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Gamehelptashkalar

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Modalità di gioco

Su Board Game Arena, Tash-Kalar può essere giocato da 2 a 4 giocatori e in 2 distinte modalità:

- "Forma Suprema": I giocatori realizzano punti quando completano un obiettivo corrente e per i pezzi leggendari presenti nell'Arena. Questa modalità è disponibile solo per 2 giocatori.

- "Duello Mortale": Non ci sono obiettivi da completare. I giocatori realizzano punti distruggendo pedine nemiche, evocando creature leggendarie e quando l'avversario invoca una carta impeto. il Duello Mortale può essere giocato da 2 a 4 giocatori.

Il gioco in scatola prevede anche modalità a squadra in entrambe le modalità.

Setup

Ogni giocatore inizia con 6 carte pescate a caso: 3 esseri del proprio mazzo, 2 leggendari e 1 impeto.

Nella modalità "Forma Suprema", vengono rivelati 3 obiettivi correnti più 1 come prossimo obiettivo.

Nella modalità "Duello Mortale", il giocatore che gioca per secondo piazza 1 pezzo comune di ogni colore nei quadrati marcati dell'Arena.

Game play

Si comincia dal primo giocatore scelto a caso e si procede in senso orario. Ogni turno prevede 2 azioni, tranne il giocatore iniziale che ha solo 1 azione disponibile come primo turno.

Azioni possibili:

- "Piazzare 1 pezzo semplice" del tuo colore su un quadrato vuoto. Se non hai pezzi disponibili devi riprendere 1 dei tuoi pezzi semplici o eroici già piazzati sull'Arena in precedenza e dopo piazzarlo dove vuoi.

- "Evocare un essere". Leggi più avanti

- "Scartare 1 carta essere del tuo mazzo". Se lo fai puoi anche mettere una o più carte (anche leggendarie o impeti) in fondo al rispettivo mazzo di pesca.

Le azioni possono essere eseguite in qualsiasi ordine. Puoi prima "piazzare" e poi "evocare" o viceversa (puoi fare una sola azione di scarto per turno). Devi sempre usare le tue azioni disponibili. Puoi invocare un impeto (leggi più avanti) prima o dopo un'azione. Invocare un impeto non costa nessuna azione.

Il tuo turno finisce pescando altrettante carte di quante ne sono state giocate, in modo da avere sempre 3 carte essere del tuo mazzo, 2 leggendarie e i impeto. Se peschi l'ultima carta del tuo mazzo, potresti finire la partita anche con meno di 3 carte essere in mano.

"Forma Suprema": Alla fine del tuo turno puoi completare solamente 1 dei compiti disponibili, se hai soddisfatto i suoi requisiti.

"Duello Mortale": Alla fine del tuo turno, realizzi punti per le pedine nemiche distrutte: 2 punti per una leggendaria, 1 punto per un'eroica e 1 punto per ogni coppia di pedine semplici distrutte.

Nella Mischia Mortale (3-4 giocatori) fai punti per ogni pedina nemica distrutta nei diversi colori. Il tuo punteggio finale è determinato dal colore nel quale hai il punteggio più basso.

Non realizzi punti se distruggi tue pedine e per tutte le pedine semplici nemiche spaiate di un solo colore. Puoi appaiare 2 pedine semplici nemiche di diverso colore e decidere in quale colore realizzare i punti. Realizzi 1 punto (nel colore che preferisci) ogni volta che evochi 1 leggenda (promuovere un pezzo eroico non conta come un'evocazione leggendaria). Se il tuo avversario invoca 1 carta impeto tu guadagni 1 punto.

Summoning a being

To summon a being, use 1 action and do the following:

- Play the card from your hand and choose a square on the board where your pieces match the pattern on the card. The pattern can be rotated (by 90, 180, or 270 degrees). Mirror images and flips also count as a match. The pieces used to summon the being can be the same rank as those depicted in the pattern or higher rank. Empty squares are not important to the pattern.

- Place a piece of the indicated rank (upper left corner of the card) on the square indicated by the white-framed square in the pattern. This square may be empty, unless the pattern says it must be occupied by one of your pieces. If the square is occupied by a piece of the same rank or lower, destroy that piece when you put the new piece on the square. If the square is occupied by a piece of higher rank, you cannot summon the being. If all your pieces of that type are already on the board, you may still be able to summon the being by picking up a piece that is not required for the pattern and use it as the new piece.

- Once the new piece is on the board, resolve the effect printed on the card.

- After resolving the effect, discard the card.

Invoking a flare

You can invoke a flare on your turn before or after any action. To invoke a flare, you must meet at least one of the criteria:

- You meet the upper criterion if one of your opponents has that many more upgraded pieces (heroic and legendary) on the board than you.

- You meet the lower criterion if one of your opponents has that many more pieces (total) on the board than you.

If you meet the upper criterion, you resolve the upper effect. If you meet the lower criterion, you resolve the lower effect. If you meet both, you resolve the upper effect first, then the lower. If you meet the criteria against several opponents, you choose against whom you compare. Once the card has been resolved, discard it.

Resolving effects of beings and flares

No other action can be taken and no flare can be invoked until the entire effect of the card is resolved. Some parts of an effect may be optional:

- May indicates that a certain part of an effect is optional.

- Up to always includes 0.

Any parts that are not specified as optional are mandatory. If an effect cannot be performed fully, do the parts that can be done. When a card uses its own name, it is referring to the piece on the board that represents the summoned being.

Keywords:

- Upgraded piece: a heroic or legendary piece.

- Non-legendary piece: a common or heroic piece.

- Piece: If a piece is not specified as belonging to you or an opponent, then the effect includes any player's piece.

- Marked space: a colored space in the pattern. If the text does not refer to marked spaces, the colored spaces in the pattern are just illustrational.

- Adjacent square: one of eight squares sharing an edge (orthogonally adjacent) or a corner (diagonally adjacent) with a given square. If the given square is not specified, assume it is the square currently occupied by the newly summoned piece.

- Distance: the shortest number of moves required to get from one square to another. For example, adjacent squares are at distance 1.

- Move: A move is always onto an adjacent square. A move onto an occupied square destroys the piece that was there.

- Standard move: This type of move can be only onto an empty square or a square occupied by a piece of lower rank.

- Combat move: This type of move can be only onto an empty square or a square occupied by a piece of equal or lower rank.

- Standard leap and combat leap: A leap is the same as a move, except the square doesn’t have to be adjacent. If not specified, a leap can be onto any square on the board.

- Place: Like the “place” action. However, if there is no piece of the specified color and rank available, the piece cannot be placed.

- Upgrade: Legendary pieces cannot be upgraded. To upgrade a common piece, flip it over. To upgrade a heroic piece, remove it and replace it with a legendary piece. If none is available, the heroic piece cannot be upgraded.

- Downgrade: Common pieces cannot be downgraded. To downgrade a heroic piece, flip it over. To downgrade a legendary piece, replace it with a heroic piece. If none is available, the legendary piece cannot be downgraded.

- Destroy: To destroy a piece, remove it from the board.

- Convert: To convert an enemy piece, replace it with one of your pieces of the same rank (unless a different rank is specified).

When keeping track of how many enemy pieces you destroyed, count pieces you destroyed during summoning, pieces you destroyed with moves and leaps, pieces you destroyed with a “destroy” effect, and pieces you converted. Neither upgrading nor downgrading ever counts as destroying a piece.

The end of the game

The end of the game is triggered when a player draws the last card from his or her deck.

In High Form, the end of the game is also triggered if a player has 9 or more points at the end of any player’s turn. Count the points for tasks claimed (by the player or by the team) plus 1 point for each legendary piece of that player’s color currently on the board. (It doesn’t matter how the piece became legendary.)

In Deathmatch, the end of the game is also triggered if a player reaches or surpasses 18 points.

Once the turn that triggers the end is done, play continues so that each player gets one more turn, including the player whose turn triggered the end. Then the game ends. The player with more points wins. If there is a tie, the tiebreakers are, in this order: number of upgraded pieces on the board and then total number of pieces on the board. If there is still a tie, it remains unbroken.


These rules are extracted from CGE's full rules for Tash-Kalar.