ==
#REDIRECT [[Gamehelpmetromania]]
 
Each player represents a subway-building company,
and will dig two subway lines across the city.
The goal is to connect important destinations - residential
areas, commercial areas, and entertainment areas - and to
provide them with subway stations.
Take advantage of other players lines (for example, stations
are built wherever two lines meet ; you can win points at the
end by sharing the quickest trip), and try also to deroute or
even block off your opponents at the right time, to keep them
from well completing their lines!
At the end of the game, the city government will run seven
"test trips" between designated destinations, placed by the
players themselves during the game.
For each test trip, the fastest connection between the two
points will be rewarded with Public Utility Points, and the
player whose subways have the most points wins!
 
== GAME COMPONENTS & SET UP ==
 
'''Game Board'''
To set up the board, take the four border pieces and put
them together. Take the six triangular "city" pieces, and
arrange them randomly within the border.
 
'''Counters'''
Each player takes a set of counters of a particular color.
Each has a score marker (showing a subway train),
which is placed on the gameboard on the "0" space
of the scoring track.
Each player also has counters for two subway lines:
one with a solid color, and another with a "striped" color.
Each line should have a Start marker (white arrow),
an End marker (black arrow), and eighteen triangular
Tunnel counters.
There are also twelve Destination markers. Each is marked
with a letter (A-F), and is paired with another Destination
marker. These will be the destinations that will be "tested"
after the building phase is complete. The summary of these
tests is in the upright corner of the board.
Finally, there are thirty "station" markers, which are set by the
side of the board, and are not controlled by any player.
The map is made up of smaller triangles, which are either
blank, have a destination symbol, or a lake/park. Along the
edge of the city are white arrows indicating where a subway
line starts, and black arrows indicating where they exit the city
 
== THE COURSE OF THE GAME ==
 
'''Installation'''
Take the destination markers and shuffle them letter-sidedown.
With 4 players, each player takes one Residential, one
Commercial, and one Entertainment Destination at random.
That player then secretly looks at his markers. If two have
the same letter, he puts one back and draws a new one until
all three have different letters. When all the players have
their three Destination markers, they flip them letter-side-up
in front of them, visible for others.
With 3 players, each player takes one more Destination marker.
With 2 players, each player gets 6 Destination markers: one
player gets the Destinations A,B,C,D,E,F shown on the left of
the gameboard test Summary, the other player uses the ones
on the right.
 
'''Player turn'''
The most "urbane" player begins.
Play goes clockwise starting with the first player. On one's
turn, the player MUST do one and only one of the following:
- Dig 3 tunnels (to continue one or both of his lines) or
- Build an intermediate station (on one of his lines)
 
'''Starting a line'''
Each player has two subway lines.
On his first turn, a player must, of course, begin a subway
line - but only one!
A subway line must start from an empty space with a white
arrow along the edge of the city. To start a line, place its first
tunnel, topped with its "start" marker, in any of these spaces.
Then continue normally the line in the city by digging the
remaining tunnels.
When you will begin your second subway line at any subsequent
turn, it must start on one of the "opposite" edges from
where your first line began.
 
'''Digging tunnels'''
Subway lines are built in the city by placing Tunnels in the
triangular spaces. Only one tunnel may be placed in a space,
and must conform to the following:
- A line must always be built from its terminus; and never "branch off"
- A line may not be continued with an acute angle. EXCEPTION: when a line terminates at a station, it may be built out from that station at any angle, even acute.
- A line may never make a loop or double back on itself
If you choose to dig tunnels on your turn, you MUST place
3 tunnels (unless it is only possible to place fewer).
If you have two lines, you may distribute your 3 tunnels
between them as you wish.
 
'''Special areas'''
The start or end spaces (with an arrow) along the edges of
the city can only be used to start or end a line.
Tunnel counters may never be placed on the park or the lake.
When a player places a tunnel counter on top of a destination
area, the player must place immediatly one of his
Destination markers on that tunnel piece (of the appropriate
type, of course), letter-side up.
If a player does not have the appropriate marker, the player
may not place that tunnel piece on the destination.
Furthermore, each player may only place one destination
marker per turn, and two destinations of the same letter
cannot touch, either on an angle or on the side.
 
'''Stations'''
Most of the stations are created while digging tunnels.
A station is immediately placed when:
- The line being dug joins another line. In this case, a station is placed where the two lines meet up.
- The line, which was running alongside another line, splits off from it. In this case, a station is placed where the line splits off.
- When a line, running alongside another line, changes side, NO STATION is placed.
The player scores 1 point for each destination area on the
board that touches the station.
He continues to dig tunnels after placing a station, if he still
has some left to build. (i.e., building a station like this does
not stop your tunneling.)
 
'''Intermediate stations'''
In lieu of digging tunnels, a player may use all his turn to
place one station anywhere on one of his lines, between two
preexisting stations. A starting or ending marker counts as a
station for this purpose.
Points are scored as for stations placed while digging tunnels.
 
'''Ending lines'''
A line ends on a space with a black arrow. The player digs
his last tunnel on that space, topped with an "End Line"
counter.
A line may not end on the same edge as it started, nor on an
adjoining edge to that "start edge," unless all the end spaces
on the allowed sides are already taken.
When a line ends, that player may immediately place an
intermediate station anywhere on the line. However, once a
line is completed (with this bonus station), the player may
never place an intermediate station on that line again
 
'''End of the building phase'''
Players continue building until one of the following occurs:
- A player has completed both of his lines
- A player places the last station available
- Five lines are either completed, or blocked and unable to be completed
Note : a line is blocked if it can no longer be extended, typically
because all the spaces at its end are already occupied,
forbidden, or has run out of tunnels.
Then all other players have one last turn to play.
After, scoring begins.
 
== THE SCORING PHASE ==
 
'''Lines scoring'''
First, scores are adjusted as follows:
- Players who completed both of their lines lose no points.
- Players who completed only one line lose half their points (rounded down)
- Players who completed none of their lines lose all their points.
Adjust the scoring markers accordingly.
 
'''Test trip scoring'''
Each test trip runs between destination markers of the same
letter: A to A, then B to B, and so on. You can see the summary
of these trips in the upright corner of the board.
For each trip, determine the shortest route:
- a trip takes 1 minute to go from one station to another (no matter how many tunnel pieces are in between)
- and 3 minutes to change from one line to another.
A trip may have more than one fastest route.
Each player who has a line making up part of the fastest
route gets 3 points, plus a bonus of 3 points if he placed
one of the destination markers (i.e., if the marker is
on a tunnel piece of the player's color).
A player may only get points once for each test, even if the
player is involved in more than one route.
Players who are not involved in the fastest route never get
any point.
 
'''Impossible trips'''
Sometimes, a test run may be impossible.
If that is the case, a city investigation takes place to determine
the guilty party or parties:
- If the destination marker was never placed on the board, the guilty party is the player who didn't place the marker.
- If the marker was placed but nobody put a station touching it, the guilty party is the player who placed the destination.
- If the markers were both placed, but no route exists between the two, both players who placed the markers are guilty.
The guilty party or parties loose 6 points
 
'''Final test'''
The last test run is between the park and the lake. Determine
the fastest route, as always. Each player involved in the fastest
route gets 5 points.
Important note : if your score goes beyond 20 points, move
your marker normally, but place one of your tunnels near the
20 to show that. If your score goes below 0 point, place one
of your tunnels near the 0.
 
== THE WINNER ==
 
At the end of the game, the player with the most points is
crowned King of the Subway - i.e., WINS.
If there is a tie, the winner is the player who finished the
most lines; if there is again a tie, the winner is the player who
placed the most tunnels.
If there is still a tie, litigation is the only possible solution.
 
== SPECIAL RULES ==
 
Two players
End of game: 3 lines finished and/or blocked ends the building
phase. The other conditions still unchanged.
Test trip scoring: when lines of both players are involded in
the fastest route, the player who placed the most tunnels in
this route only gets points. If there's a tie, nobody gets points.
In case of an impossible trip, if both players are guilty, no one
looses points.
 
Three players
End of game: 4 lines finished and/or blocked ends the building
phase. The other conditions still unchanged.
Test trip scoring: same as with four players.
 
== VARIANTS ==
 
Unfair Municipality (3-4 players)
Each player keeps his destination markers letter-side-down
in front of him. The markers are only revealed when they are
placed on a destination area in the city.
 
No Corruption (3-4 players)
Ah, everything is straight and clear… Because each player
takes pre-etablished destination markers and keeps them in
front of him, letter-face-up, of course!
 
4 players
Player 1: A Residential, B Commercial, C Entertainment
Player 2: D Residential, A Commercial, E Entertainment
Player 3: F Residential, E Commercial, B Entertainment
Player 4: C Residential, D Commercial, F Entertainment
 
3 players :
Player 1: A & D Residential, B Commercial, C Entertainment
Player 2: C Residential, A & E Commercial, F Entertainment
Player 3: F Residential, D Commercial, B & E Entertainment
 
Metromania Official Rulebook, Spiel or Face

Latest revision as of 21:17, 10 November 2023

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