https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Ez0ah&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T13:15:13ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolstis&diff=19988Gamehelpsolstis2024-02-10T15:36:18Z<p>Ez0ah: Created page with "Prouvez votre valeur et gagnez le plus d'étoiles possible en parcourant la montagne, rencontrant des esprits et en allumant des feux sur les sommets. == Tour de jeu == === Reconstituer le panorama === A votre tour, sélectionnez une tuile de votre main et vérifiez si une capture à lieu. - Si la valeur ou la couleur de cette tuile correspond à celle d'une des tuiles faces visibles de la file, cette carte de la file est capturée. Si plusieurs tuiles sont capturable..."</p>
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<div>Prouvez votre valeur et gagnez le plus d'étoiles possible en parcourant la montagne, rencontrant des esprits et en allumant des feux sur les sommets.<br />
<br />
== Tour de jeu ==<br />
<br />
=== Reconstituer le panorama ===<br />
A votre tour, sélectionnez une tuile de votre main et vérifiez si une capture à lieu.<br />
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- Si la valeur ou la couleur de cette tuile correspond à celle d'une des tuiles faces visibles de la file, cette carte de la file est capturée. Si plusieurs tuiles sont capturable, vous ne capturez qu'une d'entre elles, au choix. Les tuiles jouées et capturées sont alors placées sur leur emplacement dans le panorama de la montagne. S'il y avait une tuile face cachée sous la tuile capturée, celle-ci est retournée face visible.<br />
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- Seconde chance : Si aucune capture n'est possible avec la tuile sélectionnée, celle-ci est placée dans la file, face visible. Puis, piochez une tuile de la pioche pour tenter une nouvelle capture. Si c'est possible, une capture est réalisée de la même manière.<br />
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- Si la tuile piochée ne permet toujours pas de capture, elle est ajoutée à la file, face visible, et vous gagnez une tuile arc-en-ciel. Placez cette tuile à l'emplacement vide de votre choix dans votre panorama.<br />
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Vous finissez votre tour en piochant une tuile panorama.<br />
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''Note : Si vous récupérez plus tard une tuile qui correspond à une position où se trouve un arc-en-ciel:''<br />
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''- si l'arc-en-ciel est bloqué sous un esprit, la tuile panorama est défaussée;''<br />
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''- si l'arc-en-ciel est libre, vous pouvez replacer l'arc-en-ciel ailleurs et placer la tuile panorama à son emplacement.''<br />
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=== Esprits ===<br />
Vous rencontrez un esprit par tour, si vous avez formé un carré de 4 tuiles panorama. Lors d'une rencontre, vous pouvez:<br />
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- rencontrer 1 esprit face visible, à côté de la pioche esprit;<br />
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- piocher 2 esprits face caché, en rencontrer 1 et replacer l'autre face visible à côté de la pioche.<br />
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L'esprit rencontré est placé au centre du carré nouvellement formé par les tuiles panorama.<br />
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Attention, même si vous réalisez plusieurs carrés dans votre panorama lors d’un même tour de jeu, vous ne pouvez rencontrer qu’un seul Esprit sur ce tour.<br />
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== Fin du jeu ==<br />
Lorsque la pioche panorama est épuisée, les joueurs continuent de jouer chacun leur tour, tant qu'ils peuvent réaliser une capture avec une tuile en main. Si vous ne pouvez pas réaliser de capture, vous devez passer. La partie prend fin lorsque les deux joueurs ont passé.<br />
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=== Calcul des scores ===<br />
Dans votre plus grande zone de tuiles adjacente, chaque tuile panorama rapporte 1 étoile. Les cartes arc-en-ciel peuvent servir à étendre votre zone, mais elles ne rapportent pas de point dans ce contexte.<br />
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Chaque tuile avec une icône de feu, que l'on peut relier par un chemin continu de tuiles jusqu'à la ligne du bas, rapporte 1 étoile.<br />
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Certains esprits donnent des étoiles supplémentaires en fin de partie.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphumanity&diff=17750Gamehelphumanity2023-08-08T19:03:01Z<p>Ez0ah: </p>
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<div>== GAME OBJECTIVE ==<br />
The player with the most points at the end of the game wins the game of Humanity. To do this, expand your Base by deploying Production Modules, Research Modules, and Greenhouses; complete the Missions that you are asked to do; and carry out Scientific Experiments to move forward on the Research Track and earn additional victory points at the end of the game.<br />
<br />
== PLAYING THE GAME ==<br />
The game is played over 3 “years”. Each year consists of several turns. On their turn, a player performs 1 action with an Astronaut. It is then the turn of the player to their left, and so on. When the players can no longer use any Astronauts, the main board is reset and a new round begins. When there are no more tiles for the current year to reset the main board with, the players move on to the next year. At the end of Year 3, victory points are counted.<br />
<br />
=== 1. Perform an Action===<br />
The player whose turn it is (starting with the player who has the Patch token) chooses an Astronaut to perform one of the following actions:<br />
<br />
A) Work on the Base: The player uses their Astronaut's Work value to activate tiles in their Base.<br />
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B) Deploy a Module: The player sends an Astronaut to the main board to install a Module in their Base in exchange for resources.<br />
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C) Carry out an Experiment: The player sends an Astronaut to the main board to complete an Experiment in exchange for resources.<br />
====A) Work on the Base====<br />
- The player chooses an active Astronaut, meaning one who is present in their Base and facing towards them.<br />
<br />
- They then use that Astronaut’s Work points to activate 1 or more tiles in their Base. The tiles that can be activated with the Astronaut's Work points are those marked with the Arrow symbol, of which there are 2 types: Modules and Obstacles. The activations of these 2 types of tiles are explained below.<br />
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- Once the player has finished their actions, they turn the Astronaut just used so they are facing away from them. That Astronaut is no longer active and cannot be used again during this round.<br />
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'''Activating a Module''': When most Modules are activated, they produce resources that are stored on that Module until spent. Modules with one Arrow symbol require 1 Work point to activate them and are mostly related to the production of basic resources. Modules with two Arrow symbols require 2 Work points and are mostly related to the production of advanced resources. Each time a player activates a Module, it is turned a quarter turn clockwise to produce the resource indicated on the Module. The number of resources that a player has are indicated at the bottom of the tile. When they have the maximum amount of resources produced by the Module in stock, it cannot be activated again until the resources are spent.<br />
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''Important: Production Modules with the time symbol work differently. Each time they are activated, their effect is applied immediately. The tile does not have to be turned.''<br />
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'''Activating an Obstacle''': An Obstacle requires 1 Work point to activate. Each time a player activates an Obstacle, it is turned clockwise a quarter turn to make it lose 1 resistance point. As soon as the research point symbol reaches the bottom of the tile, the Obstacle is destroyed: The player earns 3 research points. The Obstacle is removed from the game and the free space can now be used.<br />
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Note: Players can activate Modules and Obstacles in any order, and the same tile can be activated several times in the same turn.<br />
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At the beginning of the game, all Astronauts have a Work value of 2. If a player does not spend all the Work points of their Astronaut, there is no compensation and unspent Work points are lost.<br />
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====B) Deploy a Module ====<br />
This action symbolizes an Astronaut riding a transport rover to the AMBS (Automated Module Building Station), where they select a module pre-assembled by the station, then bring it back to their base to be connected.<br />
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- The player chooses the Module they want to deploy from the main board, regardless of whether there is another Astronaut positioned in front of it.<br />
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- They spend the resources indicated on the Module by taking them from their Base. This step is detailed below.<br />
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- Their active Astronaut is moved in front of the Module. This Astronaut will remain in this location until the player is able to retrieve them.<br />
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''Important: An Astronaut placed next to the main board is no longer active and therefore cannot be used to perform any actions.''<br />
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- The player places the Module in their Base, in the direction shown in the illustration, in the exact place where the Astronaut who deployed it was located. If it is marked on the Module, the player immediately earns research points on the Research Track or a victory point on the Score Track.<br />
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- They then check to see if their new Module completes a square of four Modules. If it does, they immediately earn a victory point token, which they place at the intersection of the four Modules, and move forward 1 space on the Score Track. They also check to see if the square they have just formed allows them to upgrade an Astronaut. This step is described below.<br />
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'''Spending Resources''': To spend resources, choose a module in your base that has at least 1 resource in stock and turn it a quarter turn counterclockwise. In this way, the required resources can be spent by rotating the same Module several times and/or as many Modules as necessary. Once the Module has reached 0 resources in stock, it cannot spend any more resources until it produces new ones. Spending resources is not an action and does not require spending Work points. <br />
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'''Basic Resources''': ice, methane, and insects <br />
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'''Advanced Resources''': oxygen, aircarbon, and protein preparation <br />
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'''Special Resources''': electricity <br />
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3 identical basic resources can be spent at any time instead of 1 corresponding advanced resource: <br />
<br />
- 3 ice > 1 oxygen <br />
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- 3 methane > 1 aircarbon <br />
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- 3 insects > 1 protein preparation <br />
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1 electricity can be spent instead of ice or methane or insects <br />
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In both cases, the reverse is not possible. <br />
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The Astronaut used to deploy the Module, the one with 2 Work points left, is sent to the main board in front of the chosen Module. The Module is placed in the empty space left by the Astronaut.<br />
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You apply the effect of the deployed Module, immediately gaining 2 research points plus 3 research points for each [orange picto] adjacent Module. You therefore move forward 5 points on the Research Track. It is now the turn of the person to your left.<br />
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Greenhouse Modules: There are 3 types of Greenhouses: round, rectangular, and octagonal. A greenhouse awards victory points when a player places it.<br />
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- '''Placement Rules''': You cannot deploy 2 Greenhouses of the same type next to each other. 3 connected Greenhouses must be of 3 different types. You cannot deploy more than 3 connected Greenhouses.<br />
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- '''Earning Points''': If only 1 Greenhouse has been deployed, place 1 victory point on it (this will allow points to be recounted at any time) and move forward the same amount on the Score Track. If a Greenhouse is deployed adjacent to another one, place 2 victory points on it and move forward on the Score Track. If a Greenhouse is deployed that makes up a set of 3, place 3 points on it and move forward on the Score Track.<br />
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''Note: There is a special Greenhouse, a “wild”, whose type is chosen by the player. This choice may change depending on the Greenhouses that are placed around it.''<br />
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''Important: In the rules, when “adjacent” Modules are mentioned, it means orthogonally adjacent—i.e., they have one side in common; diagonals are not included. Exceptions to this rule are specified in full.''<br />
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'''Upgrading an Astronaut''': If the Module that was just deployed completes a square of 4 Modules, a victory point is added. Then, the player checks the number of colors that make up that square. If this square is composed of 1 or 2 Module colors, the Work value of any 1 of their Astronauts is increased by 1 point, whether they are in their Base or beside the main board, active or not. (If there are more than 2 colors, you do not get to upgrade an Astronaut.) If the player needs to upgrade their Astronauts by more than 1 Work point (because several squares were completed at the same time), they may distribute the upgrades as desired. The Work token in the stand of the figurine is flipped over or replaced. The Astronaut stays where they were and in the same state. The maximum Work value of an Astronaut is 4; once they have reached this, they cannot be upgraded further.<br />
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====C) Carry out an Experiment ====<br />
This action symbolizes an Astronaut carrying out a scientific experiment ordered by engineers on Earth, allowing them to earn research points. There are 3 types of Experiments: Left side – Center – Right side. Experiments can earn victory points when a player places them. To earn the most points, the player must try to form groups of 3 Experiments of different types. A group of Experiments can be formed in any order and several groups can be started at the same time.<br />
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- The player chooses an Experiment on the main board, regardless of whether there is another Astronaut in front of it.<br />
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- They spend the resources indicated on the Experiment by taking them from their Base.<br />
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- As for the deployment of a Module, an active Astronaut is moved from their Base to in front of the Experiment. This Astronaut will remain in this location until the player is able to retrieve them.<br />
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''Important: An Astronaut placed next to the main board is no longer active and therefore cannot be used to perform any actions.''<br />
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- The player places the Experiment next to their Base, visible to all. If it is the first Experiment of a group, they earn no points. If it is the second Experiment of a group, they earn 1 point on the Score Track. If it is the third Experiment of a group, they earn 2 points on the Score Track. Thus, a complete group is worth 3 points. In addition, if a victory point is shown on the tile, they earn it immediately on the Score Track.<br />
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- The player also earns the indicated number of research points, moving forward on the Research Track, and applies any effect shown there. <br />
=== Step 2. Mission Check===<br />
After completing their action, the player must check to see if they have completed a Mission. If the player is the first to complete that Mission, they take the associated Science token and place it behind their game aid. They also take the Mission tile, place it in plain view in front of them, and immediately earn 3 victory points on the Score Track.<br />
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The player will keep the Science token until the end of the game, but the Mission tile may be stolen from them if someone else does better than they did in the accomplishment of that Mission. In this case, the new player earns 3 points while the earlier player must move back 3 spaces on the Score Track. The tile can be passed from one player to another every time the objective is exceeded.<br />
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===Step 3. End of the Turn===<br />
Once the player has completed their turn (1 action + Mission check), it becomes the turn of the player to their left, and so on. <br />
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If a player has no more active Astronauts in their Base (they are all either exhausted or around the main board), that player must skip their turn.<br />
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''Note: During a full game round, the players will not necessarily all play the same number of turns. Some players will finish sooner than others. One person may even be the last one able to play and take several turns while the others skip theirs.''<br />
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===End of a Round and Reset ===<br />
When no player has any active Astronauts left, the game round is over and the players move on to reset the main board for the next game round:<br />
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- The Patch token is passed to the next player in a clockwise direction.<br />
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- If the first 2 Modules, placed under the white crosses, have not been deployed, they are removed from the game.<br />
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- The remaining Modules are shifted clockwise around the main board without leaving any empty hangars between them. The articulated arm is turned clockwise until it is placed on the last empty hangar.<br />
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- All Astronauts overtaken by the articulated arm are returned to their players. Any Astronauts in front of the articulated arm (like the green Astronaut in the example) as well as any Astronauts that have not been overtaken remain beside the main board.<br />
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- The empty hangars are then filled in a clockwise direction with Modules of the current year. The Experiment wheel is not touched; it will remain as it is until the end of the year.<br />
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''Important: If it is not possible to fill all the hangars with Modules because the deck has run out, the end of the year is triggered. The reset is stopped for now, and see the next section, "End of the Year". If the deck runs out, but all of the hangars have been filled, it is not yet the end of the year.''<br />
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- All players place the Astronauts they have recovered back into their Bases. Each Astronaut must be placed orthogonally adjacent to at least 1 Module (Obstacles are not Modules). In addition, the Astronaut must be active (i.e., facing the player).<br />
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''Important: Players should think carefully before placing their Astronauts, because they will not be able to move them unless they send them to the main board, and because it is only at their location that new Modules can be built.''<br />
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- All the Astronauts already in a player’s Base remain in their place and are made active.<br />
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- A new game round can begin.<br />
===End of the Year===<br />
If there are not enough Modules from the current year to fill all the hangars on the main board during Step 5 of the reset, the current year ends. Move on to the next year and continue the reset as follows:<br />
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- Players earn a number of Science tokens equal to the highest number they have reached on the Research Track, plus the number of players behind them on the Research Track (with 2 players, whoever is in the lead earns 2 extra Science tokens). These are placed behind the player’s game aid. Then each player returns their Research marker to the start space of the track.<br />
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- All Experiments are removed from the main board and are replaced with 7 Experiments from the new year.<br />
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- All empty hangars are filled with Modules from the new year. Any Modules from the previous year remain on the main board.<br />
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- The recovered Astronauts are returned to the players’ Bases. Each Astronaut must always be placed in an active position and adjacent to at least 1 Module.<br />
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- All Astronauts already in a Base remain in their place and are made active.<br />
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- A new game round can now begin.<br />
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''Important: At the end of Year 3, the game is over. Determine the Research Track scores, then go to the End of the Game.'' <br />
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==END OF THE GAME==<br />
Once the players have reached the end of Year 3 and have earned their Research Track scores, the game is over. Players now earn 1 victory point on the Score Track for each Science token they have behind their game aid. They also earn 1 victory point for every group of 5 resources remaining in their supply (no matter which ones).<br />
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Whoever is in the lead on the Score Track wins the game! In case of a tie, the one with the most electricity wins the game. In case of another tie, compare these values in order: the number of advanced resources (oxygen, aircarbon, and protein preparation), then the number of basic resources (ice, methane, and insects).<br />
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== TILES DESCRIPTION ==<br />
[Tile Details]<br />
Experiment Tiles<br />
1. Resources needed to carry it out<br />
2. Research points<br />
3. Effect<br />
4. Victory point (only for Year 3)<br />
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All Astronauts in the player’s Base are immediately reactivated: They are turned around to face the player and can be used again to perform an action starting from their next turn. If the player has no Astronauts to reactivate, the effect is lost.<br />
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The player immediately gains 2 Time units: All their Astronauts around the main board are moved 2 hangars counterclockwise (including the one who just carried out this Experiment). Astronauts cannot be moved beyond the articulated arm.<br />
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Module Tiles<br />
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1. Resources necessary for deployment<br />
2. Number of Work points necessary to activate it <br />
3. Quantity and type of resources produced<br />
4. Research point gained for adjacent Modules<br />
5. Immediate research point gain <br />
<br />
Production Modules<br />
This type of Module requires 1 Work point to activate and produces 1 basic resource that can be spent later.<br />
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This type of Module requires 1 Work point to activate and produces 1 variable basic resource. But, the player does not have to choose which resource type it is until they spend it later on. Each resource stored in this module, for example, can be spent as 1 methane or 1 ice. If they decide to spend several resources from this Module at once, they can choose different resources for each.<br />
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This type of Module requires 2 Work points to activate and produces 1 advanced resource, for example 1 aircarbon, that can be spent later.<br />
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This type of Module requires 2 Work point to activate and produces 1 variable basic resource. But, the player does not have to choose which resource type it is until they spend it later on. Each resource stored in this module, for example, can be spent as 1 aircarbon or 1 oxygen. If they decide to spend several resources from this Module at once, they can choose different resources for each.<br />
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This type of Module requires 1 Work point to activate and produces 1 electricity that can be spent later. Players can spend 1 electricity to replace 1 basic resource (methane, ice, or insect).<br />
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This type of Module requires 1 Work point to activate and produces 1 Time unit that must be spent immediately: All of that player’s Astronauts around the main board are moved 1 hangar counterclockwise. Astronauts cannot be moved beyond the articulated arm.<br />
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Modules that Earn Research Points<br />
When a Communications Module is deployed, the player chooses whether it is blue or orange. This tile is then discarded and either a blue tile or an orange tile is taken from the additional Communications Modules for the current year, matching the player’s choice. It is placed in their Base following the usual rules.<br />
When a player deploys this type of Module, they immediately earn the number of research points indicated at the bottom right. In addition, for each adjacent module of the indicated color (green, orange, purple, and/or blue), they immediately earn the number of research points shown (see the example on p. 10). If the player later deploys a Module of the indicated color adjacent to this one, they earn the number of research points shown.<br />
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Greenhouse Modules<br />
Greenhouses have special placement rules and allow the player to score points during the game (see p. 10). There are 3 different types: round, rectangular, and octagonal.<br />
This special Greenhouse Module is a “wild” whose type is chosen by the player (round, rectangular, or octagonal). This choice may change depending on the Greenhouses that are placed around it. It also earns the player 1 victory point when it is deployed.<br />
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Drone Landing Strips<br />
<br />
These Modules earn the player 1 victory point when deployed. They count as a blue or orange Module, depending on their color, but cannot be activated.<br />
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Mission Tiles<br />
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“A” Missions <br />
Have at least 4 adjacent orange Modules.<br />
Have at least 3 adjacent blue Modules.<br />
Have at least 3 adjacent purple Modules.<br />
Important: for this Mission only, diagonally adjacent Modules are also counted.<br />
Note: For these Missions, the layout of the Modules presented on the tiles is for information only—the player does not have to reproduce it exactly to complete the Mission.<br />
Have at least 6 orange Modules in their base.<br />
Have at least 4 blue Modules in their base.<br />
Have at least 3 purple Modules in their base.<br />
<br />
“B” Missions<br />
Have a vertical line of at least 4 adjacent Modules, whatever their color.<br />
Have a horizontal line of at least 5 adjacent Modules, whatever their color.<br />
Have a diagonal line of at least 4 adjacent Modules, whatever their color.<br />
<br />
Have a vertical line of at least 3 adjacent Modules of the same color.<br />
Have a horizontal line of at least 3 adjacent Modules of the same color.<br />
Have a diagonal line of at least 3 adjacent Modules of the same color.<br />
<br />
“C” Missions<br />
Have at least 4 ice and/or oxygen pictograms represented on the Experiments they have carried out.<br />
Have at least 4 methane and/or aircarbon pictograms represented on the Experiments they have carried out.<br />
Have at least 4 insect and/or protein preparation pictograms represented on the Experiments they have carried out.<br />
<br />
Have carried out at least 3 Experiments from the left side.<br />
Have carried out at least 3 Experiments from the center.<br />
Have carried out at least 3 Experiments from the right side.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphumanity&diff=17740Gamehelphumanity2023-08-08T09:47:43Z<p>Ez0ah: </p>
<hr />
<div>== GAME OBJECTIVE ==<br />
The player with the most points at the end of the game wins the game of Humanity. To do this, expand your Base by deploying Production Modules, Research Modules, and Greenhouses; complete the Missions that you are asked to do; and carry out Scientific Experiments to move forward on the Research Track and earn additional victory points at the end of the game.<br />
<br />
== PLAYING THE GAME ==<br />
The game is played over 3 “years”. Each year consists of several turns. On their turn, a player performs 1 action with an Astronaut. It is then the turn of the player to their left, and so on. When the players can no longer use any Astronauts, the main board is reset and a new round begins. When there are no more tiles for the current year to reset the main board with, the players move on to the next year. At the end of Year 3, victory points are counted.<br />
<br />
=== Step 1. Perform an Action ===<br />
The player whose turn it is (starting with the player who has the Patch token) chooses an Astronaut to perform one of the following actions:<br />
A. Work on the Base: The player uses their Astronaut's Work value to activate tiles in their Base.<br />
B. Deploy a Module: The player sends an Astronaut to the main board to install a Module in their Base in exchange for resources.<br />
C. Carry out an Experiment: The player sends an Astronaut to the main board to complete an Experiment in exchange for resources.<br />
Note: In Humanity, there are 2 tracks—the Score Track and the Research Track. During the game, for each victory point earned, the player moves forward 1 space on the Score Track. To move forward on the Research Track, a player must earn research points. At the end of each year, depending on their progress on this track, the players earn Science tokens that are kept hidden.<br />
<br />
==== A) Work on the Base ====<br />
1 The player chooses an active Astronaut, meaning one who is present in their Base and facing towards them.<br />
2 They then use that Astronaut’s Work points to activate 1 or more tiles in their Base. The tiles that can be activated with the Astronaut's Work points are those marked with the [flèche] symbol, of which there are 2 types: Modules and Obstacles. The activations of these 2 types of tiles are explained below.<br />
3 Once the player has finished their actions, they turn the Astronaut just used so they are facing away from them. That Astronaut is no longer active and cannot be used again during this round.<br />
Activating a Module<br />
When most Modules are activated, they produce resources that are stored on that Module until spent. All Modules are described in detail on page 15.<br />
Modules with [1 flèche] require 1 Work point to activate them and are mostly related to the production of basic resources.<br />
Modules with [2 flèches] require 2 Work points and are mostly related to the production of advanced resources.<br />
Each time a player activates a Module, it is turned a quarter turn clockwise to produce the resource indicated on the Module. The number of resources that a player has are indicated at the bottom of the tile. When they have the maximum amount of resources produced by the Module in stock, it cannot be activated again until the resources are spent.<br />
Important: Production Modules with the time symbol work differently. Each time they are activated, their effect is applied immediately. The tile does not have to be turned.<br />
Example: This Module has 1 methane in stock. You decide to activate it: you spend 1 Work point to produce 1 methane, turning the tile clockwise a quarter turn. The Module now has 2 methane in stock. As your Astronaut has 2 Work points and you have only spent 1, you can still spend the other point to do something more.<br />
Activating an Obstacle<br />
An Obstacle requires 1 Work point to activate.<br />
Each time a player activates an Obstacle, it is turned clockwise a quarter turn to make it lose 1 resistance point. As soon as the research point symbol reaches the bottom of the tile, the Obstacle is destroyed: The player earns 3 research points and moves their marker forward on the Research Track. The Obstacle is removed from the game and the free space can now be used.<br />
Note: Players can activate Modules and Obstacles in any order, and the same tile can be activated several times in the same turn. At the beginning of the game, all Astronauts have a Work value of 2. If a player does not spend all the Work points of their Astronaut, there is no compensation and unspent Work points are lost.<br />
Example: On your first turn, you choose to use an Astronaut with a Work value of 2. <br />
For 1 Work point, you activate a Module which produces 1 methane. Then, for 1 Work point, you activate an Obstacle, which loses 1 resistance point. <br />
The Astronaut has now spent all of their Work points and is exhausted. You turn them to face away from you, and your turn is over.<br />
<br />
==== B) Deploy a Module ====<br />
This action symbolizes an Astronaut riding a transport rover to the AMBS (Automated Module Building Station), where they select a module pre-assembled by the station, then bring it back to their base to be connected.<br />
1 The player chooses the Module they want to deploy from the main board, regardless of whether there is another Astronaut positioned in front of it.<br />
2 They spend the resources indicated on the Module by taking them from their Base. This step is detailed below. <br />
3 Their active Astronaut is moved in front of the Module. This Astronaut will remain in this location until the player is able to retrieve them.<br />
Important: An Astronaut placed next to the main board is no longer active and therefore cannot be used to perform any actions.<br />
4 The player places the Module in their Base, in the direction shown in the illustration, in the exact place where the Astronaut who deployed it was located. If it is marked on the Module, the player immediately earns research points on the Research Track or a victory point on the Score Track.<br />
5 They then check to see if their new Module completes a square of four Modules. If it does, they immediately earn a victory point token, which they place at the intersection of the four Modules, and move forward 1 space on the Score Track. They also check to see if the square they have just formed allows them to upgrade an Astronaut. This step is described on page 11.<br />
Spending Resources<br />
To spend resources, choose a module in your base that has at least 1 resource in stock and turn it a quarter turn counterclockwise. In this way, the required resources can be spent by rotating the same Module several times and/or as many Modules as necessary. Once the Module has reached 0 resources in stock, it cannot spend any more resources until it produces new ones. Spending resources is not an action and does not require spending Work points.<br />
Basic Resources: ice, methane, and insects<br />
Advanced Resources: oxygen, aircarbon, and protein preparation<br />
Special Resources: electricity<br />
3 identical basic resources can be spent at any time instead of 1 corresponding advanced resource:<br />
3 ice > 1 oxygen<br />
3 methane > 1 aircarbon<br />
3 insects > 1 protein preparation<br />
1 electricity can be spent instead of ice or methane or insects<br />
In both cases, the reverse is not possible. <br />
Example of the Deploy a Module Action<br />
You want to deploy a Research Module. To do so, you need to spend 1 electricity and 1 insect. Rotate 2 Modules in your base to spend the resources. <br />
<br />
The Astronaut used to deploy the Module, the one with 2 Work points left, is sent to the main board in front of the chosen Module. The Module is placed in the empty space left by the Astronaut.<br />
<br />
You apply the effect of the deployed Module, immediately gaining 2 research points plus 3 research points for each [orange picto] adjacent Module. You therefore move forward 5 points on the Research Track. It is now the turn of the person to your left.<br />
<br />
Greenhouse Modules<br />
There are 3 types of Greenhouses: round, rectangular, and octagonal. A greenhouse awards victory points when a player places it.<br />
1 Deploying a Greenhouse: Placement Rules<br />
You cannot deploy 2 Greenhouses of the same type next to each other.<br />
3 connected Greenhouses must be of 3 different types.<br />
You cannot deploy more than 3 connected Greenhouses.<br />
2 Earning Points: Counting Rules<br />
If only 1 Greenhouse has been deployed, place 1 victory point on it (this will allow points to be recounted at any time) and move forward the same amount on the Score Track.<br />
If a Greenhouse is deployed adjacent to another one, place 2 victory points on it and move forward on the Score Track.<br />
If a Greenhouse is deployed that makes up a set of 3, place 3 points on it and move forward on the Score Track.<br />
Note: There is a special Greenhouse, a “wild”, whose type is chosen by the player. This choice may change depending on the Greenhouses that are placed around it.<br />
Important: In the rules, when “adjacent” Modules are mentioned, it means orthogonally adjacent—i.e., they have one side in common; diagonals are not included. Exceptions to this rule are specified in full.<br />
Upgrading an Astronaut<br />
If the Module that was just deployed completes a square of 4 Modules, a victory point is added (p. 9). Then, the player checks the number of colors that make up that square. If this square is composed of 1 or 2 Module colors, the Work value of any 1 of their Astronauts is increased by 1 point, whether they are in their Base or beside the main board, active or not. (If there are more than 2 colors, you do not get to upgrade an Astronaut.) If the player needs to upgrade their Astronauts by more than 1 Work point (because several squares were completed at the same time), they may distribute the upgrades as desired.<br />
The Work token in the stand of the figurine is flipped over or replaced. The Astronaut stays where they were and in the same state. The maximum Work value of an Astronaut is 4; once they have reached this, they cannot be upgraded further.<br />
Example of Upgrading an Astronaut<br />
By deploying this Module [orange picto], you complete 2 squares of Modules and immediately add a victory point token to the center of each.<br />
The 2 squares are each made up of 2 colors, so you can upgrade 1 of your Astronauts by 2 Work points or upgrade 2 Astronauts by 1 point each.<br />
<br />
==== C) Carry out an Experiment ====<br />
This action symbolizes an Astronaut carrying out a scientific experiment ordered by engineers on Earth, allowing them to earn research points. The Experiments are described in detail on page 14.<br />
There are 3 types of Experiments: <br />
Left side – Center – Right side<br />
Experiments can earn victory points when a player places them. To earn the most points, the player must try to form groups of 3 Experiments of different types. A group of Experiments can be formed in any order and several groups can be started at the same time.<br />
1 The player chooses an Experiment on the main board, regardless of whether there is another Astronaut in front of it.<br />
2 They spend the resources indicated on the Experiment by taking them from their Base (see “Spending Resources”, p. 9).<br />
3 As for the deployment of a Module, an active Astronaut is moved from their Base to in front of the Experiment. This Astronaut will remain in this location until the player is able to retrieve them.<br />
Important: An Astronaut placed next to the main board is no longer active and therefore cannot be used to perform any actions.<br />
4 The player places the Experiment next to their Base, visible to all. If it is the first Experiment of a group, they earn no points. If it is the second Experiment of a group, they earn 1 point on the Score Track. If it is the third Experiment of a group, they earn 2 points on the Score Track. Thus, a complete group is worth 3 points. <br />
In addition, if a victory point is shown on the tile, they earn it immediately on the Score Track. <br />
5 The player also earns the indicated number of research points, moving forward on the Research Track, and applies any effect shown there. <br />
<br />
Example: You want to carry out this Experiment. To do so, you need to spend 1 protein preparation. You use a Module from your Base to spend 3 insects instead of 1 protein preparation.<br />
The pink Astronaut used to carry out the Experiment is sent to the main board, in front of the chosen Experiment. The Experiment is placed next to your Base. You earn 3 research points and 1 victory point immediately, then apply the effect of reactivating the Astronauts in your Base.<br />
<br />
=== Step 2. Mission Check ===<br />
After completing their action, the player must check to see if they have completed a Mission. All Missions are described in detail on page 16. If the player is the first to complete that Mission, they take the associated Science token and place it behind their game aid. They also take the Mission tile, place it in plain view in front of them, and immediately earn 3 victory points on the Score Track.<br />
The player will keep the Science token until the end of the game, but the Mission tile may be stolen from them if someone else does better than they did in the accomplishment of that Mission. In this case, the new player earns 3 points while the earlier player must move back 3 spaces on the Score Track. The tile can be passed from one player to another every time the objective is exceeded.<br />
<br />
=== Step 3. End of the Turn ===<br />
Once the player has completed their turn (1 action + Mission check), it becomes the turn of the player to their left, and so on. <br />
If a player has no more active Astronauts in their Base (they are all either exhausted or around the main board), that player must skip their turn.<br />
Note: During a full game round, the players will not necessarily all play the same number of turns. Some players will finish sooner than others. One person may even be the last one able to play and take several turns while the others skip theirs.<br />
<br />
=== End of a Round and Reset ===<br />
When no player has any active Astronauts left, the game round is over and the players move on to reset the main board for the next game round:<br />
<br />
1 The Patch token is passed to the next player in a clockwise direction.<br />
2 If the first 2 Modules, placed under the white crosses, have not been deployed, they are removed from the game.<br />
3 The remaining Modules are shifted clockwise around the main board without leaving any empty hangars between them. The articulated arm is turned clockwise until it is placed on the last empty hangar.<br />
4 All Astronauts overtaken by the articulated arm are returned to their players. Any Astronauts in front of the articulated arm (like the green Astronaut in the example) as well as any Astronauts that have not been overtaken remain beside the main board.<br />
5 The empty hangars are then filled in a clockwise direction with Modules of the current year. The Experiment wheel is not touched; it will remain as it is until the end of the year.<br />
Important: If it is not possible to fill all the hangars with Modules because the deck has run out, the end of the year is triggered. The reset is stopped for now, and see the next section, "End of the Year". If the deck runs out, but all of the hangars have been filled, it is not yet the end of the year.<br />
6 All players place the Astronauts they have recovered back into their Bases. Each Astronaut must be placed orthogonally adjacent to at least 1 Module (Obstacles are not Modules). In addition, the Astronaut must be active (i.e., facing the player).<br />
Important: Players should think carefully before placing their Astronauts, because they will not be able to move them unless they send them to the main board, and because it is only at their location that new Modules can be built.<br />
7 All the Astronauts already in a player’s Base remain in their place and are made active.<br />
8 A new game round can begin.<br />
<br />
=== End of the Year ===<br />
If there are not enough Modules from the current year to fill all the hangars on the main board during Step 5 of the reset, the current year ends. Move on to the next year and continue the reset as follows:<br />
6 Players earn a number of Science tokens equal to the highest number they have reached on the Research Track, plus the number of players behind them on the Research Track (with 2 players, whoever is in the lead earns 2 extra Science tokens). These are placed behind the player’s game aid. Then each player returns their Research marker to the start space of the track.<br />
7 All Experiments are removed from the main board and are replaced with 7 Experiments from the new year.<br />
8 All empty hangars are filled with Modules from the new year. Any Modules from the previous year remain on the main board.<br />
9 The recovered Astronauts are returned to the players’ Bases. Each Astronaut must always be placed in an active position and adjacent to at least 1 Module.<br />
10 All Astronauts already in a Base remain in their place and are made active.<br />
11 A new game round can now begin.<br />
Important: At the end of Year 3, the game is over. Determine the Research Track scores (Step 6, above), then go to the End of the Game. <br />
<br />
Example of Earning Science Tokens<br />
At the end of each year, resolve the Research Track before resetting the board.<br />
If you are playing the green Astronaut, you would earn 4 Science tokens: 1 for reaching the number 1 + 3 because pink, yellow, and blue are behind you.<br />
If you are playing the pink Astronaut, you earn 3 Science tokens: 1 for reaching 1 + 2 because yellow and blue are behind you.<br />
If you are playing the yellow Astronaut, you earn 1 Science token since blue is behind you.<br />
If you are playing the blue Astronaut, you don't earn any Science tokens.<br />
<br />
== END OF THE GAME ==<br />
Once the players have reached the end of Year 3 and have earned their Research Track scores, the game is over. Players now earn 1 victory point on the Score Track for each Science token they have behind their game aid. They also earn 1 victory point for every group of 5 resources remaining in their supply (no matter which ones).<br />
Whoever is in the lead on the Score Track wins the game! In case of a tie, the one with the most electricity wins the game. In case of another tie, compare these values in order: the number of advanced resources (oxygen, aircarbon, and protein preparation), then the number of basic resources (ice, methane, and insects).<br />
[Tile Details]<br />
Experiment Tiles<br />
1. Resources needed to carry it out<br />
2. Research points<br />
3. Effect<br />
4. Victory point (only for Year 3)<br />
<br />
All Astronauts in the player’s Base are immediately reactivated: They are turned around to face the player and can be used again to perform an action starting from their next turn. If the player has no Astronauts to reactivate, the effect is lost.<br />
<br />
The player immediately gains 2 Time units: All their Astronauts around the main board are moved 2 hangars counterclockwise (including the one who just carried out this Experiment). Astronauts cannot be moved beyond the articulated arm.<br />
<br />
Module Tiles<br />
<br />
1. Resources necessary for deployment<br />
2. Number of Work points necessary to activate it <br />
3. Quantity and type of resources produced<br />
4. Research point gained for adjacent Modules<br />
5. Immediate research point gain <br />
<br />
Production Modules<br />
This type of Module requires 1 Work point to activate and produces 1 basic resource that can be spent later.<br />
<br />
This type of Module requires 1 Work point to activate and produces 1 variable basic resource. But, the player does not have to choose which resource type it is until they spend it later on. Each resource stored in this module, for example, can be spent as 1 methane or 1 ice. If they decide to spend several resources from this Module at once, they can choose different resources for each.<br />
<br />
This type of Module requires 2 Work points to activate and produces 1 advanced resource, for example 1 aircarbon, that can be spent later.<br />
<br />
This type of Module requires 2 Work point to activate and produces 1 variable basic resource. But, the player does not have to choose which resource type it is until they spend it later on. Each resource stored in this module, for example, can be spent as 1 aircarbon or 1 oxygen. If they decide to spend several resources from this Module at once, they can choose different resources for each.<br />
<br />
This type of Module requires 1 Work point to activate and produces 1 electricity that can be spent later. Players can spend 1 electricity to replace 1 basic resource (methane, ice, or insect).<br />
<br />
This type of Module requires 1 Work point to activate and produces 1 Time unit that must be spent immediately: All of that player’s Astronauts around the main board are moved 1 hangar counterclockwise. Astronauts cannot be moved beyond the articulated arm.<br />
<br />
Modules that Earn Research Points<br />
When a Communications Module is deployed, the player chooses whether it is blue or orange. This tile is then discarded and either a blue tile or an orange tile is taken from the additional Communications Modules for the current year, matching the player’s choice. It is placed in their Base following the usual rules.<br />
When a player deploys this type of Module, they immediately earn the number of research points indicated at the bottom right. In addition, for each adjacent module of the indicated color (green, orange, purple, and/or blue), they immediately earn the number of research points shown (see the example on p. 10). If the player later deploys a Module of the indicated color adjacent to this one, they earn the number of research points shown.<br />
<br />
Greenhouse Modules<br />
Greenhouses have special placement rules and allow the player to score points during the game (see p. 10). There are 3 different types: round, rectangular, and octagonal.<br />
This special Greenhouse Module is a “wild” whose type is chosen by the player (round, rectangular, or octagonal). This choice may change depending on the Greenhouses that are placed around it. It also earns the player 1 victory point when it is deployed.<br />
<br />
Drone Landing Strips<br />
<br />
These Modules earn the player 1 victory point when deployed. They count as a blue or orange Module, depending on their color, but cannot be activated.<br />
<br />
Mission Tiles<br />
<br />
“A” Missions <br />
Have at least 4 adjacent orange Modules.<br />
Have at least 3 adjacent blue Modules.<br />
Have at least 3 adjacent purple Modules.<br />
Important: for this Mission only, diagonally adjacent Modules are also counted.<br />
Note: For these Missions, the layout of the Modules presented on the tiles is for information only—the player does not have to reproduce it exactly to complete the Mission.<br />
Have at least 6 orange Modules in their base.<br />
Have at least 4 blue Modules in their base.<br />
Have at least 3 purple Modules in their base.<br />
<br />
“B” Missions<br />
Have a vertical line of at least 4 adjacent Modules, whatever their color.<br />
Have a horizontal line of at least 5 adjacent Modules, whatever their color.<br />
Have a diagonal line of at least 4 adjacent Modules, whatever their color.<br />
<br />
Have a vertical line of at least 3 adjacent Modules of the same color.<br />
Have a horizontal line of at least 3 adjacent Modules of the same color.<br />
Have a diagonal line of at least 3 adjacent Modules of the same color.<br />
<br />
“C” Missions<br />
Have at least 4 ice and/or oxygen pictograms represented on the Experiments they have carried out.<br />
Have at least 4 methane and/or aircarbon pictograms represented on the Experiments they have carried out.<br />
Have at least 4 insect and/or protein preparation pictograms represented on the Experiments they have carried out.<br />
<br />
Have carried out at least 3 Experiments from the left side.<br />
Have carried out at least 3 Experiments from the center.<br />
Have carried out at least 3 Experiments from the right side.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphumanity&diff=17739Gamehelphumanity2023-08-08T07:11:04Z<p>Ez0ah: </p>
<hr />
<div>== GAME OBJECTIVE ==<br />
The player with the most points at the end of the game wins the game of Humanity. To do this, expand your Base by deploying Production Modules, Research Modules, and Greenhouses; complete the Missions that you are asked to do; and carry out Scientific Experiments to move forward on the Research Track and earn additional victory points at the end of the game.<br />
<br />
== PLAYING THE GAME ==<br />
The game is played over 3 “years”. Each year consists of several turns. On their turn, a player performs 1 action with an Astronaut. It is then the turn of the player to their left, and so on. When the players can no longer use any Astronauts, the main board is reset and a new round begins. When there are no more tiles for the current year to reset the main board with, the players move on to the next year. At the end of Year 3, victory points are counted.<br />
<br />
=== Player’s Turn ===<br />
<br />
==== Step 1. Perform an Action ====<br />
The player whose turn it is (starting with the player who has the Patch token) chooses an Astronaut to perform one of the following actions:<br />
A. Work on the Base: The player uses their Astronaut's Work value to activate tiles in their Base.<br />
B. Deploy a Module: The player sends an Astronaut to the main board to install a Module in their Base in exchange for resources.<br />
C. Carry out an Experiment: The player sends an Astronaut to the main board to complete an Experiment in exchange for resources.<br />
Note: In Humanity, there are 2 tracks—the Score Track and the Research Track. During the game, for each victory point earned, the player moves forward 1 space on the Score Track. To move forward on the Research Track, a player must earn research points. At the end of each year, depending on their progress on this track, the players earn Science tokens that are kept hidden.<br />
<br />
A) Work on the Base<br />
1 The player chooses an active Astronaut, meaning one who is present in their Base and facing towards them.<br />
2 They then use that Astronaut’s Work points to activate 1 or more tiles in their Base. The tiles that can be activated with the Astronaut's Work points are those marked with the [flèche] symbol, of which there are 2 types: Modules and Obstacles. The activations of these 2 types of tiles are explained below.<br />
3 Once the player has finished their actions, they turn the Astronaut just used so they are facing away from them. That Astronaut is no longer active and cannot be used again during this round.<br />
Activating a Module<br />
When most Modules are activated, they produce resources that are stored on that Module until spent. All Modules are described in detail on page 15.<br />
Modules with [1 flèche] require 1 Work point to activate them and are mostly related to the production of basic resources.<br />
Modules with [2 flèches] require 2 Work points and are mostly related to the production of advanced resources.<br />
Each time a player activates a Module, it is turned a quarter turn clockwise to produce the resource indicated on the Module. The number of resources that a player has are indicated at the bottom of the tile. When they have the maximum amount of resources produced by the Module in stock, it cannot be activated again until the resources are spent.<br />
Important: Production Modules with the time symbol work differently. Each time they are activated, their effect is applied immediately. The tile does not have to be turned.<br />
Example: This Module has 1 methane in stock. You decide to activate it: you spend 1 Work point to produce 1 methane, turning the tile clockwise a quarter turn. The Module now has 2 methane in stock. As your Astronaut has 2 Work points and you have only spent 1, you can still spend the other point to do something more.<br />
Activating an Obstacle<br />
An Obstacle requires 1 Work point to activate.<br />
Each time a player activates an Obstacle, it is turned clockwise a quarter turn to make it lose 1 resistance point. As soon as the research point symbol reaches the bottom of the tile, the Obstacle is destroyed: The player earns 3 research points and moves their marker forward on the Research Track. The Obstacle is removed from the game and the free space can now be used.<br />
Note: Players can activate Modules and Obstacles in any order, and the same tile can be activated several times in the same turn. At the beginning of the game, all Astronauts have a Work value of 2. If a player does not spend all the Work points of their Astronaut, there is no compensation and unspent Work points are lost.<br />
Example: On your first turn, you choose to use an Astronaut with a Work value of 2. <br />
For 1 Work point, you activate a Module which produces 1 methane. Then, for 1 Work point, you activate an Obstacle, which loses 1 resistance point. <br />
The Astronaut has now spent all of their Work points and is exhausted. You turn them to face away from you, and your turn is over.<br />
B) Deploy a Module<br />
This action symbolizes an Astronaut riding a transport rover to the AMBS (Automated Module Building Station), where they select a module pre-assembled by the station, then bring it back to their base to be connected.<br />
1 The player chooses the Module they want to deploy from the main board, regardless of whether there is another Astronaut positioned in front of it.<br />
2 They spend the resources indicated on the Module by taking them from their Base. This step is detailed below. <br />
3 Their active Astronaut is moved in front of the Module. This Astronaut will remain in this location until the player is able to retrieve them.<br />
Important: An Astronaut placed next to the main board is no longer active and therefore cannot be used to perform any actions.<br />
4 The player places the Module in their Base, in the direction shown in the illustration, in the exact place where the Astronaut who deployed it was located. If it is marked on the Module, the player immediately earns research points on the Research Track or a victory point on the Score Track.<br />
5 They then check to see if their new Module completes a square of four Modules. If it does, they immediately earn a victory point token, which they place at the intersection of the four Modules, and move forward 1 space on the Score Track. They also check to see if the square they have just formed allows them to upgrade an Astronaut. This step is described on page 11.<br />
Spending Resources<br />
To spend resources, choose a module in your base that has at least 1 resource in stock and turn it a quarter turn counterclockwise. In this way, the required resources can be spent by rotating the same Module several times and/or as many Modules as necessary. Once the Module has reached 0 resources in stock, it cannot spend any more resources until it produces new ones. Spending resources is not an action and does not require spending Work points.<br />
Basic Resources: ice, methane, and insects<br />
Advanced Resources: oxygen, aircarbon, and protein preparation<br />
Special Resources: electricity<br />
3 identical basic resources can be spent at any time instead of 1 corresponding advanced resource:<br />
3 ice > 1 oxygen<br />
3 methane > 1 aircarbon<br />
3 insects > 1 protein preparation<br />
1 electricity can be spent instead of ice or methane or insects<br />
In both cases, the reverse is not possible. <br />
Example of the Deploy a Module Action<br />
You want to deploy a Research Module. To do so, you need to spend 1 electricity and 1 insect. Rotate 2 Modules in your base to spend the resources. <br />
<br />
The Astronaut used to deploy the Module, the one with 2 Work points left, is sent to the main board in front of the chosen Module. The Module is placed in the empty space left by the Astronaut.<br />
<br />
You apply the effect of the deployed Module, immediately gaining 2 research points plus 3 research points for each [orange picto] adjacent Module. You therefore move forward 5 points on the Research Track. It is now the turn of the person to your left.<br />
<br />
Greenhouse Modules<br />
There are 3 types of Greenhouses: round, rectangular, and octagonal. A greenhouse awards victory points when a player places it.<br />
1 Deploying a Greenhouse: Placement Rules<br />
You cannot deploy 2 Greenhouses of the same type next to each other.<br />
3 connected Greenhouses must be of 3 different types.<br />
You cannot deploy more than 3 connected Greenhouses.<br />
2 Earning Points: Counting Rules<br />
If only 1 Greenhouse has been deployed, place 1 victory point on it (this will allow points to be recounted at any time) and move forward the same amount on the Score Track.<br />
If a Greenhouse is deployed adjacent to another one, place 2 victory points on it and move forward on the Score Track.<br />
If a Greenhouse is deployed that makes up a set of 3, place 3 points on it and move forward on the Score Track.<br />
Note: There is a special Greenhouse, a “wild”, whose type is chosen by the player. This choice may change depending on the Greenhouses that are placed around it.<br />
Important: In the rules, when “adjacent” Modules are mentioned, it means orthogonally adjacent—i.e., they have one side in common; diagonals are not included. Exceptions to this rule are specified in full.<br />
Upgrading an Astronaut<br />
If the Module that was just deployed completes a square of 4 Modules, a victory point is added (p. 9). Then, the player checks the number of colors that make up that square. If this square is composed of 1 or 2 Module colors, the Work value of any 1 of their Astronauts is increased by 1 point, whether they are in their Base or beside the main board, active or not. (If there are more than 2 colors, you do not get to upgrade an Astronaut.) If the player needs to upgrade their Astronauts by more than 1 Work point (because several squares were completed at the same time), they may distribute the upgrades as desired.<br />
The Work token in the stand of the figurine is flipped over or replaced. The Astronaut stays where they were and in the same state. The maximum Work value of an Astronaut is 4; once they have reached this, they cannot be upgraded further.<br />
Example of Upgrading an Astronaut<br />
By deploying this Module [orange picto], you complete 2 squares of Modules and immediately add a victory point token to the center of each.<br />
The 2 squares are each made up of 2 colors, so you can upgrade 1 of your Astronauts by 2 Work points or upgrade 2 Astronauts by 1 point each.<br />
C) Carry out an Experiment<br />
This action symbolizes an Astronaut carrying out a scientific experiment ordered by engineers on Earth, allowing them to earn research points. The Experiments are described in detail on page 14.<br />
There are 3 types of Experiments: <br />
Left side – Center – Right side<br />
Experiments can earn victory points when a player places them. To earn the most points, the player must try to form groups of 3 Experiments of different types. A group of Experiments can be formed in any order and several groups can be started at the same time.<br />
1 The player chooses an Experiment on the main board, regardless of whether there is another Astronaut in front of it.<br />
2 They spend the resources indicated on the Experiment by taking them from their Base (see “Spending Resources”, p. 9).<br />
3 As for the deployment of a Module, an active Astronaut is moved from their Base to in front of the Experiment. This Astronaut will remain in this location until the player is able to retrieve them.<br />
Important: An Astronaut placed next to the main board is no longer active and therefore cannot be used to perform any actions.<br />
4 The player places the Experiment next to their Base, visible to all. If it is the first Experiment of a group, they earn no points. If it is the second Experiment of a group, they earn 1 point on the Score Track. If it is the third Experiment of a group, they earn 2 points on the Score Track. Thus, a complete group is worth 3 points. <br />
In addition, if a victory point is shown on the tile, they earn it immediately on the Score Track. <br />
5 The player also earns the indicated number of research points, moving forward on the Research Track, and applies any effect shown there. <br />
<br />
Example: You want to carry out this Experiment. To do so, you need to spend 1 protein preparation. You use a Module from your Base to spend 3 insects instead of 1 protein preparation.<br />
The pink Astronaut used to carry out the Experiment is sent to the main board, in front of the chosen Experiment. The Experiment is placed next to your Base. You earn 3 research points and 1 victory point immediately, then apply the effect of reactivating the Astronauts in your Base.<br />
Step 2. Mission Check<br />
After completing their action, the player must check to see if they have completed a Mission. All Missions are described in detail on page 16. If the player is the first to complete that Mission, they take the associated Science token and place it behind their game aid. They also take the Mission tile, place it in plain view in front of them, and immediately earn 3 victory points on the Score Track.<br />
The player will keep the Science token until the end of the game, but the Mission tile may be stolen from them if someone else does better than they did in the accomplishment of that Mission. In this case, the new player earns 3 points while the earlier player must move back 3 spaces on the Score Track. The tile can be passed from one player to another every time the objective is exceeded.<br />
<br />
Step 3. End of the Turn<br />
Once the player has completed their turn (1 action + Mission check), it becomes the turn of the player to their left, and so on. <br />
If a player has no more active Astronauts in their Base (they are all either exhausted or around the main board), that player must skip their turn.<br />
Note: During a full game round, the players will not necessarily all play the same number of turns. Some players will finish sooner than others. One person may even be the last one able to play and take several turns while the others skip theirs.<br />
<br />
End of a Round and Reset<br />
When no player has any active Astronauts left, the game round is over and the players move on to reset the main board for the next game round:<br />
<br />
1 The Patch token is passed to the next player in a clockwise direction.<br />
2 If the first 2 Modules, placed under the white crosses, have not been deployed, they are removed from the game.<br />
3 The remaining Modules are shifted clockwise around the main board without leaving any empty hangars between them. The articulated arm is turned clockwise until it is placed on the last empty hangar.<br />
4 All Astronauts overtaken by the articulated arm are returned to their players. Any Astronauts in front of the articulated arm (like the green Astronaut in the example) as well as any Astronauts that have not been overtaken remain beside the main board.<br />
5 The empty hangars are then filled in a clockwise direction with Modules of the current year. The Experiment wheel is not touched; it will remain as it is until the end of the year.<br />
Important: If it is not possible to fill all the hangars with Modules because the deck has run out, the end of the year is triggered. The reset is stopped for now, and see the next section, "End of the Year". If the deck runs out, but all of the hangars have been filled, it is not yet the end of the year.<br />
6 All players place the Astronauts they have recovered back into their Bases. Each Astronaut must be placed orthogonally adjacent to at least 1 Module (Obstacles are not Modules). In addition, the Astronaut must be active (i.e., facing the player).<br />
Important: Players should think carefully before placing their Astronauts, because they will not be able to move them unless they send them to the main board, and because it is only at their location that new Modules can be built.<br />
7 All the Astronauts already in a player’s Base remain in their place and are made active.<br />
8 A new game round can begin.<br />
<br />
<br />
End of the Year<br />
If there are not enough Modules from the current year to fill all the hangars on the main board during Step 5 of the reset, the current year ends. Move on to the next year and continue the reset as follows:<br />
6 Players earn a number of Science tokens equal to the highest number they have reached on the Research Track, plus the number of players behind them on the Research Track (with 2 players, whoever is in the lead earns 2 extra Science tokens). These are placed behind the player’s game aid. Then each player returns their Research marker to the start space of the track.<br />
7 All Experiments are removed from the main board and are replaced with 7 Experiments from the new year.<br />
8 All empty hangars are filled with Modules from the new year. Any Modules from the previous year remain on the main board.<br />
9 The recovered Astronauts are returned to the players’ Bases. Each Astronaut must always be placed in an active position and adjacent to at least 1 Module.<br />
10 All Astronauts already in a Base remain in their place and are made active.<br />
11 A new game round can now begin.<br />
Important: At the end of Year 3, the game is over. Determine the Research Track scores (Step 6, above), then go to the End of the Game. <br />
<br />
Example of Earning Science Tokens<br />
At the end of each year, resolve the Research Track before resetting the board.<br />
If you are playing the green Astronaut, you would earn 4 Science tokens: 1 for reaching the number 1 + 3 because pink, yellow, and blue are behind you.<br />
If you are playing the pink Astronaut, you earn 3 Science tokens: 1 for reaching 1 + 2 because yellow and blue are behind you.<br />
If you are playing the yellow Astronaut, you earn 1 Science token since blue is behind you.<br />
If you are playing the blue Astronaut, you don't earn any Science tokens.<br />
<br />
END OF THE GAME<br />
Once the players have reached the end of Year 3 and have earned their Research Track scores, the game is over. Players now earn 1 victory point on the Score Track for each Science token they have behind their game aid. They also earn 1 victory point for every group of 5 resources remaining in their supply (no matter which ones).<br />
Whoever is in the lead on the Score Track wins the game! In case of a tie, the one with the most electricity wins the game. In case of another tie, compare these values in order: the number of advanced resources (oxygen, aircarbon, and protein preparation), then the number of basic resources (ice, methane, and insects).<br />
[Tile Details]<br />
Experiment Tiles<br />
1. Resources needed to carry it out<br />
2. Research points<br />
3. Effect<br />
4. Victory point (only for Year 3)<br />
<br />
All Astronauts in the player’s Base are immediately reactivated: They are turned around to face the player and can be used again to perform an action starting from their next turn. If the player has no Astronauts to reactivate, the effect is lost.<br />
<br />
The player immediately gains 2 Time units: All their Astronauts around the main board are moved 2 hangars counterclockwise (including the one who just carried out this Experiment). Astronauts cannot be moved beyond the articulated arm.<br />
<br />
Module Tiles<br />
<br />
1. Resources necessary for deployment<br />
2. Number of Work points necessary to activate it <br />
3. Quantity and type of resources produced<br />
4. Research point gained for adjacent Modules<br />
5. Immediate research point gain <br />
<br />
Production Modules<br />
This type of Module requires 1 Work point to activate and produces 1 basic resource that can be spent later.<br />
<br />
This type of Module requires 1 Work point to activate and produces 1 variable basic resource. But, the player does not have to choose which resource type it is until they spend it later on. Each resource stored in this module, for example, can be spent as 1 methane or 1 ice. If they decide to spend several resources from this Module at once, they can choose different resources for each.<br />
<br />
This type of Module requires 2 Work points to activate and produces 1 advanced resource, for example 1 aircarbon, that can be spent later.<br />
<br />
This type of Module requires 2 Work point to activate and produces 1 variable basic resource. But, the player does not have to choose which resource type it is until they spend it later on. Each resource stored in this module, for example, can be spent as 1 aircarbon or 1 oxygen. If they decide to spend several resources from this Module at once, they can choose different resources for each.<br />
<br />
This type of Module requires 1 Work point to activate and produces 1 electricity that can be spent later. Players can spend 1 electricity to replace 1 basic resource (methane, ice, or insect).<br />
<br />
This type of Module requires 1 Work point to activate and produces 1 Time unit that must be spent immediately: All of that player’s Astronauts around the main board are moved 1 hangar counterclockwise. Astronauts cannot be moved beyond the articulated arm.<br />
<br />
Modules that Earn Research Points<br />
When a Communications Module is deployed, the player chooses whether it is blue or orange. This tile is then discarded and either a blue tile or an orange tile is taken from the additional Communications Modules for the current year, matching the player’s choice. It is placed in their Base following the usual rules.<br />
When a player deploys this type of Module, they immediately earn the number of research points indicated at the bottom right. In addition, for each adjacent module of the indicated color (green, orange, purple, and/or blue), they immediately earn the number of research points shown (see the example on p. 10). If the player later deploys a Module of the indicated color adjacent to this one, they earn the number of research points shown.<br />
<br />
Greenhouse Modules<br />
Greenhouses have special placement rules and allow the player to score points during the game (see p. 10). There are 3 different types: round, rectangular, and octagonal.<br />
This special Greenhouse Module is a “wild” whose type is chosen by the player (round, rectangular, or octagonal). This choice may change depending on the Greenhouses that are placed around it. It also earns the player 1 victory point when it is deployed.<br />
<br />
Drone Landing Strips<br />
<br />
These Modules earn the player 1 victory point when deployed. They count as a blue or orange Module, depending on their color, but cannot be activated.<br />
<br />
Mission Tiles<br />
<br />
“A” Missions <br />
Have at least 4 adjacent orange Modules.<br />
Have at least 3 adjacent blue Modules.<br />
Have at least 3 adjacent purple Modules.<br />
Important: for this Mission only, diagonally adjacent Modules are also counted.<br />
Note: For these Missions, the layout of the Modules presented on the tiles is for information only—the player does not have to reproduce it exactly to complete the Mission.<br />
Have at least 6 orange Modules in their base.<br />
Have at least 4 blue Modules in their base.<br />
Have at least 3 purple Modules in their base.<br />
<br />
“B” Missions<br />
Have a vertical line of at least 4 adjacent Modules, whatever their color.<br />
Have a horizontal line of at least 5 adjacent Modules, whatever their color.<br />
Have a diagonal line of at least 4 adjacent Modules, whatever their color.<br />
<br />
Have a vertical line of at least 3 adjacent Modules of the same color.<br />
Have a horizontal line of at least 3 adjacent Modules of the same color.<br />
Have a diagonal line of at least 3 adjacent Modules of the same color.<br />
<br />
“C” Missions<br />
Have at least 4 ice and/or oxygen pictograms represented on the Experiments they have carried out.<br />
Have at least 4 methane and/or aircarbon pictograms represented on the Experiments they have carried out.<br />
Have at least 4 insect and/or protein preparation pictograms represented on the Experiments they have carried out.<br />
<br />
Have carried out at least 3 Experiments from the left side.<br />
Have carried out at least 3 Experiments from the center.<br />
Have carried out at least 3 Experiments from the right side.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpdraculahelsing&diff=17659Gamehelpdraculahelsing2023-07-26T18:56:14Z<p>Ez0ah: Created page with "Each player plays the role of a different character, either Van Helsing or Dracula. Van Helsing wins the game if he manages to kill Dracula by removing all his Health Points (HP). Dracula wins the game by either turning all 4 inhabitants of the same District into vampires or surviving until the end of the 5th round. == Round Setup == The deck (4 suits, each from 1 to 8) is shuffled and each player receives 5 cards. '''Each card faces a District. Cards cannot be swappe..."</p>
<hr />
<div>Each player plays the role of a different character, either Van Helsing or Dracula.<br />
<br />
Van Helsing wins the game if he manages to kill Dracula by removing all his Health Points (HP). Dracula wins the game by either turning all 4 inhabitants of the same District into vampires or surviving until the end of the 5th round.<br />
<br />
== Round Setup ==<br />
The deck (4 suits, each from 1 to 8) is shuffled and each player receives 5 cards.<br />
<br />
'''Each card faces a District. Cards cannot be swapped or rearranged unless a game effect allows you to do so. This is very important, as each card will affect the District that it faces at the end of the round.'''<br />
<br />
The color tokens, associated with the 4 suits, are randomly ranked at the begining of the game. They then can be manipulated with card effects.<br />
<br />
Dracula always goes first.<br />
<br />
== Gameplay ==<br />
The game is played in a maximum of 5 rounds. Each round, players alternate taking turns, drawing a card and discarding a card to trigger its effect.<br />
<br />
On your turn, the topmost card is drawn from the deck. Then, you can either discard this card, or swap it with any of your 5 cards and discard the chosen card. The effect of the discarded card is then triggered.<br />
<br />
Instead of drawing (and discarding) a card, a player can call the end of the round. You can only choose this action if there are at least 6 cards in the discard pile. Your opponent takes their last turn, then the round ends.<br />
<br />
=== Card Effects ===<br />
<br />
# Reveal one of your cards<br />
# Reveal the topmost card of the deck<br />
# Reveal one of your opponent's cards<br />
# Swap two of your cards<br />
# Immediatly play another turn<br />
# Swap one of your card with your opponent's card from the same District<br />
# Swap the Trump color token with another color token<br />
# Immediatly ends the round (can only be discarded after 6 cards are in the discard). You opponent doesn't play anoter turn.<br />
<br />
Cards effects must be triggered if possible.<br />
<br />
== End of the Round ==<br />
A round ends when a player uses their turn to call it or when the deck is empty.<br />
<br />
Then, all Districts are resolved one by one, from left to right in the direction the weathervane is pointing. For each District, your card is compared with the opponent’s card:<br />
<br />
- If one of the two cards is a Trump Card, it wins;<br />
<br />
- If both cards are Trump Cards, the highest value wins;<br />
<br />
- If neither of the two cards is a Trump Card, the highest value wins. If both values are tied, the higher color (on the Color Ranking Board) wins.<br />
<br />
Whenever Dracula wins a District, he turns one Human Token into a Vampire in that District.<br />
<br />
Whenever Van Helsing wins a District, he removes one of Dracula’s Health Points.<br />
<br />
If one of the end game conditions (4 Vampires in the same District or 0 HP for Dracula) is met during the resolution of a District, the game ends immediately.<br />
<br />
== End of the Game ==<br />
If Dracula loses his last HP, Van Helsing wins the game.<br />
<br />
If Dracula turns all 4 inhabitants of the same District into vampires, or if the game reaches the end of the fifth round, Dracula wins the game.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcrypt&diff=16996Gamehelpcrypt2023-05-19T16:34:16Z<p>Ez0ah: </p>
<hr />
<div>The king is dead.<br />
<br />
His last wish was to be laid to rest in the royal crypt with all of his prized possessions, the very same family heirlooms he once promised to you and his other children. Feeling cheated and betrayed, you summon your most loyal servants to help you break into the crypt and claim that which is rightfully yours. Unfortunately, your siblings had the same idea<br />
<br />
At the end of the game, the player whose Treasure is worth the most Coins wins.<br />
<br />
<h2>Gameplay</h2><br />
Crypt is played in a series of rounds until the deck runs out of Treasure Cards. Each round has 4 phases:<br />
<br />
=== I. Reveal ===<br />
Treasure Cards are revealed from the Treasure Card deck according to the number of players. This is a mix of face-up and face-down cards.<br />
{| class="wikitable"<br />
|+<br />
!Players<br />
!Face-ups<br />
!Face-downs<br />
|-<br />
|1-2<br />
|2<br />
|1<br />
|-<br />
|3<br />
|3<br />
|1<br />
|-<br />
|4<br />
|4<br />
|2<br />
|}<br />
<br />
=== II. Claim ===<br />
Starting with the Leader and continuing to the left, each player performs one of the two actions:<br />
<br />
==== 1. Claim Treasure cards ====<br />
Place any number of Servants onto the desired Treasure cards, choosing any value on the die to designate each Servant’s effort. (The higher the value, the more likely your Servant will become exhausted.) You may also place multiple Servants on the same Treasure card as long as they have the same effort value.<br />
<br />
Subsequent players may claim unoccupied Treasure cards or push an opponent’s Servants off of a card by placing dice with a higher total effort value. When pushing out Servants, all dice from the Treasure card are removed and returned to their owner.<br />
<br />
The player with the Lights Out card takes the last turn. When claiming on the last turn, you can only place Servants on one Treasure card. In a 2-player game, the Leader also has the Lights Out card and therefore gets a second turn to claim or recover.<br />
<br />
==== 2. Recover all exhausted Servants ====<br />
Take all your exhausted Servants from the exhausted servants area and return them to your Player card.<br />
<br />
=== III. Collect ===<br />
Any unclaimed treasure is discarded. All Servant Dice that are on Treasure Cards are rolled. Each die that rolls less than its effort value is exhausted and placed in the exhausted servant's area.<br />
<br />
Regardless of dice results you always collect the Treasure Cards that your servants claimed. Collected Treasure Cards are placed face-down in your personal player area. Once you have enough Treasure Cards of a type to activate a Collector you will be automatically provided with an option to activate them.<br />
<br />
When you activate a collector the cards used are flipped face-up.<br />
<br />
'''If all your placed Servants were pushed out, youre exhausted servants are automatically recovered.'''<br />
<br />
=== IV. Pass the Torch ===<br />
Torch Cards are passed to the left.<br />
<br />
==Game End==<br />
When the Treasure deck runs out, the current round is completed. This ends the game. The player with the most Coins wins.<br />
<br />
Players’ final scores are determined by adding the following:<br />
<br />
#Coins on Treasure cards ''(including flipped cards)''<br />
#Bonus Coins from Collectors<br />
#1 Coin for each unexhausted Servant die<br />
<br />
In case of a tie, each tied player rolls all of their unexhausted Servant dice and adds them together. Re-roll ties. The player with the higher result wins.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcrypt&diff=16995Gamehelpcrypt2023-05-19T16:33:15Z<p>Ez0ah: </p>
<hr />
<div>The king is dead.<br />
<br />
His last wish was to be laid to rest in the royal crypt with all of his prized possessions, the very same family heirlooms he once promised to you and his other children. Feeling cheated and betrayed, you summon your most loyal servants to help you break into the crypt and claim that which is rightfully yours. Unfortunately, your siblings had the same idea<br />
<br />
At the end of the game, the player whose Treasure is worth the most Coins wins.<br />
<br />
<h2>Gameplay</h2><br />
Crypt is played in a series of rounds until the deck runs out of Treasure Cards. Each round has 4 phases:<br />
<br />
=== '''I. Reveal''' ===<br />
Treasure Cards are revealed from the Treasure Card deck according to the number of players. This is a mix of face-up and face-down cards.<br />
{| class="wikitable"<br />
|+<br />
!Players<br />
!Face-ups<br />
!Face-downs<br />
|-<br />
|1-2<br />
|2<br />
|1<br />
|-<br />
|3<br />
|3<br />
|1<br />
|-<br />
|4<br />
|4<br />
|2<br />
|}<br />
<br />
=== '''II. Claim''' ===<br />
Starting with the Leader and continuing to the left, each player performs one of the two actions:<br />
<br />
==== ''1. Claim Treasure cards'' ====<br />
Place any number of Servants onto the desired Treasure cards, choosing any value on the die to designate each Servant’s effort. (The higher the value, the more likely your Servant will become exhausted.) You may also place multiple Servants on the same Treasure card as long as they have the same effort value.<br />
<br />
Subsequent players may claim unoccupied Treasure cards or push an opponent’s Servants off of a card by placing dice with a higher total effort value. When pushing out Servants, all dice from the Treasure card are removed and returned to their owner.<br />
<br />
The player with the Lights Out card takes the last turn. When claiming on the last turn, you can only place Servants on one Treasure card. In a 2-player game, the Leader also has the Lights Out card and therefore gets a second turn to claim or recover.<br />
<br />
==== ''2. Recover all exhausted Servants'' ====<br />
Take all your exhausted Servants from the exhausted servants area and return them to your Player card.<br />
<br />
=== '''III. Collect''' ===<br />
Any unclaimed treasure is discarded. All Servant Dice that are on Treasure Cards are rolled. Each die that rolls less than its effort value is exhausted and placed in the exhausted servant's area.<br />
<br />
Regardless of dice results you always collect the Treasure Cards that your servants claimed. Collected Treasure Cards are placed face-down in your personal player area. Once you have enough Treasure Cards of a type to activate a Collector you will be automatically provided with an option to activate them.<br />
<br />
When you activate a collector the cards used are flipped face-up.<br />
<br />
'''If all your placed Servants were pushed out, youre exhausted servants are automatically recovered.'''<br />
<br />
=== '''IV. Pass the Torch''' ===<br />
Torch Cards are passed to the left.<br />
<br />
==Game End==<br />
When the Treasure deck runs out, the current round is completed. This ends the game. The player with the most Coins wins.<br />
<br />
Players’ final scores are determined by adding the following:<br />
<br />
#Coins on Treasure cards ''(including flipped cards)''<br />
#Bonus Coins from Collectors<br />
#1 Coin for each unexhausted Servant die<br />
<br />
In case of a tie, each tied player rolls all of their unexhausted Servant dice and adds them together. Re-roll ties. The player with the higher result wins.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpexpeditions&diff=16989Gamehelpexpeditions2023-05-19T12:23:49Z<p>Ez0ah: Created page with "Depart on an expedition around the world! Discover unusual and unexplored places, new cultures, new exotic animals, and sumptuous landscapes! Three different expeditions depart from Northern Europe, but each player participates in all three expeditions, trying to influence their progress in order to achieve their own objectives and score victory points. == Setup == Each player receives 12 Expedition cards in a 2/3-player game, or 9 cards in a 4/5/6-player game. These ca..."</p>
<hr />
<div>Depart on an expedition around the world! Discover unusual and unexplored places, new cultures, new exotic animals, and sumptuous landscapes! Three different expeditions depart from Northern Europe, but each player participates in all three expeditions, trying to influence their progress in order to achieve their own objectives and score victory points.<br />
<br />
== Setup ==<br />
Each player receives 12 Expedition cards in a 2/3-player game, or 9 cards in a 4/5/6-player game. These cards are the player's secret objectives as they must lead the expeditions to these locations.<br />
<br />
6 Expeditions cards are then turned face-up next to the board. They are commun objectives, players competing to be the first to lead an expedition to these places, in addition to their personal objectives.<br />
<br />
In turn order, players reveal one of their secret objecives and place one of their token to mark it on the map, and they keep going until everyone has placed their 4 tokens.<br />
<br />
== Gameplay ==<br />
On your turn, you must advance one of the 3 expeditions.<br />
<br />
If the chosen expedition hasn't started yet, it starts from the Northern Europe location (with the wind rose symbol) and you add an arrow, of that expedition color, pointing from the Northern Europe location to one of the 6 connected spots.<br />
<br />
If it has already started, you add an arrow, of the expedition color, from the last visited location to one of the connected location.<br />
<br />
You can never move back and forth between 2 locations with the same expedition. Different expeditions don't interact with each other, they can use the same connection between the same locations without penalty.<br />
<br />
If all of an expedition arrows have been used, you can no longer advance with that expedition.<br />
<br />
You can travel between continents, as long as the spots are connected with a dashed line. The left and right sides of the board are connected, represented by half-circles locations with the same name on both side of the map.<br />
<br />
=== Location effects ===<br />
Depending on the color of the location where the expedition goes, there are different effects.<br />
<br />
==== Green ====<br />
Green locations match with Expedition cards.<br />
<br />
If ANY player owns the corresponding card, they reveal it to score at the end of the game. If there was a player token on that location, the token goes back to its owner, for scoring at the end.<br />
<br />
If the location matches one of the commun Expedition cards, the active player takes it, for scoring. A newcommun Expedition card is then revealed.<br />
<br />
==== Blue ====<br />
Blue locations allow the active player to add another arrow, to any expedition.<br />
<br />
==== Red ====<br />
Red locations grant the active player one Ticket. The half-circle locations at the edge of the board are red.<br />
<br />
=== Using a ticket ===<br />
The active player can use up to 2 tickets during their turn, before and/or after the expedition action.<br />
<br />
Using a ticket grant one of these 3 actions:<br />
<br />
- adding another arrow, to any expedition<br />
<br />
- removing the last arrow of any expedition, trigering the effects of the new last location<br />
<br />
- draw 2 Expedition cards, keep one, discard the other and discard one of your previous Expedition card (discarded cards are face-down)<br />
<br />
=== Creating a loop ===<br />
If the active player creates a loop (going back to one of the previously visited locations, they can add another arrow FOR THIS EXPEDITION, from any point visited by this expedition.<br />
<br />
== End of the game and Scoring ==<br />
The game ends when someone reveal their last Expedition card or when all of the arrows have been placed for the 3 expeditions. The remaining players have one last turn, so that everyone has played the same amount of turns.<br />
<br />
You get<br />
<br />
+1 point per revealed Expedition card you achieved (personnal or commun) <br />
<br />
+1 point per recovered token<br />
<br />
-1 point per Expedition card still in your hand<br />
<br />
-1 point for each of your tokens still on the board<br />
<br />
Whoever has the most points is the winner. Ties are broken in favor of whoever holds the most tickets.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpontour&diff=16979Gamehelpontour2023-05-17T19:14:09Z<p>Ez0ah: Created page with "You’re living the dream! You are in a band and about to go on tour! It’s your job to schedule the band’s stops over the 100-day tour, visiting as many states as possible. == Setup == The dice are rolled and the results are combined to form two different 2-digit numbers (i.e. 1 & 4 combine to form 14 & 41). A card is drawn and the lower number of the 2 is written on that card's state, on each player map. The number is then circled. That step is then repeated anoth..."</p>
<hr />
<div>You’re living the dream! You are in a band and about to go on tour! It’s your job to schedule the band’s stops over the 100-day tour, visiting as many states as possible.<br />
<br />
== Setup ==<br />
The dice are rolled and the results are combined to form two different 2-digit numbers (i.e. 1 & 4 combine to form 14 & 41). A card is drawn and the lower number of the 2 is written on that card's state, on each player map. The number is then circled.<br />
<br />
That step is then repeated another time with the lower number, then two more time with the higher number.<br />
<br />
The 4 cards are removed from the game.<br />
<br />
== Gameplay ==<br />
Each turn, 3 cards are reveals for all players and the two dice are rolled, creating two 2-digit numbers.<br />
<br />
All players simultaneously write each of these numbers in two empty states on their board. When writing numbers, players choose two of the three cards. The numbers must be<br />
<br />
written in one of the regions on the displayed cards (North, Central...). If you write a number on the same state displayed on the card, it is circled. When writing numbers, a different card must be used for each number.<br />
<br />
If all three cards display the same region OR if doubles are rolled, each player draws one star in any one empty state on their board instead of writing numbers. The state must be in the same region as shown on the card. The star is circled.<br />
<br />
== End of the game and scoring ==<br />
When only one or two empty states remain, cards aren't flipped. Instead, the dice are rolled and players may freely write numbers in any remaining states, following the usual rules.<br />
<br />
When all states are filled, the game ends. Beginning in any state, draw a continuous route for your tour. The line must continue to any adjacent state with a number equal to or greater than the previous state you started in. Stars are wild and count as any number. You can never return to a state that you have already visited.<br />
<br />
Score one point for each state you visit and an additional point for each encircled star or number on your route.<br />
<br />
The highest score is the winner!</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpapplejack&diff=16891Gamehelpapplejack2023-05-11T21:54:23Z<p>Ez0ah: </p>
<hr />
<div>Plant your orchad with gorgeous apple trees, match beehives and get ready for the harvests! <br />
<br />
The player with the most honey wins the game. You will collect honey by skillfully placing tree tiles in your orchard and through regular apple harvests. After 19 turns each player will have a full orchard and will participate in final scoring.<br />
<br />
== Gameplay ==<br />
Players take turns in clockwise order, until their orchads are full.<br />
<br />
On your turn, you must select a tree tile, then place it in your orchad (either face up by paying its cost or face down to receive honey). The die is then moved to the next spot on the track, sometimes triggering harvests or blossom scoring.<br />
<br />
=== 1 Selecting a tree tile ===<br />
The position of the die dictates where you can pick a tile. You choose 1 tree tile that is located in one of the two troughs next to this space.<br />
<br />
Alternatively, you can take a hidden tree tile from the general supply.<br />
<br />
=== 2 Placing the selected tile ===<br />
You must then place the selected tree tile on any free space in your orchad. You can either:<br />
<br />
- Place it face up. You must pay the honey cost indicated on any of the beehive on that tile. You can rotate it before placing it.<br />
<br />
- Place it face down (pasture side). You immediatly receive 2 honey, but the tile will not grant any further advantages.<br />
<br />
==== Collecting honey reward ====<br />
For each beehive on the newly placed tile that directly connects with another beehive, you receive the lower of the two numerical values in honey. Occasionally, when you lay a tree tile, you may have connected multiple beehives. In this case you get the lower number of each connection in honey!<br />
<br />
In the corners of your orchard you will also find beehives with numbers in it. You can use these - just like the ones on your tiles to make beehive connections.<br />
<br />
=== 3 Die movement, harvest and blossom ===<br />
Once you have finished your turn, the die moves clockwise to the next spot.<br />
<br />
==== Replenishment ====<br />
If the die would only provide a maximum of 1 tree tile to choose from in the two troughs that are next to it after moving, 1 new tree tile is added to each of the seven troughs. <br />
<br />
==== Harvest ====<br />
Whenever the die crosses one or two of the apples when moving along the harvest board, a harvest is triggered. The colour of the apple shows you which kind of apple is ripe for harvest. If two colours are shown, both varieties are harvested separately, one after the other.<br />
<br />
For each apple colour, groups of adjacently connected apples form areas. For each area, you receive the number of coloured apples in that area, minus the die value (1/2/3) in honey. You don't loose honey for areas which don't have enough apples.<br />
<br />
The amount of honey you would receive for the harvests is shown in your player area.<br />
<br />
==== Blossom ====<br />
Whenever the die reaches the end of the track, it moves back to the beginning and triggers a blossom.<br />
<br />
During the first harvest, you receive as much honey as you have pink cherry flowers on your tree tiles. The flowers do not have to be adjacent and form contiguous areas as the apples.<br />
<br />
During the second harvest, your receive two time that amount.<br />
<br />
After any harvest, the die value is increased by 1.<br />
<br />
== End of the game and scoring ==<br />
The game is over as soon as all players have completely filled their orchard. The die shows 3 pips on it and has reached the space with the autumn leaves.<br />
<br />
There is a final scoring phase where:<br />
<br />
- each apple colour is scored twice<br />
<br />
- you receive a variety bonus if you scored multiple colours during the final harvests (4/11/21/35 honey for scoring 4/5/6/7 different colours)<br />
<br />
- you receive 1 honey for each pink flower in your orchad<br />
<br />
The player who has the most honey wins. In the event of a tie, tied players share the victory.<br />
<br />
== Variants ==<br />
<br />
=== Individual orchards ===<br />
You play with the back sides (side B) of the orchards, which are all different. Instead of only beehives, you will also find apples in the corners, which you can connect with neighbouring tree tiles and count as an apple of the respective colour during harvests.<br />
<br />
=== Random apple harvest ===<br />
Special apple tiles are randomly used to cover the first 7 printed apples on the path of the harvest plan, on the main board. So the order of the first 7 harvests will change from the standard games.<br />
<br />
=== Additional tree tile ===<br />
At the beginning of the game, you receive 1 additional tree tile from the supply, tree side up, which is placed next to your orchad. When it’s your turn to select a tree tile, you are allowed to select this tile instead of a tile from the troughs or a tile blindly drawn. You must pay for the tile as usual or turn it onto the pasture side and place it in your orchard. Then, you immediately take a new tile from the trough adjacent to the die or draw from the supply which is placed next to the orchad. This give you a chance to "store" a tree tile from the troughs for a later turn that you won’t or can’t pay for yet.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpapplejack&diff=16889Gamehelpapplejack2023-05-11T16:23:44Z<p>Ez0ah: </p>
<hr />
<div>Plant your orchad with gorgeous apple trees, match beehives and get ready for the harvests! <br />
<br />
The player with the most honey wins the game. You will collect honey by skillfully placing tree tiles in your orchard and through regular apple harvests. After 19 turns each player will have a full orchard and will participate in final scoring.<br />
<br />
== Gameplay ==<br />
Players take turns in clockwise order, until their orchads are full.<br />
<br />
On your turn, you must select a tree tile, then place it in your orchad (either face up by paying its cost or face down to receive honey). The die is then moved to the next spot on the track, sometimes triggering harvests or blossom scoring.<br />
<br />
=== 1 Selecting a tree tile ===<br />
The position of the die dictates where you can pick a tile. You choose 1 tree tile that is located in one of the two troughs next to this space.<br />
<br />
Alternatively, you can take a hidden tree tile from the general supply.<br />
<br />
=== 2 Placing the selected tile ===<br />
You must then place the selected tree tile on any free space in your orchad. You can either:<br />
<br />
- Place it face up. You must pay the honey cost indicated on any of the beehive on that tile. You can rotate it before placing it.<br />
<br />
- Place it face down (pasture side). You immediatly receive 2 honey, but the tile will not grant any further advantages.<br />
<br />
==== Collecting Honey reward ====<br />
For each beehive on the newly placed tile that directly connects with another beehive, you receive the lower of the two numerical values in honey. Occasionally, when you lay a tree tile, you may have connected multiple beehives. In this case you get the lower number of each connection in honey!<br />
<br />
In the corners of your orchard you will also find beehives with numbers in it. You can use these - just like the ones on your tiles to make beehive connections.<br />
<br />
=== 3 Die movement, harvest and blossom ===<br />
Once you have finished your turn, the die moves clockwise to the next spot.<br />
<br />
==== Replenishment ====<br />
If the die would only provide a maximum of 1 tree tile to choose from in the two troughs that are next to it after moving, 1 new tree tile is added to each of the seven troughs. <br />
<br />
==== Harvest ====<br />
Whenever the die crosses one or two of the apples when moving along the harvest board, a harvest is triggered. The colour of the apple shows you which kind of apple is ripe for harvest. If two colours are shown, both varieties are harvested separately, one after the other.<br />
<br />
For each apple colour, groups of adjacently connected apples form areas. For each area, you receive the number of coloured apples in that area, minus the die value (1/2/3) in honey. You don't loose honey for areas which don't have enough apples.<br />
<br />
The amount of honey you would receive for the harvests is shown in your player area.<br />
<br />
==== Blossom ====<br />
Whenever the die reaches the end of the track, it moves back to the beginning and triggers a blossom.<br />
<br />
During the first harvest, you receive as much honey as you have pink cherry flowers on your tree tiles. The flowers do not have to be adjacent and form contiguous areas as the apples.<br />
<br />
During the second harvest, your receive two time that amount.<br />
<br />
After any harvest, the die value is increased by 1.<br />
<br />
== End of the game and scoring ==<br />
The game is over as soon as all players have completely filled their orchard. The die shows 3 pips on it and has reached the space with the autumn leaves.<br />
<br />
There is a final scoring phase where:<br />
<br />
- each apple colour is scored twice<br />
<br />
- you receive a variety bonus if you scored multiple colours during the final harvests (4/11/21/35 honey for scoring 4/5/6/7 different colours)<br />
<br />
- you receive 1 honey for each pink flower in your orchad<br />
<br />
The player who has the most honey wins. In the event of a tie, tied players share the victory.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpdecrypto&diff=16557Gamehelpdecrypto2023-04-09T13:59:13Z<p>Ez0ah: </p>
<hr />
<div>In this cryptic game of clues and secrecy, your aim is to intercept the opponent team twice without failing your own team twice<br />
<br />
== Turn Structure ==<br />
Each round is split into 8 parts<br />
<br />
1) A different Encryptor is designated each turn<br />
<br />
2) Encryptors secretly views a Code Card<br />
<br />
3) Encryptors writes 3 clues<br />
<br />
4) Both teams discuss and write down what they think about the White clues (Excluding White Encryptor, but including Black Encryptor)<br />
<br />
5) The White code is revealed. If the Black team is correct, they receive an Interception Token, whilst if they are wrong nothing happens. If the White team is correct, nothing happens, whilst if they are wrong they receive an Miscommunication Token.<br />
<br />
*Parts 4 and 5 are then repeated, with both teams attempting to decipher the Black clues<br />
<br />
== Round End ==<br />
Once both teams have attempted to decipher both codes, the round ends. <br />
<br />
If one team now has 2 Interception, they win.<br />
<br />
If one team now has 2 Miscommunication, they lose.<br />
<br />
If both teams win in the same round, the tokens turn into points, with Interceptions worth +1 and Miscommunication worth -1 to determine the winning team.<br />
<br />
If both teams are still tied, they can submit their guesses for the 4 words of the other team.<br />
<br />
If no win/loose condition was triggered, a new round begins.<br />
<br />
== Clue Rules ==<br />
The following are the Encryptor's rules for making their clues :<br />
<br />
A clue can either be a single word or a phrase<br />
<br />
Each clue must clearly be separate<br />
<br />
A clue must only refer to the meaning<br />
<br />
A clue must NOT use the spelling (e.g. a "C" for Cow)<br />
<br />
A clue must NOT indicated the number of letters (e.g. a "3" or "Three" for Cow)<br />
<br />
A clue must NOT indicate the position (e.g. "Tripod" for Cow in third position)<br />
<br />
A clue must NOT address pronunciation (e.g. "Wow!" to sound like Cow)<br />
<br />
A clue must NOT be the same word in another language (e.g. "Vache" for Cow)<br />
<br />
Spelling of the clue is important and anyone can ask for spelling clarification<br />
<br />
Each clue can only be used ONCE across the whole game</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpdecrypto&diff=16556Gamehelpdecrypto2023-04-09T13:57:24Z<p>Ez0ah: </p>
<hr />
<div>In this cryptic game of clues and secrecy, your aim is to intercept the opponent team twice without failing your own team twice<br />
<br />
== Turn Structure ==<br />
Each turn is split into 8 parts<br />
<br />
1) A different Encryptor is designated each turn<br />
<br />
2) Encryptors secretly views a Code Card<br />
<br />
3) Encryptors writes 3 clues<br />
<br />
4) Both teams discuss and write down what they think about the White clues (Excluding White Encryptor, but including Black Encryptor)<br />
<br />
5) The White code is revealed. If the Black team is correct, they receive an Interception Token, whilst if they are wrong nothing happens. If the White team is correct, nothing happens, whilst if they are wrong they receive an Miscommunication Token.<br />
<br />
*Parts 4 and 5 are then repeated, with both teams attempting to decipher the Black clues<br />
<br />
== Round End ==<br />
Once both teams have attempted to decipher both codes, the round ends. <br />
<br />
If one team now has 2 Interception, they win.<br />
<br />
If one team now has 2 Miscommunication, they lose.<br />
<br />
If both teams win in the same round, the tokens turn into points, with Interceptions worth +1 and Miscommunication worth -1 to determine the winning team.<br />
<br />
If both teams are still tied, they can submit their guesses for the 4 words of the other team. Whoever<br />
<br />
== Clue Rules ==<br />
The following are the Encryptor's rules for making their clues :<br />
<br />
A clue can either be a single word or a phrase<br />
<br />
Each clue must clearly be separate<br />
<br />
A clue must only refer to the meaning<br />
<br />
A clue must NOT use the spelling (e.g. a "C" for Cow)<br />
<br />
A clue must NOT indicated the number of letters (e.g. a "3" or "Three" for Cow)<br />
<br />
A clue must NOT indicate the position (e.g. "Tripod" for Cow in third position)<br />
<br />
A clue must NOT address pronunciation (e.g. "Wow!" to sound like Cow)<br />
<br />
A clue must NOT be the same word in another language (e.g. "Vache" for Cow)<br />
<br />
Spelling of the clue is important and anyone can ask for spelling clarification<br />
<br />
Each clue can only be used ONCE across the whole game</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpthegreatamericanfoxhunt&diff=16519Gamehelpthegreatamericanfoxhunt2023-04-07T11:11:13Z<p>Ez0ah: </p>
<hr />
<div>The first player to collect the required number of cards of any one species wins the game.<br />
{| class="wikitable"<br />
|+<br />
!<br />
!Bears<br />
!Deer<br />
!Hares<br />
!Squirrels<br />
|-<br />
|Nbr of required cards<br />
to win<br />
|3<br />
|4<br />
|5<br />
|6<br />
|}<br />
<br />
== Gameplay ==<br />
On your turn, you can send any number of hunter cards from you hand to go hunting. You can either send them to a random hunt or participate in a previously-started hunt.<br />
<br />
If you go for a random hunt, an animal card is revealed. If the sum of you played hunter card is greater or equal to the value on the animal card, you successfully hunt, collecting the animal card and discarding the used hunters. If your hunter cards do not add up to the value of the animal, both the animal and your hunters stay on the table.<br />
<br />
Instead of a random hunt, you can join a hunt by adding your hunters to the ones already chasing an animal on the table. If the new combined total of all hunters adds up to the value of the animal, you get to collect it, and all used hunters are discarded.<br />
<br />
Players keep taking turns until a victory condition is reached or no one has cards left in their hand, ending the round.<br />
<br />
=== Between the rounds ===<br />
You can trade some of your collected animals to acquire dogs. Starting from the player with the first player marker, you can trade animals with a total value of 8+ to take one of the available dog cards in your hand. You can trade as many times as you wish.<br />
<br />
Dog cards can be used alongside your hunter cards, but you can never send a hunting party with only dogs.<br />
<br />
The first player marker goes to the player who has the highest total of collected cards.<br />
<br />
All players take back their hunter cards in their hand.<br />
<br />
=== Foxes ===<br />
Fox cards act as wilds for completing any winning collection.<br />
<br />
In between rounds, you can also trade 1 fox for 2 dog cards.<br />
<br />
== Card distribution ==<br />
{| class="wikitable"<br />
|+Nbr of animal cards per value<br />
!Value<br />
!1<br />
!2<br />
!3<br />
!4<br />
!5<br />
!6<br />
!7<br />
!8<br />
!9<br />
!10<br />
!11<br />
!12<br />
|-<br />
|Squirrels<br />
|11<br />
|10<br />
|9<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
|Hares<br />
|<br />
|<br />
|8<br />
|7<br />
|6<br />
|5<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
|Deer<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|6<br />
|5<br />
|4<br />
|4<br />
|<br />
|<br />
|<br />
|-<br />
|Bears<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|4<br />
|4<br />
|3<br />
|2<br />
|-<br />
|Fox<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|8<br />
|<br />
|<br />
|}</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpthegreatamericanfoxhunt&diff=16518Gamehelpthegreatamericanfoxhunt2023-04-07T10:25:58Z<p>Ez0ah: Created page with "== Gameplay == On your turn, you can send any number of hunter cards from you hand to go hunting. You can either send them to a random hunt or participate in a previously-started hunt. If you go for a random hunt, an animal card is revealed. If the sum of you played hunter card is greater or equal to the value on the animal card, you successfully hunt, collecting the animal card and discarding the used hunters. If your hunter cards do not add up to the value of the anim..."</p>
<hr />
<div>== Gameplay ==<br />
On your turn, you can send any number of hunter cards from you hand to go hunting. You can either send them to a random hunt or participate in a previously-started hunt.<br />
<br />
If you go for a random hunt, an animal card is revealed. If the sum of you played hunter card is greater or equal to the value on the animal card, you successfully hunt, collecting the animal card and discarding the used hunters. If your hunter cards do not add up to the value of the animal, both the animal and your hunters stay on the table.<br />
<br />
Instead of a random hunt, you can join a hunt by adding your hunters to the ones already chasing an animal on the table. If the new combined total of all hunters adds up to the value of the animal, you get to collect it, and all used hunters are discarded.<br />
<br />
Players keep taking turns until a victory condition is reached or no one has cards left in their hand, ending the round.<br />
<br />
=== Between the rounds ===<br />
You can trade some of your collected animals to acquire dogs. Starting from the player with the first player marker, you can trade animals with a total value of 8+ to take one of the available dog cards in your hand. You can trade as many times as you wish.<br />
<br />
Dog cards can be used alongside your hunter cards, but you can never send a hunting party with only dogs.<br />
<br />
The first player marker goes to the player who has the highest total of collected cards.<br />
<br />
All players take back their hunter cards in their hand.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvolto&diff=16517Gamehelpvolto2023-04-07T09:51:06Z<p>Ez0ah: </p>
<hr />
<div>During the carnival, everyone wears masks, so it's the perfect opportunity for your family to eliminate the rival family.<br />
<br />
Discredit the opposing contender in St Mark's Square to ensure the title of Doge!<br />
<br />
== Win Conditions ==<br />
in Volto, your goal is to either:<br />
<br />
- have your candidate reach the opponent's palace line<br />
<br />
- capture your opponent's candidate<br />
<br />
- have your opponent capture both your ladies<br />
<br />
== Turn ==<br />
On your turn, move one of your masks either to an empty space or onto an opponent's mask, capturing it.<br />
<br />
== Capture ==<br />
If you capture a Noble, Advisor, or Soldier, the captee is removed from the board.<br />
<br />
If you capture a Lady, BOTH the captee and captor are removed from the board.<br />
<br />
If you capture a Candidate, you immediately win.<br />
<br />
== Masks ==<br />
There are 5 Mask types, each with their own movement style<br />
<br />
Noble (3) - Moves 1 space orthogonally, may capture<br />
<br />
Advisor (3) - Moves 1 space diagonally, may capture<br />
<br />
Soldier (1) - Moves forward, as many spaces as they want. The spaces must be empty, except for the last one as they may capture on the last space<br />
<br />
Lady (2) - Moves 1 space orthogonally or diagonally, cannot capture<br />
<br />
Candidate (1) - Moves 1 space orthogonally or diagonally, may capture</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvolto&diff=16516Gamehelpvolto2023-04-07T09:50:09Z<p>Ez0ah: </p>
<hr />
<div>During the carnival, everyone wears masks, so it's the perfect opportunity for your family to eliminate the rival family.<br />
<br />
Discredit the opposing contender in St Mark's Square to ensure the title of Dodge!<br />
<br />
== Win Conditions ==<br />
in Volto, your goal is to either:<br />
<br />
- have your candidate reach the opponent's palace line<br />
<br />
- capture your opponent's candidate<br />
<br />
- have your opponent capture both your ladies<br />
<br />
== Turn ==<br />
On your turn, move one of your masks either to an empty space or onto an opponent's mask, capturing it.<br />
<br />
== Capture ==<br />
If you capture a Noble, Advisor, or Soldier, the captee is removed from the board.<br />
<br />
If you capture a Lady, BOTH the captee and captor are removed from the board.<br />
<br />
If you capture a Candidate, you immediately win.<br />
<br />
== Masks ==<br />
There are 5 Mask types, each with their own movement style<br />
<br />
Noble (3) - Moves 1 space orthogonally, may capture<br />
<br />
Advisor (3) - Moves 1 space diagonally, may capture<br />
<br />
Soldier (1) - Moves forward, as many spaces as they want. The spaces must be empty, except for the last one as they may capture on the last space<br />
<br />
Lady (2) - Moves 1 space orthogonally or diagonally, cannot capture<br />
<br />
Candidate (1) - Moves 1 space orthogonally or diagonally, may capture</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvolto&diff=16515Gamehelpvolto2023-04-07T09:41:34Z<p>Ez0ah: /* Masks */ soldier rules</p>
<hr />
<div>===Goal===<br />
<br />
Your goal is to either have your candidate reach the opponent's palace line, remove your opponent's candidate, or have your opponent take both your ladies<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, move one of your masks either to an empty space or onto an opponent's mask, capturing it<br />
<br />
<br />
===Capture===<br />
<br />
If you capture a Noble, Advisor, or Soldier, the captee is removed from the board<br />
<br />
If you capture a Lady, BOTH the captee and captor are removed from the board<br />
<br />
If you capture a Candidate, you immediately win<br />
<br />
===Masks===<br />
<br />
There are 5 Mask types, each with their own movement style<br />
<br />
Noble (3) - Moves 1 space orthogonally, may capture<br />
<br />
Advisor (3) - Moves 1 space diagonally, may capture<br />
<br />
Candidate (1) - Moves 1 space orthogonally or diagonally, may capture<br />
<br />
Soldier (1) - Moves forward, as many spaces as they want. The spaces must be empty, except for the last one as they may capture on the last space<br />
<br />
Lady (2) - Moves 1 space orthogonally or diagonally, cannot capture</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpmindup&diff=16513Gamehelpmindup2023-04-06T21:48:38Z<p>Ez0ah: Created page with "A game of Mind Up! plays in 3 rounds, each being played over several turns. Each turn, you compete with the other players to obtain the cards in the center of the table. Guess what your opponents will play, choose the right number from your hand so that you can place your card next to the card you want to take! The card deck is made of 60 cards, from 1 to 60, with 12 cards in each of the 5 colors. == Gameplay == The game is divided in 3 rounds. At the beginning of a r..."</p>
<hr />
<div>A game of Mind Up! plays in 3 rounds, each being played over several turns. Each turn, you compete with the other players to obtain the cards in the center of the table. Guess what your opponents will play, choose the right number from your hand so that you can place your card next to the card you want to take!<br />
<br />
The card deck is made of 60 cards, from 1 to 60, with 12 cards in each of the 5 colors.<br />
<br />
== Gameplay ==<br />
The game is divided in 3 rounds.<br />
<br />
At the beginning of a round, each player receives 7 cards (or 8/9 in the 2nd/3rd round). The order of set of scoring cards (1 to 5 yellow cards) is randomly selected ans is the same for each player. Finally, as many cards as players are revealed, serving as the first prizes.<br />
<br />
Each turn, there are X revealed prize cards on the table, for X players. Players simultaneously select a card from their hand and reveal them. Whoever played the lowest card gains the lowest prize card, then whoever played the 2nd lowest gains the 2nd lowest prize card, and so on in ascending order.<br />
<br />
The prize card you gain is placed in your scoring row.<br />
<br />
- If there already are cards of the same color in your scoring row, the new card is added to the column containing that color.<br />
<br />
- If there aren't any card of the same color in your scoring row, the new card is added to the leftmost empty column.<br />
<br />
''Note : The first card you get will always be placed in the leftmost column.''<br />
<br />
The cards which have been played during this turn become the prize cards for the following turn.<br />
<br />
The round ends when players only have 1 card left in their hand. That card is added to their scoring row, following placement rules.<br />
<br />
== End of round and Scoring ==<br />
At the end of a round, each card in your scoring row grants you as many points as the number on the scoring card at the top of its column.<br />
<br />
Then, the bonus (yellow bubbles on your scored cards) and malus (red bubbles) are added or substracted to your score.<br />
<br />
At the end of the 1st and 2nd round, the scoring rows are reset for the next round. Players receive new cards (8 or 9 depending on the round). The starting prize cards are the played cards during the last turn of the previous round.<br />
<br />
The player with the highest total is the winner. In case of a tie, the winner is the player who scored the most points in the last round.<br />
<br />
== Variant: Bonus Objectives ==<br />
At the start of each round, a Bonus Objective card is randomly revealed. When scoring points, if the scored cards meet the indicated condition, the bonus or malus of this objective card is added (or substracted) from your score. A new Objective card is then revealed for the following round.<br />
<br />
Depending on setup choices, there can be multiple objective cards per round, up to 5 per round.<br />
<br />
If you play with 3+ objective cards, they are not changed between rounds.<br />
<br />
=== Effects of Objective cards ===<br />
A : +2 if you have 1 or 3 orange cards<br />
<br />
A : -2 if your orange cards are the scoring column of value 1 or 2<br />
<br />
B : +2 if you have 2 or 4 blue cards<br />
<br />
B : +2 if blue is the color you have the most cards of (or if blue is tied)<br />
<br />
C : -2 if you are the player with the least pink cards (or are tied for the least pink cards)<br />
<br />
C : +2 if you are the player with the most pink cards (or are tied for the most pink cards)<br />
<br />
D : +2 if there are no card on the right of your green cards<br />
<br />
D : +2 if your green cards are the scoring column of value 4 or 5<br />
<br />
E : +2 if you have more purple cards than orange cards (or the same number)<br />
<br />
E : -2 if you are the player with the most purple cards (or are tied for the most purple cards)<br />
<br />
F : +2 if you have cards in all 5 colors<br />
<br />
F : +2 if you have exactly 3 colors<br />
<br />
G : -2 if you have at least one color with exactly 3 cards<br />
<br />
G : +2 if you have at least one color with exactly 4 cards</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpevolution&diff=16509Gamehelpevolution2023-04-05T21:03:07Z<p>Ez0ah: Created page with "In the game Evolution, players adapt their species with traits to survive in an ever-changing ecosystem. Food is scarce and carnivores run rampant. Your choices will determine the fate of the world's species: which will survive, which will thrive, and which will disappear from the planet forever. The goal of Evolution is to gain the most points by feeding your species, increasing their population, and evolving them to best ensure their survival. At the end of the game,..."</p>
<hr />
<div>In the game Evolution, players adapt their species with traits to survive in an ever-changing ecosystem. Food is scarce and carnivores run rampant. Your choices will determine the fate of the world's species: which will survive, which will thrive, and which will disappear from the planet forever.<br />
<br />
The goal of Evolution is to gain the most points by feeding your species, increasing their population, and evolving them to best ensure their survival.<br />
<br />
At the end of the game, players get points for the food their species have eaten during the game, the Population of their surviving species and the Trait Cards on their surviving species.<br />
<br />
== Gameplay ==<br />
A game of Evolution is played over a variable number of rounds. There are 4 phases in each round.<br />
<br />
=== Receiving cards ===<br />
Each player receives 3 cards, plus 1 card for each species they have in front of them. If the deck needs to be shuffled during this phase, this will be the last round of the game.<br />
<br />
=== Selecting Food ===<br />
You secretly choose 1 Trait Card from your hand, which is added facedown on the Watering Hole.<br />
<br />
These are the "Food Cards" that will be revealed during the Feeding Phase to determine how much Plant Food will be available for the round. The number at the bottom right of each Trait Card represents an amount of Plant Food.<br />
<br />
=== Playing cards ===<br />
Starting with the First Player, you may play as many Trait Cards as you wants, or save them for the next round. There are three things you can do (in any order) with each Trait Card:<br />
<br />
- Play a Trait : you may place a Trait Card facedown above one of your species. A species may not have any duplicate Trait Cards and may not have more than 3 Trait Cards. If a species already has 3 Trait Cards, a player may play a Trait Card on that species by first discarding a Trait Card that is already on that species.<br />
<br />
- Create a new Species : you may discard a Trait Card face-up into the discard pile to get a new species. This Species starts with a Body Size "1" and Population "1". The new species must be placed to the left or the right of his existing species; they may not be placed between existing species.<br />
<br />
- Increase Body Size or Population : you may discard a Trait Card face-up into the discard pile to increase the Body Size or Population of any one of their species by 1.<br />
<br />
When everyone has played cards, all of the played Trait Cards are flipped face-up.<br />
<br />
=== Feeding ===<br />
The Food Cards on the Watering Hole are revealed, the food numbers on these cards are added, and that much Plant Food are added from the Food Bank onto the Watering Hole.<br />
<br />
If the total on the Food Cards is a negative number, that much Plant Food are removed from the Watering Hole (if possible). The revealed Food Cards are discarded.<br />
<br />
Beginning with the First Player and continuing clockwise, each player must feed one of their Hungry species, according to the Species Traits. A Species is Hungry if it has less food than its Population. A Species which is no longer Hungry can no longer receive extra food.<br />
<br />
When a species takes food, it is placed in the space above the Population track starting with the "1" Population space. Any food eaten will be worth 1 point at the end of the game.<br />
<br />
- non-carnivore : you add 1 Plant Food from the Watering Hole onto your Species board<br />
<br />
- carnivore : carnivores can never take Plant Food. They feed by attacking other Species. You can attack another Species if your Body Size is larger than theirs and you have the necessary traits to overcome the defensive traits of the attacked Species. After an attack, you add 1 Meat Food from the reserve and the attacked Species population is reduced by 1.<br />
<br />
If a Species population reaches 0, it goes extinct. The Food that had been eaten by this Species is put in the owner's bag, and that Species is discarded (board and traits).<br />
<br />
Once every Species is no longer Hungry or can no longer feed, the feeding phase ends. <br />
<br />
If a species did not eat food equal to its Population, its Population is reduced to the amount of food eaten. If a species did not eat any food, it goes Extinct.<br />
<br />
All of the eaten Foods are put in the respective player's bags.<br />
<br />
If you have no surviving Species, you receive a new one.<br />
<br />
The First Player token passes to the next player.<br />
<br />
== Ending and Scoring ==<br />
Once the deck runs out, the game ends at the end of that round.<br />
<br />
You receive 1 point per :<br />
<br />
- food token in your bag<br />
<br />
- population for your surviving Species<br />
<br />
- Trait cards on your surviving Species<br />
<br />
If there is a tie, the player with the most Trait Card points is the winner. If there is still a tie, the player with the most Population points is the winner.<br />
<br />
== 2-Player rules ==<br />
40Trait cards are removed at random from the deck at the beginning of the game.<br />
<br />
Your Species can only have 2 Traits cards instead of 3.<br />
<br />
== Quick variant and 6-player rules ==<br />
The Playing card phase is played simultaneously by all players.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpqawale&diff=16495Gamehelpqawale2023-04-04T20:03:41Z<p>Ez0ah: Created page with "Be the first to align 4 pebbles of your color, either in a row or diagonally. == Gameplay == Each player starts with 8 pebbles of their color in their hand, while there are 8 neutral pebbles on the initial board. On your turn, you must add a pebble from your hand to the top of an already-existing stack on the board. (''Note: a single pebble on the board counts as a stack'') Then, you must take that stack of pebbles and replace them on the board: - you must place firs..."</p>
<hr />
<div>Be the first to align 4 pebbles of your color, either in a row or diagonally.<br />
<br />
== Gameplay ==<br />
Each player starts with 8 pebbles of their color in their hand, while there are 8 neutral pebbles on the initial board.<br />
<br />
On your turn, you must add a pebble from your hand to the top of an already-existing stack on the board. (''Note: a single pebble on the board counts as a stack'')<br />
<br />
Then, you must take that stack of pebbles and replace them on the board:<br />
<br />
- you must place first the pebble that was at the bottom of the stack, then the following ones in ascending order.<br />
<br />
- the first pebble must be placed on an adjacent spot to the position of the stack. The next ones must be placed orthogonally adjacent to the previous spot.<br />
<br />
- you cannot move directly back to the spot you just came from. However, you can circle back to it if you have enough pebbles.<br />
<br />
== Win condition ==<br />
You win if you make a line of 4 of your pebbles, either in a row or in a diagonal. Only the topmost pebbles of stacks count for the victory condition.<br />
<br />
If both players have placed their 8th pebble without triggering a win, the game ends in a tie.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanamikoji&diff=16449Gamehelphanamikoji2023-03-28T17:01:11Z<p>Ez0ah: </p>
<hr />
<div>In Hanamikoji, two players compete to earn the favors of the seven geisha masters by collecting the performance items with which they excel. With careful speculation and sometimes a few bold moves, you may earn the essential items by giving away the less critical ones. Can you outsmart your opponent and win the most favors of the geisha?<br />
<br />
== Overview ==<br />
The aim is to win 4 Geisha or 11 (or more) Charm Points.<br />
<br />
You and your opponent take turns to perform actions to get different kinds of Item Cards. For each Geisha, if you have more Item Cards of the corresponding type than your opponent, then you win the Geisha’s favor.<br />
<br />
The game will continue until either player has reached the winning goal in the Scoring phase.<br />
<br />
== Round Structure ==<br />
At the beginning of a round, each player receives 6 cards, 1 card is removed for this round and the remaining 8 cards form a draw pile.<br />
<br />
Players then alternate to take one turn until both players have taken 4 turns.<br />
<br />
In your turn, you draw a card from the Item deck, and then perform an action between the ones still available. After resolving an action, the corresponding token is flipped, meaning you won't be able to use this action during the rest of the round.<br />
<br />
You start the round with 4 available actions, which can be played in any order.<br />
<br />
Once both players have played 4 turns each, the game proceeds to a scoring phase.<br />
<br />
Here are the 4 actions:<br />
<br />
=== Secret ===<br />
You reserve 1 card from your hand, which will be revealed and scored at the end of the round.<br />
<br />
=== Trade-off ===<br />
You discard 2 cards from your hand, face-down. '''These cards will not be scored.'''<br />
<br />
=== Gift ===<br />
You reveal 3 cards from your hand. Your opponent chooses 1 card from them, and places this card on their side next to the corresponding Geisha. Then, you place the 2 remaining cards on your side next to the corresponding Geishas.<br />
<br />
=== Competition ===<br />
You reveal 4 cards from your hand, and divide them into two sets, each containing 2 cards. Your opponent chooses 1 set, and places these 2 cards on their side next to the<br />
<br />
corresponding Geishas. Then, you place the 2 remaining cards on your side next to the corresponding Geishas.<br />
<br />
=== Scoring phase ===<br />
Both players reveal their reserved card and add it to their side of the corresponding Geisha.<br />
<br />
Then, the number of Item Cards on both sides of each Geisha is compared:<br />
<br />
- If one side has more cards than the other: The side with more Item Cards wins this Geisha. The corresponding Victory Marker is moved to the winning side.<br />
<br />
- Two sides are draw or no cards: The Victory Marker does not move.<br />
<br />
If any player reaches the winning goal, the game ends immediately (See: End of the Game).<br />
<br />
If neither players reach the winning goal,<br />
<br />
- Victory Markers remain in place. (''Note: They don’t move back to the center of each Geisha Card.'')<br />
<br />
- Action tokens are flipped face-up.<br />
<br />
- The second player becomes the new starting player.<br />
<br />
- ALL Items cards are shuffled back.<br />
<br />
The next round then begins.<br />
<br />
== End of the game ==<br />
If any player wins 4 Geisha or 11 (or more) Charm Points, the game ends immediately.<br />
<br />
If only one player reaches the winning goal, they are the winner.<br />
<br />
If one player wins 4 Geisha and the other wins 11 (or more) Charm Points, the one with the Charm Points wins the tie.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanamikoji&diff=16448Gamehelphanamikoji2023-03-28T17:00:50Z<p>Ez0ah: Created page with "In Hanamikoji, two players compete to earn the favors of the seven geisha masters by collecting the performance items with which they excel. With careful speculation and sometimes a few bold moves, you may earn the essential items by giving away the less critical ones. Can you outsmart your opponent and win the most favors of the geisha? == Overview == The aim is to win 4 Geisha or 11 (or more) Charm Points. You and your opponent take turns to perform actions to get di..."</p>
<hr />
<div>In Hanamikoji, two players compete to earn the favors of the seven geisha masters by collecting the performance items with which they excel. With careful speculation and sometimes a few bold moves, you may earn the essential items by giving away the less critical ones. Can you outsmart your opponent and win the most favors of the geisha?<br />
<br />
== Overview ==<br />
The aim is to win 4 Geisha or 11 (or more) Charm Points.<br />
<br />
You and your opponent take turns to perform actions to get different kinds of Item Cards. For each Geisha, if you have more Item Cards of the corresponding type than your opponent, then you win the Geisha’s favor.<br />
<br />
The game will continue until either player has reached the winning goal in the Scoring phase.<br />
<br />
== Round Structure ==<br />
At the beginning of a round, each player receives 6 cards, 1 card is removed for this round and the remaining 8 cards form a draw pile.<br />
<br />
Players then alternate to take one turn until both players have taken 4 turns.<br />
<br />
In your turn, you draw a card from the Item deck, and then perform an action between the ones still available. After resolving an action, the corresponding token is flipped, meaning you won't be able to use this action during the rest of the round.<br />
<br />
You start the round with 4 available actions, which can be played in any order.<br />
<br />
Once both players have played 4 turns each, the game proceeds to a scoring phase.<br />
<br />
Here are the 4 actions:<br />
<br />
=== Secret ===<br />
You reserve 1 card from your hand, which will be revealed and scored at the end of the round.<br />
<br />
=== Trade-off ===<br />
You discard 2 cards from your hand, face-down. '''These cards will not be scored.'''<br />
<br />
=== Gift ===<br />
You reveal 3 cards from your hand. Your opponent chooses 1 card from them, and places this card on their side next to the corresponding Geisha. Then, you place the 2 remaining cards on your side next to the corresponding Geishas.<br />
<br />
=== Competition ===<br />
You reveal 4 cards from your hand, and divide them into two sets, each containing 2 cards. Your opponent chooses 1 set, and places these 2 cards on their side next to the<br />
<br />
corresponding Geishas. Then, you place the 2 remaining cards on your side next to the corresponding Geishas.<br />
<br />
=== Scoring phase ===<br />
Both players reveal their reserved card and add it to their side of the corresponding Geisha.<br />
<br />
Then, the number of Item Cards on both sides of each Geisha is compared:<br />
<br />
- If one side has more cards than the other: The side with more Item Cards wins this Geisha. The corresponding Victory Marker is moved to the winning side.<br />
<br />
- Two sides are draw or no cards: The Victory Marker does not move.<br />
<br />
If any player reaches the winning goal, the game ends immediately (See: End of the Game).<br />
<br />
If neither players reach the winning goal,<br />
<br />
- Victory Markers remain in place. (''Note: They don’t move back to the center of each Geisha Card.'')<br />
<br />
- Action tokens are flipped face-up.<br />
<br />
- The second player becomes the new starting player.<br />
<br />
- ALL Items cards are shuffled back.<br />
<br />
The next round then begins.<br />
<br />
=== End of the game ===<br />
If any player wins 4 Geisha or 11 (or more) Charm Points, the game ends immediately.<br />
<br />
If only one player reaches the winning goal, they are the winner.<br />
<br />
If one player wins 4 Geisha and the other wins 11 (or more) Charm Points, the one with the Charm Points wins the tie.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpastra&diff=16418Gamehelpastra2023-03-26T14:03:02Z<p>Ez0ah: </p>
<hr />
<div>In Astra, great gods, legendary heroes and magical creatures live in the night sky’s Constellations. You and your fellow players will take on the role of astronomers to discover<br />
<br />
and bring them to life. <br />
<br />
On your turn, you will collect and spend Stardust to mark stars, discover and collect Constellations, and earn various Boons and Abilities granted by the discovered Constellations. Additionally, you will also gain Fame for your efforts in exploring the night sky. Whoever has the most Fame by the end of the game wins.<br />
<br />
== Gameplay ==<br />
On your turn, you can activate abilities then you must choose between observing or resting.<br />
<br />
At the beginning of your turn, you can activate any abilities depicted on your unexhausted Constellations, in any order. Once you have used an ability, the corresponding Constellation is exhausted.<br />
<br />
''Note: Exhausted Constellations can be reactivated by the Rest action or with a Boon of Reactivation.''<br />
<br />
=== Observing ===<br />
When Observing, you can spend stardust to mark stars of undiscovered Constellations, spending 1 stardust per marked star.<br />
<br />
If there were no marked stars on the undiscovered Constellation you want to observe, you must first mark the Constellation's starting star. If there were, your first marked star can be any star adjacent to a previously marked star. Then, you may mark an additional star that is adjacent to the star you have marked immediately before it. You may continue marking adjacent stars as long as they are directly connected with a single white line to the star you have just marked and you have Stardust to spend.<br />
<br />
Whenever you mark a Grand star, you instantly gain 1 Wisdom. Wisdom will allow you to have more discovered Constellations.<br />
<br />
You may take additional Observe actions, at the cost of spending 1 telescope token per extra Observe action.<br />
<br />
=== Resting ===<br />
When resting,first, you must take as much stardust from the general supply as you need so that you end up with as much stardust as the current size of your Pouch.<br />
<br />
Then, you must reactivate your discovered Constellations which have the element symbol matching the position of the marker on the active sphere.<br />
<br />
Finally, the element marker moves to the next element symbol, in clockwise order. <br />
<br />
=== Discovery Phase ===<br />
At the end of your turn, if you had marked the last remaining star on Constellations, those are considered discovered. If multiple Constellations are discovered, you can choose in which order they are resolved.<br />
<br />
Any other player who helped discovering the card, by previously marking stars on it, can pick one of the boons depicted at the bottom of the discovered card, starting from the player who had marked the most stars, then in descending majority order. A boon cannot be picked again if another player already picked it earlier.<br />
<br />
You, who discovered the Constellation by marking the last star, do not get to pick a boon. Instead, you place the Constellation card face-up in front of you, giving you an ability to use in future turns. New Constellations are drawn from the deck to replace any discovered card.<br />
<br />
If you end up having more Constellations than what your Wisdom limit allows, you must discard down to your Wisdom.<br />
<br />
== Game end and scoring ==<br />
The game ends when the Constellation draw pile is emptied. If the first player triggers the endgame, everyone else play one last turn. If someone else triggers it, you then take turns until it is the first player’s turn, finishing the current round. Then, every player takes one last turn in one final round.<br />
<br />
You then score points for:<br />
<br />
* Pouch size: score points equal to the number above the rightmost marking on the Pouch size track<br />
* Card limit: score points equal to the highest number marked on the Wisdom track<br />
* Leftover Stardust: score 1 point for every third stardust remaining in your Pouch<br />
* Marked stars: score 1 point for every second star you have marked across all the undiscovered Constellations<br />
* Constellations: score points equal to the Final Scoring amount shown on each of your cards.<br />
* Element sets: score 2/6/11 if you have 2/3/4 cards with the same element symbol, for each symbol. Score 6 points for each set of 4 different elements or 3 points for each set of 3 different elements (Note: you start the game with 2 elements already, represented by the +)</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprainforest&diff=16417Gamehelprainforest2023-03-26T12:55:20Z<p>Ez0ah: /* Gameplay */</p>
<hr />
<div>In Rainforest, your aim is to create a jungle environment that offers a rich variety of vegetation, which will allow you to reintroduce and protect the region’s iconic species: monkeys, frogs, butterflies and parrots. Don’t forget to secure the long-term survival of your totem animal, and you’ll be able to earn some precious extra points. Can you make your jungle a cradle of diversity?<br />
<br />
== Gameplay ==<br />
On your turn you must perform the following actions in this order: <br />
<br />
1) Take a Jungle tile from the top of one of the piles, then take all the species tokens of a single color or single type from that same zone <br />
<br />
2) Place the Species tokens you have just taken onto your Jungle tiles in your clearing, then lock in any completed tiles by placing them in your jungle. <br />
<br />
When a player locks in their 9th Jungle tile, the players finish that round and then the game ends. The player with the most points wins. <br />
<br />
=== Choosing the tiles and Species tokens in one zone ===<br />
Choose one of the 5 zones on the board and follow these two steps in this order:<br />
<br />
* Take the top Jungle tile from the pile in that zone. You may choose to either place it in one of the spaces in your clearing (there is a limit of 3 tiles in your clearing) or discard it<br />
* Take all the Species tokens of a single color or single type within that zone<br />
<br />
If you take the last Species token from a zone, you can immediately exchange one of the Species tokens you have taken this turn or one from your reserve with any Species token on the main board.<br />
<br />
=== Placing Species tokens ===<br />
You use the Species tokens you just took (plus those in your reserve, if you have any) to complete the Jungle tiles in your clearing. <br />
<br />
You can start filling a Jungle tile without having to complete it entirely. Any Species token that has been placed on a Jungle tile remains there for the rest of the game.The Jungle tiles do not all have the same restrictions. Some of them will accept any species, whereas others will require a particular color or type of species.<br />
<br />
If you have completed a Jungle tile, you must move it from your clearing into your Jungle.<br />
<br />
Locked-in tiles are placed down one after the other, from left to right, respecting the placement order shown on your player board, forming a square of 9 tiles. <br />
<br />
You can lock in more than one Jungle tile in the same turn. If you do, you can arrange them in the order you wish. You won’t be able to adjust this placement later on. <br />
<br />
Once you have placed the locked-in tiles in your jungle, check whether you have fulfilled any of the conditions that allow you to take one of the available Bonus tokens (Protected Area and Diversity). <br />
<br />
==== Protected Area token ====<br />
If you build a zone of 3 tiles of the same color connected orthogonally, and the two Protected Area tokens of that color are still available for this game, you can decide either to take the 3-tile token immediately or instead leave it and aim for the 4-tile token. You won’t be able to change your mind later on.<br />
<br />
Similarly, if you take the 3-tile Protected Area token, you will no longer have the option to take the 4-tile Protected Area token. This means that a player can only have one Protected Area token of each color.<br />
<br />
Place the Protected Area token on a tile of your choice within the connected area concerned.<br />
<br />
''Note : A dual-colored tile can only hold one Protected Area token.''<br />
<br />
==== Diversity token ====<br />
If your jungle contains all 5 colors, you receive the Diversity token and place it on the tile featuring the 5th color.<br />
<br />
''Note : A tile can hold both a Protected Area and a Diversity token.''<br />
<br />
=== Turn end ===<br />
If you have more Species tokens than you can hold in your reserve (limit of 2), you must discard the excess. How you manage your reserve is up to you; you can discard the tokens you reserved in previous rounds in order to keep the tokens you took this turn, if you so wish.<br />
<br />
At the end of each player’s turn, if one of the zones on the main board has run out of Species tokens, the empty spaces in all zones are refilled with tokens taken at random from the bag.<br />
<br />
== End of game and scoring ==<br />
When a player locks in their 9th Jungle tile, it triggers the end of the game. Players continue to play until it comes back to the player with the Binoculars token, so that everyone has played the same number of turns.<br />
<br />
Each player then counts up their points (tiles that are still in your clearing do not score). <br />
<br />
* Each Jungle tile locked into the player’s jungle earns them the points indicated on that tile.<br />
* Each Species token corresponding to the player’s totem animal (on the yellow leaf on your board) that has been placed on a locked-in tile earns 1 additional point for that tile.<br />
* The Protected Area tokens allow the player to double or triple their points for the tile on which they are placed (including the totem animal points).<br />
<br />
The Diversity token gives a player 2 points for each tile placed after it in the placement order.<br />
<br />
The player who has gained the most points wins the game. If there is a tie, the players share the victory</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprainforest&diff=16416Gamehelprainforest2023-03-26T12:54:53Z<p>Ez0ah: </p>
<hr />
<div>In Rainforest, your aim is to create a jungle environment that offers a rich variety of vegetation, which will allow you to reintroduce and protect the region’s iconic species: monkeys, frogs, butterflies and parrots. Don’t forget to secure the long-term survival of your totem animal, and you’ll be able to earn some precious extra points. Can you make your jungle a cradle of diversity?<br />
<br />
== Gameplay ==<br />
On your turn you MUST perform the following actions in this order: <br />
<br />
1) Take a Jungle tile from the top of one of the piles, then take all the species tokens of a single color or single type from that same zone <br />
<br />
2) Place the Species tokens you have just taken onto your Jungle tiles in your clearing, then lock in any completed tiles by placing them in your jungle. <br />
<br />
When a player locks in their 9th Jungle tile, the players finish that round and then the game ends. The player with the most points wins. <br />
<br />
=== Choosing the tiles and Species tokens in one zone ===<br />
Choose one of the 5 zones on the board and follow these two steps in this order:<br />
<br />
* Take the top Jungle tile from the pile in that zone. You may choose to either place it in one of the spaces in your clearing (there is a limit of 3 tiles in your clearing) or discard it<br />
* Take all the Species tokens of a single color or single type within that zone<br />
<br />
If you take the last Species token from a zone, you can immediately exchange one of the Species tokens you have taken this turn or one from your reserve with any Species token on the main board.<br />
<br />
=== Placing Species tokens ===<br />
You use the Species tokens you just took (plus those in your reserve, if you have any) to complete the Jungle tiles in your clearing. <br />
<br />
You can start filling a Jungle tile without having to complete it entirely. Any Species token that has been placed on a Jungle tile remains there for the rest of the game.The Jungle tiles do not all have the same restrictions. Some of them will accept any species, whereas others will require a particular color or type of species.<br />
<br />
If you have completed a Jungle tile, you must move it from your clearing into your Jungle.<br />
<br />
Locked-in tiles are placed down one after the other, from left to right, respecting the placement order shown on your player board, forming a square of 9 tiles. <br />
<br />
You can lock in more than one Jungle tile in the same turn. If you do, you can arrange them in the order you wish. You won’t be able to adjust this placement later on. <br />
<br />
Once you have placed the locked-in tiles in your jungle, check whether you have fulfilled any of the conditions that allow you to take one of the available Bonus tokens (Protected Area and Diversity). <br />
<br />
==== Protected Area token ====<br />
If you build a zone of 3 tiles of the same color connected orthogonally, and the two Protected Area tokens of that color are still available for this game, you can decide either to take the 3-tile token immediately or instead leave it and aim for the 4-tile token. You won’t be able to change your mind later on.<br />
<br />
Similarly, if you take the 3-tile Protected Area token, you will no longer have the option to take the 4-tile Protected Area token. This means that a player can only have one Protected Area token of each color.<br />
<br />
Place the Protected Area token on a tile of your choice within the connected area concerned.<br />
<br />
''Note : A dual-colored tile can only hold one Protected Area token.''<br />
<br />
==== Diversity token ====<br />
If your jungle contains all 5 colors, you receive the Diversity token and place it on the tile featuring the 5th color.<br />
<br />
''Note : A tile can hold both a Protected Area and a Diversity token.''<br />
<br />
=== Turn end ===<br />
If you have more Species tokens than you can hold in your reserve (limit of 2), you must discard the excess. How you manage your reserve is up to you; you can discard the tokens you reserved in previous rounds in order to keep the tokens you took this turn, if you so wish.<br />
<br />
At the end of each player’s turn, if one of the zones on the main board has run out of Species tokens, the empty spaces in all zones are refilled with tokens taken at random from the bag.<br />
<br />
== End of game and scoring ==<br />
When a player locks in their 9th Jungle tile, it triggers the end of the game. Players continue to play until it comes back to the player with the Binoculars token, so that everyone has played the same number of turns.<br />
<br />
Each player then counts up their points (tiles that are still in your clearing do not score). <br />
<br />
* Each Jungle tile locked into the player’s jungle earns them the points indicated on that tile.<br />
* Each Species token corresponding to the player’s totem animal (on the yellow leaf on your board) that has been placed on a locked-in tile earns 1 additional point for that tile.<br />
* The Protected Area tokens allow the player to double or triple their points for the tile on which they are placed (including the totem animal points).<br />
<br />
The Diversity token gives a player 2 points for each tile placed after it in the placement order.<br />
<br />
The player who has gained the most points wins the game. If there is a tie, the players share the victory</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprainforest&diff=16415Gamehelprainforest2023-03-26T12:54:16Z<p>Ez0ah: </p>
<hr />
<div>In Rainforest, your aim is to create a jungle environment that offers a rich variety of vegetation, which will allow you to reintroduce and protect the region’s iconic species: Monkeys, frogs, butterflies and parrots. Don’t forget to secure the long-term survival of your totem animal, and you’ll be able to earn some precious extra points. Can you make your jungle a cradle of diversity?<br />
<br />
== Gameplay ==<br />
On your turn you MUST perform the following actions in this order: <br />
<br />
1) Take a Jungle tile from the top of one of the piles, then take all the species tokens of a single color or single type from that same zone <br />
<br />
2) Place the Species tokens you have just taken onto your Jungle tiles in your clearing, then lock in any completed tiles by placing them in your jungle. <br />
<br />
When a player locks in their 9th Jungle tile, the players finish that round and then the game ends. The player with the most points wins. <br />
<br />
=== Choosing the tiles and Species tokens in one zone ===<br />
Choose one of the 5 zones on the board and follow these two steps in this order:<br />
<br />
* Take the top Jungle tile from the pile in that zone. You may choose to either place it in one of the spaces in your clearing (there is a limit of 3 tiles in your clearing) or discard it<br />
* Take all the Species tokens of a single color or single type within that zone<br />
<br />
If you take the last Species token from a zone, you can immediately exchange one of the Species tokens you have taken this turn or one from your reserve with any Species token on the main board.<br />
<br />
=== Placing Species tokens ===<br />
You use the Species tokens you just took (plus those in your reserve, if you have any) to complete the Jungle tiles in your clearing. <br />
<br />
You can start filling a Jungle tile without having to complete it entirely. Any Species token that has been placed on a Jungle tile remains there for the rest of the game.The Jungle tiles do not all have the same restrictions. Some of them will accept any species, whereas others will require a particular color or type of species.<br />
<br />
If you have completed a Jungle tile, you must move it from your clearing into your Jungle.<br />
<br />
Locked-in tiles are placed down one after the other, from left to right, respecting the placement order shown on your player board, forming a square of 9 tiles. <br />
<br />
You can lock in more than one Jungle tile in the same turn. If you do, you can arrange them in the order you wish. You won’t be able to adjust this placement later on. <br />
<br />
Once you have placed the locked-in tiles in your jungle, check whether you have fulfilled any of the conditions that allow you to take one of the available Bonus tokens (Protected Area and Diversity). <br />
<br />
==== Protected Area token ====<br />
If you build a zone of 3 tiles of the same color connected orthogonally, and the two Protected Area tokens of that color are still available for this game, you can decide either to take the 3-tile token immediately or instead leave it and aim for the 4-tile token. You won’t be able to change your mind later on.<br />
<br />
Similarly, if you take the 3-tile Protected Area token, you will no longer have the option to take the 4-tile Protected Area token. This means that a player can only have one Protected Area token of each color.<br />
<br />
Place the Protected Area token on a tile of your choice within the connected area concerned.<br />
<br />
''Note : A dual-colored tile can only hold one Protected Area token.''<br />
<br />
==== Diversity token ====<br />
If your jungle contains all 5 colors, you receive the Diversity token and place it on the tile featuring the 5th color.<br />
<br />
''Note : A tile can hold both a Protected Area and a Diversity token.''<br />
<br />
=== Turn end ===<br />
If you have more Species tokens than you can hold in your reserve (limit of 2), you must discard the excess. How you manage your reserve is up to you; you can discard the tokens you reserved in previous rounds in order to keep the tokens you took this turn, if you so wish.<br />
<br />
At the end of each player’s turn, if one of the zones on the main board has run out of Species tokens, the empty spaces in all zones are refilled with tokens taken at random from the bag.<br />
<br />
== End of game and scoring ==<br />
When a player locks in their 9th Jungle tile, it triggers the end of the game. Players continue to play until it comes back to the player with the Binoculars token, so that everyone has played the same number of turns.<br />
<br />
Each player then counts up their points (tiles that are still in your clearing do not score). <br />
<br />
* Each Jungle tile locked into the player’s jungle earns them the points indicated on that tile.<br />
* Each Species token corresponding to the player’s totem animal (on the yellow leaf on your board) that has been placed on a locked-in tile earns 1 additional point for that tile.<br />
* The Protected Area tokens allow the player to double or triple their points for the tile on which they are placed (including the totem animal points).<br />
<br />
The Diversity token gives a player 2 points for each tile placed after it in the placement order.<br />
<br />
The player who has gained the most points wins the game. If there is a tie, the players share the victory</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpdontgointhere&diff=16411Gamehelpdontgointhere2023-03-25T22:37:23Z<p>Ez0ah: edited from raw rules to BGA implementation</p>
<hr />
<div>== Overview ==<br />
The player with the FEWEST Curses win.<br />
<br />
During the game, you will acquire Cursed cards that will have a Curse value. Try to collect cards with fewer Curses on them and dispel cards with lots of curses. When you dispel a a card it flips over and its Curses no longer add to your total.<br />
<br />
Sometimes you'll get haunted by Ghosts. Having a few ghost tokens is okay. But if you end with the MOST ghosts you will gain a lot of Curses.<br />
<br />
Flashlights protect you from Ghosts. It's risky going further into the haunted house, but you can get 1st choice of the cards.<br />
<br />
== Setup ==<br />
There are multiple Cursed card types but not all will be used each game.<br />
<br />
At the begining of the game, several Cursed card types will be selected (5/6/7/8 dufferent types for 2/3/4/5 players). Cards are then suffled and some are randomly removed (16/12/8/4 removed cards for 2/3/4/5 players).<br />
<br />
== Gameplay ==<br />
On your turn you must place one of your Meeples into a Room. If it is the 3rd Meeple in the Room then the Room will be resolved.<br />
<br />
=== Placing a Meeple ===<br />
Place 1 Meeple from your supply on an unoccupied space in any Room. Each placed Meeple will allow to claim one of the cards above the Room. A Meeple placed further up has a better chance of getting 1st choice of cards, but an increased chance of taking Ghosts tokens. Some Rooms have an effect that will activate immediately after placing a Meeple into them. If you place the 3rd Meeple the Room is immediately resolved. Otherwise play passes to the next player.<br />
<br />
=== Resolving a Room ===<br />
<br />
==== 1. Roll for Ghosts ====<br />
Roll a number dice equal to the total of the dice symbols on all cards above the Room board. The owner of each Meeple takes Ghosts tokens equal to the number of Ghosts rolled minus the number of Flashlights on the Meeple's space.<br />
<br />
==== 2. Take Cursed Cards ====<br />
Beginning with the Meeple in the highest space in the room and continuing down, the owner of the Meeple must take a Cursed card of their choice and adds it to a face-up tableau. Some cards will trigger an effect immediately after claiming them.<br />
<br />
==== 3. Reveal a New Room ====<br />
Once all Meeples have claimed cards, the Room is flipped to its opposite side and 3 new cards are dealt to the Room. If no cards remain in the deck, the Room board is removed from the game. Play continues with the next player after the player whose Meeple triggered Room resolution. Once every card has been claimed and all 3 Rooms have been removed from play the game ends.<br />
<br />
== Game end ==<br />
<br />
The game ends when all Cursed cards have been taken. Once game end is triggered, the following steps are resolved.<br />
<br />
=== 1. Trigger Cursed Cards with Game End Effects ===<br />
All players trigger the end game effects of all end game Cursed cards visible in their tableau.<br />
<br />
=== 2. Ghosts ===<br />
Reveal the Ghost tokens of all players. If a player has the most or is tied for the most Ghost tokens they will gain 1 Curse for every 2 Ghost tokens they have (rounded down).<br />
<br />
=== 3. Winner ===<br />
The player with the FEWEST Curses wins. If there is a tie, the tied player with the FEWEST Ghost tokens win. If still tied, the players share victory.<br />
<br />
== Cursed cards ==<br />
There are 8 Cursed cards of each type, 2 of each Curse value 1-4.<br />
<br />
''Note: For all card types that dispel cards of their own type the game will automatically dispel the cards with the highest Curse values, as there is no valid reason to select any other cards.''<br />
<br />
=== Amulet ===<br />
At game end, dispel the Amulet cards indicated by each of your Amulets. Each Amulet card can only dispel 1 Amulet card with the indicated Curse value.<br />
<br />
=== Cat ===<br />
At game end, if you have 9 or fewer Ghost tokens, dispel all but 1 Cat card.<br />
<br />
=== Clocks ===<br />
If you are the 1st player to collect a set of Clock cards whose Curse values add up to 8 or more, immediately dispel 2 Clock cards. After that, collecting a set of Clock cards has no effect.<br />
<br />
=== Doll ===<br />
When you have a set of Doll cards whose Curse values add up to exactly 6, immediately dispel those Doll cards.<br />
<br />
=== Holy Water ===<br />
When you collect a set 2 Holy Water cards immediately discard half of your Ghost tokens rounded.<br />
<br />
=== Mask ===<br />
When you collect a Mask card, immediately pass 1 Ghost token per mask card in your set to the player on your right. If you have less Ghosts than you are required to pass, pass all possible.<br />
<br />
=== Mirror ===<br />
Each time you take a Mirror card, immediately take a Ghost token. When you collect 3 Mirror cards immediately dispel those 3 Mirror cards.<br />
<br />
=== Music Box ===<br />
At game end, if you have the most total Curses on Music Box cards, dispel 2 Music Box cards. If tied, all tied players dispel 2 Music Boxes.<br />
<br />
=== Portrait ===<br />
At game end, dispel half of your Portrait cards, rounded down.<br />
<br />
=== Ring ===<br />
When you collect a set of 4 Ring cards immediately dispel those 4 Ring cards.<br />
<br />
=== Tome ===<br />
When you collect a set of 2 Tome Cards, choose a card type (not Tomes) and dispel all the cards of that type. Dispelled cards no longer count as part of a set.<br />
<br />
=== Twin ===<br />
When you collect 2 Twin cards with the same Curse value, immediately dispel those 2 Twin cards.<br />
<br />
== Rooms ==<br />
=== Attic ===<br />
If you place a Meeple on the top space of this Room immediately take a Ghost token.<br />
<br />
=== Basement ===<br />
After the dice are rolled for this Room, the player that placed the 3rd Meeple may re-roll ALL of the dice 1 time.<br />
<br />
=== Hallway ===<br />
After the dice are rolled for this Room, the player that placed the 3rd Meeple may change 1 die result.<br />
<br />
=== Library ===<br />
Place the 3 Cursed cards in this room in left to right in ascending Curse value. The player the takes the leftmost card must first take a Ghost token. The player that takes the rightmost card first discards a Ghost token<br />
<br />
=== Nursery ===<br />
If you place a Meeple on the bottom space of this Room immediately discard a Ghost token.<br />
<br />
=== Secret Passage ===<br />
Place the 3rd Cursed card in this Room face-down. When a player places a Meeple in the Room they can look at the face-down card. When a 3rd Meeple is placed, reveal the card.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptucano&diff=16410Gamehelptucano2023-03-25T21:22:00Z<p>Ez0ah: Edited for BGA (shortened and edited out some automated stuff)</p>
<hr />
<div>== Overview ==<br />
<br />
Will you be the most discerning bird? The tropical forest is full of tasty fruits, but be careful: some may not actually be that good for you … Harvest the best fruits and use toucan cards wisely to protect your collection… or to steal from your opponents!<br />
<br />
Once the draw pile is empty, count up the points from your collected cards and whoever has the most wins the game.<br />
<br />
== Gameplay ==<br />
<br />
On your turn, pick 1 column and take all of its cards. Place the cards face up in front of you.<br />
<br />
Toucan cards give the players access to special abilities. If you take a toucan card, use its effect immediately and discard it afterwards. If you take 2 or more toucan cards, use their effects in the order of your choice. (''Note: you'll only find toucans in the second half of the draw pile'')<br />
<br />
The turn ends with adding one card to each column from the draw pile.<br />
<br />
== End of the game ==<br />
<br />
Play until there is only 1 column left on the table (''Note: every player plays the same number of turns''). Discard the remaining column of cards.<br />
<br />
Count up the points from collected fruit cards. The player with the most points wins the game.<br />
<br />
== Fruit cards ==<br />
<br />
=== Set Fruits ===<br />
<br />
The points you win for each set of fruit cards depend on the number of cards collected, as indicated on the pictogram.<br />
<br />
The number of card piles shown on each fruit card corresponds to the total number of cards of this fruit in the game.<br />
<br />
=== Majority Fruits ===<br />
<br />
You win points per card depending on who has the most cards for each of these fruits. If a player has more of these fruit cards than anyone else, they score the higher point total per card. If not they score the lower point total per card. In the event of a tie all players score the lower point value per card.<br />
<br />
=== Joker ===<br />
<br />
There is 1 joker card. At the end of the game, you can decide which fruit cards set you add it to. It will count as one of those fruits. You can't add it to a complete set.<br />
<br />
== Toucan cards ==<br />
<br />
There are 3 types of toucan cards. Toucans have special abilities. When you take one, use it immediately, then discard it and continue the game as usual. If you cannot use the effect, discard the card without using the ability. If you have more than 1 toucan card at the same time, use them in the order of your choice.<br />
<br />
=== Gift Toucan ===<br />
<br />
Give 1 of your face-up cards to another player.<br />
<br />
=== Steal Toucan ===<br />
<br />
Take a face-up card from another player.<br />
<br />
=== Flip Toucan ===<br />
<br />
Flip all the fruit cards in front of you and form a single pile, face down.<br />
<br />
''Note: you cannot look at your face-down cards again once they have been flipped. They cannot be given to, or stolen by, another player.''<br />
<br />
== Game Components ==<br />
'''70''' cards, including:<br />
* '''12''' toucan cards<br />
** '''4''' Gift Toucan Cards<br />
** '''4''' Steal Toucan Cards<br />
** '''4''' Flip Toucan Cards<br />
* '''58''' fruit cards<br />
** '''6''' Acai berry Cards<br />
** '''5''' Avocado Cards<br />
** '''5''' Banana Cards<br />
** '''5''' Carambola Cards<br />
** '''6''' Coconut Cards<br />
** '''4''' Fig Cards<br />
** '''2''' Lime Cards<br />
** '''2''' Lychee Cards<br />
** '''4''' Orange Cards<br />
** '''4''' Papaya Cards<br />
** '''3''' Pineapple Cards<br />
** '''6''' Pomegranate Cards<br />
** '''5''' Rambutan Cards<br />
** '''1''' Joker Card</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpexitstrategy&diff=16395Gamehelpexitstrategy2023-03-25T13:17:41Z<p>Ez0ah: Created page with "Be the first to reach the opposite corner of your color. On your turn, you can either move your character 1 space or place a wall anywhere on the board to block off two edges. == Moving == You can move to an adjacent hex, as long as there is no wall between the two hexes. You cannot enter a colored hex that isn't of your color. You can enter an hex already occupied with another character. In this case, you have to make a second move action, to an adjacent hex that is..."</p>
<hr />
<div>Be the first to reach the opposite corner of your color.<br />
<br />
On your turn, you can either move your character 1 space or place a wall anywhere on the board to block off two edges.<br />
<br />
== Moving ==<br />
You can move to an adjacent hex, as long as there is no wall between the two hexes.<br />
<br />
You cannot enter a colored hex that isn't of your color.<br />
<br />
You can enter an hex already occupied with another character. In this case, you have to make a second move action, to an adjacent hex that isn't occupied by a character (meaning you cannot ''jump'' over multiple characters in a turn).<br />
<br />
== Walling ==<br />
You have a limited personal supply for walls.<br />
<br />
The 2 parts of your walls must be between hexes (you can't place walls that would be half out of the board).<br />
<br />
You can never place a wall that would completely prevent a character from reaching its goal (you must always leave a legal path for every character).</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcolorflush&diff=16307Gamehelpcolorflush2023-03-15T13:25:41Z<p>Ez0ah: Created page with "== Overview == Be the first to get all the cards of the same color in your hand — but watch out as all the cards are double-sided, and you can see only one side. You have to wisely use the different actions you dispose of to flip over, draw, or give out your cards and end up with the right combination. == Gameplay == You are trying to only have cards of the same color in front of you. Cards are double-sided, with different colors on each side. You can only see the fro..."</p>
<hr />
<div>== Overview ==<br />
Be the first to get all the cards of the same color in your hand — but watch out as all the cards are double-sided, and you can see only one side. You have to wisely use the different actions you dispose of to flip over, draw, or give out your cards and end up with the right combination.<br />
<br />
== Gameplay ==<br />
You are trying to only have cards of the same color in front of you. Cards are double-sided, with different colors on each side. You can only see the front of your cards, while seeing the back of other players' cards.<br />
<br />
On your turn, you must do those 3 actions, in the order of your choice:<br />
<br />
- give one of your cards to another player or on top of the draw pile (the card isn't flipped)<br />
<br />
- take a card from another player or from the top of the draw pile (the card isn't flipped)<br />
<br />
- flip one of your cards<br />
<br />
You can never have less than 4 cards in your hand, or more than 10.<br />
<br />
Some cards have special effects, whenever you get one in front of you:<br />
<br />
=== White ===<br />
White cards are jokers, acting as the color of your choice. <br />
<br />
Whenever you discard a white card, you can swap you entire hand with another player's hand, without flipping the cards.<br />
<br />
=== Black ===<br />
Having a black card in hand forces you to immediatly flip your entire hand.<br />
<br />
''Note: If, after flipping your hand, you also have a black card, you only flip the black card instead.''<br />
<br />
== End of game ==<br />
The game ends immediatly when a player has all of their cards of the same color, including whites, regardless of whose turn it is.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpquetzal&diff=16305Gamehelpquetzal2023-03-15T06:33:45Z<p>Ez0ah: </p>
<hr />
<div>== Overview ==<br />
Lead your group of adventurers and archeologists to the ruins of an ancient civilisation, collect the precious artefacts they left behind and deliver them to your eager patron.<br />
<br />
At the end of the 5th round, whoever has the most points is the winner.<br />
<br />
== Gameplay ==<br />
The game lasts for 5 rounds.<br />
<br />
At the beginning of each round, you'll roll your meeples, to determine who will be part of your team this round. Then, in turn order, players will place a group of meeple on an available spot on the board. Once every meeple as been placed, the board spots are resolved.<br />
<br />
=== Rolling the meeples ===<br />
At the beginning of each rounds, your meeples are rolled as if they were dice. The job that they will represent is determined by the face they land on:<br />
<br />
- black side means this meeple is now considered an adventurer<br />
<br />
- white side means this meeple is now an archeologist<br />
<br />
- on the side or standing means this meeple is considered wild and could be used as either adventurer or archeologist<br />
<br />
In addition to basic meeples, you also have a Character meeple. This meeple is rolled with the others, but is always considered wild.<br />
<br />
For any meeple that ends up standing, you receive 1 coin.<br />
<br />
=== Placing the meeples ===<br />
In turn order, players will choose one location on the board and send one or several meeples to that spot. This goes on until everyone has placed all their meeples.<br />
<br />
Locations all have a banner showing what meeples can be sent there, what the benefit is and what's the activation turn order:<br />
<br />
- locations usually accept only one type of meeple, either adventurers or archeologists: a white meeple means only archeologists can be sent there, a black one means only adventurers, a bicolor meeple means adventurers '''OR''' archeologists, and a grey meeple means adventurers '''AND/OR''' archeologists<br />
<br />
- some locations accept only one meeple, with an associated coin cost you must pay to sent a meeple there.<br />
<br />
- some locations use a bidding system. To send meeples there, you need to send more meeples than the previous player, the former meeples are returned to their player.<br />
<br />
- some locations accept any number of meeples, from different players<br />
<br />
If you send meeples to the Camp, it activates immediatly. You can send any meeple there, at no cost, allowing you to receive 1 coin and reroll on of your available meeples. If the meeple is standing, you receive an additional coin.<br />
<br />
=== Activating the locations ===<br />
Once every meeple has been placed, the locations are activated in the following order:<br />
<br />
==== 1 Stela of Knowledge ====<br />
''Only 1 archeologist can be sent there, and you can use that spot if you are in possession of the first player marker''<br />
<br />
Reward: 1 Discovery + First player marker<br />
<br />
Note: Discoveries allow you to advance on the discovery track, rewarding you with bonus at specific steps.<br />
<br />
==== 2 Temple ====<br />
''The Temple has 5 spots, where only 1 archeologist can be sent at each spot, for a coin cost. The lowest spot can be occupied by either an archeologist or an adventurer.''<br />
<br />
Reward: From top to bottom, each activating player receive artifacts. The first two allow you to choose 2 artefacts among the visible ones, the next two allow you to choose 1 and get another at random, and the last one allows you to choose 1.<br />
<br />
==== 3 Quarry, Small Temple and Ruins ====<br />
''Groups of Archeologists or Adventurers (bidding). Mixing is forbidden.''<br />
<br />
Reward: the 2 visible artefacts and a bonus (point for the Quarry, discovery for the Small Temple and coin for the Ruins)<br />
<br />
==== 4 Black Market ====<br />
''Groups of Adventurers (bidding)''<br />
<br />
Reward: Sell one of your artefacts for 7 coins<br />
<br />
==== 5 Village ====<br />
''The Temple has 3 spots, where only one adventurer can be sent at each spot, for a coin cost. The lowest spot can be occupied by either an archeologist or an adventurer.''<br />
<br />
Reward: From top to bottom, each activating player receive 1 upgrade from the available ones. <br />
<br />
Note: Some upgrades have instant bonuses while others are permanent effects. You can have up to 2 permanent effects at a time.<br />
<br />
==== 6 Harbor Master's Office ====<br />
''Any meeple, at a cost of 2 coins per meeple''<br />
<br />
Reward: For each meeple, allow you to deliver up to 3 artefacts<br />
<br />
Note: Delivering artefacts gives you victory points, as indicated on the bottom of the cards, with values for sets of 1/2/3 same artefacts. You also get the additional bonuses indicated on the top right of the delivered cards.<br />
<br />
==== 7 Ships ====<br />
''Groups of Archeologists or Adventurers (bidding). Mixing is forbidden.''<br />
<br />
Reward: Deliver up to 6 artefacts<br />
<br />
= End of the game =<br />
At the end of the 5th round, you add the points from your upgrades (active and discarded). Whoever has the first player marker receives 2 points. Fianlly, you receive 1 point for every 3 coins you have left.<br />
<br />
The player with the most points is the winner. Tiebreaker goes to the player who advanced the most on the discovery track.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpquetzal&diff=16301Gamehelpquetzal2023-03-14T20:51:44Z<p>Ez0ah: Adding 3-5p rules</p>
<hr />
<div>== Overview ==<br />
Lead your group of adventurers and archeologists to the ruins of an ancient civilisation, collect the precious artefacts they left behind and deliver them to your eager patron.<br />
<br />
At the end of the 5th round, whoever has the most points is the winner.<br />
<br />
== Gameplay ==<br />
The game lasts for 5 rounds.<br />
<br />
At the beginning of each round, you'll roll your meeples, to determine who will be part of your team this round. Then, in turn order, players will place a group of meeple on an available spot on the board. Once every meeple as been placed, the board spots are resolved.<br />
<br />
=== Rolling the meeples ===<br />
At the beginning of each rounds, your meeples are rolled as if they were dice. The job that they will represent is determined by the face they land on:<br />
<br />
* black side means this meeple is now considered an adventurer<br />
* white side means this meeple is now an archeologist<br />
* on the side or standing means this meeple is considered wild and could be used as either adventurer or archeologist<br />
<br />
In addition to basic meeples, you also have a Character meeple. This meeple is rolled with the others, but is always considered wild.<br />
<br />
For any meeple that ends up standing, you receive 1 coin.<br />
<br />
=== Placing the meeples ===<br />
In turn order, players will choose one location on the board and send one or several meeples to that spot. This goes on until everyone has placed all their meeples.<br />
<br />
Locations all have a banner showing what meeples can be sent there, what the benefit is and what's the activation turn order:<br />
<br />
* locations usually accept only one type of meeple, either adventurers or archeologists: a white meeple means only archeologists can be sent there, a black one means only adventurers, a bicolor meeple means adventurers '''OR''' archeologists, and a grey meeple means adventurers '''AND/OR''' archeologists<br />
* some locations accept only one meeple, with an associated coin cost you must pay to sent a meeple there.<br />
* some locations use a bidding system. To send meeples there, you need to send more meeples than the previous player, the former meeples are returned to their player.<br />
* some locations accept any number of meeples, from different players<br />
<br />
If you send meeples to the Camp, it activates immediatly. You can send any meeple there, at no cost, allowing you to receive 1 coin and reroll on of your available meeples. If the meeple is standing, you receive an additional coin.<br />
<br />
=== Activating the locations ===<br />
Once every meeple has been placed, the locations are activated in the following order:<br />
<br />
==== 1 Stela of Knowledge ====<br />
''Only 1 archeologist can be sent there, and you can use that spot if you are in possession of the first player marker''<br />
<br />
Reward: 1 Discovery + First player marker<br />
<br />
Note: Discoveries allow you to advance on the discovery track, rewarding you with bonus at specific steps.<br />
<br />
==== 2 Temple ====<br />
''The Temple has 5 spots, where only 1 archeologist can be sent at each spot, for a coin cost. The lowest spot can be occupied by either an archeologist or an adventurer.''<br />
<br />
Reward: From top to bottom, each activating player receive artifacts. The first two allow you to choose 2 artefacts among the visible ones, the next two allow you to choose 1 and get another at random, and the last one allows you to choose 1.<br />
<br />
==== 3 Quarry, Small Temple and Ruins ====<br />
''Groups of Archeologists or Adventurers (bidding). Mixing is forbidden.''<br />
<br />
Reward: the 2 visible artefacts and a bonus (point for the Quarry, discovery for the Small Temple and coin for the Ruins)<br />
<br />
==== 4 Black Market ====<br />
''Groups of Adventurers (bidding)''<br />
<br />
Reward: Sell one of your artefacts for 7 coins<br />
<br />
==== 5 Village ====<br />
''The Temple has 3 spots, where only one adventurer can be sent at each spot, for a coin cost. The lowest spot can be occupied by either an archeologist or an adventurer.''<br />
<br />
Reward: From top to bottom, each activating player receive 1 upgrade from the available ones. <br />
<br />
Note: Some upgrades have instant bonuses while others are permanent effects. You can have up to 2 permanent effects at a time.<br />
<br />
==== 6 Harbor Master's Office ====<br />
''Any meeple, at a cost of 2 coins per meeple''<br />
<br />
Reward: For each meeple, allow you to deliver up to 3 artefacts<br />
<br />
Note: Delivering artefacts gives you victory points, as indicated on the bottom of the cards, with values for sets of 1/2/3 same artefacts. You also get the additional bonuses indicated on the top right of the delivered cards.<br />
<br />
==== 7 Ships ====<br />
''Groups of Archeologists or Adventurers (bidding). Mixing is forbidden.''<br />
<br />
Reward: Deliver up to 6 artefacts<br />
<br />
= End of the game =<br />
At the end of the 5th round, you add the points from your upgrades (active and discarded). Whoever has the first player marker receives 2 points. Fianlly, you receive 1 point for every 3 coins you have left.<br />
<br />
The player with the most points is the winner. Tiebreaker goes to the player who advanced the most on the discovery track.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpthebuildersantiquity&diff=16288Gamehelpthebuildersantiquity2023-03-13T22:03:30Z<p>Ez0ah: coin score</p>
<hr />
<div>== Overview ==<br />
This is a wonderful strategic game where one’s goal is to utilize one’s workers to maximum capacity while building buildings which create both income & victory points for the player! In the end, whoever is able to obtain the most victory points is the winning player!<br />
<br />
== Gameplay ==<br />
The game is played over a serie of turns, until someone has reached 17 points.<br />
<br />
On your turn, you get to take 3 actions and additional actions, at the cost of 5 coins for each extra action.<br />
<br />
You may use actions to:<br />
<br />
* Start a Construction<br />
* Recruit a Worker<br />
* Make an Investment<br />
* Send a Worker to work<br />
* Take Coins<br />
<br />
=== Start a Construction ===<br />
You take 1 Building from the five available Building cards and place it in front of you, at the cost of 1 action.<br />
<br />
=== Recruit a Worker ===<br />
You take 1 Worker from the five available Worker cards and place it in front of you, at the cost of 1 action.<br />
<br />
=== Make an Investment ===<br />
Once per turn, you can take one of the cards on the Investment line, at the cost of 1 action:<br />
<br />
* '''purchase a prisonner''': for 7 coins, you can take one of the slaves in the Investment line. The slave is considered as a Worker, but does not have to be paid when sent to work. At the cost of one action (or 5 coins at the end of the game), you can free them, but they now have to be paid when sent to work. Each slave makes you loose a victory point at the end of the game if not freed. A Slave cannot use a tool or be educated until freed.<br />
* '''buy a tool''': for 2 coins, you can take one of the tool cards on the Investment line. Whenever you send a Worker to work, you can equip them with the tool at no additional cost (no coin or action).<br />
* '''take a loan''': you can take a loan card from the Investment line, gaining 10 coins. However, at the end of the game, you must pay 15 coins for each taken loan, or loose 2 points per unpaid loan. Paying a loan isn't an action.<br />
* '''educate a Worker''': for 7 coins, you can take one of the clear education card on the Investment line and add it ontop of one of your available Workers. The new ressource level replaces the old one and for cost for sending this worker to work is not increased. An education card remains on the same worker until the end of the game.<br />
<br />
=== Send a Worker to work ===<br />
You place one of your Workers next to one of your buildings under construction. You must pay the coin cost indicated on the Worker card. That Worker is now tied to the Building until it is completed.<br />
<br />
Sending a worker has a cost of 1 action, except:<br />
<br />
* if you send a second Worker, on the '''same turn''', to the '''same Building''', sending that 2nd Worker has a cost of 2 actions.<br />
* if you send a third Worker, on the '''same turn''', to the '''same Building''', sending that 3rd Worker has a cost of 3 actions.<br />
* etc...<br />
<br />
So if you send another Worker to a different Building, it only cost you a standard 1 action.<br />
<br />
=== Take Coins ===<br />
You can spend 1 action to get 1 coin, 2 actions to get 3 coins or 3 actions to get 6 coins.<br />
<br />
=== Completing a Building ===<br />
When you send a Worker to a Building, if the total Ressources of all the Workers you have sent to that Building now equal or exceed the requirements for that Building, the Building is Complete. <br />
<br />
The Workers you had sent there are returned to you, available for future actions. You receive the coin and point rewards indicated on the Building card. <br />
<br />
'''Machines''': Machines are special types of Buildings. They do not grant you coins. Instead, when they are completed, they can be treated as a worker and sent to work, at no coin cost.<br />
<br />
== End of the game ==<br />
If you end your turn with 17 or more points on your completed Buildings (and machines), the game will end. Any player who had yet to play the same number of turns (players between the one triggering the endgame and the first player) take a final turn.<br />
<br />
Each player can free their slave (at a cost of 5 coins per slave) and pay back loans (at a cost of 15 coins per loan). If you are unable to pay, you loose 1 point per slave and 2 points per debt. You then add your Building and Machine points, plus 1 point per 10 coins still in your possession.<br />
<br />
Whoever has the highest score is the winner. In case of a tie, whoever has the most unscored coins wins.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpthebuildersantiquity&diff=16285Gamehelpthebuildersantiquity2023-03-13T21:41:26Z<p>Ez0ah: Adding rules</p>
<hr />
<div>== Overview ==<br />
This is a wonderful strategic game where one’s goal is to utilize one’s workers to maximum capacity while building buildings which create both income & victory points for the player! In the end, whoever is able to obtain the most victory points is the winning player!<br />
<br />
== Gameplay ==<br />
The game is played over a serie of turns, until someone has reached 17 points.<br />
<br />
On your turn, you get to take 3 actions and additional actions, at the cost of 5 coins for each extra action.<br />
<br />
You may use actions to:<br />
<br />
* Start a Construction<br />
* Recruit a Worker<br />
* Make an Investment<br />
* Send a Worker to work<br />
* Take Coins<br />
<br />
=== Start a Construction ===<br />
You take 1 Building from the five available Building cards and place it in front of you, at the cost of 1 action.<br />
<br />
=== Recruit a Worker ===<br />
You take 1 Worker from the five available Worker cards and place it in front of you, at the cost of 1 action.<br />
<br />
=== Make an Investment ===<br />
Once per turn, you can take one of the cards on the Investment line, at the cost of 1 action:<br />
<br />
* '''purchase a prisonner''': for 7 coins, you can take one of the slaves in the Investment line. The slave is considered as a Worker, but does not have to be paid when sent to work. At the cost of one action (or 5 coins at the end of the game), you can free them, but they now have to be paid when sent to work. Each slave makes you loose a victory point at the end of the game if not freed. A Slave cannot use a tool or be educated until freed.<br />
* '''buy a tool''': for 2 coins, you can take one of the tool cards on the Investment line. Whenever you send a Worker to work, you can equip them with the tool at no additional cost (no coin or action).<br />
* '''take a loan''': you can take a loan card from the Investment line, gaining 10 coins. However, at the end of the game, you must pay 15 coins for each taken loan, or loose 2 points per unpaid loan. Paying a loan isn't an action.<br />
* '''educate a Worker''': for 7 coins, you can take one of the clear education card on the Investment line and add it ontop of one of your available Workers. The new ressource level replaces the old one and for cost for sending this worker to work is not increased. An education card remains on the same worker until the end of the game.<br />
<br />
=== Send a Worker to work ===<br />
You place one of your Workers next to one of your buildings under construction. You must pay the coin cost indicated on the Worker card. That Worker is now tied to the Building until it is completed.<br />
<br />
Sending a worker has a cost of 1 action, except:<br />
<br />
* if you send a second Worker, on the '''same turn''', to the '''same Building''', sending that 2nd Worker has a cost of 2 actions.<br />
* if you send a third Worker, on the '''same turn''', to the '''same Building''', sending that 3rd Worker has a cost of 3 actions.<br />
* etc...<br />
<br />
So if you send another Worker to a different Building, it only cost you a standard 1 action.<br />
<br />
=== Take Coins ===<br />
You can spend 1 action to get 1 coin, 2 actions to get 3 coins or 3 actions to get 6 coins.<br />
<br />
=== Completing a Building ===<br />
When you send a Worker to a Building, if the total Ressources of all the Workers you have sent to that Building now equal or exceed the requirements for that Building, the Building is Complete. <br />
<br />
The Workers you had sent there are returned to you, available for future actions. You receive the coin and point rewards indicated on the Building card. <br />
<br />
'''Machines''': Machines are special types of Buildings. They do not grant you coins. Instead, when they are completed, they can be treated as a worker and sent to work, at no coin cost.<br />
<br />
== End of the game ==<br />
If you end your turn with 17 or more points on your completed Buildings (and machines), the game will end. Any player who had yet to play the same number of turns (players between the one triggering the endgame and the first player) take a final turn.<br />
<br />
Each player can free their slave (at a cost of 5 coins per slave) and pay back loans (at a cost of 15 coins per loan). If you are unable to pay, you loose 1 point per slave and 2 points per debt. You then add your Building and Machine points, plus 0.1 point per coin still in your possession.<br />
<br />
Whoever has the highest score is the winner.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpgetonboard&diff=16275Gamehelpgetonboard2023-03-12T14:01:53Z<p>Ez0ah: Adding content</p>
<hr />
<div>== Overview ==<br />
You have 12 rounds to build the best bus line in town. Each round, a new trajectory card will be revealed, allowing you to bring passengers to their destinations and avoid traffic.<br />
<br />
== Gameplay ==<br />
You start the game with a personal objective and two possible starting positions. <br />
<br />
At the beginning of each of the 12 rounds, a new trajectory card will be revealed, giving you how many moves and how many turns you can make this turn.<br />
<br />
In turn order, starting from the player with the Inspector token, you will place makers to create your bus route.<br />
<br />
* your route must begin where your route previously ended. In the first round, you start in one of your starting positions.<br />
* you must use as many markers as indicated on the ticket which is used for this turn.<br />
* during a round, the first marker can be placed in any of the 3 remaining directions. Then, for the following markers, you may create as many turns as indicated on the ticket (turns can be toward left or right as you wish). If you change the number of turns, you will loose points.<br />
* You can never go back on the same road.<br />
* If you ever reach the same spot for a second time in your route, you are immediatly eliminated and loose the game.<br />
<br />
Once everyone has played, check the common objectives then the Inspector token is given to the next person and a new ticket is revealed.<br />
<br />
== Intersection symbols ==<br />
<br />
=== Green light ===<br />
If, at the end of the round, your route ends on an intersection with a green light, you can place an additional marker to extend your route, in any direction.<br />
<br />
=== Elderly ===<br />
Whenever you reach an intersection with an elderly symbol, you immediatly cross the top most available space on your player sheet. <br />
<br />
At the end of the game, you add up all of the points from the crossed spaces.<br />
<br />
=== Student and University ===<br />
Whenever you reach an intersection with an student symbol, you immediatly cross an available space in the first 2 rows on your player sheet (''Note: the 3 spots on the last row can only be crossed with the businessman bonuses''). Similarly, when you reach a University, cross a corresponding spot on your sheet.<br />
<br />
At the end of the game, you mill multiply the students with the universities to get your school score.<br />
<br />
=== Businessman / Tourist and Skyscrapper / Monument ===<br />
When you reach a businessman or tourist, cross the leftmost available space in the matching row on your player sheet (''Note: if you do not have a free space on the current row, nothing happens'').<br />
<br />
When you reach a skyscrapper / monument, you immediatly score your current business / tourist row. For this row, score the number of points indicated at the bottow of your rightmost crossed column. Then scribble out the remaining spaces on that row and start anew on the next row. If you score a business row, you also get an instant bonus: cross an elderly/tourist/student spot. If you had no businessman / tourist when you reached a skyscrapper / monument, nothing happens.<br />
<br />
At the end of the game, you will score half the points for your current business / tourist rows (but no bonus for the business row).<br />
<br />
== Straights and turns ==<br />
The current ticket shows a specific number of turns but you are free to increae / decrease that amount. For each extra turn (or straight instead of turn), you must cross the leftmost spot on the corresponding area on your sheet. If there are no more available spots, you have to respect the number of turns.<br />
<br />
At the end of the game, you will loose 1/2/3 points per spot you have crossed.<br />
<br />
== Taffic ==<br />
you can use roads which have already been used by other players. However, it has created traffic, causing delays for your bus. Some NY roads are also always considered jammed (bold roads). Whenever you use a jammed road, you must cross one bus on your sheet per player who had used it and one extra bus for the NY bold roads.<br />
<br />
A the end of the game, you will loose points for the bus you have crossed.<br />
<br />
== Common objectives ==<br />
At the end of each round, check to see if you have fulfilled any of the two common objectives. If you are the first (or firsts) to do so, score 10 points. If someone else had already scored them, you get 6 points instead.<br />
<br />
== Starred spots ==<br />
There are 4 starred locations on each map. Whenever you reach a starred spot, write the number of corresponding passengers you have already crossed.<br />
<br />
At the end of the game, you score that number as bonus. For tourists, if you have reached both starred locations, score only the largest number between the two.<br />
<br />
== Game end ==<br />
At the end of the 12th round, score 10 points if you have completed you personnal objective. You also score your unscored business/tourist rows for half their value.<br />
<br />
Whoever has the most points wins the game.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelperiantys&diff=16265Gamehelperiantys2023-03-11T17:05:46Z<p>Ez0ah: Created page with "== Overview == Be the first to place all of your Towers or have the most Towers out when the game ends. Each turn, you will select an assistant, which will define turn order, then you will manage assistants and move Mother Nature between the floating islands. == Gameplay == A round starts with each player selecting one of their remaining assistants. Then, players take their turn in ascending order, as defined by the values on the selected assistants. A turn is divided..."</p>
<hr />
<div>== Overview ==<br />
Be the first to place all of your Towers or have the most Towers out when the game ends. Each turn, you will select an assistant, which will define turn order, then you will manage assistants and move Mother Nature between the floating islands.<br />
<br />
== Gameplay ==<br />
A round starts with each player selecting one of their remaining assistants. Then, players take their turn in ascending order, as defined by the values on the selected assistants.<br />
<br />
A turn is divided into:<br />
<br />
# Move 3 students to either your dining room or an Island<br />
# Move Mother nature and check for a new majority<br />
# Choose a cloud tile and take 3 new students<br />
<br />
=== Moving Students ===<br />
You must choose 3 students from your entrance. For each one, you must move it into your dining room or on an Island of your choice.<br />
<br />
When placing students in your dining room, if you now have strictly more students of that color than any other player, you take the corresponding professor token. If you tie with the player currently having the professor, you do not get them.<br />
<br />
=== Moving Mother Nature ===<br />
You must move the Mother Nature token, clockwise, between one Island and your maximum movement this turn. Your maximum movement is given on the assistant card you played at the beginning of the round.<br />
<br />
When Mother Nature ends its movement, you then check whoever hold the majority in that Island. Players count the number of students on that Island that match the color of professors they control. If towers are already placed on that Island, the owner of the tower adds 1 to the count per tower on the Island.<br />
<br />
If there is a tie between majorities, nothing happens.<br />
<br />
If the player who holds the majority already had a tower on that Island, nothing happens.<br />
<br />
If the player who hold majority did not have towers there:<br />
<br />
* if there were no towers, they add one tower from their supply onto the Island<br />
* if there were opposing towers, they replace each opposing tower by one of their own, from their supply. The opposing towers are returned to their owner's supply.<br />
<br />
After building a tower, you then check the two neighbors Islands. For each neighbor, iIf they also have one of your towers, they get united, creating a singler larger Island. (''Note: it means the total number of Islands decreases during the game'').<br />
<br />
=== Attract new students ===<br />
Finally, you take all 3 students from one of the remaining cloud platforms. Those studetns get placed in your entrance, so that you always end your turn with 7 students in your entrance.<br />
<br />
<br />
Once every one has played their turn, a new round starts with new cloud plateforms and assistant selection.<br />
<br />
== Game end ==<br />
The game can ends in one of 3 ways:<br />
<br />
* If a player places their last tower. That players immediatly wins the game. <br />
* If there are only 3 groups of Islands, the game ends immediatly.<br />
* If players run out of assistant cards or if the last student is drawn from the bag, the game ends at the end of that round.<br />
<br />
The player who has built the most towers wins the game. Ties go toward the player controlling the most professors.<br />
<br />
== 3-player game ==<br />
Players have 6 towers instead of 8. There are 9 students in you entrance, you move 4 students each turn, and there are 4 students per cloud platforms.<br />
<br />
== 4-player game ==<br />
The game is played with 2 teams of 2 competing against each other. The amount of communication between players of the same team is up to you.<br />
<br />
Players on the same team share the same towers, but they each have their own dining room. On your turn, you cannot move your students to your teammate's dining room. Professors are controlled by whoever has the most corresponding students, regardless of teams.<br />
<br />
When checking for the control of an Island, you add up your influence with your teammate's.<br />
<br />
== Expert variant ==<br />
3 characters are randomly selected at the beginning of the game. You also each start with a coin.<br />
<br />
Each time you place a student in your dining room, in a spot showing a coin symbol (3rd/6th/9th student of a color), you take a coin from the supply.<br />
<br />
During your turn, only once per turn, you can pay the cost of a character to activate its ability. For each activation, that character's cost is increased by 1 coin.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpastra&diff=16252Gamehelpastra2023-03-10T18:04:50Z<p>Ez0ah: finalized rules</p>
<hr />
<div>== Overview ==<br />
In Astra, great gods, legendary heroes and magical creatures live in the night sky’s Constellations. You and your fellow players will take on the role of astronomers to discover<br />
<br />
and bring them to life. <br />
<br />
On your turn, you will collect and spend Stardust to mark stars, discover and collect Constellations, and earn various Boons and Abilities granted by the discovered Constellations. Additionally, you will also gain Fame for your efforts in exploring the night sky. Whoever has the most Fame by the end of the game wins.<br />
<br />
== Gameplay ==<br />
On your turn, you can activate abilities then you must choose between observing or resting.<br />
<br />
At the beginning of your turn, you can activate any abilities depicted on your unexhausted Constellations, in any order. Once you have used an ability, the corresponding Constellation is exhausted.<br />
<br />
''Note: Exhausted Constellations can be reactivated by the Rest action or with a Boon of Reactivation.''<br />
<br />
=== Observing ===<br />
When Observing, you can spend stardust to mark stars of undiscovered Constellations, spending 1 stardust per marked star.<br />
<br />
If there were no marked stars on the undiscovered Constellation you want to observe, you must first mark the Constellation's starting star. If there were, your first marked star can be any star adjacent to a previously marked star. Then, you may mark an additional star that is adjacent to the star you have marked immediately before it. You may continue marking adjacent stars as long as they are directly connected with a single white line to the star you have just marked and you have Stardust to spend.<br />
<br />
Whenever you mark a Grand star, you instantly gain 1 Wisdom. Wisdom will allow you to have more discovered Constellations.<br />
<br />
You may take additional Observe actions, at the cost of spending 1 telescope token per extra Observe action.<br />
<br />
=== Resting ===<br />
When resting,first, you must take as much stardust from the general supply as you need so that you end up with as much stardust as the current size of your Pouch.<br />
<br />
Then, you must reactivate your discovered Constellations which have the element symbol matching the position of the marker on the active sphere.<br />
<br />
Finally, the element marker moves to the next element symbol, in clockwise order. <br />
<br />
=== Discovery Phase ===<br />
At the end of your turn, if you had marked the last remaining star on Constellations, those are considered discovered. If multiple Constellations are discovered, you can choose in which order they are resolved.<br />
<br />
Any other player who helped discovering the card, by previously marking stars on it, can pick one of the boons depicted at the bottom of the discovered card, starting from the player who had marked the most stars, then in descending majority order. A boon cannot be picked again if another player already picked it earlier.<br />
<br />
You, who discovered the Constellation by marking the last star, do not get to pick a boon. Instead, you place the Constellation card face-up in front of you, giving you an ability to use in future turns. New Constellations are drawn from the deck to replace any discovered card.<br />
<br />
If you end up having more Constellations than what your Wisdom limit allows, you must discard down to your Wisdom.<br />
<br />
== Game end and scoring ==<br />
The game ends when the Constellation draw pile is emptied. If the first player triggers the endgame, everyone else play one last turn. If someone else triggers it, you then take turns until it is the first player’s turn, finishing the current round. Then, every player takes one last turn in one final round.<br />
<br />
You then score points for:<br />
<br />
* Pouch size: score points equal to the number above the rightmost marking on the Pouch size track<br />
* Card limit: score points equal to the highest number marked on the Wisdom track<br />
* Leftover Stardust: score 1 point for every third stardust remaining in your Pouch<br />
* Marked stars: score 1 point for every second star you have marked across all the undiscovered Constellations<br />
* Constellations: score points equal to the Final Scoring amount shown on each of your cards.<br />
* Element sets: score 2/6/11 if you have 2/3/4 cards with the same element symbol, for each symbol. Score 6 points for each set of 4 different elements or 3 points for each set of 3 different elements (Note: you start the game with 2 elements already, represented by the +)</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpastra&diff=16250Gamehelpastra2023-03-10T15:05:02Z<p>Ez0ah: adding content (to be finalized later)</p>
<hr />
<div>== Overview ==<br />
In Astra, great gods, legendary heroes and magical creatures live in the night sky’s Constellations. You and your fellow players will take on the role of astronomers to discover<br />
<br />
and bring them to life. <br />
<br />
On your turn, you will collect and spend Stardust to mark stars, discover and collect Constellations, and earn various Boons and Abilities granted by the discovered Constellations. Additionally, you will also gain Fame for your efforts in exploring the night sky. Whoever has the most Fame by the end of the game wins.<br />
<br />
== Gameplay ==<br />
On your turn, you can activate abilities then you must choose between observing or resting.<br />
<br />
At the beginning of your turn, you can activate any abilities depicted on your unexhausted Constellations, in any order. Once you have used an ability, the corresponding Constellation is exhausted.<br />
<br />
''Note: Exhausted Constellations can be reactivated by the Rest action or with a Boon of Reactivation.''<br />
<br />
=== Observing ===<br />
When Observing, you can spend stardust to mark stars of undiscovered Constellations, spending 1 stardust per marked star.<br />
<br />
If there were no marked stars on the undiscovered Constellation you want to observe, you must first mark the Constellation's starting star. If there were, your first marked star can be any star adjacent to a previously marked star. Then, you may mark an additional star that is adjacent to the star you have marked immediately before it. You may continue marking adjacent stars as long as they are directly connected with a single white line to the star you have just marked and you have Stardust to spend.<br />
<br />
Whenever you mark a Grand star, you instantly gain 1 Wisdom. Wisdom will allow you to have more discovered Constellations.<br />
<br />
You may take additional Observe actions, at the cost of spending 1 telescope token per extra Observe action.<br />
<br />
=== Resting ===<br />
When resting,first, you must take as much stardust from the general supply as you need so that you end up with as much stardust as the current size of your Pouch.<br />
<br />
Then, you must reactivate your discovered Constellations which have the element symbol matching the position of the marker on the active sphere.<br />
<br />
Finally, the element marker moves to the next element symbol, in clockwise order. <br />
<br />
=== Discovery Phase ===<br />
At the end of your turn, if you had marked the last remaining star on Constellations, those are considered discovered. If multiple Constellations are discovered, you can choose in which order they are resolved.<br />
<br />
Any other player who helped discovering the card, by previously marking stars on it, can pick one of the boons depicted at the bottom of the discovered card, starting from the player who had marked the most stars, then in descending majority order. A boon cannot be picked again if another player already picked it earlier.<br />
<br />
You, who discovered the Constellation by marking the last star, do not get to pick a boon. Instead, you place the Constellation card face-up in front of you, giving you an ability to use in future turns. If</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpfifteendays&diff=16244Gamehelpfifteendays2023-03-09T13:13:30Z<p>Ez0ah: Created page with "== Overview == Starting with the first player, you take alternating turns. Each turn players choose 2 out of 4 possible actions, trying to receive Pawns for special abilities and completing sets of Season cards for the most points at the end of the game. The game ends immediatly when a player completes all 4 Season sets. Alternatively, when a draw pile is emptied, the active player will finish their turn, taking a bonus wildcard if any are left, then the remaining playe..."</p>
<hr />
<div>== Overview ==<br />
Starting with the first player, you take alternating turns. Each turn players choose 2 out of 4 possible actions, trying to receive Pawns for special abilities and completing sets of Season cards for the most points at the end of the game.<br />
<br />
The game ends immediatly when a player completes all 4 Season sets. Alternatively, when a draw pile is emptied, the active player will finish their turn, taking a bonus wildcard if any are left, then the remaining players take one last turn.<br />
<br />
== Gameplay ==<br />
On your turn, you must take 2 actions, which can be different or twice the same action.<br />
<br />
The available actions are:<br />
<br />
* Take 2 Season cards, face-down, from the face-down draw piles<br />
* Take 1 Season card, face-up, from one of the 3 face-up columns or from the discard<br />
* Place cards in front of you<br />
* Take a wild card<br />
<br />
Actions are boosted if you have the corresponding wooden animal token.<br />
<br />
=== Take 2 cards ===<br />
You must take 2 cards from either drawing pile to your hand. You can take both cards from the same pile or one from each.<br />
<br />
If you own the Squirrel (brown token), you can take 3 cards instead of 2.<br />
<br />
''Note: The back of Season cards does not necessarely match with the Season on the front of the card. When you take a face-down card, there is a 4 out of 5 chance that the card's Season will match its back. In the remaining 1/5, the card will be a Spring. There are no Spring cards with a matching back.''<br />
<br />
=== Take 1 face-up card ===<br />
You must take either 1 face-up card from the discard pile or 1 of the topmost face-up cards in one of the 3 columns. If you take the last card in one of the columns, rebuild it up to 3 cards from the drawing piles.<br />
<br />
If you own the Rabbit (purple token), you can take 2 face-up cards instead of 1.<br />
<br />
=== Place cards ===<br />
You must place cards from your hand on one of the 4 corners of your Player card. The right corners allow you to place cards in ascending order while the left ones let you place them in descending order. Each corner will be occupied by a single Season and two corners cannot have the same Season.<br />
<br />
When you place your first card in one of the 4 Seasons, you must first pick one free corner to place that card. It will determine if that Season will be ascending or descending. The next cards in that Season must be placed on the same corner. A Season cannot hold two cards with the same value.<br />
<br />
For each card you placed, you need to pay a corresponding cost:<br />
<br />
* Discard 1 card from your hand for each card you place on an empty corner (first card of the Season). Discard 1 card if the card you placed is the highest value in an ascending Season, or lowest value in a descending Season.<br />
* Discard 2 cards from your hand for each card that's placed either between 2 previously placed cards or between a placed card and your Placer card.<br />
<br />
If you are the first player to have 3+ cards in that Season, you take the corresponding animal token from the supply. If you have as many or more Season cards than the player who currently owns the animal token, you take the token from them and they get a Feather from the supply (if available).<br />
<br />
If you own the Frog (green token), you get a discount of 1 discard for one of your placed cards.<br />
<br />
=== Take a wild card ===<br />
You can discard 2 cards from your hand that have the same value and Season as cards you have already placed in front of you, to get a wild card, as long as one is available in the supply. You then immediatly place that wild card in any Season, in placed of a missing value.<br />
<br />
You cannot have two wildcards in the same Season.<br />
<br />
In later "Place cards" actions, you can replace a wild card with the corresponding missing value. When that hapens, you must replace that wild card to fill for another missing value.<br />
<br />
=== Feathers ===<br />
You start the game with a Feather token, and each time someone takes an animal token from you, you can take 1 Feather from the supply (as long as one is available).<br />
<br />
On your turn, you can discard one Feather to use the power of one animal token. That power will be active for your next action on that turn.<br />
<br />
=== End of turn ===<br />
At the end of your second action, you must discard down to 5 cards.<br />
<br />
If you own the Otter (orange token), you can keep up to 8 cards at the end of your turn.<br />
<br />
== End game and Scoring ==<br />
The game ends immediatly when a player completes all 4 Season sets. Alternatively, when a draw pile is emptied, the active player will finish their turn, taking a bonus wildcard if any are left, then the remaining players take one last turn.<br />
<br />
At the end of the game:<br />
<br />
* for each of your Seasons, you earn '''1 point''' per card in your longest uninterrupted sequence.<br />
* you earn '''2 points''' for each animal token you own<br />
* you '''loose 2 points''' for each empty corner of your Player card<br />
<br />
Whoever has collected the most points, wins.<br />
<br />
In the case of a tie, the player with the most cards in hand is the winner. If players are still tied, whoever has played the most wild cards is the winner.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpblockarena&diff=16231Gamehelpblockarena2023-03-07T15:31:49Z<p>Ez0ah: Created page with "== Objective == Get your meeple to cross the board first, from your side to your opponent's, to win the game. After a fixed number of turns (40 for each player), if no meeple has reached the opposite side, the game ends. The player whose meeple is closer to the opponent's side wins. If both meeples are at the same distance of their goal, then count how far each of your block is from the goal, lowest total wins. If there is still a tie, whoever played in second wins. ==..."</p>
<hr />
<div>== Objective ==<br />
Get your meeple to cross the board first, from your side to your opponent's, to win the game.<br />
<br />
After a fixed number of turns (40 for each player), if no meeple has reached the opposite side, the game ends. The player whose meeple is closer to the opponent's side wins. If both meeples are at the same distance of their goal, then count how far each of your block is from the goal, lowest total wins. If there is still a tie, whoever played in second wins.<br />
<br />
== Setup ==<br />
Alternatively, players place their 4 blocks on free spaces of the row on their side. Blocks can be upright or laying down, but they cannot extend to the second row.<br />
<br />
Once all blocks have been placed, you must place your meeple on any space on your blocks.<br />
<br />
== Gameplay ==<br />
During their turn, you can either:<br />
<br />
* Move your meeple<br />
<br />
OR<br />
<br />
* Move one of your blocks<br />
<br />
=== Moving your meeple ===<br />
You can move your meeple to any adjacent (not diagonal) spot on a block. You can freely go up or down between an upright block and a laying down one.<br />
<br />
If you start and end your move on blocks of your color, you can move again. You can repeat this step as long as you stay on your color.<br />
<br />
If you start your movement on an opponent's block, you can only move once.<br />
<br />
If you move to a spot of another color (from yours to opponent's OR from opponent's to yours), you can only move once.<br />
<br />
You can freely move into the space occupied by the opponent's meeple.<br />
<br />
=== Moving one of your blocks ===<br />
You can only move one of your blocks, on adjacent free spaces (you can't have blocks on top of each other and you can't push other blocks).<br />
<br />
You cannot move a block if YOUR meeple is on it.<br />
<br />
You can move a block by either flipping it or sliding it.<br />
<br />
* flipping: you change its position between upright and laying down, leaving empty the spots that were previously occupied by this block<br />
* sliding: you move the block by one spot in either direction<br />
<br />
You can move one of your blocks if your opponent's meeple is on it, but only by sliding it.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsixtyone&diff=16032Gamehelpsixtyone2023-02-13T10:21:40Z<p>Ez0ah: formatting</p>
<hr />
<div>This game has beed designed and sold in aid of Accessijeux, a French non-profit organization dedicated to making board games accessible to visually impaired players.<br />
<br />
== Objective ==<br />
Have the most acorns by the end of the 20th round or once someone reaches 61 or more in the leaf row.<br />
<br />
== Round structure ==<br />
3 die are rolled at the start of each round. You will then allocate the die as follow:<br />
<br />
# choose a general area corresponding to the value of one dice<br />
# write the value of anther dice in one of the spots in this area<br />
# add the value of the leftover dice to the previous total in leftmost free spot in the leaf row<br />
<br />
If you have no valid spot to use any dice value in your general areas, you skip the steps 1 and 2 and simply choose any of the die for step 3.<br />
<br />
== Area effects ==<br />
If you are the first player to fill an entire area, you also get a 3 acorn bonus (multiple players can score the bonus if they trigger it during the same round)<br />
<br />
=== 1 Pumkins (pair) ===<br />
You can write any dice value in the first spot of each pumkin. The second spot needs to be filled with the same value as the first. You don't have to finish the first pumkin before starting the second.<br />
<br />
Each pair grants 3 acorns.<br />
<br />
=== 2 Waterlilies (different) ===<br />
You have to fill the waterlilies in order (top left to bottom right in clockwise order). Each value must be different from all the previous ones. <br />
<br />
Each filled waterlily grants the amount of acorns shown under it (1/1/2/2/3). <br />
<br />
=== 3 Marshmallows (equal) ===<br />
You can write any dice value in the first spot of each marshmallow skewer. The rest of the marshmallows in that skewer needs to be filled with the same value. You can start with any skewer and don't have finish one before starting the other.<br />
<br />
Skewers grant 3 or 5 acorns.<br />
<br />
=== 4 Hot Chocolate Mugs (unique) ===<br />
Each hot chocolate mug can be filled once with its corresponding value.<br />
<br />
Each mug grants 1 acorn (except for the 4th mug which grants 2 acorns).<br />
<br />
=== 5 Fox Burrows (pyramid) ===<br />
You can start to fill the pyramid with any burrow on the lower row. Spots on the middle and top row only become available if both spots underneath them have been filled. You can't use the same value on adjacent burrows.<br />
<br />
Burrows from the lower rows grant 1 acorn each, 2 acorns each for the middle row and 4 acorns for the topmost burrow.<br />
<br />
=== 6 Mushrooms (sequence) ===<br />
You have to fill the mushrooms in order (top left to bottom right in clockwise order). Each new dice value must be either +1 or -1 from the previous value (jumping between 1 and 6 is also allowed).<br />
<br />
Each filled mushroom grants the amount of acorns shown under it (1/2/2/2/3). <br />
<br />
== Leaf Row (round counter) ==<br />
Each round, you'll add your leftover dice value to the previous value in the leaf row (starting from 0 in the first round). Leaves are filled from left to right.<br />
<br />
If your new total is equal to one of the values of the left column (11/21/31/41/51/61), you get the corresponding bonus, either acorns or a wild X.<br />
<br />
X can be used as a wild value in any valid spot in one of the 6 areas, granting the acorns as if you had filled the spot as usual. If used on a mushroom, the next mushroom can be filled with any value.<br />
<br />
== Game End ==<br />
If someone reaches a value of 61 or more in the leaf row, the game ends after this round. Alternatively, the game ends after the 20th round.<br />
<br />
Earned acorns are then tallied per area (including the bonus for first) and adding the bonus acorns from the leaf row, if you got any.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsixtyone&diff=15980Gamehelpsixtyone2023-02-09T09:45:07Z<p>Ez0ah: add rules</p>
<hr />
<div>This game has beed designed and sold in aid of Accessijeux, a French non-profit organization dedicated to making board games accessible to visually impaired players.<br />
<br />
== Objective ==<br />
Have the most acorns by the end of the 20th round or once someone reaches 61 or more in the leaf row.<br />
<br />
== Round structure ==<br />
3 die are rolled at the start of each round. You will then allocate the die as follow:<br />
<br />
# choose a general area corresponding to the value of one dice<br />
# write the value of anther dice in one of the spots in this area<br />
# add the value of the leftover dice to the previous total in leftmost free spot in the leaf row<br />
<br />
If you have no valid spot to use any dice value in your general areas, you skip the steps 1 and 2 and simply choose any of the die for step 3.<br />
<br />
== Area effects ==<br />
If you are the first player to fill an entire area, you also get a 3 acorn bonus (multiple players can score the bonus if they trigger it during the same round)<br />
<br />
=== 1 Pumkins (pair) ===<br />
You can write any dice value in the first spot of each pumkin. The second spot needs to be filled with the same value as the first. You don't have to finish the first pumkin before starting the second.<br />
<br />
Each pair grants 3 acorns.<br />
<br />
=== 2 Waterlilies (different) ===<br />
You have to fill the waterlilies in order (top left to bottom right in clockwise order). Each value must be different from all the previous ones. <br />
<br />
Each filled waterlily grants the amount of acorns shown under it (1/1/2/2/3). <br />
<br />
=== 3 Marshmallows (equal) ===<br />
You can write any dice value in the first spot of each marshmallow skewer. The rest of the marshmallows in that skewer needs to be filled with the same value. You can start with any skewer and don't have finish one before starting the other.<br />
<br />
Skewers grant 3 or 5 acorns.<br />
<br />
=== 4 Hot Chocolate Mugs (unique) ===<br />
Each hot chocolate mug can be filled once with its corresponding value.<br />
<br />
Each mug grants 1 acorn (except for the 4th mug which grants 2 acorns).<br />
<br />
=== 5 Fox Burrows (pyramid) ===<br />
You can start to fill the pyramid with any burrow on the lower row. Spots on the middle and top row only become available if both spots underneath them have been filled. You can't use the same value on adjacent burrows.<br />
<br />
Burrows from the lower rows grant 1 acorn each, 2 acorns each for the middle row and 4 acorns for the topmost burrow.<br />
<br />
=== 6 Mushrooms (sequence) ===<br />
You have to fill the mushrooms in order (top left to bottom right in clockwise order). Each new dice value must be either +1 or -1 from the previous value (jumping between 1 and 6 is also allowed).<br />
<br />
Each filled mushroom grants the amount of acorns shown under it (1/2/2/2/3). <br />
<br />
== Leaf Row (round counter) ==<br />
Each round, you'll add your leftover dice value to the previous value in the leaf row (starting from 0 in the first round). Leaves are filled from left to right.<br />
<br />
If your new total is equal to one of the values of the left column (11/21/31/41/51/61), you get the corresponding bonus, either acorns or a wild X.<br />
<br />
X can be used as a wild value in any valid spot in one of the 6 areas, granting the acorns as if you had filled the spot as usual. If used on a mushroom, the next mushroom can be filled with any value.<br />
<br />
== Game End ==<br />
If someone reaches a value of 61 or more in the leaf row, the game ends after this round. Alternatively, the game ends after the 20th round.<br />
<br />
Earned acorns are then tallied per area (including the bonus for first) and adding the bonus acorns from the leaf row, if you got any.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptargi&diff=15101Gamehelptargi2022-10-21T18:33:17Z<p>Ez0ah: Undo revision 15100 by Ez0ah (talk)</p>
<hr />
<div>Each round of play has the following stages:<br />
<br />
# Players take turns playing their three "targi" (meeples) on the border cards. Targi may not be placed in the same row or column as your opponent's targi.<br />
# Place up to 2 "tribal markers" in the middle of the game board at the intersection of the rows/columns of your targi.<br />
# You may then activate the cards under each of your pieces. These cards may give you more goods, or they may let you spend your goods to purchase special cards to place in your personal tableau.<br />
<br />
You may only hold 3 gold and 10 goods total between rounds.<br />
<br />
== Phases of Each Round ==<br />
<br />
=== 1. Move the robber one space forward ===<br />
<br />
In the first round, the robber is placed on the ''Noble'' space. At the start of subsequent rounds, move the robber one space along the track clockwise. When the robber reaches a corner, a raid takes place and players will lose resources:<br />
<br />
* Raid 1: Lose 1 good or 1 victory point<br />
* Raid 2: Lose 2 goods or 1 victory point<br />
* Raid 3: Lose 3 goods or 2 victory points<br />
* Raid 4: Lose 1 gold or 3 victory points<br />
<br />
If a player does not have enough resources to pay the robber at all, their opponent receives the victory points that would have been lost to the robber. After a raid, the next round begins immediately.<br />
<br />
=== 2. Place meeples ===<br />
<br />
Beginning with the starting player, players take turns placing their meeples along the track until all meeples have been placed. The cards on which meeples are placed indicate actions available to the player during the round.<br />
<br />
Meeples may not be placed:<br />
* where the robber is<br />
* where another meeple is<br />
* on the corner raid spaces<br />
* on a space directly opposite from an opponent's meeple (along the opposite track)<br />
<br />
=== 3. Place tribe markers ===<br />
<br />
Each player places their tribe markers where the lines of sight of their meeples cross within the centre of the playing field. In most cases there will be two intersections and therefore two markers will be placed. However, if a player has placed two of their meeples opposite one another, there will only be one intersection, and they may only place one tribe marker. The cards on which a player's tribe markers are placed indicate actions available to them during the round.<br />
<br />
=== 4. Actions ===<br />
<br />
The first player plays all the actions allowed by their meeples and tribe markers before the next player begins. They are free to decide the order in which each action is played. However, each action must be completed before starting another. A player may also choose not to carry out an action.<br />
When a player has used an action from the track, they retrieve their meeple from the card. The card remains as part of the track.<br />
<br />
After using actions from cards in the middle of the playing field, the player retrieves their tribe marker, and the used card is replaced by one of the other sort. When using a resource card, the player collects the corresponding token(s), discards the card, and replaces it with a tribe card face down. When using a tribe card, the player decides what to do with it, and then replaces it with a resource card face down.<br />
<br />
With tribe cards, a player must decide between:<br />
a. playing it by paying its cost and then adding it to their display<br />
b. holding it in their hand<br />
c. discarding it<br />
<br />
Only one tribe card may be held by each player at a time. When holding a tribe card, further tribe cards drawn that are not immediately played must be discarded. To be able to play or discard a tribe card in hand, players must use the Noble space (not available in the first round).<br />
Playing a tribe card from the hand using the Noble space still involves paying its cost.<br />
<br />
=== 5. Reveal new cards and change starting player ===<br />
<br />
After both players have carried out their actions, all resource and tribe cards in the middle of the playing field are turned face up. The starting player amulet is passed to change the starting player. Begin a new round with the robber moving one space foward.<br />
<br />
== Additional Rules ==<br />
<br />
=== Tribe cards ===<br />
<br />
The tribe cards are divided into five types with the following symbols: wells, camels, oases, Targia, and tents.<br />
<br />
Players play tribe cards by paying their cost and then using them to build a personal display of three rows of four cards each. Rows are formed from left to right. A row does not have to be finished before starting a new one and players may build upon more than one row at a time. <br />
<br />
Cards played remain in their place for the whole game.<br />
<br />
If a player completes a row in which all four cards have the same symbol, they will receive 4 victory points at the end of the game. If they complete a row of cards with four different symbols, they will receive 2 victory points. Rows with less than four cards and rows of four that do not meet the above conditions yield no victory points.<br />
<br />
The cost to play the tribe cards is indicated at the top right of each card. When a slash appears in the cost, players may choose what to pay between the options. The number of victory points associated with each card is at the bottom right in the form of silver crosses. Tribe cards played may award one-time bonuses, provide a permanent special ability, or have an endgame effect. A player may make use of a card's benefit immediately after adding it to their display.<br />
<br />
=== Border cards ===<br />
<br />
Caravan: Reveal the top card from the resource deck and receive whatever resource token(s) are depicted. Discard the resource card.<br />
<br />
Fata Morgana: The player may move one of their tribe markers to another card in the middle that is unoccupied.<br />
<br />
Silversmith: Trade 2 identical goods for 2 victory points, 4 identical goods for 3 victory points, 1 gold for 2 victory points, or 2 gold for 4 victory points. Only one exchange is<br />
allowed each time this action is played.<br />
<br />
Trader: Players may exchange 3 of the same goods for 1 gold, or 2 identical goods for 1 other good. Players may exchange as many times as they are able.<br />
<br />
Tribal Expansion: Reveal the top card from the tribe cards deck. Either pay the cost to play it, hang onto it (if not already holding a card), or discard it.<br />
<br />
Note: The Raid spaces and the Noble space are explained in phase 1 and phase 4 above.<br />
<br />
=== Resource cards ===<br />
<br />
Resource cards may grant players 1 or 2 goods, 1 gold, or 1 victory point. If all three goods are depicted separated by slashes, the player receives one of their choice.<br />
<br />
=== Resource limits ===<br />
<br />
The number of goods and gold that can be carried over into the next round is limited. After completing all the actions of a round, players that have more than 10 goods or 3 gold must return the excess to the supply. They can decide which specific goods to return. Before the end of a round, however, a player may have more than this limit, to spend on tribe cards, or to be exchanged at the Trader or Silversmith spaces.<br />
<br />
== End and Scoring ==<br />
<br />
The game ends when either:<br />
<br />
* The robber reaches the 4th raid space, completing a full lap of the board, or<br />
* A player fills their tableau by playing their 12th tribe card.<br />
<br />
If the robber reaches the 4th raid space, the raid occurs and players lose resources before the game ends.<br />
<br />
If it is the starting player who ends the game, the other player will finish their turn.<br />
<br />
Players add up all their victory points:<br />
<br />
* Victory point tokens<br />
* Silver crosses on tribe cards in display<br />
* Bonuses on tribe cards in display if any<br />
* 4 points for each completed row in the display where all the symbols match<br />
* 2 points for each completed row in the display with four different symbols<br />
<br />
The player with the most points wins. If there is a tie, the player with the most gold wins. If there is still a tie, the player with the most goods wins. If there is still a tie, the game is a draw.<br />
<br />
== Notes ==<br />
<br />
The supply of goods is unlimited. If there are not enough tokens representing dates, salt, or pepper, the player notes which good they have on a piece of paper.<br />
<br />
If the deck of resource cards runs out, shuffle the discard pile to form a new draw pile.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptargi&diff=15100Gamehelptargi2022-10-21T18:31:44Z<p>Ez0ah: </p>
<hr />
<div>Each round of play has the following stages:<br />
<br />
# Players take turns playing their three "targi" (meeples) on the border cards. Targi may not be placed in the same row or column as another targi.<br />
# Place up to 2 "tribal markers" in the middle of the game board at the intersection of the rows/columns of your targi.<br />
# You may then activate the cards under each of your pieces. These cards may give you more goods, or they may let you spend your goods to purchase special cards to place in your personal tableau.<br />
<br />
You may only hold 3 gold and 10 goods total between rounds.<br />
<br />
== Phases of Each Round ==<br />
<br />
=== 1. Move the robber one space forward ===<br />
<br />
In the first round, the robber is placed on the ''Noble'' space. At the start of subsequent rounds, move the robber one space along the track clockwise. When the robber reaches a corner, a raid takes place and players will lose resources:<br />
<br />
* Raid 1: Lose 1 good or 1 victory point<br />
* Raid 2: Lose 2 goods or 1 victory point<br />
* Raid 3: Lose 3 goods or 2 victory points<br />
* Raid 4: Lose 1 gold or 3 victory points<br />
<br />
If a player does not have enough resources to pay the robber at all, their opponent receives the victory points that would have been lost to the robber. After a raid, the next round begins immediately.<br />
<br />
=== 2. Place meeples ===<br />
<br />
Beginning with the starting player, players take turns placing their meeples along the track until all meeples have been placed. The cards on which meeples are placed indicate actions available to the player during the round.<br />
<br />
Meeples may not be placed:<br />
* where the robber is<br />
* where another meeple is<br />
* on the corner raid spaces<br />
* on a space directly opposite from an opponent's meeple (along the opposite track)<br />
<br />
=== 3. Place tribe markers ===<br />
<br />
Each player places their tribe markers where the lines of sight of their meeples cross within the centre of the playing field. In most cases there will be two intersections and therefore two markers will be placed. However, if a player has placed two of their meeples opposite one another, there will only be one intersection, and they may only place one tribe marker. The cards on which a player's tribe markers are placed indicate actions available to them during the round.<br />
<br />
=== 4. Actions ===<br />
<br />
The first player plays all the actions allowed by their meeples and tribe markers before the next player begins. They are free to decide the order in which each action is played. However, each action must be completed before starting another. A player may also choose not to carry out an action.<br />
When a player has used an action from the track, they retrieve their meeple from the card. The card remains as part of the track.<br />
<br />
After using actions from cards in the middle of the playing field, the player retrieves their tribe marker, and the used card is replaced by one of the other sort. When using a resource card, the player collects the corresponding token(s), discards the card, and replaces it with a tribe card face down. When using a tribe card, the player decides what to do with it, and then replaces it with a resource card face down.<br />
<br />
With tribe cards, a player must decide between:<br />
a. playing it by paying its cost and then adding it to their display<br />
b. holding it in their hand<br />
c. discarding it<br />
<br />
Only one tribe card may be held by each player at a time. When holding a tribe card, further tribe cards drawn that are not immediately played must be discarded. To be able to play or discard a tribe card in hand, players must use the Noble space (not available in the first round).<br />
Playing a tribe card from the hand using the Noble space still involves paying its cost.<br />
<br />
=== 5. Reveal new cards and change starting player ===<br />
<br />
After both players have carried out their actions, all resource and tribe cards in the middle of the playing field are turned face up. The starting player amulet is passed to change the starting player. Begin a new round with the robber moving one space foward.<br />
<br />
== Additional Rules ==<br />
<br />
=== Tribe cards ===<br />
<br />
The tribe cards are divided into five types with the following symbols: wells, camels, oases, Targia, and tents.<br />
<br />
Players play tribe cards by paying their cost and then using them to build a personal display of three rows of four cards each. Rows are formed from left to right. A row does not have to be finished before starting a new one and players may build upon more than one row at a time. <br />
<br />
Cards played remain in their place for the whole game.<br />
<br />
If a player completes a row in which all four cards have the same symbol, they will receive 4 victory points at the end of the game. If they complete a row of cards with four different symbols, they will receive 2 victory points. Rows with less than four cards and rows of four that do not meet the above conditions yield no victory points.<br />
<br />
The cost to play the tribe cards is indicated at the top right of each card. When a slash appears in the cost, players may choose what to pay between the options. The number of victory points associated with each card is at the bottom right in the form of silver crosses. Tribe cards played may award one-time bonuses, provide a permanent special ability, or have an endgame effect. A player may make use of a card's benefit immediately after adding it to their display.<br />
<br />
=== Border cards ===<br />
<br />
Caravan: Reveal the top card from the resource deck and receive whatever resource token(s) are depicted. Discard the resource card.<br />
<br />
Fata Morgana: The player may move one of their tribe markers to another card in the middle that is unoccupied.<br />
<br />
Silversmith: Trade 2 identical goods for 2 victory points, 4 identical goods for 3 victory points, 1 gold for 2 victory points, or 2 gold for 4 victory points. Only one exchange is<br />
allowed each time this action is played.<br />
<br />
Trader: Players may exchange 3 of the same goods for 1 gold, or 2 identical goods for 1 other good. Players may exchange as many times as they are able.<br />
<br />
Tribal Expansion: Reveal the top card from the tribe cards deck. Either pay the cost to play it, hang onto it (if not already holding a card), or discard it.<br />
<br />
Note: The Raid spaces and the Noble space are explained in phase 1 and phase 4 above.<br />
<br />
=== Resource cards ===<br />
<br />
Resource cards may grant players 1 or 2 goods, 1 gold, or 1 victory point. If all three goods are depicted separated by slashes, the player receives one of their choice.<br />
<br />
=== Resource limits ===<br />
<br />
The number of goods and gold that can be carried over into the next round is limited. After completing all the actions of a round, players that have more than 10 goods or 3 gold must return the excess to the supply. They can decide which specific goods to return. Before the end of a round, however, a player may have more than this limit, to spend on tribe cards, or to be exchanged at the Trader or Silversmith spaces.<br />
<br />
== End and Scoring ==<br />
<br />
The game ends when either:<br />
<br />
* The robber reaches the 4th raid space, completing a full lap of the board, or<br />
* A player fills their tableau by playing their 12th tribe card.<br />
<br />
If the robber reaches the 4th raid space, the raid occurs and players lose resources before the game ends.<br />
<br />
If it is the starting player who ends the game, the other player will finish their turn.<br />
<br />
Players add up all their victory points:<br />
<br />
* Victory point tokens<br />
* Silver crosses on tribe cards in display<br />
* Bonuses on tribe cards in display if any<br />
* 4 points for each completed row in the display where all the symbols match<br />
* 2 points for each completed row in the display with four different symbols<br />
<br />
The player with the most points wins. If there is a tie, the player with the most gold wins. If there is still a tie, the player with the most goods wins. If there is still a tie, the game is a draw.<br />
<br />
== Notes ==<br />
<br />
The supply of goods is unlimited. If there are not enough tokens representing dates, salt, or pepper, the player notes which good they have on a piece of paper.<br />
<br />
If the deck of resource cards runs out, shuffle the discard pile to form a new draw pile.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&diff=12658Gamehelpmantisfalls2022-04-15T14:06:31Z<p>Ez0ah: </p>
<hr />
<div>Below is a non-comprehensive set of quick references to help clarify rules as you play. For the complete rules, please see [https://distantrabbitgames.com/MantisFalls/MantisFalls.pdf the manual].<br />
<br />
<br />
=='''Premise'''==<br />
You are in a mob-ruled town in the 1940s, and at least one of you was a witness to something you were not supposed to see. You need to make it across town alive to where there are people that can protect you, but your journey will be a dangerous one.<br />
<br />
You are informed that another witness will join you. By working together, you may have a much better chance of surviving. But what if they are not who they claim to be?<br />
<br />
=='''Roles'''==<br />
Each player receives one secret role card at game setup. This role may either be a '''witness''' or an '''assassin'''. Games may consist of only witnesses or there could be one assassin:<br />
*'''• If there are only witnesses,''' then this is a cooperative game that the players win or lose together.<br />
*'''• If there is an assassin,''' then this is a competitive game.<br />
<br />
=='''Objectives'''==<br />
*'''• If you are a witness,''' your goal is for all witnesses (including you) to survive. Your game can end successfully if all players make it to the end alive OR with the death of an assassin.<br />
*'''• If you are an assassin,''' your goal is for a witness to die and for you to stay alive. Your game can end successfully only with the death of a witness.<br />
<br />
If the game ends with the assassin and at least one witness killed, the game is a tie.<br />
<br />
=='''Turn Sequence'''==<br />
'''I. INITIAL MOVEMENT'''<br />
*Move up to one road forward.<br />
*You may expend Conserved Energy.<br />
'''II. EVENT DRAW'''<br />
*Show if “seen”; do not show if “unseen”.<br />
'''III. MAIN PLAY (both active players choose one)'''<br />
*Create Action Play: Place any number of action cards of a single suit face down in a selected order.<br />
*Conserve Energy: Place one action card face up in Conserved Energy.<br />
*Discard: Discard up to two action cards.<br />
*Do Nothing<br />
'''IV. ACTION REVEAL/PROCESSING'''<br />
*In alternating order, reveal and process all cards from action plays.<br />
'''V. EVENT PROCESSING'''<br />
*Process the event and discard it (if it’s “unseen”, continue to not show it).<br />
'''VI. DRAW'''<br />
*Players replenish hands to seven.<br />
<br />
=='''Last Gasps''' (very important to survival and endgame!)==<br />
*'''•''' When a player reaches their maximum wounds, they are not yet dead! They first make a '''Last Gasp''' play:<br />
:: - This play is made as an additional, normal action play (any number of action cards of the same suit), and is immediately processed as a sidebar to all other action.<br />
:: - After this, the player’s "gasp marker" advances one space right.<br />
*'''• It is possible to survive Last Gasps if wounds are reduced to below maximum and the gasp marker is below three.''' In this case, play continues from where it was suspended.<br />
<br />
=='''Death'''==<br />
A player is dead if either:<br />
<br />
*'''• They are at maximum wounds after completing a last gasp'''<br />
:: '''''OR'''''<br />
*'''• Their gasp marker reaches 3'''<br />
<br />
The death of a player ends the game (although another player may first need to resolve a Last Gasp if at their maximum wounds).<br />
A dead player cannot win, but can possibly tie.<br />
<br />
=='''Game End'''==<br />
GAME ENDS AT:<br />
*'''• Escape:''' A turn begins with '''''all''''' players alive at the end of the road<br />
:: '''''OR'''''<br />
*'''• Death:''' A player is dead (and all necessary last gasps are complete)<br />
<br />
=='''Victory Conditions'''==<br />
:*'''• Witnesses win''' if no witness is dead ''(can occur with the death of an assassin or if all players escape)''.<br />
<br />
:*'''• Assassin wins''' if they are alive and a witness is dead.<br />
<br />
::''(Games in which an assassin and a witness both die are tie games for all players.)''<br />
<br />
=='''Other Rules'''==<br />
===<u>Conserved Energy</u>===<br />
*'''• Conserving cards:''' As a “main play”, players may put one action card face up on an open space in Conserved Energy. <br />
*'''• Drawing from conserved energy:''' When drawing, players may draw from any space in Conserved Energy instead of the draw pile.<br />
*'''• Expending conserved energy:''' At start of their initial movement phase, a player may discard four cards from Conserved Energy to:<br />
'''(1) Add one road to the initial movement''' OR '''(2) Heal one wound'''<br />
<br />
<br />
===<u>Conditions</u>===<br />
Some action cards have "condition" boxes on them. These are treated like regular action cards (put them in action plays and process them as normal, etc.) but one of the effects will instruct you to "keep the card as a condition". When you process this effect, the card moves to in front of you and begins to have the lasting effect written within the condition box.<br />
'''''Keep in mind these will not provide their condition effect until they are out as a condition.'''''<br />
<br />
<br />
===<u>Allies</u>===<br />
*'''•''' Allies are helpful cards attained from some actions and events, and are completed by set collection.<br />
*'''•''' Ally cards have "completion requirements" in the upper left corner. This indicates how many matching copies of that ally card you must have in order to "complete" the ally.<br />
*'''•''' Once the completion requirement is met, the ally turns face up in front of you and begins to have its lasting effect.<br />
<br />
<br />
===<u>The Bystander</u> (for three player games)===<br />
In 3P games, turns rotate clockwise. Players play as rotating pairs (”active players”), making one player each turn a “bystander”:<br />
*'''• Active players:''' On your turn, you and the player to your right are the two “active players”. The active players face the turn together, with all references in the game to “the other player” (or “both players”, “either player”, “the players”, etc.) referring ONLY to active players (NEVER the bystander).<br />
*'''• Bystander:''' The player not among the two “active players” is, for that turn, the “bystander”. The bystander cannot interact with the event, play cards, be the target of an attack, use/receive/lose conditions or allies, receive wounds, etc. What they '''''can''''' do is the following:<br />
:: - '''Discard/conserve energy:''' After the two active players have made their main plays, the bystander may either discard up<br />
:: to two cards or place one card face up in Conserved Energy.<br />
:: - '''Draw:''' After the two active players have had their draw from the draw phase, the bystander also draws their hand to full.<br />
:: - '''Bystander abilities:''' Cards in the Triad Module may refer to the bystander by name. These cards are '''NOT''' played by<br />
:: the bystander directly, but when an active player processes such a card, it gives the bystander specific abilities or choices.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpnarabi&diff=11734Gamehelpnarabi2022-02-03T10:30:45Z<p>Ez0ah: /* Setup */</p>
<hr />
<div>== Overview ==<br />
<br />
In this card game inspired by the mysterious Land of the Rising Sun you must work together to use the effects of the cards to your advantage.<br />
<br />
But there's always a catch, isn't there?<br />
<br />
Unfortunately, you cannot simply reveal the effects of the cards in front of you to the other players.<br />
<br />
You may only answer simple yes-no questions, so it will take a lot of teamwork, tactics, memory and precision for you to succeed. <br />
<br />
== Setup ==<br />
<br />
All of the condition cards and the stone cards are randomnly paired. Only the stone card of the pairs is visible to all the players.<br />
<br />
In a 3-4 player game, a white stone without a number, a dark stone without a number, and the number 9 stone are removed from the game.<br />
<br />
The cards are then suffled and dealt with only the stone card visible. With 3 players each player receives 4 cards, and with 4-5 players each player receives 3 cards.<br />
<br />
Players are not allowed to change the order of the dealt cards.<br />
<br />
The player with the number 0 stone starts the game.<br />
<br />
== Play ==<br />
<br />
During a turn players must switch one of own stones with one of another player's stone according to the own stone's switch condition. Players cannot switch their own two stones.<br />
<br />
Players can always look own cards' conditions (including newly received cards from switches), but are not allowed to show or tell them.<br />
<br />
However, players are allowed to discuss strategy and future moves and answer as 'yes' or 'no' as long as players do not reveal their condition cards.<br />
<br />
After switching stones the turn passes clockwise.<br />
<br />
'''Note: Blank stones are considered as 0 and even number for the conditions, but not for the order. See below.'''<br />
<br />
== Game end ==<br />
<br />
If all stones are in numerical order (clockwise or counterclockwise) all players win the game. The stones without numbers do not interrupt the order.<br />
<br />
If players fail to arrange stones in order after 24 turns or a player cannot make a switch during their turn, the game ends in defeat.<br />
<br />
== Advanced mode ==<br />
<br />
In Advance mode, players cannot revert the last turn's switch and cannot speak to each other.<br />
<br />
== ELO / Rating ==<br />
<br />
BGA Narabi never subtracts players' rating in properly finished games.<br />
<br />
When players win the game, ELO as the same as the score is added (For example, finishing the game in 10 turns adds +15 ELO).<br />
<br />
Then bonus points are added for 4-5 player games and/or Advanced mode. ELO gain increases +5 per player count which exceeds 3, and Advanced mode adds +5 again.<br />
<br />
== Player preference options ==<br />
<br />
Open upper right menu from game screen or click 'Options' tab below the game board to access these preference options.<br />
<br />
=== Display condition card list ===<br />
<br />
* '''Yes''': Displays all condition cards below the game screen. In 3-4 players 3 unused cards will still be on the list.<br />
<br />
* No: Hides condition card list.<br />
<br />
=== Display score card ===<br />
<br />
* '''Yes''': Displays a score card in the center of the table and a score marker on it.<br />
<br />
* No: Hides score card and score marker.<br />
<br />
=== Condition card font ===<br />
<br />
* '''Thematic''': Uses a thematic font for condition cards.<br />
<br />
* BGA Default: Uses BGA default fonts.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpmijnlieff&diff=6500Gamehelpmijnlieff2020-12-14T14:31:25Z<p>Ez0ah: </p>
<hr />
<div>The first player starts the game by placing a piece from their hand onto a square on the outer edge of the board. Players then take it in turns to place pieces in unoccupied spaces.<br />
<br />
Each piece dictates when your opponent must play next:<br />
* Straights: same row or column<br />
* Diagonals: in a diagonal line<br />
* Pusher: not adjacent<br />
* Puller: adjacent<br />
<br />
If there are no spaces where you can legally play, you must pass. Your opponent is now free to play in any empty space.<br />
<br />
Score a point for each line of three pieces with the same color. A line of four counts as two overlapping lines of three, so scores two points.<br />
<br />
The game ends when a player cannot play because they have no more pieces.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpyinyang&diff=6114Gamehelpyinyang2020-11-10T14:31:18Z<p>Ez0ah: Created page with "== Presentation == Yin Yang is a strategy board game where you make up your own rules of combat and regeneration. You secretly define on dominoes the laws by which you fight,..."</p>
<hr />
<div>== Presentation ==<br />
Yin Yang is a strategy board game where you make up your own rules of combat and regeneration. You secretly define on dominoes the laws by which you fight, then lay them down throughout the game in order to destroy your adversary's pieces or regenerate your own.<br />
<br />
== Aim of the game ==<br />
To win, you must either reach the opposite Yin-yang corner (the square where the symbol of yin and yang is) with one of your pieces, or force your opponent to have no available actions to play.<br />
<br />
== Gameplay ==<br />
Black plays first, then white. During his turn, each player must either:<br />
• Move one of his pieces<br />
• Apply one of his laws<br />
• Move one of his pieces then apply one of his laws. (only in this order). <br />
<br />
If he is unable to perform any of these actions, he loses the game.<br />
<br />
== Laws ==<br />
Each domino defines a law. A domino has four slots representing 4 squares on the board, then an arrow pointing to 4 other slots. In each of the first 4 slots, you can insert a white plug, a black plug or leave it empty: together, they represent a cause. In the other 4 slots, which represent an effect, you will insert the same combination of plugs, albeit with one of these modifications:<br />
<br />
• One plug has disappeared. This is a destruction law.<br />
<br />
• Two plugs (of the same color) have appeared on previously empty slots. This is a regeneration law.<br />
<br />
• The effect is represented as 2 arrows in a circle. This is an adaptation law.<br />
<br />
<br />
=== Creation of laws ===<br />
Before the start of the game, players secretly define 4 laws each. These laws are hidden to your opponent until revealed.<br />
When a player decides to apply a law for the first time, the law is revealed and placed to the right of the gameboard(from his viewpoint), with the arrow pointing to the right. It is forbidden to reveal a law without applying it in the same turn. Once revealed, the law can be used by its owner at any of his turns, whenever the cause is met.<br />
<br />
=== Conditions of application ===<br />
A law is applicable when on the game board, we can isolate 4 adjacent squares where the placement of the pieces match those of the plugs constituting the cause. In case of a destruction/regeneration law, applying the law means modifying those 4 squares on the board so that it matches the effectof the law. <br />
<br />
In case of an adaptation law, you do not modify the placement of the pieces on the board, but one of your own laws (revealed or hidden). Pick one of your dominoes and modify it as you please. It is then hidden until you decide to apply it in a further turn. You can modify the adaptation law itself, like any other law. You can't change one of your opponent's laws. You can't modify a law and apply it in the same turn, since the modification already counts as your action.<br />
<br />
The law is always oriented with the arrow to the right. It can't be rotated.<br />
<br />
A law can only be applied on one place at a time.<br />
<br />
A law of destruction will always make only one piece disappear, and a law of regeneration will only make two appear.<br />
<br />
The application of a law is not compulsory, but remembera player always has to play at least one action per turn. You can't apply one of your opponent's laws.<br />
<br />
<br />
=== Conflicting laws ===<br />
Two laws are said to be conflicting if they have the same cause, but two different effects. They cannot coexist: it is therefore forbidden to reveal a law which is conflicting with a law already revealed. You will have to modify it with an adaptation law or wait for your opponent to modify his.</div>Ez0ahhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpdinosaurteaparty&diff=6000Gamehelpdinosaurteaparty2020-10-28T18:32:23Z<p>Ez0ah: </p>
<hr />
<div>Be the first to collect three sugar cubes by guessing three of the guests’ names. The first player to do so is the winner. Cheerio!<br />
<br />
All of the dinosaurs at the party have certain traits shown on the bottom of their tiles and on their cards. The traits are: <br />
In a GREEN, PURPLE, or ORANGE room.<br />
STRIPED or SPOTTED skin (or neither).<br />
EATING or DRINKING (or neither).<br />
Wearing GLASSES, a FLOWER, a HAT, and/or JEWELRY.<br />
With a PET.<br />
Showing SPIKES, a TAIL, or TEETH.<br />
<br />
GAME PLAY<br />
On your turn, either inquire about a guest or guess their name.<br />
<br />
INQUIRE: <br />
1. Politely ask another guest if they have a certain trait. Example: “Hello, luv. Wonderful party, isn’t it? Are you, perchance, wearing a hat?”<br />
<br />
2. Your chosen guest will answer YES or NO. Example: “Oh, heavens no, I don’t have the face for a hat.” The guest takes that trait token from their pile and puts it in front of them, showing the YES or NO side. <br />
<br />
3. If the guest answers yes, you get another turn! You may inquire or guess the name of the same guest or a different guest. If the guest answers is no, your turn is over.<br />
<br />
<br />
GUESS THE NAME <br />
1. Ask the guest’s name. Example: “We lunched at Dalton’s last fall, didn’t we? Your name is Yorick?” They must answer YES or NO honestly (even if they have a quirk).<br />
<br />
2. If your guess was incorrect, your turn is over. Try not to be too embarrassed about your faux pas. <br />
<br />
3. If your guess was correct, take a sugar cube from the pile! If you have three sugar cubes, you win the game! Otherwise, the other player discards their dinosaur card, turns the matching dinosaur tile face down, removes all trait tokens in front of them, and draws a new dinosaur card. They now play the new dinosaur. Your turn is over.<br />
<br />
<br />
QUIRKS<br />
Beware: some dinosaurs have quirks that might cause them to give false answers!<br />
Dinosaurs with quirks always answer the way their quirk says when someone inquires about a trait. (The quirks do NOT apply when someone guesses their name.)<br />
<br />
-"Always says NO" Always answer NO when a player inquires if you have a trait, even if the correct answer is yes.<br />
<br />
-"Always lies": Always answer falsely when another player asks if you have a trait. If your answer would normally be YES, you must answer NO, and vice versa.<br />
<br />
-"Switches answers": Answer either YES or NO to the first question asked to you, no matter what the correct answer is. After that, always answer opposite what your prior answer was. Example: “Yes, no, yes, no, etc.”</div>Ez0ah