https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Geddy19&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T05:09:13ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&diff=8763Gamehelprallymangt2021-07-11T19:19:04Z<p>Geddy19: /* Planning Your Turn */ Added Show Overspeed Alarm Option section.</p>
<hr />
<div>== Rounds ==<br />
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. <br />
<br />
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.<br />
<br />
== Determining Turn Order ==<br />
At the beginning of each round, you must first determine the order of play.<br />
<br />
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.<br />
<br />
'''SPEED > DISTANCE > POSITION'''<br />
# '''Speed:''' Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.<br />
# '''Distance:''' If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.<br />
# '''Position:''' In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations<br />
<br />
== The Turn ==<br />
Once order of play has been established, each player takes their turn one after the other.<br />
<br />
=== During their turn a player will do the following: ===<br />
# Plan your turn.<br />
# Roll your dice and move your car.<br />
<br />
== Planning Your Turn ==<br />
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.<br />
<br />
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.<br />
<br />
=== Corners ===<br />
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!<br />
<br />
'''The inside line:'''Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)<br />
<br />
Note that you can safely move diagonally into spaces like this, as long as you don't exceed the normal limits.<br />
<br />
'''The outside line''':Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.<br />
<br />
=== Overtaking ===<br />
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. <br />
Once your car is beside theirs, the rest of their movement can be at any speed.<br />
<br />
'''Note''': if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.<br />
<br />
=== Show Overspeed Alarm Option ===<br />
If the Show Overspeed Alarm option is enabled, a red halo will appear around your die if you place it on a space which will cause your car to spin. An orange halo will appear if the space will cause you to gain an automatic caution symbol (!).<br />
<br />
==Rolling Your Dice and Moving==<br />
<br />
Once you have planned your turn, you will roll your dice, either all at once (''Flat Out'') or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!<br />
<br />
===Flat out: All the dice at once===<br />
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some ''focus tokens'' for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!<br />
<br />
===One at a time===<br />
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.<br />
<br />
'''Focus''': While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to ''secure'' your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.<br />
<br />
==The Dice==<br />
Some dice are safer than others: The white ''coast'' dice along with first and second gear only have one caution symbol on them while the other dice all have two.<br />
<br />
*'''Braking''': You can jump down extra gears by adding a red 'brake' die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.<br />
*'''Boosting''': Similarly, the green 'boost' die available in some races lets you skip a gear upwards. <br />
*'''Coasting''': White 'coast' dice let you stay in the same gear.<br />
<br />
==Losing Control==<br />
<br />
If you exceed your limit, you will lose control. <br />
<br />
Consult your player board table to see what happens when you lose control: You might lose all speed to 'gear' 0, or go off the track in 'gear' 00. <br />
You might also take some damage: at higher speeds (3,4,5th gear) and on more dangerous tiles (Yellow, Orange, Red). <br />
For each black damage marker in the table a "Damage" token will be randomly drawn for you.<br />
<br />
*'''Gear 00''': In this gear you simply lose a turn: when it comes to your turn, get back on the track in 'gear' 0. Next turn you will resume as normal, starting from gear 1 etc.<br />
*'''Gear 0''': In this gear you are just stopped in place. Next turn, just resume your movement.<br />
<br />
If you used the 'flat out' die rolling option, you can change the order and locations of the dice you rolled. You do not even have to place all of them. However, you must place your dice in a way that results in loss of control. By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects. Even if you lose control, you will still get your focus tokens.<br />
<br />
===Damage===<br />
There are several Damage result tokens (42 total). 0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on. (Consult the table on your player dashboard.)<br />
* '''Lose a Dice:''' (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.<br />
* '''Yellow Flag:''' (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again). While the yellow flag is on the table, no player may move alongside any other player’s car. (Cars '''are''' allowed to pass cars stopped at speed 0 or 00).<br />
* '''Weather:''' (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.<br />
* '''Green Flag:''' (Qty x 12) No damage, you got lucky!<br />
<br />
===Confirm Trajectory===<br />
If you see a message that says: "You must set back your dice with a loss of control" you are being given the option to "re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like." You must still use enough "!" dice and/or track features to activate the "spin out," but sometimes this offers an opportunity to adjust your dice, their order and you car's route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).<br />
<br />
Once you have re-ordered your dice you must click the 'confirm trajectory' button."<br />
<br />
==Pit Stops==<br />
<br />
If you wish you can repair all damage, change tires, or both by making a Pit Stop. To make a Pit Stop, you must end your turn in 1st Gear in a space with no speed or restrictions (meaning not on a corner space) at the edge of the track. While you are in the pit your gear is either 0 or 00 depending on whether you chose to change tires or repair damage, and you are off the track (not blocking other players’ movement). Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.<br />
<br />
==Flying Start==<br />
<br />
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. <br />
<br />
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it's a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.<br />
<br />
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.</div>Geddy19https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&diff=4839Gamehelpdiceforge2020-07-01T17:34:11Z<p>Geddy19: /* Game End */</p>
<hr />
<div>Dice Forge is a game about rolling dice to collect resources. You can spend those resources to upgrade your dice, or purchase cards that give you points and special powers.<br />
<br />
= Currencies =<br />
*'''Gold''' - Used to upgrade your dice.<br />
*'''Sun Shards''' - Used to purchase cards and take extra actions.<br />
*'''Moon Shards''' - Used to purchase cards.<br />
*'''Glory Points''' - Contributes directly to your score.<br />
<br />
= Taking Your Turn =<br />
On each player's turn, all players roll their dice and collect the indicated resources. (In a two-player game, players roll their dice twice before each player's turn.)<br />
<br />
You are then allowed to perform one action:<br />
*'''Forge''' - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)<br />
*'''Heroic Feat''' - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player's pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as "'''Ousting'''" their hero.)<br />
<br />
=== Taking an additional action ===<br />
Finally, the active player may spend two Sun Shards to take a second action if they wish.<br />
<br />
= Terminology used in the game =<br />
*'''Divine Blessing''' - The act of rolling both your dice and receiving the indicated resources.<br />
*'''Minor Blessing''' - Rolling a single die and receiving the indicated resources.<br />
*'''Reinforcements''' - After rolling their dice, the active player may use any special powers gained from purchased cards.<br />
<br />
<br />
= Game End =<br />
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players<br />
<br />
Much like in real life, the player with the most Glory Points at the end of the game wins.<br />
<br />
TIEBREAKER: If enabled, the following tie breakers are implemented:<br />
<br />
#Number of die faces forged.<br />
#Number of Heroic Feats accomplished.<br />
#Number of remaining resources.<br />
#The player having started the game the earliest.</div>Geddy19https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&diff=4838Gamehelpdiceforge2020-07-01T17:33:33Z<p>Geddy19: /* Game End */</p>
<hr />
<div>Dice Forge is a game about rolling dice to collect resources. You can spend those resources to upgrade your dice, or purchase cards that give you points and special powers.<br />
<br />
= Currencies =<br />
*'''Gold''' - Used to upgrade your dice.<br />
*'''Sun Shards''' - Used to purchase cards and take extra actions.<br />
*'''Moon Shards''' - Used to purchase cards.<br />
*'''Glory Points''' - Contributes directly to your score.<br />
<br />
= Taking Your Turn =<br />
On each player's turn, all players roll their dice and collect the indicated resources. (In a two-player game, players roll their dice twice before each player's turn.)<br />
<br />
You are then allowed to perform one action:<br />
*'''Forge''' - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)<br />
*'''Heroic Feat''' - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player's pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as "'''Ousting'''" their hero.)<br />
<br />
=== Taking an additional action ===<br />
Finally, the active player may spend two Sun Shards to take a second action if they wish.<br />
<br />
= Terminology used in the game =<br />
*'''Divine Blessing''' - The act of rolling both your dice and receiving the indicated resources.<br />
*'''Minor Blessing''' - Rolling a single die and receiving the indicated resources.<br />
*'''Reinforcements''' - After rolling their dice, the active player may use any special powers gained from purchased cards.<br />
<br />
<br />
= Game End =<br />
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players<br />
<br />
Much like in real life, the player with the most Glory Points at the end of the game wins.<br />
<br />
TIEBREAKER: If enabled, the following tie breakers are implemented:<br />
<br />
#1. Number of die faces forged.<br />
#2. Number of Heroic Feats accomplished.<br />
#3. Number of remaining resources.<br />
#4. The player having started the game the earliest.</div>Geddy19https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&diff=4837Gamehelpdiceforge2020-07-01T17:30:08Z<p>Geddy19: /* Game End */</p>
<hr />
<div>Dice Forge is a game about rolling dice to collect resources. You can spend those resources to upgrade your dice, or purchase cards that give you points and special powers.<br />
<br />
= Currencies =<br />
*'''Gold''' - Used to upgrade your dice.<br />
*'''Sun Shards''' - Used to purchase cards and take extra actions.<br />
*'''Moon Shards''' - Used to purchase cards.<br />
*'''Glory Points''' - Contributes directly to your score.<br />
<br />
= Taking Your Turn =<br />
On each player's turn, all players roll their dice and collect the indicated resources. (In a two-player game, players roll their dice twice before each player's turn.)<br />
<br />
You are then allowed to perform one action:<br />
*'''Forge''' - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)<br />
*'''Heroic Feat''' - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player's pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as "'''Ousting'''" their hero.)<br />
<br />
=== Taking an additional action ===<br />
Finally, the active player may spend two Sun Shards to take a second action if they wish.<br />
<br />
= Terminology used in the game =<br />
*'''Divine Blessing''' - The act of rolling both your dice and receiving the indicated resources.<br />
*'''Minor Blessing''' - Rolling a single die and receiving the indicated resources.<br />
*'''Reinforcements''' - After rolling their dice, the active player may use any special powers gained from purchased cards.<br />
<br />
<br />
= Game End =<br />
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players<br />
<br />
Much like in real life, the player with the most Glory Points at the end of the game wins.<br />
<br />
TIEBREAKER: If enabled, the following tie breakers are implemented:<br />
<br />
1. Number of die faces forged.<br />
2. Number of Heroic Feats accomplished.<br />
3. Number of remaining resources.<br />
4. The player having started the game the earliest.</div>Geddy19https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&diff=4836Gamehelpdiceforge2020-07-01T17:29:40Z<p>Geddy19: /* Game End */</p>
<hr />
<div>Dice Forge is a game about rolling dice to collect resources. You can spend those resources to upgrade your dice, or purchase cards that give you points and special powers.<br />
<br />
= Currencies =<br />
*'''Gold''' - Used to upgrade your dice.<br />
*'''Sun Shards''' - Used to purchase cards and take extra actions.<br />
*'''Moon Shards''' - Used to purchase cards.<br />
*'''Glory Points''' - Contributes directly to your score.<br />
<br />
= Taking Your Turn =<br />
On each player's turn, all players roll their dice and collect the indicated resources. (In a two-player game, players roll their dice twice before each player's turn.)<br />
<br />
You are then allowed to perform one action:<br />
*'''Forge''' - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)<br />
*'''Heroic Feat''' - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player's pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as "'''Ousting'''" their hero.)<br />
<br />
=== Taking an additional action ===<br />
Finally, the active player may spend two Sun Shards to take a second action if they wish.<br />
<br />
= Terminology used in the game =<br />
*'''Divine Blessing''' - The act of rolling both your dice and receiving the indicated resources.<br />
*'''Minor Blessing''' - Rolling a single die and receiving the indicated resources.<br />
*'''Reinforcements''' - After rolling their dice, the active player may use any special powers gained from purchased cards.<br />
<br />
<br />
= Game End =<br />
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players<br />
<br />
Much like in real life, the player with the most Glory Points at the end of the game wins.<br />
<br />
TIEBREAKER: If enabled, the following tie breakers are implemented:<br />
<br />
1. Number of die faces forged<br />
2. Number of Heroic Feats accomplished<br />
3. Number of remaining resources<br />
4. The player having started the game the earliest</div>Geddy19https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&diff=4835Gamehelpdiceforge2020-07-01T17:29:18Z<p>Geddy19: /* Game End */</p>
<hr />
<div>Dice Forge is a game about rolling dice to collect resources. You can spend those resources to upgrade your dice, or purchase cards that give you points and special powers.<br />
<br />
= Currencies =<br />
*'''Gold''' - Used to upgrade your dice.<br />
*'''Sun Shards''' - Used to purchase cards and take extra actions.<br />
*'''Moon Shards''' - Used to purchase cards.<br />
*'''Glory Points''' - Contributes directly to your score.<br />
<br />
= Taking Your Turn =<br />
On each player's turn, all players roll their dice and collect the indicated resources. (In a two-player game, players roll their dice twice before each player's turn.)<br />
<br />
You are then allowed to perform one action:<br />
*'''Forge''' - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)<br />
*'''Heroic Feat''' - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player's pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as "'''Ousting'''" their hero.)<br />
<br />
=== Taking an additional action ===<br />
Finally, the active player may spend two Sun Shards to take a second action if they wish.<br />
<br />
= Terminology used in the game =<br />
*'''Divine Blessing''' - The act of rolling both your dice and receiving the indicated resources.<br />
*'''Minor Blessing''' - Rolling a single die and receiving the indicated resources.<br />
*'''Reinforcements''' - After rolling their dice, the active player may use any special powers gained from purchased cards.<br />
<br />
<br />
= Game End =<br />
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players<br />
<br />
Much like in real life, the player with the most Glory Points at the end of the game wins.<br />
<br />
TIEBREAKER: If enabled, the following tie breakers are implemented:<br />
1. Number of die faces forged<br />
2. Number of Heroic Feats accomplished<br />
3. Number of remaining resources<br />
4. The player having started the game the earliest</div>Geddy19https://en.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&diff=4285Gamehelpcelestia2020-05-05T18:57:05Z<p>Geddy19: Added Game End exception when the Fast Play option is enabled. See https://boardgamearena.com/bug?id=6998</p>
<hr />
<div>Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.<br />
<br />
==Gameplay==<br />
<br />
Each turn has 3 phases:<br />
<br />
===1. Captain's roll===<br />
<br />
On each player's turn, they become the "captain" (marked by a black compass token by their player name) and will roll 2 or more dice. These represent the "hazards" the captain faces.<br />
<br />
===2. Passenger's decision===<br />
<br />
Then, each other player in turn '''makes a decision''' if they want to stay on or disembark.<br />
<br />
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land's number. However, players who disembark are out of the round. <br />
* If a player decides to stay on, then they stay in the round.<br />
<br />
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)<br />
<br />
===3. Captain's announcement===<br />
<br />
Then the captain '''makes an announcement'''<br />
<br />
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.<br />
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets any treasure and the round is over.<br />
<br />
'''Note''': Blanks are "free" and don't require a card. If the captain has one or more wilds (called "Turbo" cards), they may choose to play them or not. However if they don't satisfy the dice, the ship will crash as usual.<br />
<br />
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.<br />
<br />
==Power cards==<br />
<br />
Power cards can be played to help or hinder the journey<br />
<br />
*'''Ejection''' -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain's announcement. That other player must disembark (and take a treasure as usual).<br />
*'''Jetpack''' -- A player onboard the ship may disembark after the captain's announcement when the ship is about to crash. That player may take a treasure as usual.<br />
*'''Alternate Route''' -- A player onboard can allow the captain to reroll any or all dice, after all players' decision or the captain's announcement. (However players must stay with their decision.) Dice with a red outline will not be rerolled.<br />
*'''Wind Gust''' -- Any player may force the captain to reroll blank dice, after all players' decision or the captain's announcement. (However players must stay with their decision.)<br />
*'''Spyglass''' -- Any player may play this after the captain's announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)<br />
*'''Grappling Hook''' -- (Promo) Any player not on the ship may play this after the captain's announcement that the ship won't crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.<br />
<br />
==Game End==<br />
<br />
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins. <br />
<br />
EXCEPTION: If using the variant "Fast play (no special cards)", the game doesn't end at 50 points; it ends when a player has 5 different treasures. Points are then counted as normal to determine a winner.</div>Geddy19