This is a documentation for Board Game Arena: play board games online !

Gamehelpdebriumtreasure

From Board Game Arena
Jump to navigation Jump to search

Debrium: Treasure is a bidding and risk-management game for 3–4 players. You are corporations mining valuable treasure hidden in the debris around an abandoned orbital station. The game lasts 10 rounds; the player with the most victory points wins.

Object of the game

Mine the debris chips stacked on the board with your workers to collect victory points. But mining is dangerous: near the end of each round a debris fall occurs, and any workers at the impact point fail their mining. Extra workers cost coins, and to gain coins you must give up mining for a round and take additional funds instead. Push your luck and mine, or step back and refill your purse — these choices decide the game.

The board and debris chips

  • The game board is a 4×4 grid of 16 spaces (rows A–D × columns 1–4). At the start of the game, each space holds a face-down stack of 2 debris chips of level 1–3.
  • Each debris chip has a level (1–4). Mining a chip requires exactly as many workers as its level. Higher-level chips are generally worth more points.
  • The number (victory points) on the face of a chip is only ever seen by the player who collected it.
  • The 10 level-4 debris chips form the "debris pile" beside the board; one of them falls onto the board at every debris fall.

Round structure

Each round consists of the following 6 phases.

1. Bidding for turn order

All players simultaneously and secretly bid any number of coins (0 is allowed). Players act in order from the highest bid to the lowest; ties keep their current relative order. All coins bid are placed in the additional-funds pool.

The player who acts last this round takes a debt card.

2. Action selection

In turn order, each player chooses one of:

  • Mine
  • Get additional funds

3. Mining preparation

A player who chose "Mine" immediately places their workers.

  • You have 2 workers per round by default. You may hire extra workers for coins, up to 5 total, for this round only (+1 worker = 1 coin, +2 = 3 coins, +3 = 5 coins). Coins paid go to the additional-funds pool.
  • Place exactly as many workers as the level of the debris chip you want to mine — no more, no fewer.
  • You may place workers on several spaces, as long as you have enough workers.
  • You cannot place workers on a space already occupied by another player's workers, so acting earlier is an advantage.

4. Additional funds

After everyone has chosen their action, the coins in the additional-funds pool are split evenly among all players who chose "Get additional funds". Any remainder stays in the pool. If the pool holds fewer coins than the number of those players, nobody gets anything.

Note that coins paid this very round for bids and worker hiring are part of the payout — that is the whole point.

5. Debris fall

One circle chip (columns 1–4) and one square chip (rows A–D) are drawn from the debris-fall bag, determining where the debris falls.

  • Any workers on the impact space fail their mining and are returned to their owner.
  • Burst: if two circle chips with the same number, or two square chips with the same letter, are ever on display together, a burst occurs. Every worker in that entire row or column fails and is returned, and all coordinate chips of that shape go back into the bag.
  • Finally, a level-4 debris chip from the debris pile is placed face down on the impact space. It can be mined from the next round on (level 4, so it takes 4 workers).

6. Mining

Workers still on the board after the debris fall each collect the top debris chip of their space. Only the owner may look at its number. Once the top chip is mined, the chip beneath becomes available from the next round on.

All workers are then removed from the board and the next round begins (everyone is back to 2 workers).

Game end and scoring

The game ends at the end of the round in which the debris pile runs out (the chip placed by the final debris fall cannot be mined).

The player with the highest total of the following wins:

  1. The sum of the numbers on your collected debris chips
  2. The number of coins you hold (with the expansion, each skill coin is also worth 1 point)
  3. The Mining King achievement: +15 points
  4. Minus points from debt cards

Mining King: awarded to the player who collected the most debris chips — only the count matters, not levels or numbers. Ties go to the player earliest in the turn order of the final round.

Debt card penalties

Cards Penalty
1 -1 point
2 -3 points
3 -6 points
4 -12 points
5 or more -15 points

Expansion rules (company skills)

With the expansion option enabled, each player starts with 1 skill coin, and each company has a unique skill.

  • Skill coins can be bid for turn order just like normal coins (and can also pay for worker hiring).
  • A player who paid a skill coin in the bid may activate their company skill on their turn that round (only once per round even if several were paid; activating is optional).
  • When additional funds are distributed, normal coins are split first, then skill coins are split separately in the same way.
  • At game end, each skill coin you hold is worth 1 point.

Company skills

  • Red (Dynamo Gravitas): This turn you may place 2 workers on any space, regardless of its level.
  • Blue (Infinitia Techno): When you collect debris this turn, if a chip remains beneath it you take that extra chip too (choose one space if you collected several; you may not peek at the number underneath beforehand).
  • Yellow (Gold Rushaina): When your turn comes, immediately take up to 5 normal coins from the additional-funds pool.
  • Green (Clean Spacias): This turn your worker-hire cost is reduced by 3 coins; players acting after you pay 3 coins more.

Tips

  • Every bid ends up in the additional-funds pool, so "Get additional funds" can be very lucrative in a round where everyone else bid big.
  • A row or column whose coordinate chip is already on display is one draw away from a burst. Check the displayed coordinate chips before placing workers.
  • The last player in turn order takes a debt card each round. Debt penalties accelerate (1 card = -1, 4 cards = -12), so don't let yourself get stuck in last place round after round.