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How to play? This section of the rulebook explains how you and your friends are going to play the game. You will be the First Player and it will be your responsibility to patiently explain the rules to the other players (they will be the Opponents). The game is divided into rounds, each with 3 turns for 3 players or 4 turns for 2 and 4 players. In each round, players have the opportunity to place bulbs on the Active Specimen cards. The round consists of playing one turn for all Active Specimens on the table. As the First Player, your role is to choose the sequence of how the turns are played this round. Place the First Player token of your color on an active card of your choice (that will be the first card to be enchanted). In each turn, starting with the First Player and going clockwise, decisions will be made that will allow you to enchant the Active Specimen or manage your hand of cards to maximize your score.

On their turn each player may choose one of three available actions:

A. Play any number of enchantment cards from their hand face down on the table. B. Exchange up to 2 enchantment cards from your hand for 2 new ones from the deck C. Pass your turn and pick up 1 enchantment card from the deck Note: Barring an advanced variant explained later in this rulebook, you cannot play cards of a different color than the active Baelfungious.

A. Play any number of Charm Cards When you choose to play cards, you make a bet against your opponents with the numerical value of the cards in your hand. The cards must be the same color to count as a Charm bet. Choose cards from your hand and place them face down in front of you. Turn order begins with the First Player and continues with the player to the left. When everyone has taken their turn, players reveal their cards at the same time and whoever has the highest number by adding the values ​​of their played Charm Cards wins. The winner of the bet is rewarded with the privilege of placing a bulb on the card. In case of a tie, no one places the bulb on the card and this Baelfungious is ignored for this round.

B. Swap Up to 2 Charm Cards On your turn, you may choose not to play any Charm cards on Baelfungious, giving you the opportunity to adjust your hand for future turns. You may swap up to 2 cards for 2 new ones from the deck. Discard cards from your hand to a discard pile next to the Charm card deck. Cards in the discard pile must be placed face up. When you choose this action and the Charm deck runs out, shuffle the discard pile and create a new Charm deck from the face down cards.

C. Pass Your Turn and Draw a Card

Part of your strategy is creating a winning hand. You may pass your turn and add 1 extra card to your hand. If you already have 7 cards (hand limit 3-4 players) or 9 cards (limit 2 players), ignore the extra card. When you choose this action and the Charm deck runs out, shuffle the discard pile and create a new Charm deck.

Once all Active Specimens are played, the round is over. Baelfungious cards that have been completed must be returned to the inactive card row in the player's play area. Baelfungious cards that have not yet been completed remain in play.

New Round Before starting a new round, if a Baelfungious has left the play area, all players replenish their hand of enchantment cards up to the hand limit. The First Player role is passed to the player on the left. Players who collected the completed Baelfungious will replenish them with an empty one of the same color. Start the round by choosing the first specimen to be enchanted, by placing the First Player token on that card.

Cards In addition to the numerical enchantment cards, there are 2 special cards: the Wild (2 cards) and the Double (4 cards, one of each color). The Wild, when revealed, wins the bet of its symbol automatically. The Double multiplies the sum of the total value of your bet by 2. Doubles can only be used to multiply cards of the specific color and can only be played on a Baelfungious of the same color.

End of the Game The game ends at the end of the round in which a player’s last Baelfungious is put into play as an active card.

How to Win The player with the most points wins. To score points, players must check the bulbs they played during the game. In the event of a majority or a tie of bulbs on a completed card, the player scores extra points. To calculate the final score, players must tally: • 2 points for each majority of bulbs on a completed card. • 1 point for each tie on a completed card. • 1 point for each bulb played on any Baelfungious. In the event of a tie, the victory is shared.