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Revision as of 16:28, 10 August 2023 by Prometheus Game Labs (talk | contribs) (Updated rules)
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A turn has two main steps:

  1. Move a Meeple
  2. Activate the space

Move a Meeple

Move 1 available meeple to an adjacent empty space. Meeples with a Daimyo marker are unavailable. Meeples may not move diagonally or share spaces

Place your Daimyo on the meeple you just moved.

Once per game, the player with the Influence token may discard it from the game to remove a Daimyo marker from a meeple before they move.

Activate the space

Resolve the effects on the space moved to, in any order you choose:

Gold/Food Take the shown amount of Gold or Food (up to a maximum of 7 of each)

Build Take 1 Building by paying the cost shown at the bottom of the tile OR Remove 1 of your Buildings from the game to gain 1 VP

Action For each Action symbol, you may take 1 action of your choice:

  • Trigger an Objective - Evaluate the leftmost Objective. Give the points shown on the Objectives track to the winning player (or neither, in the event of a tie). Turn the Objective face down. Note: you may only score 1 Objective per turn.
  • Activate your Building - Use the ability of 1 Building that includes an Action symbol. Note: You may only use each building once per turn.
  • Trade - Exchange any number of resources at a 2:1 ratio.
  • Donate - Spend 5 Gold OR spend 5 Food to gain 1 VP.

Advanced Mode

Advanced game modes add Advanced Objectives, and alternative movement abilities for each meeple (when used, these alternate moves replace ordinary moves for the turn).

  • 1A (SIMPLE) Use the meeple’s movement ability by paying the costs
  • 2A (COMPLEX) Use the meeple’s movement ability without paying any costs.
  • 1B/2B (MODERATE) Combine with variant 1A or 2A above. Randomly select either the coloured (available) or grey (unavailable) side for available abilities.


The alternative movement abilities are:

  • SUMO STABLES (2 Food) Push an adjacent meeple into an empty space. Move into the space they left.
  • NINJA DOJO (2 Gold) Swap the Ninja with another meeple. Resolve the Ninja’s space.
  • GEISHA HOUSE (1 Food + 1 Gold) Remove any Daimyo marker from the Geisha. Then move the Geisha normally.
  • SAMURAI SCHOOL (1 Food + 1 Gold) Move the Samurai diagonally.

Reference

Buildings

Barracks (3 Gold) Spend 1 Action and 3 Gold to gain 1 VP.

Broker (2 Gold) Spend 1 Action to gain 2 Gold.

Castle (5 Gold + 5 Food) Immediately gain 2 VP.

Gold Mine (1 Gold + 3 Food) Gain 1 extra Gold on a space that grants Gold.

Guard House (2 Gold + 1 Food) Spend 2 Gold to place the Guard House on an empty space. Return it on your next turn.

Market (1 Gold + 1 Food) Spend 1 Action to trade any number of resources at a 1:1 ratio.

Rice Paddy (3 Gold + 1 Food) Gain 1 extra Food on a space that grants Food.

School (1 Gold + 1 Food) Spend 1 Action and any 4 resources to gain 1 VP.

Shrine (3 Food) Spend 1 Action and 3 Food to gain 1 VP.

Stables (1 Gold + 1 Food) Spend 1 Food to move 1 additional space during the move step. Resolve only the final space.

Statue (3 Gold + 3 Food) Immediately gain 1 VP.

Yatai (2 Food) Spend 1 Action to gain 2 Food.

Objectives

FAQ

Can I move the same meeple I moved last turn?

No, you must move an unmarked meeple.


How many of each resource can I have?

You can have both 7 Food and 7 Gold. Note that there are only 13 of each resource available.


What if the Guard House building blocks all possible moves?

The Guard House may not be placed such that the opponent has no available moves.


What else can I use the build space for?

Purchased Buildings can be gifted to the town (permanently removed from the game) to gain 1 VP.