https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Hulb&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T13:44:17ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelptikal&diff=20540Gamehelptikal2024-03-22T13:59:48Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Claim the most treasure and Guard the most valuable Temples, both during play and at the game's end<br />
<br />
<br />
===Turn===<br />
<br />
First, draw a terrain tile and place it on the board<br />
<br />
You then have 10 Action Points to spend as you wish<br />
<br />
<br />
===Terrain===<br />
<br />
Terrain Tiles either have 1 or 2 or 3 stone markers on them, to show how difficult they are to cross<br />
<br />
When placing a Terrain Tile it must connect to at least one other tile or the base camp, to make a connection there must be at least 1 stone marker on either the new tile or the border of the tile it connects to<br />
<br />
There are four types of terrain tiles<br />
<br />
Temple tiles have a number in the middle, this number can be increased by taking an action to build more of that temple, the higher the original number the more stages have already been constructed<br />
<br />
Clearings have nothing in them, but allow you to potential build extra Camps in later on<br />
<br />
Ruins have a number of orange symbols in them, place treasure tokens equal to this amount face down on the tile, these Treasures can be recovered as an action, when all Treasure is claimed the tile is treated as a Clearing tile<br />
<br />
Volcanos prompt a scoring phase<br />
<br />
<br />
===Action Points===<br />
<br />
Each turn, you have 10 Action Points which you can spend as desired<br />
<br />
Different actions cost different quantities of points<br />
<br />
You may repeat the same action as long as you have enough points to spend to redo it<br />
<br />
You do not have to spend all your points exactly<br />
<br />
There are 8 different actions to choose from<br />
<br />
<br />
===New Explorer===<br />
<br />
This costs 1AP<br />
<br />
As long as you have any in your supply, it costs 1 AP to bring a new Explorer into either the Base Camp or any of your Forward Camps<br />
<br />
<br />
===Between Camps===<br />
<br />
This costs 1AP<br />
<br />
It costs 1AP to move a single explorer from one camp to another, skipping over any other tiles<br />
<br />
<br />
===Move Through Terrain===<br />
<br />
This costs 1-6AP<br />
<br />
Your explorers can move into a new terrain tile by crossing Stone Markers, if there are no Stone Markers between your current and the new space, then you CANNOT move on to it<br />
<br />
Otherwise, it costs AP equal to the number of Stone Markers to transition from one tile to the next with a single explorer, so it can cost between 1 to 6 AP, as each edge contains between 0-3 Stone Markers, and you are counting the Stone Markers present on BOTH your current AND destination tile at the same edge of crossing<br />
<br />
Volcano tiles CANNOT be moved onto, regardless of how many Stone Markers are on the adjacent tile<br />
<br />
<br />
===Excavate Temple===<br />
<br />
This costs 2AP<br />
<br />
Two unique explorers can Excavate the same temple twice in one turn at the cost of 2AP each, or a single explorer can excavate a temple once for 2AP<br />
<br />
Excavating a Temple increases its level, so this could turn a 4 into a 5 with one explorer, or a 4 into a 6 with two explorers (However, in this example, BOTH a 5 and a 6 tile will be added)<br />
<br />
Although each Temple is limited to 2 excavations by two unique explorers, you as a player are not limited to two excavations total, you just have to excavate different temples (each at the limit of 2 improvements by 2 unique explorers)<br />
<br />
If the supply of Temple Levels for the level you wish to build is used up, you CANNOT build a temple any higher, regardless of how many explorers you have e.g. in the previous example, if the stack of level 5 was gone, even with 2 explorers you CANNOT turn a 4 into a 6, as you MUST still be able to place the 5 tile, which you cannot<br />
<br />
<br />
===Treasure Hunt===<br />
<br />
This costs 3AP<br />
<br />
You can take a Treasure from a Ruin, but you are limited to two per turn each by a unique Explorer<br />
<br />
However, you can gain Treasure from different Ruins as much as you wish<br />
<br />
<br />
===Exchange Treasure===<br />
<br />
This costs 3AP<br />
<br />
You can swap any of your lone Treasures with any other player's lone Treasure<br />
<br />
A player CANNOT refuse this trade<br />
<br />
A Lone Treasure is a unique treasure of which that player does not have at least one other of the same type<br />
<br />
<br />
===Forward Camp===<br />
<br />
This costs 5AP<br />
<br />
On a Clearing, and remember an Empty Ruin becomes a Clearing, a Forward Camp can be built to allow for easier navigation<br />
<br />
<br />
===Temple Guard===<br />
<br />
This costs 5AP<br />
<br />
If you clearly control a Temple, with more explorers than anyone else and Expedition Leaders counting as 3 normal Explorers, then you can place a Guard as long as you don't already have 2 Guards out<br />
<br />
One of your Explorers on the tile is placed on top of the Temple, this means it CANNOT be built upon further and is worth what its value is at this point<br />
<br />
Any other Explorers of yours on that tile are returned to the box, so removed from the game<br />
<br />
Other players' Explorers are left where they are<br />
<br />
Once a Guard is placed, it CANNOT be moved at a later date<br />
<br />
<br />
===Volcano Scoring===<br />
<br />
When a Volcano tile is revealed, a scoring opportunity is triggered for everyone<br />
<br />
At the point of drawing, it is NOT played, instead is kept beside the drawing player as a reminder<br />
<br />
Starting with the Drawer, then everyone else in clockwise order, all gain a bonus 10AP to use as they wish, but will NOT be drawing tiles<br />
<br />
Scoring then occurs at the END of EACH player's turn, as outlined below<br />
<br />
The Drawer then places the Volcano Tile and resumes their turn, i.e. still takes their NORMAL 10AP (in effect giving the Drawer 20AP on their turn, whilst everyone else gets a bonus 10AP)<br />
<br />
<br />
===Scoring===<br />
<br />
Regardless of whether it is Volcano Tile or Game End, scoring occurs as follows:<br />
<br />
If a player either has a Guard or a strict majority of Explorers (with Expedition Leaders counting as 3 Explorers) at a temple, they score the worth of that Temple (it is possible for multiple players to score the same temple, as scoring occurs at the end of EACH bonus turn, NOT at the end of everything)<br />
<br />
Treasures score as singles (1VP), pairs (3VP), or triplets (6VP)<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when the final tile is placed<br />
<br />
Starting with the player who placed the tile, everyone gains a BONUS 10AP to use as they wish, and EACH scores IMMEDIATELY after using their 10AP<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the tied player with a guard on the most valuable Temple wins!<br />
<br />
If still tied, the player with the most treasure wins!<br />
<br />
If still tied, victory is shared<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptikal&diff=20539Gamehelptikal2024-03-22T13:58:53Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
First, draw a terrain tile and place it on the board<br />
<br />
You then have 10 Action Points to spend as you wish<br />
<br />
<br />
===Terrain===<br />
<br />
Terrain Tiles either have 1 or 2 or 3 stone markers on them, to show how difficult they are to cross<br />
<br />
When placing a Terrain Tile it must connect to at least one other tile or the base camp, to make a connection there must be at least 1 stone marker on either the new tile or the border of the tile it connects to<br />
<br />
There are four types of terrain tiles<br />
<br />
Temple tiles have a number in the middle, this number can be increased by taking an action to build more of that temple, the higher the original number the more stages have already been constructed<br />
<br />
Clearings have nothing in them, but allow you to potential build extra Camps in later on<br />
<br />
Ruins have a number of orange symbols in them, place treasure tokens equal to this amount face down on the tile, these Treasures can be recovered as an action, when all Treasure is claimed the tile is treated as a Clearing tile<br />
<br />
Volcanos prompt a scoring phase<br />
<br />
<br />
===Action Points===<br />
<br />
Each turn, you have 10 Action Points which you can spend as desired<br />
<br />
Different actions cost different quantities of points<br />
<br />
You may repeat the same action as long as you have enough points to spend to redo it<br />
<br />
You do not have to spend all your points exactly<br />
<br />
There are 8 different actions to choose from<br />
<br />
<br />
===New Explorer===<br />
<br />
This costs 1AP<br />
<br />
As long as you have any in your supply, it costs 1 AP to bring a new Explorer into either the Base Camp or any of your Forward Camps<br />
<br />
<br />
===Between Camps===<br />
<br />
This costs 1AP<br />
<br />
It costs 1AP to move a single explorer from one camp to another, skipping over any other tiles<br />
<br />
<br />
===Move Through Terrain===<br />
<br />
This costs 1-6AP<br />
<br />
Your explorers can move into a new terrain tile by crossing Stone Markers, if there are no Stone Markers between your current and the new space, then you CANNOT move on to it<br />
<br />
Otherwise, it costs AP equal to the number of Stone Markers to transition from one tile to the next with a single explorer, so it can cost between 1 to 6 AP, as each edge contains between 0-3 Stone Markers, and you are counting the Stone Markers present on BOTH your current AND destination tile at the same edge of crossing<br />
<br />
Volcano tiles CANNOT be moved onto, regardless of how many Stone Markers are on the adjacent tile<br />
<br />
<br />
===Excavate Temple===<br />
<br />
This costs 2AP<br />
<br />
Two unique explorers can Excavate the same temple twice in one turn at the cost of 2AP each, or a single explorer can excavate a temple once for 2AP<br />
<br />
Excavating a Temple increases its level, so this could turn a 4 into a 5 with one explorer, or a 4 into a 6 with two explorers (However, in this example, BOTH a 5 and a 6 tile will be added)<br />
<br />
Although each Temple is limited to 2 excavations by two unique explorers, you as a player are not limited to two excavations total, you just have to excavate different temples (each at the limit of 2 improvements by 2 unique explorers)<br />
<br />
If the supply of Temple Levels for the level you wish to build is used up, you CANNOT build a temple any higher, regardless of how many explorers you have e.g. in the previous example, if the stack of level 5 was gone, even with 2 explorers you CANNOT turn a 4 into a 6, as you MUST still be able to place the 5 tile, which you cannot<br />
<br />
<br />
===Treasure Hunt===<br />
<br />
This costs 3AP<br />
<br />
You can take a Treasure from a Ruin, but you are limited to two per turn each by a unique Explorer<br />
<br />
However, you can gain Treasure from different Ruins as much as you wish<br />
<br />
<br />
===Exchange Treasure===<br />
<br />
This costs 3AP<br />
<br />
You can swap any of your lone Treasures with any other player's lone Treasure<br />
<br />
A player CANNOT refuse this trade<br />
<br />
A Lone Treasure is a unique treasure of which that player does not have at least one other of the same type<br />
<br />
<br />
===Forward Camp===<br />
<br />
This costs 5AP<br />
<br />
On a Clearing, and remember an Empty Ruin becomes a Clearing, a Forward Camp can be built to allow for easier navigation<br />
<br />
<br />
===Temple Guard===<br />
<br />
This costs 5AP<br />
<br />
If you clearly control a Temple, with more explorers than anyone else and Expedition Leaders counting as 3 normal Explorers, then you can place a Guard as long as you don't already have 2 Guards out<br />
<br />
One of your Explorers on the tile is placed on top of the Temple, this means it CANNOT be built upon further and is worth what its value is at this point<br />
<br />
Any other Explorers of yours on that tile are returned to the box, so removed from the game<br />
<br />
Other players' Explorers are left where they are<br />
<br />
Once a Guard is placed, it CANNOT be moved at a later date<br />
<br />
<br />
===Volcano Scoring===<br />
<br />
When a Volcano tile is revealed, a scoring opportunity is triggered for everyone<br />
<br />
At the point of drawing, it is NOT played, instead is kept beside the drawing player as a reminder<br />
<br />
Starting with the Drawer, then everyone else in clockwise order, all gain a bonus 10AP to use as they wish, but will NOT be drawing tiles<br />
<br />
Scoring then occurs at the END of EACH player's turn, as outlined below<br />
<br />
The Drawer then places the Volcano Tile and resumes their turn, i.e. still takes their NORMAL 10AP (in effect giving the Drawer 20AP on their turn, whilst everyone else gets a bonus 10AP)<br />
<br />
<br />
===Scoring===<br />
<br />
Regardless of whether it is Volcano Tile or Game End, scoring occurs as follows:<br />
<br />
If a player either has a Guard or a strict majority of Explorers (with Expedition Leaders counting as 3 Explorers) at a temple, they score the worth of that Temple (it is possible for multiple players to score the same temple, as scoring occurs at the end of EACH bonus turn, NOT at the end of everything)<br />
<br />
Treasures score as singles (1VP), pairs (3VP), or triplets (6VP)<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when the final tile is placed<br />
<br />
Starting with the player who placed the tile, everyone gains a BONUS 10AP to use as they wish, and EACH scores IMMEDIATELY after using their 10AP<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the tied player with a guard on the most valuable Temple wins!<br />
<br />
If still tied, the player with the most treasure wins!<br />
<br />
If still tied, victory is shared<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptikal&diff=20538Gamehelptikal2024-03-22T13:46:50Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
First, draw a terrain tile and place it on the board<br />
<br />
You then have 10 Action Points to spend as you wish<br />
<br />
<br />
===Terrain===<br />
<br />
Terrain Tiles either have 1 or 2 or 3 stone markers on them, to show how difficult they are to cross<br />
<br />
When placing a Terrain Tile it must connect to at least one other tile or the base camp, to make a connection there must be at least 1 stone marker on either the new tile or the border of the tile it connects to<br />
<br />
There are four types of terrain tiles<br />
<br />
Temple tiles have a number in the middle, this number can be increased by taking an action to build more of that temple, the higher the original number the more stages have already been constructed<br />
<br />
Clearings have nothing in them, but allow you to potential build extra Camps in later on<br />
<br />
Ruins have a number of orange symbols in them, place treasure tokens equal to this amount face down on the tile, these Treasures can be recovered as an action, when all Treasure is claimed the tile is treated as a Clearing tile<br />
<br />
Volcanos prompt a scoring phase<br />
<br />
<br />
===Action Points===<br />
<br />
Each turn, you have 10 Action Points which you can spend as desired<br />
<br />
Different actions cost different quantities of points<br />
<br />
You may repeat the same action as long as you have enough points to spend to redo it<br />
<br />
You do not have to spend all your points exactly<br />
<br />
There are 8 different actions to choose from<br />
<br />
<br />
===New Explorer===<br />
<br />
This costs 1AP<br />
<br />
As long as you have any in your supply, it costs 1 AP to bring a new Explorer into either the Base Camp or any of your Forward Camps<br />
<br />
<br />
===Between Camps===<br />
<br />
This costs 1AP<br />
<br />
It costs 1AP to move a single explorer from one camp to another, skipping over any other tiles<br />
<br />
<br />
===Move Through Terrain===<br />
<br />
This costs 1-6AP<br />
<br />
Your explorers can move into a new terrain tile by crossing Stone Markers, if there are no Stone Markers between your current and the new space, then you CANNOT move on to it<br />
<br />
Otherwise, it costs AP equal to the number of Stone Markers to transition from one tile to the next with a single explorer, so it can cost between 1 to 6 AP, as each edge contains between 0-3 Stone Markers, and you are counting the Stone Markers present on BOTH your current AND destination tile at the same edge of crossing<br />
<br />
Volcano tiles CANNOT be moved onto, regardless of how many Stone Markers are on the adjacent tile<br />
<br />
<br />
===Excavate Temple===<br />
<br />
This costs 2AP<br />
<br />
Two unique explorers can Excavate the same temple twice in one turn at the cost of 2AP each, or a single explorer can excavate a temple once for 2AP<br />
<br />
Excavating a Temple increases its level, so this could turn a 4 into a 5 with one explorer, or a 4 into a 6 with two explorers (However, in this example, BOTH a 5 and a 6 tile will be added)<br />
<br />
Although each Temple is limited to 2 excavations by two unique explorers, you as a player are not limited to two excavations total, you just have to excavate different temples (each at the limit of 2 improvements by 2 unique explorers)<br />
<br />
If the supply of Temple Levels for the level you wish to build is used up, you CANNOT build a temple any higher, regardless of how many explorers you have e.g. in the previous example, if the stack of level 5 was gone, even with 2 explorers you CANNOT turn a 4 into a 6, as you MUST still be able to place the 5 tile, which you cannot<br />
<br />
<br />
===Treasure Hunt===<br />
<br />
This costs 3AP<br />
<br />
You can take a Treasure from a Ruin, but you are limited to two per turn each by a unique Explorer<br />
<br />
However, you can gain Treasure from different Ruins as much as you wish<br />
<br />
<br />
===Exchange Treasure===<br />
<br />
This costs 3AP<br />
<br />
You can swap any of your lone Treasures with any other player's lone Treasure<br />
<br />
A player CANNOT refuse this trade<br />
<br />
A Lone Treasure is a unique treasure of which that player does not have at least one other of the same type<br />
<br />
<br />
===Forward Camp===<br />
<br />
This costs 5AP<br />
<br />
On a Clearing, and remember an Empty Ruin becomes a Clearing, a Forward Camp can be built to allow for easier navigation<br />
<br />
<br />
===Temple Guard===<br />
<br />
This costs 5AP<br />
<br />
If you clearly control a Temple, with more explorers than anyone else and Expedition Leaders counting as 3 normal Explorers, then you can place a Guard as long as you don't already have 2 Guards out<br />
<br />
One of your Explorers on the tile is placed on top of the Temple, this means it CANNOT be built upon further and is worth what its value is at this point<br />
<br />
Any other Explorers of yours on that tile are returned to the box, so removed from the game<br />
<br />
Other players' Explorers are left where they are<br />
<br />
Once a Guard is placed, it CANNOT be moved at a later date</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptikal&diff=20537Gamehelptikal2024-03-22T13:00:17Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
First, draw a terrain tile and place it on the board<br />
<br />
You then have 10 Action Points to spend as you wish</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcrisps&diff=20438Gamehelpcrisps2024-03-10T17:40:54Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Be the first to empty your hand 3 times<br />
<br />
<br />
===Start of Round===<br />
<br />
The player with the lowest score starts the round<br />
<br />
If tied, the player who went first least recently starts<br />
<br />
<br />
===Card Deal===<br />
<br />
Each player then receives 12 cards<br />
<br />
4 Cards are removed from the round blind<br />
<br />
<br />
===Turn===<br />
<br />
There are 4 ordinary and 2 special sets/runs<br />
<br />
Ordinary Single<br />
Ordinary Pair<br />
Ordinary Run of Singles (min 3)<br />
Ordinary Run of Pairs (min 2 pairs / 4 cards)<br />
<br />
Special Run of Pairs (min 3 pairs / 6 cards)<br />
Special Run of Pairs (min 4 pairs / 8 cards)<br />
<br />
A Queen CANNOT be used in a Run<br />
<br />
The first player can play any type they wish<br />
<br />
The remaining players either follow or pass, this continues until someone passes or someone empties their hand<br />
<br />
If you Follow with an Ordinary, it must be the same type of Ordinary, it must be the same Length of Ordinary, it must be equal or higher rank<br />
<br />
If you Follow with a Special, the previous play MUST contain a Queen, otherwise you have to Follow with Ordinary. In addition, a Special may follow a Special if either it contains more cards OR the same quantity but a higher rank<br />
<br />
<br />
===Round End===<br />
<br />
If the round ends with someone passing, the player just before them can either take the faceup card set aside at the start or a blind deck card, after which the passing player has to take the card from the other option<br />
<br />
If the round ends with someone emptying their hand, they score 1 point<br />
<br />
If Game End isn't triggered, start a new round<br />
<br />
<br />
===Game End===<br />
<br />
The game ends as soon as a player scores 3 points<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvaultdenofthieves&diff=20435Gamehelpvaultdenofthieves2024-03-10T17:30:01Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
This is a single player game only consisting of 12 rounds<br />
<br />
<br />
===Turn===<br />
<br />
Roll the 5 dice<br />
<br />
Mark off squares using the dice results<br />
<br />
Finish marking and lock off the next row or column<br />
<br />
<br />
===Marking Squares===<br />
<br />
Squares with numbers can be obtained either by the actual number on a dice, adding dice together, or subtracting dice from each other (e.g. a 5 & 6 could mark off 5 & 6, 1, or 11)<br />
<br />
Squares with E or O stand for Even and Odd respectively, and as such require a number of that type and can ONLY be made with one dice e.g. a 3 is fine, but a 5 and 2 can't make a 3<br />
<br />
Squares with X2 on them require a pair of the same number and again can ONLY be made with two singles, e.g. 3 and 3 is fine, but 3 and 5 & 2 won't cut it<br />
<br />
Black squares have helpfully already been completed for you by the previous lock-breaker, whose fate is unknown....<br />
<br />
<br />
===Using Dice===<br />
<br />
When marking off squares, each die can only be used in one capacity, so once used it is placed in the used area to help you keep track of what's still available to you<br />
<br />
<br />
===Skimmers===<br />
<br />
You have 3 skimmers which need to first be charged up, then each can be used ONCE<br />
<br />
To charge a skimmer, instead of marking off a square with a dice, instead add its value to a single skimmer of your choice e.g. at the start, all skimmers are at 0, so a 3 would move one skimmer to 3, later on you have a 5 you want to charge the same skimmer with so this would bring this skimmer to 8<br />
<br />
Skimmers can be charged in any order and you can bounce between them<br />
<br />
When you're ready to use a Skimmer, take its current value like it were a die and use, add, or subtract it with other real dice. After which, the Skimmer powers out and can no longer be charged any further.<br />
<br />
Each Skimmer is independent of the others, so each can be in varying states of not started, charged, or used<br />
<br />
<br />
===Re-Rolls===<br />
<br />
You have 3 re-rolls for the whole GAME<br />
<br />
When you use a re-roll, you may re-roll as many dice as you wish then mark off that you've used a re-roll<br />
<br />
Multiple re-rolls can be used in the same round, but you still only have 3 for the WHOLE game<br />
<br />
<br />
===Cracking The Safes===<br />
<br />
If you mark off all boxes in either a row or column, you MIGHT have cracked the safe<br />
<br />
If a safe is in its regular state, you gain all the gems shown in it<br />
<br />
If a safe is on full lockdown, you gain NOTHING<br />
<br />
There is no required order to the safes, so it's up to you how you tackle them. However, full lockdown DOES have an order to it, as explained later, so you might want to keep this in mind.<br />
<br />
<br />
===End of Round===<br />
<br />
Once you've finished using all your dice, or finished using all the dice you're able to the round ends (remember, dice that can't be used to mark off on the grid can always be shoved into available Skimmers, if any)<br />
<br />
The next safe in alphabetical order now goes into full lockdown and can no longer be opened, on the first round this will be A<br />
<br />
The next alphabetical safe is always the one which goes into full lockdown, even if you've already stolen from it<br />
<br />
If L Safe just went into full lockdown, the game ends, otherwise start a new round<br />
<br />
<br />
===Game End===<br />
<br />
When Safe L goes into full lockdown, the game ends<br />
<br />
Count up your gems and any unused Skimmers<br />
<br />
Your final score then gives you your title:<br />
<br />
<10 Busted<br />
<br />
10-12 Pickpocket<br />
<br />
13-15 Shoplifter<br />
<br />
16-18 Cat Burglar<br />
<br />
19-21 Bank Robber<br />
<br />
22+ Pink Panther<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpregidice&diff=20434Gamehelpregidice2024-03-10T17:29:25Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Defeat 3 enemies made up of 3 then 4 then 5 dice respectively. Co-Operative Play.<br />
<br />
<br />
===Turns===<br />
<br />
Simultaneously, all players roll their dice secretly for the round. The pips are secret, but the colours may be declared when asked.<br />
<br />
You then have the choice of 5 actions:<br />
<br />
Attack<br />
<br />
Block<br />
<br />
Heal<br />
<br />
Cast<br />
<br />
Animal<br />
<br />
You can take the same action as another player, but NOT at the same value.<br />
<br />
After which all dice are revealed and players take all dice from every player whose value matches the value they requested. e.g. if you request 3's, you get yours and all other players' 3's<br />
<br />
If at the end of the Action Phase the enemy is defeated, Suffer Phase is skipped and the enemy is moved into the players' dice pool<br />
<br />
<br />
===Actions===<br />
<br />
Attack<br />
<br />
For each set of dice you hold which equals the pips on the enemy dice cause 1 damage. e.g. if enemy dice are 1 1 1, every 3 pips of yours causes 1 damage. The enemy pips are counted at the start, so if multiple players are attacking, in this example it will be 3 pips per 1 damage for everyone, regardless of order.<br />
<br />
Block<br />
<br />
Sets of 3 of a kind block one damage +1 per extra dice. e.g. a set of 3 4's blocks 1 damage, a set of 5 2's blocks 1+2 3 damage<br />
<br />
Heal<br />
<br />
3 consecutive values heal 1 dice from the injured pool +1 per extra dice. e.g. a run of 4 5 6 heal 1 dice, a set of 1 2 3 4 5 heals 1+2 3 dice<br />
<br />
Cast<br />
<br />
Using a single colour of your choice, match with the pips of the enemy dice to cast a spell based on colour used. e.g. if enemy dice are 1 1 1, you need three 1's, if enemy dice are 3 3 4, you need 2 3's and a 4<br />
<br />
Red Spell - Deal 1 damage per dice used<br />
<br />
Yellow Spell - Heal 1 dice per dice used<br />
<br />
Blue Spell - Block 1 damage per dice used (Guaranteed complete block)<br />
<br />
Black Spell - Insta-kill the enemy (Only physically possible on final enemy, as only then would you have 7 dice of 5 required)<br />
<br />
Animal<br />
<br />
Use 1's to do a +1 to another player's dice, with multiple 1's you can do this multiple times e.g. 2 1's would give you a +2 or 2 separate +1's<br />
<br />
<br />
===Suffer Phase===<br />
<br />
After all players have taken their turn, the enemy fights back dealing their attack value to the group<br />
<br />
The enemy first tries to target Blocking players, then targets Attacking players, then targets Casting players, then targets Healing players, then finally targets Animal players<br />
<br />
If you have blocked, this reduces the attack you'll receive<br />
<br />
If you haven't blocked, or your block isn't sufficient, you'll lose dice equal to the difference<br />
<br />
If the target player cannot lose enough dice required, the team loses.<br />
<br />
There is no Suffer Phase if an enemy was just defeated during Action Phase.<br />
<br />
<br />
===Prepare Phase===<br />
<br />
If all players are still standing, each has the option to pass dice on to their left neighbour from those dice not used for their action. These dice are locked in place i.e. not re-rolled<br />
<br />
<br />
===Enemies===<br />
<br />
Enemy 1 has 18 health, 3 attack, 3-18 defence<br />
<br />
Enemy 2 has 24 health, 4 attack, 4-24 defence<br />
<br />
Enemy 3 has 30 health, 5 attack, 5-30 defence<br />
<br />
The defence is equal to the pips currently showing, so the more you attack it the more defensive it becomes<br />
<br />
When an enemy is defeated, the black dice go into injured pile, however if you dealt any extra overkill damage, the dice go directly into that player's dice pool<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpgardennation&diff=20433Gamehelpgardennation2024-03-10T17:28:43Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Build structures brick by brick to satisfy projects and secret missions, whilst maintaining your Inhabitants<br />
<br />
<br />
===Core Concepts===<br />
<br />
There are two core concepts to keep in mind<br />
<br />
Firstly, where you take an action determines what area will be used next, e.g. if you use the top right space of any area, the top right area will be the next used<br />
<br />
Secondly, although everyone will get a turn in a round, the next player is decided by the current player out of those who have not taken a turn yet<br />
<br />
<br />
===Turn===<br />
<br />
On a turn, a player may take one or two actions based on their place in turn order<br />
<br />
In addition, they may complete a common project &/or use a Ploy<br />
<br />
The three actions to choose from are: Construct in an Empty Area, Construct on an Existing Building, Abandon an Existing Building<br />
<br />
If a player truly can't do anything in the region they are designated, they can take their action(s) in the region in the next numerical value<br />
<br />
<br />
===Construct in an Empty Area===<br />
<br />
To build on an empty patch, spend Inhabitants equal to the number on that patch<br />
<br />
To build on a Bramble (no value) spend 5 Inhabitants and choose what type of land it becomes<br />
<br />
Either way, after which place a floor on the empty space<br />
<br />
<br />
===Construct on an Existing Building===<br />
<br />
If a player has previously made a floor, they can add a floor to this for the cost of the land as above +1 for each floor already there, e.g. a land cost of 3 with 2 floors already will cost 5 to add the third floor<br />
<br />
There is no height limit, but you can only build on your own structures<br />
<br />
<br />
===Abandon a Building===<br />
<br />
Completely demolish a building, no part deconstructions, completely remove the tower and receive Inhabitants equal to 2 X the cost to build it<br />
<br />
<br />
===Complete a Common Project===<br />
<br />
As a bonus action, and once per main action (so up to twice per turn) a player can complete a Common Project<br />
<br />
A Common Project can only be claimed at the moment a floor is placed which completes its objective<br />
<br />
An Objective which requires a certain number of floors desires a MINIMUM number, not an exact number of<br />
<br />
The floor which caused the Project to complete receives a roof, which means it can't be built any higher AND it can no longer contribute to other future projects<br />
<br />
No other structures which contributed to the objective receive a roof<br />
<br />
The player takes the Objective so no one else can claim it and moves forward the depicted number of points<br />
<br />
A new common project is then revealed<br />
<br />
It is possible for a player to complete the newly revealed project if they completed their first objective with their first action, and have a second action which lets them complete the newly revealed project<br />
<br />
Secret Missions are similar to Common Projects except that they are scored at game end<br />
<br />
<br />
===Ploy Tokens===<br />
<br />
As an addition per action, a player can use a Ploy Token to enact a Ploy<br />
<br />
Strategic Movement & Roof Transfer are AS WELL AS the main action<br />
<br />
Building Invasion is INSTEAD OF the main action<br />
<br />
<br />
===Strategic Movement===<br />
<br />
This allows the player to take their action(s) in the region one value higher or one value lower than their current location<br />
<br />
1 & 7 wrap round<br />
<br />
<br />
===Roof Transfer===<br />
<br />
This allows the player to move a roof from their current area to another area as long as the land types match<br />
<br />
<br />
===Building Invasion===<br />
<br />
This allows the player to take control of another player's structure and turn it into their own<br />
<br />
To do this, the active player must pay double the cost of building the structure and the passive player gains double the cost of building the structure (as if it were an Abandon action from their perspective)<br />
<br />
<br />
===Territory Control & Preparations===<br />
<br />
After all players have had a turn, the current round ends<br />
<br />
In each region, the player with the most floors gains 2 inhabitants, or 1 each if two players are tied<br />
<br />
The player who played last this round now becomes first player for the next round<br />
<br />
<br />
===Game End===<br />
<br />
Once a player plays their final floor (even if they use their second action to gain floors back) the current round is finished properly and the game ends<br />
<br />
Players all reveal their Secret Missions and score these as depicted<br />
<br />
Players gain or lose points depending on how much or how few inhabitants they have<br />
<br />
The player with the most points wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpgosux&diff=20432Gamehelpgosux2024-03-10T17:28:24Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Win the most great battles at the end of 3 rounds or immediately win early under certain conditions<br />
<br />
<br />
===Clan Selection===<br />
<br />
To begin, players will choose their 3 clans as such:<br />
<br />
Player 1 picks 1 clan<br />
<br />
Player 2 picks 2 clans<br />
<br />
Player 1 picks 2 clans<br />
<br />
Player 2 picks 1 clan<br />
<br />
The two clans not picked will be flipped and their ongoing abilities will affect both players<br />
<br />
After which the players shuffle their 3 clans together and draw 7 cards<br />
<br />
If a player has less than 2 Troops in their starting hand, they may shuffle their whole hand back into their deck and draw 7, this can be repeated as many times as a player wishes so long as each time they have less than 2 Troops<br />
<br />
Each clan has 8 Troops (level 1), 5 Heroes (level 2), 2 Immortals (level 3) for a total of 24 Troops, 15 Heroes, 6 Immortals per player<br />
<br />
<br />
===Turn===<br />
<br />
Players take turns until one player passes, at which point the remaining player can take up to 3 more turns<br />
<br />
On a turn, a player can take one of the following actions:<br />
<br />
Play a Card<br />
<br />
Make a Shift<br />
<br />
Spend Activation Tokens<br />
<br />
Pass<br />
<br />
At the end of each turn, a player cannot hold more than 7 cards in hand<br />
<br />
<br />
===Play a Card===<br />
<br />
Your play area is split into 3 rows of 5 spaces each <br />
<br />
Each row represents a type, Troop/Hero/Immortal from bottom to top<br />
<br />
Each card must be "supported" by having one below it, e.g. you cannot play a Hero if the Troop space below it is empty<br />
<br />
From this, the first card you will ever play is a Troop and this first one only is free<br />
<br />
Going forward, to play another Troop, if it matches the same clan as another Troop already in play, it is free to play. If it does NOT match a clan with another Troop in play, discard 2 other cards from your hand to play it (note that discards are public knowledge)<br />
<br />
If you find yourself in a situation with no Troops or all face down Troops, the next Troop you play is free.<br />
<br />
To play a Hero, you must have a minimum of one Troop from the matching clan.<br />
<br />
To play an Immortal, you must have a minimum of one Troop AND one Hero from the matching clan<br />
<br />
It may seem wrongly obvious that if you have a Hero of the clan you can play the Immortal, but you may have played the Hero when the corresponding Troop was face up, however now a new game state has the Troop face down so now you only have the Hero in the matching clan and can NOT play the Immortal until you also have a matching face up Troop.<br />
<br />
Once you have played a card that adheres to the above rules, apply its effect if any<br />
<br />
<br />
===Make a Shift===<br />
<br />
The number on the left of the card is its Shift Cost<br />
<br />
Discard cards from your hand equal to the played card's shift cost minus Activation Tokens on it to swap it out for another card from the same row<br />
<br />
The new card does NOT have to be valid per the Play A Card rules, i.e. you do not have to have cards of the same Clan to Shift<br />
<br />
The only restriction is that you cannot Shift a card with a card of the identical name<br />
<br />
Resolve the new card's effect, if any<br />
<br />
<br />
===Spend Activation Tokens===<br />
<br />
You can spend activation tokens to perform ONE of the following effects:<br />
<br />
Spend one token to draw one card<br />
<br />
Spend two tokens to draw three cards<br />
<br />
Place a token on a card with space for it to trigger its effect<br />
<br />
As a reminder, at the end of each turn, you may not have more than 7 cards in hand<br />
<br />
<br />
===Pass===<br />
<br />
If you still hold Activation tokens, you may NOT take the Pass action<br />
<br />
If you have no Activation tokens, and decide to Pass, your opponent gets 3 more turns until end of round<br />
<br />
<br />
===The Great Battle===<br />
<br />
Once one player has passed and the other has finished their third extra turn, The Great Battle commences<br />
<br />
Each player adds up the military value of their cards (number on the right)<br />
<br />
Each player enacts any keywords like Veteran effects<br />
<br />
Whoever has the highest military value takes a Supremacy token<br />
<br />
If tied, whoever holds the Wonder Token takes it, otherwise both take a Supremacy token each<br />
<br />
If this is a player's second Supremacy token, they win!<br />
<br />
Otherwise, continue to Song for the Dead<br />
<br />
<br />
===Song for the Dead===<br />
<br />
Release any captured cards and do not trigger their effects<br />
<br />
Starting with the player who won the Great Battle, each player sacrifices half their cards in play, rounded up<br />
<br />
Each player draws to a hand of 7<br />
<br />
Each player takes back 2 activation tokens + any gained through special effects<br />
<br />
Return the Wonder Token to the supply<br />
<br />
Whoever lost the Great Battle is the new first player<br />
<br />
<br />
===Game End===<br />
<br />
If you hold 2 Supremacy tokens, immediately win<br />
<br />
If you hold 5 Activation tokens, immediately win<br />
<br />
If you have 15 face up cards, immediately win<br />
<br />
If you're playing Goan Sul or Justice, they provide another win condition<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpundergrove&diff=20431Gamehelpundergrove2024-03-10T17:27:47Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
You are a tree trying to grow throughout the forest<br />
<br />
<br />
===Setup===<br />
<br />
In turn order, place a seedling on a corner of the central Earthlover tile with a root facing inwards<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, perform one action between: Activate, Absorb, Reproduce, Partner, Photosynthesize<br />
<br />
After which, if you absorb at least one carbon, move up a space on the carbon track (a single space regardless of how many you absorbed)<br />
<br />
If you made progress on a goal, mark it with a goal counter<br />
<br />
Draw back up to 3 Mushroom tiles<br />
<br />
Note: Pieces are limited, once you run out of the associated piece you can no longer perform the associated action<br />
<br />
<br />
===Activate===<br />
<br />
To activate a Mushroom you must have a root on the tile and be able to pay the cost on the left side of the box, which usually involves at least 1 Carbon. It may also require you to flip a matching token to the symbol to the left of its name, if you already flipped that type to its used side you cannot use it again until it is flipped back to its ready side by other effects. It may show a P/N/K resource, or it may show a multicoloured box to let you choose which of PNK to pay with.<br />
<br />
After payment is made, activate the mushroom's effect.<br />
<br />
Some Mushrooms have ongoing abilities, if this is the case then as long as you have a root on their tile then you can make use of their effect in addition to your main action if applicable<br />
<br />
<br />
===Absorb===<br />
<br />
Pick a tile you wish to absorb Carbon from which you have a root on, if there is no Carbon there then you may first pay to move Carbon to that tile but ONLY if you plan to absorb that Carbon (i.e. you can't move Carbon and leave it there)<br />
<br />
If you need to take the optional movement action, you must either flip one activation token or pay one PNK for each tile it needs to move orthogonally to reach it e.g. if the nearest Carbon is 3 tiles away, you need to pay a mix of activation tokens and PNK to the value of 3<br />
<br />
Once the Carbon is on the tile, or if it were there already, pay 1 activation token AND 1 PNK to Absorb it<br />
<br />
Place the carbon directly on your Seedling and move up 1 on the carbon track, taking any rewards<br />
<br />
If this is the third Carbon that Seedling has absorbed, discard all Carbon on it and place a Tree on the space (however you can only make 4 trees in the game)<br />
<br />
<br />
===Reproduce===<br />
<br />
Pay a Carbon and 2 Ps, and optionally you may pay 1 PNK to also add 1 new Mushroom from your hand at the same time<br />
<br />
Place a new Seedling on an unclaimed corner, this does not in any way have to be adjacent to previous Seedlings<br />
<br />
Add 1 Root to the new Seedling reaching out into a Mushroom tile of your choice<br />
<br />
If you optionally paid to play a new Mushroom tile, this can happen before the Seedling placement, and must be placed orthogonally adjacent to another Mushroom tile already out<br />
<br />
<br />
===Partner===<br />
<br />
Pay a Carbon and 2 Ks, and optionally you may pay 1 PNK to also add 1 new Mushroom from your hand at the same time (Mushroom placement rules are the same as above)<br />
<br />
Place 2 new roots onto your existing Seedlings or Trees, these can be the same or different, but must point out into a Mushroom tile the plant hasn't already grown Root into (i.e. don't stack roots)<br />
<br />
<br />
===Photosynthesize===<br />
<br />
This action has no forced cost, but to take the optional action it costs 1 N per extra Carbon you wish to receive<br />
<br />
Gain 2 Carbon<br />
<br />
Flip all used Activation Tokens to their ready side<br />
<br />
Discard as many Mushroom tiles from your hand as you wish, this may be 0<br />
<br />
<br />
===Goal Cards===<br />
<br />
Each game will randomly produce 3 goal cards that you can aim for<br />
<br />
As you do actions which contribute towards the goal, move your marker along the quantity track to show how you are doing compared to everyone else<br />
<br />
Some Goal Cards will score everyone based on the quantity of something whilst others will score based on how well each player achieves it<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when a player has reached the end of the carbon track, finish the round, and take one more full round<br />
<br />
Each player who reaches the end of the carbon track, in the order they reach it, can choose one final unique reward<br />
<br />
Each Root MAY score based on the number of white Seed Cones shown on the associated Mushroom<br />
<br />
A Seedling with 1 Carbon score one associated root of the player's choice<br />
<br />
A Seedling with 2 Carbon score two associated roots of the player's choice<br />
<br />
Trees score all Roots<br />
<br />
Seedlings with 3 or 4 Carbon (due to lack of Trees) score 3 or 4 Roots respectively<br />
<br />
If a player collected Bonus Tiles from the Carbon Track, score these<br />
<br />
Every 2 Carbon AND PNK leftover scores a point (i.e. 1 Carbon & 1 K = 1 point OR KP = 1 point or 2 Carbon = 1 point)<br />
<br />
The player with the most points wins!<br />
<br />
If tied, the player with the most trees wins!<br />
<br />
If still tied, the player with the most Absorbed Carbon wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpunrest&diff=20430Gamehelpunrest2024-03-10T17:27:24Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Be the first to complete your side's objective<br />
<br />
<br />
===Turn===<br />
<br />
Each round is divided into a series of phases between the Rebellion and Empire player<br />
<br />
First, the Rebellion player picks two adjacent districts and slides their Area of Interest marker between them along with 3 cards (two hidden and one revealed)<br />
<br />
After which, the Empire uses two unique tokens to perform actions, these two are flipped face down and will remain face down for some time<br />
<br />
Finally, the Rebellion player decides which of the two districts marked by the Area of Interest token each card will actually be assigned to, these can be the same or different but stay in their current form (hidden or revealed)<br />
<br />
<br />
===Round End===<br />
<br />
First, check for Liberation, if a district contains cards that meet the criteria on a Mission card, reveal hidden cards until this is the truth then discard the cards, the district, and the mission. After which, slide the districts to fill the gap so the adjacent districts are now adjacent to each other.<br />
<br />
If the Empire has exhausted all their actions, they all flip to active. If at least 2 are still active, none of the used ones are flipped.<br />
<br />
<br />
===Rebellion Cards & Empire Tokens===<br />
<br />
The Rebellion player has value 2-6 in 4 suits, as well as 4 Misdirection cards which are useless to Missions but may throw the Empire player off<br />
<br />
The Empire player has 4 unique tokens as such:<br />
<br />
Surveil - Reveal a hidden card<br />
<br />
Destroy - Discard a card but keep its status (hidden or revealed)<br />
<br />
Reroute - Move a card and keep its status (hidden or revealed)<br />
<br />
Blockade - Prevent cards from being added to that district<br />
<br />
<br />
===Game End===<br />
<br />
If the Rebellion player liberates THREE districts, they win!<br />
<br />
If the Rebellion player needs to draw new cards for a new round, but there are not at least 3 to take, there is a Final Encounter<br />
<br />
The Rebellion player takes all the cards available in the deck (if any)<br />
<br />
Cards played are not played to an Area of Interest, instead they are played in a neutral space, after the Empire player takes their turn, the Rebellion Player can assign these final cards to any district they wish<br />
<br />
If the Rebellion player now liberates three districts, they win!<br />
<br />
Otherwise, the Empire player wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpwordtraveler&diff=20429Gamehelpwordtraveler2024-03-10T17:27:03Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
This is a co-operative game which lasts 2 rounds<br />
<br />
<br />
===Plan Stage===<br />
<br />
The first part of each day (round) commences with a planning phase<br />
<br />
In this phase you have a bank of words along with arrows (3 on day 1, 5 on day 2)<br />
<br />
You also have a map of sites you'd like to visit, blue circles giving 1 point and green stars giving 2 points<br />
<br />
Your aim during the planning stage is to clue the other players into certain sites you want to visit in that order<br />
<br />
You start the day on the central space of the main map<br />
<br />
Your 1st, 2nd, and 3rd arrows give the order of the sites to visit<br />
<br />
The arrow is the direction, and the words form clues to the location<br />
<br />
You can use as many or as few words as you wish for each location, and each card has a front and back for positive descriptors and negative descriptors (e.g. comfortable vs Not comfortable)<br />
<br />
Each location follows on from the last, and NOT from the central square, you have moved on your journey since then<br />
<br />
<br />
===Travel Stage===<br />
<br />
One at a time, each player is out of the game whilst the remaining players try to figure out the locations the clues are suggesting<br />
<br />
This is done by placing numbered footprints, in the assumed order, across the map then voting for whether all the team agrees<br />
<br />
Once the active team members collectively agree on where the footprints should go, the locations are scored<br />
<br />
It does not matter if the areas are where the main player intended, just as long as the footprints are on blue circles or green stars for them, then the team will score points accordingly<br />
<br />
Repeat this until every player's clues have been guessed and scored<br />
<br />
<br />
===Day 2===<br />
<br />
Day 2 functions more or less the same as day 1, with a Plan Stage then a Travel stage, with a few adjustments<br />
<br />
Firstly, the start place is now day 1's end space for that player<br />
<br />
Secondly, each player is clueing for 5 locations instead of 3<br />
<br />
Thirdly, a new map and new words will be provided for each player (so you can't really plan day 2 during day 1)<br />
<br />
<br />
===Game End===<br />
<br />
The game ends at the end of the second day, count up the collective points over both days and see how well you score!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelppipeline&diff=20428Gamehelppipeline2024-03-10T17:26:23Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
The game is played over 18 Rounds split into phases, phase 1 is 8 rounds, phase 2 is 6 rounds, phase 3 is 4 rounds<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, complete the Work phase then the Machine Phase<br />
<br />
Place a meeple on the action space you wish to perform regardless of if it is occupied or not, you may even stay where you were before and do the same action again. This can be from the main action spaces, the Government Pipes, or your personal action spaces.<br />
<br />
After which, you MAY pay $10 to take an action adjacent to your main action space IF you took an action on the main action spaces<br />
<br />
If either action you took shows the turn order symbol, you can change your place in turn order for next round, if desired<br />
<br />
After which, you may pay $15 to activate as many of your personal pipes as you wish<br />
<br />
In addition, at any point as long as it does not interrupt another action, you may fulfil any Contracts and/or Orders. Contracts can be slowly worked on whilst Orders have to be completed all in one action.<br />
<br />
<br />
===Refresh Phase===<br />
<br />
At the start of the 2nd and 3rd segment, there is a refresh phase<br />
<br />
First, remove the rightmost column of contracts and refill the left after sliding<br />
<br />
Any player with incomplete contracts receives a penalty token for each, then the incomplete contracts are discarded<br />
<br />
Oil barrels on contracts are removed<br />
<br />
Deferred contracts now become active<br />
<br />
Resupply Markets and Remove Oil depending on the supply and demand markers<br />
<br />
Fully discard and replace the Tank and Machine Shops<br />
<br />
Flip face down Upgrades faceup<br />
<br />
<br />
===Game End===<br />
<br />
The game ends at the end of the 18th Round<br />
<br />
Any incomplete contracts are removed and their owners receive a penalty token for each<br />
<br />
Oil Barrels give the player money based on their personal value of them<br />
<br />
Pipelines earn money based on how well they can refine the oil which runs through them<br />
<br />
Players earn money from how well they satisfy the Valuation tile<br />
<br />
Players lose money for each penalty token they hold at the rate denoted on their personal board<br />
<br />
The player with the most money, wins!<br />
<br />
If tied, the player earliest in turn order wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphiddenleaders&diff=20427Gamehelphiddenleaders2024-03-10T17:26:04Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Ensure one of the factions you support wins whilst providing the best support for that faction<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, first play a card from your hand and activate its effect OR discard up to 3 cards facedown into the Wilderness<br />
<br />
After which, draw back up to 4 cards from either the faceup Tavern or the facedown Harbour deck<br />
<br />
After which, discard down to 3 cards facedown to the Wilderness<br />
<br />
Some Heroes are played hidden, and these may be later revealed but their actions won't be triggered, hidden heroes do NOT count towards end game trigger but do count for scoring<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when a player has a certain number of visible heroes based on the player count (5-8)<br />
<br />
After which, first determine the winning faction<br />
<br />
Undead win if red & green are both in the dark spaces, if this causes a tie with the other win conditions Undead win<br />
<br />
Water Folk win if red & green are in the same space or on adjacent spaces<br />
<br />
Empire wins if red is at least 2 spaces ahead of green<br />
<br />
Tribes win if green is at least 2 spaces ahead of red<br />
<br />
If your secret leader matches the winning team, you MAY win<br />
<br />
If you are the ONLY player with a matching leader, you win!<br />
<br />
If multiple players match, the player with the most heroes of the winning faction wins!<br />
<br />
If tied, the player with the lowest total heroes wins!<br />
<br />
If still tied, the leader with the highest card number wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpwonderfulkingdom&diff=20426Gamehelpwonderfulkingdom2024-03-10T17:25:29Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
After 4 rounds have the most points<br />
<br />
Each game uses a specific module, so the rules which follow are just the basic rules, then refer to the module specific rules for adjustments<br />
<br />
<br />
===Round Phases===<br />
<br />
Each round is split into three phases:<br />
<br />
Choice Phase<br />
<br />
Planning Phase<br />
<br />
Production Phase<br />
<br />
<br />
===Choice Phase===<br />
<br />
In each turn, one player Offers and the other Selects, then roles are reversed<br />
<br />
Two random cards are displayed in the offer area to start things off<br />
<br />
The Offer player chooses two cards from their hand and adds them to one or both of the displays (i.e. now either both have 2 cards or one has 1 and the other 3)<br />
<br />
The Select player picks a group of cards and takes them all into their Selection area (NOT their hand)<br />
<br />
Now there will be an empty space, the new Offer player can choose to add a card to both stacks or just to one and in doing so may choose to leave a stack empty<br />
<br />
Likewise, the Select player may choose to "take" the empty stack if it exists<br />
<br />
When both players have emptied their hands and finished that turn, the phase ends<br />
<br />
Discard any remaining cards from the display<br />
<br />
Trap Tokens: Each round you have 2 trap tokens which allow you to play a card facedown when you are the Offer player, after which no one may look at this card even when it is selected it remains facedown until later<br />
<br />
<br />
===Planning Phase===<br />
<br />
If you selected any facedown cards, these can now be revealed<br />
<br />
For each individual card you gained, you can pick one of two options out of Construct or Recycle (i.e. some cards may be Recycled whilst others are Constructed)<br />
<br />
Treasure cards can ONLY be Recycled, likewise Calamity cards can ONLY be Constructed<br />
<br />
If you Construct a card, put it into your Under Construction Area<br />
<br />
If you Recycle a card, discard it and take the depicted resources (Top Right) and either add them to a card Under Construction or add them to your Alchemy<br />
<br />
If adding resources to a card Under Construction completes it, it will now be able to produce for you this round<br />
<br />
Once both players have decided what to do with all their cards, the phase ends<br />
<br />
<br />
===Production Phase===<br />
<br />
Each resource is produced in sequence and independently, first the white Materials, then the purple Population, then the yellow Gold, and finally the blue Exploration<br />
<br />
First count the quantity of that resource shown in both your Dutchy and completed Constructions<br />
<br />
Second, whoever produced the most of the current resource either collect a Soldier from your Training area OR if none are there gain a soldier to your training area<br />
<br />
Finally, take the resources you produced and assign them either to Cards Under Construction or to your Alchemy<br />
<br />
The cost of a card is shown in the Top Left<br />
<br />
Note: Resources previously assigned can't be moved around<br />
<br />
If this completes a card Under Construction, discard all resources on it, gain the completion benefit, then add it to your Dutchy<br />
<br />
Note: You can complete multiple cards with the same name<br />
<br />
Repeat the above until all resource types have been actioned at which point start a new round and swap turn order<br />
<br />
<br />
===Special Features===<br />
<br />
The Alchemy is a place you've been storing resources, once there are 5 there, trade them for a red Krystallium (wild resource) which can be used at any time<br />
<br />
Note: Some cards REQUIRE Krystallium specifically, and also some require Soldiers<br />
<br />
At any time, you can also scrap a card under construction if you no longer want to complete it, you gain its Recycling bonus as if you chose to originally Recycle it, however any resources previously assigned to the card are discarded<br />
<br />
<br />
===Game End===<br />
<br />
The game ends at the end of the 4th round<br />
<br />
Add up all unconditional points<br />
<br />
Gain points for conditions e.g. 2 points per card X<br />
<br />
LOSE points for Calamities<br />
<br />
The player with the most points wins!<br />
<br />
If tied, the player who constructed the most cards wins!<br />
<br />
If still tied, the player with the most soldiers wins!<br />
<br />
<br />
===Modules===<br />
<br />
The above is the basic rules for the game, however in each game you will pick a module and incorporate its specific ruleset<br />
<br />
<br />
===Menace Module===<br />
<br />
Each player takes on a Menace deck, for your first game its recommended to use Frost Giants vs Giant Rats<br />
<br />
Choice Phase - Instead of having a Calamity card, you have Menace card from your specific deck<br />
<br />
Planning Phase - Menace cards affect the player who took them (so you might be affected by your own menace!)<br />
<br />
Combat Phase - this is a new 4th phase, you may spend soldiers to get rid of a menace based on its cost, if you do not then it will remain with you and cause issues for you next round too<br />
<br />
End Game - Undefeated Menaces still in your area will cause you to lose points<br />
<br />
<br />
===Advisors Module===<br />
<br />
Start with one advisor chosen out of two<br />
<br />
Remove all Treasure and replace it with remaining Advisors<br />
<br />
Gain 2 Soldiers each to start<br />
<br />
Choice Phase - Advisors can be offered as normal, and if selected they go into your Advisors area and gain you 1 Soldier<br />
<br />
In the phase they apply, you can activate each Advisor ONCE per round<br />
<br />
<br />
===Quest Module===<br />
<br />
Take a random quest card and place it where all can reach it<br />
<br />
This will have a number of stages with costs and benefits<br />
<br />
You can pay the cost and put one of your markers on the space to show you completed it<br />
<br />
The stages do NOT have to be completed in order (or at all)<br />
<br />
Game End - in order to be eligible to win, you MUST have completed the final stage, remember stages don't have to be completed in sequence, so you could just complete the final stage<br />
<br />
If both players failed to complete the final stage of the quest, NO ONE wins<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpminirogue&diff=20425Gamehelpminirogue2024-03-10T17:25:04Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Find Og's Blood by reaching the final room and defeating the last boss (Solo or Co-op)<br />
<br />
<br />
===Dungeon===<br />
<br />
The Dungeon is divided up into 4 floors<br />
<br />
Each floor contains a certain number of Areas (2/2/3/3)<br />
<br />
Each Area contains 8 Rooms which need to be tackled from top left to bottom right, following the rows in sequence<br />
<br />
<br />
===Character Stats===<br />
<br />
XP increases your level, which unlocks more dice<br />
<br />
Armour decreases damage taken<br />
<br />
HP is your life, if you reach 0, you die and LOSE!<br />
<br />
Food is required to enter a new area, otherwise you lose 3HP<br />
<br />
Gold allows you to purchase items at Merchants and use at Shrines<br />
<br />
Potions have varying effects, but you can only ever be carrying TWO at the same time<br />
<br />
If an effect causes you to lose a resource you are already at 0 in, lose 1HP instead<br />
<br />
<br />
===Dice===<br />
<br />
There are four dice types<br />
<br />
White Character dice are your standard dice to roll<br />
<br />
Black Dungeon dice are rolled for various dungeon effects<br />
<br />
Green Poison and Purple Curse dice may also be in your pool of dice if you suffer these effects<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, flip over a room and resolve it<br />
<br />
After which, reveal the room to the right and the room below your current position, you can then choose which of these two to move to (Up/Left/Diagonal moves are not allowed, even if you can see a faceup card there)<br />
<br />
This means that when you reach the rightmost column or the lowest row, you will no longer have a direction choice<br />
<br />
Keep resolving rooms until you die or reach the lowest right room<br />
<br />
<br />
===Area Complete===<br />
<br />
Once an area is completed, reached and successfully resolved lowest right room, perform the following<br />
<br />
Either eat 1 food or lose 3HP<br />
<br />
If an effect had your character facedown, flip yourself faceup<br />
<br />
Progress the Dungeon Mat<br />
<br />
Setup the new area<br />
<br />
<br />
===Skill Checks===<br />
<br />
Some rooms require skill checks, roll your dice and if you get at least one star icon yourself then you succeed<br />
<br />
The dungeon dice will determine the penalty or reward from failure or success as applicable</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpminirogue&diff=20424Gamehelpminirogue2024-03-10T17:24:42Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Find Og's Blood by reaching the final room and defeating the last boss (Solo or Co-op)<br />
<br />
<br />
===Dungeon===<br />
<br />
The Dungeon is divided up into 4 floors<br />
<br />
Each floor contains a certain number of Areas (2/2/3/3)<br />
<br />
Each Area contains 8 Rooms which need to be tackled from top left to bottom right, following the rows in sequence<br />
<br />
<br />
===Character Stats===<br />
<br />
XP increases your level, which unlocks more dice<br />
<br />
Armour decreases damage taken<br />
<br />
HP is your life, if you reach 0, you die and LOSE!<br />
<br />
Food is required to enter a new area, otherwise you lose 3HP<br />
<br />
Gold allows you to purchase items at Merchants and use at Shrines<br />
<br />
Potions have varying effects, but you can only ever be carrying TWO at the same time<br />
<br />
If an effect causes you to lose a resource you are already at 0 in, lose 1HP instead<br />
<br />
<br />
===Dice===<br />
<br />
There are four dice types<br />
<br />
White Character dice are your standard dice to roll<br />
<br />
Black Dungeon dice are rolled for various dungeon effects<br />
<br />
Green Poison and Purple Curse dice may also be in your pool of dice if you suffer these effects<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, flip over a room and resolve it<br />
<br />
After which, reveal the room to the right and the room below your current position, you can then choose which of these two to move to (Up/Left/Diagonal moves are not allowed, even if you can see a faceup card there)<br />
<br />
This means that when you reach the rightmost column or the lowest row, you will no longer have a direction choice<br />
<br />
Keep resolving rooms until you die or reach the lowest right room<br />
<br />
<br />
===Area Complete===<br />
<br />
Once an area is completed, reached and successfully resolved lowest right room, perform the following<br />
<br />
Either eat 1 food or lose 3HP<br />
<br />
If an effect had your character facedown, flip yourself faceup<br />
<br />
Progress the Dungeon Mat<br />
<br />
Setup the new area<br />
<br />
<br />
===Skill Checks===<br />
<br />
Some rooms require skill checks, roll your dice and if you get at least one star icon yourself then you succeed<br />
<br />
The dungeon dice will determine the penalty or reward from failure or success as applicable<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpopenseason&diff=20423Gamehelpopenseason2024-03-10T17:23:35Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
The game lasts 11 rounds<br />
<br />
<br />
===Turn===<br />
<br />
The turn comprises of 7 steps<br />
<br />
First, refill the inn to 5 cards<br />
<br />
Second, move all cards from Stock into Accolades<br />
<br />
Third, take two cards from the Inn display into your hand<br />
<br />
Fourth, place a single card following placement rules<br />
<br />
Fifth, place the other hand card into your Stock<br />
<br />
Sixth, potentially trigger actions<br />
<br />
Seventh, if you have any you may add a trophy to a card<br />
<br />
<br />
===Placement Rules===<br />
<br />
For step 4, you will be placing a single card on your Wall to an empty location<br />
<br />
If you can't follow ANY placement rules, pick a card to place facedown somewhere instead<br />
<br />
The Wall is divided up into Friezes<br />
<br />
If a Frieze has a cross through '=' then all the cards in that Frieze must be unique (or hidden)<br />
<br />
If a Frieze has a round number on it, its effects trigger if a card is played to it in that round<br />
<br />
The Frieze with the cup, if played to in the first 4 rounds, lets you upgrade your Cartouche with the new banner (from 4 to 7)<br />
<br />
The Frieze with the four tokens can be completed by round 6, if 3 cards are played there by then, which gains you the four tokens and a penalty token<br />
<br />
The Frieze with multiple round options (1-2, 3-4, 5-6) gains you a reward based on the round you played to it, which gains you either a number of Trophies or a wild token<br />
<br />
<br />
===Action Triggering===<br />
<br />
Once you have cards played on the top row, you have the chance to trigger extra actions<br />
<br />
Each space shows you what action will happen if you are able to trigger it<br />
<br />
To trigger it, the card you put to your stock in step 6 must match a card in the top row<br />
<br />
<br />
===Trophies===<br />
<br />
For step 7, you can place a single Trophy if you have any<br />
<br />
A Trophy can only be placed on cards in the 1st or 3rd row, and a card can be given multiple Trophies on different turns<br />
<br />
If you place it on the 1st row, you get to trigger one of the actions as long as you did not already trigger that same action in step 6<br />
<br />
If you place it on the 3rd row, it will count as an extra card of the same type in your accolades<br />
<br />
<br />
===Game End===<br />
<br />
The game ends at the end of the 11th round, at which point all Walls will be complete<br />
<br />
If anyone is holding a card, this is moved to their Accolades<br />
<br />
Reveal all your Accolades and sort them by beings<br />
<br />
If you hold a Wild Token, place it on either a card on your Wall or a card in your Accolades and declare the attribute it will represent<br />
<br />
Red Trophies are negative points, each card that matches this in your Accolades loses you this many points<br />
<br />
Each Accolade card matching a Wall card next to a gold Trophy gains that many points, as well as any Trophies added to it<br />
<br />
The wall card next to the plus symbol gives 10 points if you have the most accolades of that type<br />
<br />
Facedown Wall cards lose you 5 points<br />
<br />
2 points per chosen attribute, regardless of being<br />
<br />
4 or 7 points for each set of 5 unique attributes, regardless of being<br />
<br />
Three of a kind in the allocated Frieze, score 5 points<br />
<br />
Lose 1 point for each copy of an attribute you have the least of, this could be 0<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the player with less cards in their Accolades wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcannonades&diff=20422Gamehelpcannonades2024-03-10T17:23:18Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Be the last Captain standing<br />
<br />
<br />
===Turn===<br />
<br />
First draw cards equal to 5 minus active ships, so if you have three active ships you will draw 2 cards<br />
<br />
You then take 0-4 actions and can repeat the same action<br />
<br />
Afterwards, discard cards so your hand size is player count +1 (so in a three player game, hand size is 4)<br />
<br />
<br />
===Actions===<br />
<br />
The actions are: Add, Shoot, Draw, Board<br />
<br />
Add - add a ship facedown to your area so the colour and strength is secret, you cannot take this action if you already have 4 ships<br />
<br />
Shoot - Pick a Cannonade card and declare an opponent ship card to attack, flip the opponent ship faceup and if the symbols match it is sunk otherwise it just remains faceup for a future attack by you or someone else<br />
<br />
Draw - Reveal and discard a card from your hand to draw a replacement, if the discarded card had a Grin value, add this to the amount drawn, e.g. discard 1 card with 2 Grins, gain 3 cards in return<br />
<br />
Board - This follows similar rules to Shoot, except using one of your faceup deployed Ships instead of a Cannonade card (This may be useful if you want to get rid of an opponent ship before a cannonade card is used on you) However, Ships only have one colour, Cannonades have two, so limits options<br />
<br />
<br />
===Grin===<br />
<br />
As mentioned, Grin can be used too boost the effect of the Draw action<br />
<br />
Deployed Ships also use Grin when damaged or sunk<br />
<br />
Single Grin causes 1 effect to happen, Double Grin causes two effects<br />
<br />
The Grin effects are:<br />
<br />
Draw a card<br />
<br />
Cause the attacker to discard a card<br />
<br />
Cause the attacker to reveal a ship (with the same rules for damaging a ship, which could cause that player to trigger Grin effects of their own)<br />
<br />
<br />
===Special Cases===<br />
<br />
On first round, no Shoot action can occur<br />
<br />
If starting hand only has 1 or no Ship cards, a player can reveal them, discard all, and draw 5 new ones, this can be repeated if again they have 1 or no ship cards<br />
<br />
When a player's final ship is destroyed, they are eliminated, in games of 3+ the attacker takes a card randomly from the hand of the eliminated player (or doesn't if the player had no cards)<br />
<br />
As mentioned, hand limit is player count + 1, however this is active player count, so as players are eliminated the hand allowance will decrease (any amendments are made at the end of each player's turn if they hold too many cards, NOT at the point of player elimination)<br />
<br />
<br />
===Game End===<br />
<br />
The game can end in two ways<br />
<br />
If you are the last player with at least a single ship deployed, you win!<br />
<br />
If the deck runs out before this, a final stand off occurs<br />
<br />
Whoever caused deck depletion looks through the discards and takes a single Cannonade of their choice<br />
<br />
If deck depletion happened part way through a turn, that player ends their turn early<br />
<br />
The next player in turn order takes a turn, but first they too get to take a cannonade of their choice from discard pile<br />
<br />
This continues round the table until we reach the player who caused the depletion<br />
<br />
When it reaches them, they also get a turn, but do NOT draw a cannonade card from the discard<br />
<br />
If the player who drew the last card of the deck was NOT the active player (due to a Grin Effect) both player turns end prematurely and start the standoff from the player who triggered it<br />
<br />
If the standoff causes a normal win, that player wins!<br />
<br />
Otherwise, whoever has the most deployed ships wins!<br />
<br />
If tied, the tied player with the most different ship symbols wins!<br />
<br />
If tied, the tied player with most ships facing the same direction wins!<br />
<br />
If tied, the tied player with the most hand cards wins!<br />
<br />
If tied, the player who started the standoff (who may NOT be one of the tied players) wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&diff=20421Gamehelprivervalleyglassworks2024-03-10T17:22:58Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Collect Glass out of the River and Lake to add to your Glasswork to accumulate sets of the same colour<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, either Place in the River OR Draw from the Lake<br />
<br />
If you Place in River, place a glass from your Satchel that matches the shape of the River segment then collect all the glass from an adjacent segment (thus possibly collecting a different shape) and put those in your Glassworks. The segment collected from is moved to the start of the River and new Glass is added to it from the supply based on the number of stone icons on the adjacent segment<br />
<br />
Special Rule: You can place two of the same shape Glass to count as one of any other Glass for the purposes of Place in River, e.g. You can count two triangles as a heart<br />
<br />
If you Draw from the Lake, take 4 Glass from the Lake into your Satchel which can hold at most 5 Glass, so any extra are put in your Overflow area, then refill the lake<br />
<br />
<br />
===Glasswork===<br />
<br />
During the Place in River action, you add the new Glass to your Glasswork display<br />
<br />
Each column accommodates a single colour<br />
<br />
If the Glass you gathered is NOT present in your Glasswork, add it to the next available column on the lowest row (if you have multiple Glass, you can choose which order they go in at this point)<br />
<br />
If the Glass you gathered is present in your Glasswork, add it to the corresponding column, but if there is no room then add it to your Overflow area (negative points)<br />
<br />
On the side of your Glasswork, there is a chart to show how common or rare a particular piece of Glass is<br />
<br />
Each of the columns give different amount of points for accumulating glass there<br />
<br />
Any time you add to your Glasswork OR Overflow area, increase your inventory count by 1<br />
<br />
Note: There are more colours in the game than columns, if you collect new colours after you have fully commenced all columns of your Glasswork they will definitely go into Overflow<br />
<br />
<br />
===Game End===<br />
<br />
When a player has an inventory count of 17 i.e. has obtained 17 pieces of Glass to their Glasswork &/or Overflow, the end game triggers<br />
<br />
At this point, all players check their Satchel, if they have less than 3 glass, they draw up to 3 glass straight from the bag blind (NOT the Lake)<br />
<br />
Finish the current round, then take one more round<br />
<br />
During this time, Draw from Lake is NOT an option anymore<br />
<br />
After all have finished, scoring occurs<br />
<br />
First, score points for each row based on how many consecutive spaces are filled and score the amount shown on the lower track e.g. if in a row you filled space 123 you gain 4 points, in another you filled 234 you score 0 as you have to fill from space 1 (leftmost)<br />
<br />
Secondly, score your 2 highest columns at their highest space filled, if there's a third or more column which is tied, to find the two highest take the two highest leftmost columns of the same height (i.e. if tied, you'll always score the lower scoring tower)<br />
<br />
Finally, lose 3 points for each Glass in Overflow<br />
<br />
The player with the most points wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptrailblazers&diff=20420Gamehelptrailblazers2024-03-10T17:22:34Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Gain the most points over 4 rounds<br />
<br />
<br />
===Start of Round===<br />
<br />
In the first three rounds only, after hand cards are dealt, each player picks one of their three camp cards to use this round<br />
<br />
<br />
===Turn===<br />
<br />
The round is made up of three turns<br />
<br />
Each turn, you choose two cards from your hand to play, then pass the rest of your hand on to the next player (Left 1/3, Right 2/4)<br />
<br />
After the three turns, you will have two cards left which will just be discarded<br />
<br />
<br />
===Card Placement===<br />
<br />
Cards may be played orthogonally adjacent to or overlapping other cards<br />
<br />
Camp cards cannot be overlapped<br />
<br />
Trails are NOT required to match or be continuous<br />
<br />
<br />
===In-Game & End-Game Goals===<br />
<br />
There are four goals randomly created at the start, two for in-game and two for end-game<br />
<br />
In-game goals can be claimed during the game, multiple players can claim the same goal but ensure to mark when they were claimed as earlier claims score more points, goals scored at the same time score the same rank, once all the ranks of a goal are claimed no more claims can be made<br />
<br />
End-Game goals are scored in a similar fashion, except these are scored at end of fourth round and will typically be ranked on how well you did something, rather than when you did it<br />
<br />
<br />
===Game End===<br />
<br />
The game ends at the end of the fourth round<br />
<br />
In-Game and End-Game goals are scored based on the player rank on them<br />
<br />
Each Camp will score its colour/type loop<br />
<br />
Each Camp is only interested in ONE route type<br />
<br />
Brown Hiking / Orange Biking / Blue Kayaking<br />
<br />
A Route only counts as a Loop if it begins and ends at the Camp i.e. one clear exit and one clear entrance<br />
<br />
Each Camp can house multiple Loops<br />
<br />
Each loop scores based on each Trail Marker feature it passes as you'd travel it, if you pass a feature twice, count it twice<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the player who achieved the most goals wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpgoldncrash&diff=20419Gamehelpgoldncrash2024-03-10T17:22:09Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Earn more Gold than your opponent OR destroy all their Zeppelins<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, take 2 actions which can be the same or different<br />
<br />
The actions are: Draw, Play, Discard<br />
<br />
If you draw, take a card into your hand from your personal deck (there is no hand limit)<br />
<br />
If you play, play a card from your hand to one of your zeppelins as long as that zeppelin does NOT have more cards than any other, then use the effect<br />
<br />
If you discard, discard the most recent card from one of your Zeppelins and carry out the discard effect<br />
<br />
<br />
===Card Effects===<br />
<br />
When you play a card, you carry out the effect based on the quantity of that card in that column<br />
<br />
If the only copy, do the effect once<br />
<br />
If second copy, do the effect twice<br />
<br />
If third copy, do the effect three times then discard all the cards attached to that Zeppelin, discard effects are NOT triggered in this way<br />
<br />
If you trigger the Maneuvre effect, this does NOT trigger the play effect<br />
<br />
<br />
===Esteemed Guest====<br />
<br />
If you meet their criteria, you immediately take as a free action the corresponding Guest and place it on top of all other treasure collected so far<br />
<br />
Any treasure below an Esteemed Guest is protected and can't be messed with<br />
<br />
<br />
===Game End===<br />
<br />
If the final Zeppelin of a player is destroyed, the other player instantly wins!<br />
<br />
If a player empties their deck, resolve the rest of their turn, the opponent gets another full turn, then the player with the most accumulated gold wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpthebrambles&diff=20418Gamehelpthebrambles2024-03-10T17:21:33Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Defeat the 20 Brambles before your cards run out<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, play either 3 cards or 6 cards, then draw back up to 6<br />
<br />
If the cards you play defeat a bramble, remove it and replace it with a fresh one from the draw stack so there are always 6 Brambles to attempt<br />
<br />
<br />
===Bramble Rank===<br />
<br />
Each Bramble has a rank between 1 and 5<br />
<br />
To defeat it, you have to use an effect that would defeat its rank or higher, e.g. a rank 3 bramble can be defeated by rank 3/4/5 condition but not 1/2 condition<br />
<br />
Rank 1 condition - A Pair and a unique e.g. 221<br />
<br />
Rank 2 condition - Three of a Suit e.g. Beast Beast Beast<br />
<br />
Rank 3 condition - Three in a row e.g. 123<br />
<br />
Rank 4 condition - A Triplet e.g. 222<br />
<br />
Rank 5 condition - Three in a Row of the Same Suit e.g. 1 Beast 2 Beast 3 Beast<br />
<br />
If all three cards used are Honours 11/12/13/14, they count as the next rank up e.g. 11 12 13 would normally be rank 3, but can now be rank 4<br />
<br />
Any of the below 6 card combos can defeat any two Brambles regardless of rank:<br />
<br />
Three unique pairs<br />
<br />
Six in a row<br />
<br />
Two Unique Triplets<br />
<br />
Six of a Suit<br />
<br />
The Honour rule applies here too, so if all six are 11/12/13/14, then THREE Brambles are defeated<br />
<br />
<br />
===Special Cards===<br />
<br />
Some cards you will draw are not number cards, but rather have special effects described on them which can be played either on their own or as part of a set<br />
<br />
Flux Convergence allow you to store a card, effectively giving you a 7 card hand, anything can be moved to or from a Flux as needed. HOWEVER, a Bramble Curse placed in the Flux is stuck there rendering the flux otherwise unusable<br />
<br />
Seer Of Visions provides one of two functions, it either lets you see what cards are coming up and to take one now OR allows you to put cards from the discard back in the draw pile at the cost of hand cards (a Bramble Curse cannot be discarded this way)<br />
<br />
Sacred Sheers defeat a Bramble without satisfying any conditions<br />
<br />
Bramble Curses are not good special cards, they clog up your hand until dealt with either by a pair, any of the previous mentioned 3 card combos, or a Sacred Sheers<br />
<br />
<br />
===Sacrificing===<br />
<br />
At any point, you can discard cards to draw new ones as much as you like, but remember the deck is your lifeline<br />
<br />
<br />
===Game End===<br />
<br />
The game ends in a win if the final Bramble is defeated whilst you have no Bramble Curses in your hand, as such the final Bramble simply CANNOT be defeated whilst you hold any Bramble Curses, these must be dealt with first<br />
<br />
Bramble Curses in the Flux are allowed<br />
<br />
If you run out of cards before this, you lose<br />
<br />
<br />
===Difficulty Adjustment===<br />
<br />
To make things harder, remove 1 to 3 Flux cards at setup<br />
<br />
To make things easier, add 1 to 3 Flux cards into their played area during setup so they are available from the start<br />
<br />
<br />
===Masques & Monsters Expansions===<br />
<br />
Ideally, these are added in together<br />
<br />
To make things harder, only add in the Monsters<br />
<br />
To make things easier, only add in the Masques<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpstonks&diff=20417Gamehelpstonks2024-03-10T17:21:14Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Have the most profitable stocks in your portfolio by game's end<br />
<br />
<br />
===Setup===<br />
<br />
Each player starts by picking two cards to add to their portfolio, one seen and one unseen, these will score the player points at round end<br />
<br />
The player with the lowest seen card will start the round<br />
<br />
<br />
===Turn===<br />
<br />
This is a trick taking game<br />
<br />
A player plays a starting card, and all subsequent players either<br />
<br />
Play a card of the matching suit<br />
<br />
If unable, they can play any card or a trump card, the trump card is the current company with the lowest market value<br />
<br />
The player with the highest value card in the starting suit wins the trick, unless a trump was played in which case the highest trump card wins<br />
<br />
If a player plays a card with the Stock Market symbol (two arrows) then they also get to adjust the Stock Market as discussed below<br />
<br />
The winner of the trick takes one of the played cards of their choice and adds it to their portfolio and commences the next trick<br />
<br />
<br />
===Stock Market===<br />
<br />
If a player plays a card with the Stock Market symbol (two arrows) then they also get to adjust a stock in the market by one level up or down at the time of playing (This could change Trump)<br />
<br />
Some cards have TWO Stock Market symbols, in which case both must be applied to the same company in the same direction, if this would push the company further than allowed (i.e. there is just one space left in that direction) the player has to move in the other direction or pick a different company<br />
<br />
Whatever company just got changed will gain the black mark, a company with the black mark cannot be adjusted at the next adjustment, at which point the adjusted company will instead gain the black mark (i.e. there will always be one company which cannot be affected, but this will always be changing)<br />
<br />
<br />
===Speculation===<br />
<br />
One Speculation card can be played per round, so the first player to play one blocks that option for the remaining players<br />
<br />
If the starting player plays the speculation, they also place a normal card face down, then card call any company to be the suit for the round<br />
<br />
At end of round, the facedown card is revealed and scored as normal i.e. if it were the suit called (but doesn't have to be) it has a chance at winning through highest suit, or perhaps it were the trump suit, any market exchange symbols are forfeited<br />
<br />
If the facedown card was not from the lead suit, and no one played a suit or trump card, no one wins the trick, the cards are all discarded, and that player starts again<br />
<br />
If a follower wishes to play the Speculation, they have to have NO Lead suit cards in hand, if this is the case they can play Speculation along with a faceup other card and make it the Lead suit e.g. a Red is lead, a player can play a yellow 13 with a Speculation and call it a red 13<br />
<br />
A later player can counter a Follow Speculation by playing the real card, e.g. the real red 13 in the above example, which discards the Speculation and returns the card to its original form, a yellow 13 in the example<br />
<br />
Regardless of how a Speculation card is used, it is discarded at the end of the current trick<br />
<br />
<br />
===Round End===<br />
<br />
The round ends when all players have 1 card left in hand, this card is discarded<br />
<br />
Each player sorts their portfolio by company and, if they did not use their Speculation, adds it to the company with the lowest market value (if tied, player may choose)<br />
<br />
For each company, players multiply the quantity of cards by the market value of that company e.g. 5 cards obtained for a company with a market value of 3 results in 15 points<br />
<br />
After scores are logged, a new round begins<br />
<br />
<br />
===Game End===<br />
<br />
The game ends after the number of rounds determined, 3 for short or 5 for long<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the player with the least cards in their stock portfolio on the last round wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpaltered&diff=20416Gamehelpaltered2024-03-10T17:20:57Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Be the first to make your Hero and Companion meet on the same space<br />
<br />
<br />
===Setup===<br />
<br />
As part of setup, you need to choose 3 cards from your hand to turn into mana, these cards won't be available to play as normal and you will never get them back<br />
<br />
<br />
===Day===<br />
<br />
A Round (called a Day) is split into several phases<br />
<br />
Morning<br />
<br />
Noon<br />
<br />
Afternoon<br />
<br />
Dusk<br />
<br />
Night<br />
<br />
<br />
===Morning===<br />
<br />
First Player changes<br />
<br />
Exhausted Mana and cards are readied<br />
<br />
Draw 2 new cards<br />
<br />
Decide if you want to turn a card into Mana (This will never return to normal)<br />
<br />
<br />
===Noon===<br />
<br />
Any At Noon Effects can trigger now<br />
<br />
<br />
===Afternoon===<br />
<br />
Each player alternates playing a card as well as taking any Quick Actions before playing a card<br />
<br />
You can take as many Quick Actions as you like and are able to<br />
<br />
The two Quick Actions are Exhaust a card to trigger its effect, and Discard a Reserve card to trigger its effect<br />
<br />
To play a card, you have to exhaust a number of Mana equal to its cost, this cost depends on whether you are playing it from your hand (top left) or reserve (lower left), but sometimes these costs will be the same<br />
<br />
As well as cost, a cards function may change depending on where it is played from, a card with an arrow triggers its effect regardless, a card with a hand only triggers when played from hand, and a card with cards only triggers when played from the Reserve<br />
<br />
If played from Reserve, place a Fleeting marker on it to show if an effect would send it to the Reserve again, it is instead discarded<br />
<br />
If the card played is a Spell, it is immediately resolved, then sent to the reserve where you can carry out its effects again at a later point<br />
<br />
As an alternative to playing a card, you may Pass, you can still take Quick Actions before doing so, and then you take no more part in the Afternoon<br />
<br />
<br />
===Dusk===<br />
<br />
Each expedition sees if it is allowed to progress<br />
<br />
There are three region types (green, red, blue), check what type(s) are present in the expeditions current region (sometimes all will be present)<br />
<br />
For the active regions, add up the values of the characters on the expedition for each region<br />
<br />
If at least one region type is higher than your opponents, you can progress e.g. if you have 4 red, 3 blue and your opponent had 2 red, 6 blue, you can progress as you have one region type with a majority, red in this case<br />
<br />
Each expedition only has the chance to progress one step, even if more were possible<br />
<br />
If an expedition moves on to a facedown card, flip it faceup<br />
<br />
Remember, you are comparing Hero with Hero and Companion with Companion, regardless of where they are situated<br />
<br />
<br />
===Night===<br />
<br />
All Expedition Characters go to the reserve (except if they have a Fleeting marker)<br />
<br />
If you have 3+ Reserve cards, you must discard down to 2<br />
<br />
If you have 3+ Landmarks, you must discard down to 2<br />
<br />
Then start a new Day with Morning<br />
<br />
<br />
===Game End===<br />
<br />
The game ends as soon as one player has their Hero and Companion meet on the same spot, they win!<br />
<br />
If this happens at the same time, then if a player moved both markers when they other only moved one, the player who moved both Hero and Companion in that final round wins!<br />
<br />
If still tied, play an Arena Tiebreaker, which is on the reverse of the board<br />
<br />
The Arena plays almost like a normal Day with all its phases<br />
<br />
Any cards that cause movement, forwards or backwards, do nothing in the Arena<br />
<br />
The player with the highest conglomerated score of all region types in BOTH expeditions, wins!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcrisps&diff=20415Gamehelpcrisps2024-03-10T17:20:40Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Be the first to empty your hand 3 times<br />
<br />
<br />
===Start of Round===<br />
<br />
The player with the lowest score starts the round<br />
<br />
If tied, the player who went first least recently starts<br />
<br />
<br />
===Card Deal===<br />
<br />
Each player then receives 12 cards<br />
<br />
4 Cards are removed from the round blind<br />
<br />
<br />
===Turn===<br />
<br />
There are 4 ordinary and 2 special sets/runs<br />
<br />
Ordinary Single<br />
Ordinary Pair<br />
Ordinary Run of Singles (min 3)<br />
Ordinary Run of Pairs (min 2 pairs / 4 cards)<br />
<br />
Special Run of Pairs (min 3 pairs / 6 cards)<br />
Special Run of Pairs (min 4 pairs / 8 cards)<br />
<br />
A Queen CANNOT be used in a Run<br />
<br />
The first player can play any type they wish<br />
<br />
The remaining players either follow or pass, this continues until someone passes or someone empties their hand<br />
<br />
If you Follow with an Ordinary, it must be the same type of Ordinary, it must be the same Length of Ordinary, it must be equal or higher rank<br />
<br />
If you Follow with a Special, the previous play MUST contain a Queen, otherwise you have to Follow with Ordinary. In addition, a Special may follow a Special if either it contains more cards OR the same quantity but a higher rank<br />
<br />
<br />
===Round End===<br />
<br />
If the round ends with someone passing, the player just before them can either take the faceup card set aside at the start or a blind deck card, after which the passing player has to take the card from the other option<br />
<br />
If the round ends with someone emptying their hand, they score 1 point<br />
<br />
If Game End isn't triggered, start a new round<br />
<br />
<br />
===Game End==<br />
<br />
The game ends as soon as a player scores 3 points<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplooot&diff=20414Gamehelplooot2024-03-10T17:20:24Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Claim features on the main board to slowly build your Fjord in order to have the most points when all 13 Vikings have been played<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you have a number of options:<br />
<br />
Place a Viking (Mandatory)<br />
<br />
Capture a Building (Conditional)<br />
<br />
Complete a Construction Site (Conditional)<br />
<br />
Select a Longship (Optional)<br />
<br />
Use a Shield (Optional)<br />
<br />
Claim a Trophy (Optional)<br />
<br />
After you've done as much as you can or wish to, it's the next player's turn<br />
<br />
<br />
===Place a Viking===<br />
<br />
Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (not just your own) OR adjacent to a Longship<br />
<br />
After which, depending on the space, you will gain a resource tile to your personal board (Fjord) which, after choosing an empty space for it, CANNOT be moved later<br />
<br />
<br />
===Capture a Building===<br />
<br />
There are three building types (Houses, Watchtowers, Castles) and each function slightly differently<br />
<br />
If you played your Viking adjacent to a House, take a House tile and place it on your Fjord, you can capture multiple Houses this way if you are adjacent to multiple<br />
<br />
If you played your Viking so as to make a route of YOUR Vikings between 2 Watchtowers, you gain 2 Watchtower tiles for your Fjord. Each pairing can only be claimed once, even if you make two routes between them, however each watchtower isn't limited to one route, so if you make a route between Watchtower A & Watchtower B gain 2 Watchtowers, do this again and gain 0 Watchtowers, later make a route between Watchtower C & B and gain 2 Watchtowers, later make a route between C & A, gain 2 more Watchtowers<br />
<br />
If you played your Viking so as it is in a conglomeration of 4 of YOUR Vikings, and at least one is adjacent to a Castle, take 1 Castle Tile. Build on this conglomeration so it totals 8 of YOUR Vikings, take a 2nd Castle Tile. Build on this conglomeration so it totals 12 of YOUR Vikings, take a third tile.<br />
<br />
<br />
===Complete a Construction Site===<br />
<br />
You have a number of Construction Sites dotted around your Fjord, in the main body these show what resources or buildings need to be adjacent for it to complete, and in the lower banner it shows how much it scores<br />
<br />
As soon as you surround a Construction Site with all the resources or buildings shown, you may flip it to demonstrate it is complete<br />
<br />
If the Construction Site depicts multiple of a resource/building, you need to have this number of that feature surrounding it<br />
<br />
The direction of where each resource/building is is irrelevant<br />
<br />
<br />
===Select a Longship===<br />
<br />
At end of your turn, you MAY claim a single Longship<br />
<br />
If you fail to complete a claimed Longship, it will lose you 5 points<br />
<br />
Longships require 3 resources to complete (shown in the main upper area), they then give bonus points to a certain feature (shown in the low banner)<br />
<br />
To satisfy the requirements, the resources MUST be adjacent to the Longship's space, if multiple of the same resource is required then multiple of this resource needs to be adjacent<br />
<br />
Resources adjacent to multiple Longships will satisfy all adjacent<br />
<br />
Once a Longship meets the criteria, flip it to show it has been satisfied<br />
<br />
Longships provide scoring opportunities for the following: Castle, Gold, Watchtower, Sheep, Wood, House<br />
<br />
After claiming a Longship, draw a new one to replenish the market<br />
<br />
<br />
===Use a Shield===<br />
<br />
You can use as many Shields as you wish on your turn, but each Shield is a ONCE per game effect<br />
<br />
There's a Shield to play 2 Vikings in one turn<br />
<br />
There's a Shield to play your Viking on the same space as an opponent<br />
<br />
There's a Shield to gain two resources from your Viking's space instead of the normal one<br />
<br />
<br />
===Claim a Trophy===<br />
<br />
ONCE per game, you can claim a SINGLE trophy<br />
<br />
These trophies require a certain number of Axe Resources (2-6) to be collected, however their positions don't matter<br />
<br />
The more Axes required, typically the more points it gives<br />
<br />
However, each trophy is a first come first served, so timing is important<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when everyone has placed all their Vikings<br />
<br />
As there are effects which allow some people to play extra Vikings on a go, this may mean it seems like some players get extra turns at the end if they haven't taken advantage of this feature (however everyone will have played the same number of Vikings overall)<br />
<br />
Castles, Watchtowers, Houses, Gold, Sheep, and Wood are all scored in the same following way: Add the base value to any related bonuses then multiply this by the quantity of that feature you have<br />
<br />
Completed Construction Sites score their depicted value<br />
<br />
Your Trophy scores its depicted value (if collected)<br />
<br />
LOSE 5 points for each incomplete Longship (unflipped)<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the player with the highest valued Trophy wins!<br />
<br />
If neither hold a Trophy, share the victory!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsherlockthirteen&diff=20413Gamehelpsherlockthirteen2024-03-10T17:20:03Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Be the first to deduce who the Criminal is<br />
<br />
<br />
===Turn===<br />
<br />
You have a number of known innocent characters already (but these aren't shown on the sheet as this is public)<br />
<br />
On your turn, you can ask everyone, ask one person, or accuse<br />
<br />
If you ask everyone, you ask everyone (excluding yourself) who has an icon, but this does not declare the quantity (the sheet is ticked instead)<br />
<br />
If you ask one person, you ask them about an icon and determine how many of that icon they hold<br />
<br />
You get ONE chance to accuse per game, when you accuse state what character you think is the criminal, look secretly, if correct, you win! If incorrect, you are now out but still have to answer questions from others<br />
<br />
On the BGA notepad, you can click the blank box to the right of each character to switch it from blank to Innocent, to a named player, to guilty, and blank again<br />
<br />
<br />
===Game End===<br />
<br />
The game ends in one of two ways<br />
<br />
If you Accuse correctly on your turn, you win!<br />
<br />
If you are the last non-eliminated player, you win!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpspellbook&diff=20412Gamehelpspellbook2024-03-10T17:19:31Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Learn Spells and gift to your Familiar to gain the most points when the game ends<br />
<br />
<br />
===Turn===<br />
<br />
A turn is split into four phases:<br />
<br />
Morning<br />
<br />
Midday<br />
<br />
Evening<br />
<br />
Alter<br />
<br />
Once a player has finished their Day, the next player goes<br />
<br />
You have a Pool with a hard limit of 9 Materia which cannot be exceeded at any point<br />
<br />
You start the game with Primary Actions for each phase which are always available even when Spells start to be gained<br />
<br />
In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action of a Spell action<br />
<br />
If the Pouch ever empties, put all discarded Materia back in, give it a shake, and keep drawing<br />
<br />
<br />
===Morning===<br />
<br />
Take one action from the following:<br />
<br />
A single Spell ability which is able to be used in Morning<br />
<br />
Take 1 Materia from the seen Alter<br />
<br />
Take 2 Materia from the blind Pouch<br />
<br />
<br />
===Midday===<br />
<br />
Take one action from the following:<br />
<br />
A single Spell ability which is able to be used in Midday<br />
<br />
Store 1 Maria from your Pool onto the next space on your Familiar<br />
<br />
If a spell allows you to store more Materia than spaces, store all you can then leave the rest where they came from (they are not lost)<br />
<br />
<br />
===Evening===<br />
<br />
Take one action from the following:<br />
<br />
A single Spell ability which is able to be used in Evening<br />
<br />
Learn 1 new spell by spending Materia matching the spell's colour and to the quantity of its price in the bowl next to it, one of the spent Materia will be used as a marker to show you gained it<br />
<br />
3 Materia with the same Rune, regardless of colour, can be used as a wild. This can be repeated as much as you wish, but at least 1 Materia spent MUST match the spell colour<br />
<br />
Learn a Spell cannot be used to upgrade a spell<br />
<br />
<br />
===Alter===<br />
<br />
If there are less than 5 Materia at the Alter, refill it from the Pouch to contain 5<br />
<br />
If there are 5-9 Materia at the Alter, draw 1 Materia from the Pouch and add it to the Alter<br />
<br />
If there are 10+ Materia at the Alter, discard them all and draw 5 fresh Materia from the Pouch and add it to the Alter<br />
<br />
This then ends that player's turn, it is now the next player's Day<br />
<br />
<br />
===Spells===<br />
<br />
As mentioned, if a spell has a phase, its effects can ONLY be used in that phase<br />
<br />
Otherwise, the effects are either ongoing, instant, or end game<br />
<br />
Only Phase based Spells can still activate lower level versions of themselves if desired<br />
<br />
<br />
===Game End===<br />
<br />
The game can end in a number of ways<br />
<br />
If a player learns their 7th Spell<br />
<br />
If a player fills their Familiar board<br />
<br />
Either way, finish the final round so everyone has equal turns<br />
<br />
Players earn points based on the highest space obtained for each Spell (This may either be a set amount or based on achieving certain criteria)<br />
<br />
Players earn the points shown on the next visible Familiar space not covered<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the player who learned the most spells wins!<br />
<br />
If tied, the player with the most Materia still in their Pool wins!<br />
<br />
If still tied, victory is shared!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpchemicaloverload&diff=20411Gamehelpchemicaloverload2024-03-10T17:17:45Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Create the best potions before the lab becomes too toxic to work in<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, take 2 actions, the actions can be the same<br />
<br />
You can also take any number of free actions<br />
<br />
Actions:<br />
<br />
Gain a Coin<br />
<br />
Buy a Flask<br />
<br />
Gain a Chemical<br />
<br />
Create a Potion<br />
<br />
Free Actions:<br />
<br />
Play a Potion<br />
<br />
Play a Flask<br />
<br />
<br />
===Gain a Coin===<br />
<br />
Gain 1 coin, there is no limit to the number of coins you may hold and the supply is infinite<br />
<br />
<br />
===Buy a Flask===<br />
<br />
Spend the number of coins in the lower left to gain a flask to your Personal Flask area<br />
<br />
Low level Flasks are free<br />
<br />
<br />
===Gain a Chemical===<br />
<br />
Spend the number of like-chemicals in the lower left to gain a higher grade chemical of the same type, the spent ones go in your Play Area and the new Chemical goes on your Draw pile<br />
<br />
Some low grade Chemicals are free<br />
<br />
<br />
===Create a Potion===<br />
<br />
Creating a Potion requires both a Flask and Chemicals<br />
<br />
Take the required Flask of the correct level from your Flask Pile or Hand (You cannot use higher level Flasks in lieu of the correct one)<br />
<br />
Take the required Chemicals from your hand, these can be in excess of what is needed e.g. a Chemical of 3 can be used even if only 2 are required, but any excess can't be used for any other purpose<br />
<br />
All of which go in your Play Area<br />
<br />
Gain the topmost card of the desired potion, and the potion will tell you whether it goes to your Table Area or Draw Pile<br />
<br />
Take note if the Potion has a green hue about it, this indicates that it is a Toxic Potion, see more on Toxic Levels later on<br />
<br />
<br />
===Play a Potion===<br />
<br />
A Potion can be played from your Hand or Table Area<br />
<br />
If it's from your Hand, place it in your Play Area and activate the effect<br />
<br />
If it's in your Table Area, activate it without moving it<br />
<br />
If unclear, the effect applies to YOU as the active player e.g. destroy one card, destroys one of your own cards<br />
<br />
<br />
===Play a Flask===<br />
<br />
You can put Flasks from your Hand onto your Table Area for later use<br />
<br />
<br />
===Table Management===<br />
<br />
Cards on your Table have a risk of being Discarded, Destroyed or Stolen unless they have a token on them<br />
<br />
<br />
===Turn End===<br />
<br />
After you have finished your 2 main actions, and any free actions, the following occurs:<br />
<br />
Transfer all cards in your Play Area to your Discard pile<br />
<br />
Choose whether to keep or discard any Hand cards<br />
<br />
Draw up to a Hand of 5 cards<br />
<br />
It is now the next player's turn<br />
<br />
<br />
===Toxic Potions===<br />
<br />
Whenever a Toxic Potion is created (but NOT played) the toxin marker increases by 1 which may or may not move it into a new level<br />
<br />
It starts outside the Toxin meter, so the first Toxic Potion will put it on the first step of level 0<br />
<br />
Every time a new Level is reached (including 0) a Toxic Card is revealed and its effects triggered (This is shown by the little green card symbol)<br />
<br />
However, the card will not be acted on until the current player finishes their turn in full<br />
<br />
On the right side of the track, there are VP rewards for the player who moved it into that space<br />
<br />
If there was an active Toxin Card already, discard it from the game ready for the new card<br />
<br />
The new Toxin Card affects ALL players in clockwise order from the current player<br />
<br />
Resolve the Toxin Card by checking the level on the card with the current level of Toxicity, ONLY resolve the effect of the current Toxin Level<br />
<br />
Toxin Cards may have either Immediate (Red) or Ongoing (Blue) effects<br />
<br />
<br />
===End Game===<br />
<br />
The game ends when the Toxin cube reaches the highest Toxin Level<br />
<br />
The current player finishes off their turn as normal<br />
<br />
The round continues so all players have an equal number of turns<br />
<br />
First add victory tokens collected during the game<br />
<br />
Check Potions that give you end game scoring<br />
<br />
Add up the points of ALL your cards collected throughout the game<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, player with most coins wins!<br />
<br />
If still tied, player with most potions wins!<br />
<br />
If still tied, share the victory!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpchemicaloverload&diff=20410Gamehelpchemicaloverload2024-03-10T17:16:53Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, take 2 actions, the actions can be the same<br />
<br />
You can also take any number of free actions<br />
<br />
Actions:<br />
<br />
Gain a Coin<br />
<br />
Buy a Flask<br />
<br />
Gain a Chemical<br />
<br />
Create a Potion<br />
<br />
Free Actions:<br />
<br />
Play a Potion<br />
<br />
Play a Flask<br />
<br />
<br />
===Gain a Coin===<br />
<br />
Gain 1 coin, there is no limit to the number of coins you may hold and the supply is infinite<br />
<br />
<br />
===Buy a Flask===<br />
<br />
Spend the number of coins in the lower left to gain a flask to your Personal Flask area<br />
<br />
Low level Flasks are free<br />
<br />
<br />
===Gain a Chemical===<br />
<br />
Spend the number of like-chemicals in the lower left to gain a higher grade chemical of the same type, the spent ones go in your Play Area and the new Chemical goes on your Draw pile<br />
<br />
Some low grade Chemicals are free<br />
<br />
<br />
===Create a Potion===<br />
<br />
Creating a Potion requires both a Flask and Chemicals<br />
<br />
Take the required Flask of the correct level from your Flask Pile or Hand (You cannot use higher level Flasks in lieu of the correct one)<br />
<br />
Take the required Chemicals from your hand, these can be in excess of what is needed e.g. a Chemical of 3 can be used even if only 2 are required, but any excess can't be used for any other purpose<br />
<br />
All of which go in your Play Area<br />
<br />
Gain the topmost card of the desired potion, and the potion will tell you whether it goes to your Table Area or Draw Pile<br />
<br />
Take note if the Potion has a green hue about it, this indicates that it is a Toxic Potion, see more on Toxic Levels later on<br />
<br />
<br />
===Play a Potion===<br />
<br />
A Potion can be played from your Hand or Table Area<br />
<br />
If it's from your Hand, place it in your Play Area and activate the effect<br />
<br />
If it's in your Table Area, activate it without moving it<br />
<br />
If unclear, the effect applies to YOU as the active player e.g. destroy one card, destroys one of your own cards<br />
<br />
<br />
===Play a Flask===<br />
<br />
You can put Flasks from your Hand onto your Table Area for later use<br />
<br />
<br />
===Table Management===<br />
<br />
Cards on your Table have a risk of being Discarded, Destroyed or Stolen unless they have a token on them<br />
<br />
<br />
===Turn End===<br />
<br />
After you have finished your 2 main actions, and any free actions, the following occurs:<br />
<br />
Transfer all cards in your Play Area to your Discard pile<br />
<br />
Choose whether to keep or discard any Hand cards<br />
<br />
Draw up to a Hand of 5 cards<br />
<br />
It is now the next player's turn<br />
<br />
<br />
===Toxic Potions===<br />
<br />
Whenever a Toxic Potion is created (but NOT played) the toxin marker increases by 1 which may or may not move it into a new level<br />
<br />
It starts outside the Toxin meter, so the first Toxic Potion will put it on the first step of level 0<br />
<br />
Every time a new Level is reached (including 0) a Toxic Card is revealed and its effects triggered (This is shown by the little green card symbol)<br />
<br />
However, the card will not be acted on until the current player finishes their turn in full<br />
<br />
On the right side of the track, there are VP rewards for the player who moved it into that space<br />
<br />
If there was an active Toxin Card already, discard it from the game ready for the new card<br />
<br />
The new Toxin Card affects ALL players in clockwise order from the current player<br />
<br />
Resolve the Toxin Card by checking the level on the card with the current level of Toxicity, ONLY resolve the effect of the current Toxin Level<br />
<br />
Toxin Cards may have either Immediate (Red) or Ongoing (Blue) effects<br />
<br />
<br />
===End Game===<br />
<br />
The game ends when the Toxin cube reaches the highest Toxin Level<br />
<br />
The current player finishes off their turn as normal<br />
<br />
The round continues so all players have an equal number of turns<br />
<br />
First add victory tokens collected during the game<br />
<br />
Check Potions that give you end game scoring<br />
<br />
Add up the points of ALL your cards collected throughout the game<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, player with most coins wins!<br />
<br />
If still tied, player with most potions wins!<br />
<br />
If still tied, share the victory!<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpchemicaloverload&diff=20408Gamehelpchemicaloverload2024-03-10T16:32:30Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, take 2 actions, the actions can be the same<br />
<br />
You can also take any number of free actions<br />
<br />
Actions:<br />
<br />
Gain a Coin<br />
<br />
Buy a Flask<br />
<br />
Gain a Chemical<br />
<br />
Create a Potion<br />
<br />
Free Actions:<br />
<br />
Play a Potion<br />
<br />
Play a Flask<br />
<br />
<br />
===Gain a Coin===<br />
<br />
Gain 1 coin, there is no limit to the number of coins you may hold and the supply is infinite<br />
<br />
<br />
===Buy a Flask===<br />
<br />
Spend the number of coins in the lower left to gain a flask to your Personal Flask area<br />
<br />
Low level Flasks are free<br />
<br />
<br />
===Gain a Chemical===<br />
<br />
X<br />
<br />
<br />
===Create a Potion===<br />
<br />
X<br />
<br />
<br />
===Play a Potion===<br />
<br />
X<br />
<br />
<br />
===Play a Flask===<br />
<br />
X<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpchemicaloverload&diff=20407Gamehelpchemicaloverload2024-03-10T16:29:27Z<p>Hulb: Created page with "===Overview=== X ===Turn=== On your turn, take 2 actions, the actions can be the same You can also take any number of free actions Actions: Gain a Coin Buy a Flask Gain a Chemical Create a Potion Free Actions: Play a Potion Play a Flask ===Gain a Coin=== X ===Buy a Flask=== X ===Gain a Chemical=== X ===Create a Potion=== X ===Play a Potion=== X ===Play a Flask=== X Summarised by https://boardgamearena.com/player?id=90078516"</p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, take 2 actions, the actions can be the same<br />
<br />
You can also take any number of free actions<br />
<br />
Actions:<br />
<br />
Gain a Coin<br />
<br />
Buy a Flask<br />
<br />
Gain a Chemical<br />
<br />
Create a Potion<br />
<br />
Free Actions:<br />
<br />
Play a Potion<br />
<br />
Play a Flask<br />
<br />
<br />
===Gain a Coin===<br />
<br />
X<br />
<br />
<br />
===Buy a Flask===<br />
<br />
X<br />
<br />
<br />
===Gain a Chemical===<br />
<br />
X<br />
<br />
<br />
===Create a Potion===<br />
<br />
X<br />
<br />
<br />
===Play a Potion===<br />
<br />
X<br />
<br />
<br />
===Play a Flask===<br />
<br />
X<br />
<br />
<br />
Summarised by https://boardgamearena.com/player?id=90078516</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpspellbook&diff=20404Gamehelpspellbook2024-03-10T16:02:58Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Learn Spells and gift to your Familiar to gain the most points when the game ends<br />
<br />
<br />
===Turn===<br />
<br />
A turn is split into four phases:<br />
<br />
Morning<br />
<br />
Midday<br />
<br />
Evening<br />
<br />
Alter<br />
<br />
Once a player has finished their Day, the next player goes<br />
<br />
You have a Pool with a hard limit of 9 Materia which cannot be exceeded at any point<br />
<br />
You start the game with Primary Actions for each phase which are always available even when Spells start to be gained<br />
<br />
In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action of a Spell action<br />
<br />
If the Pouch ever empties, put all discarded Materia back in, give it a shake, and keep drawing<br />
<br />
<br />
===Morning===<br />
<br />
Take one action from the following:<br />
<br />
A single Spell ability which is able to be used in Morning<br />
<br />
Take 1 Materia from the seen Alter<br />
<br />
Take 2 Materia from the blind Pouch<br />
<br />
<br />
===Midday===<br />
<br />
Take one action from the following:<br />
<br />
A single Spell ability which is able to be used in Midday<br />
<br />
Store 1 Maria from your Pool onto the next space on your Familiar<br />
<br />
If a spell allows you to store more Materia than spaces, store all you can then leave the rest where they came from (they are not lost)<br />
<br />
<br />
===Evening===<br />
<br />
Take one action from the following:<br />
<br />
A single Spell ability which is able to be used in Evening<br />
<br />
Learn 1 new spell by spending Materia matching the spell's colour and to the quantity of its price in the bowl next to it, one of the spent Materia will be used as a marker to show you gained it<br />
<br />
3 Materia with the same Rune, regardless of colour, can be used as a wild. This can be repeated as much as you wish, but at least 1 Materia spent MUST match the spell colour<br />
<br />
Learn a Spell cannot be used to upgrade a spell<br />
<br />
<br />
===Alter===<br />
<br />
If there are less than 5 Materia at the Alter, refill it from the Pouch to contain 5<br />
<br />
If there are 5-9 Materia at the Alter, draw 1 Materia from the Pouch and add it to the Alter<br />
<br />
If there are 10+ Materia at the Alter, discard them all and draw 5 fresh Materia from the Pouch and add it to the Alter<br />
<br />
This then ends that player's turn, it is now the next player's Day<br />
<br />
<br />
===Spells===<br />
<br />
As mentioned, if a spell has a phase, its effects can ONLY be used in that phase<br />
<br />
Otherwise, the effects are either ongoing, instant, or end game<br />
<br />
Only Phase based Spells can still activate lower level versions of themselves if desired<br />
<br />
<br />
===Game End===<br />
<br />
The game can end in a number of ways<br />
<br />
If a player learns their 7th Spell<br />
<br />
If a player fills their Familiar board<br />
<br />
Either way, finish the final round so everyone has equal turns<br />
<br />
Players earn points based on the highest space obtained for each Spell (This may either be a set amount or based on achieving certain criteria)<br />
<br />
Players earn the points shown on the next visible Familiar space not covered<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the player who learned the most spells wins!<br />
<br />
If tied, the player with the most Materia still in their Pool wins!<br />
<br />
If still tied, victory is shared!</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpspellbook&diff=20401Gamehelpspellbook2024-03-10T15:52:33Z<p>Hulb: Created page with "===Overview=== X ===Turn=== A turn is split into three phases: Morning Midday Evening Once a player has finished their Day, the next player goes You have a Pool with a hard limit of 9 Materia which cannot be exceeded at any point You start the game with Primary Actions for each phase which are always available even when Spells start to be gained In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action of a Spell action ==..."</p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
A turn is split into three phases:<br />
<br />
Morning<br />
<br />
Midday<br />
<br />
Evening<br />
<br />
Once a player has finished their Day, the next player goes<br />
<br />
You have a Pool with a hard limit of 9 Materia which cannot be exceeded at any point<br />
<br />
You start the game with Primary Actions for each phase which are always available even when Spells start to be gained<br />
<br />
In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action of a Spell action<br />
<br />
<br />
===Morning===<br />
<br />
Take one action from the following:<br />
<br />
A single Spell ability which is able to be used in Morning<br />
<br />
Take 1 Materia from the seen Alter<br />
<br />
Take 2 Materia from the blind Pouch<br />
<br />
<br />
===Midday===<br />
<br />
Take one action from the following:<br />
<br />
A single Spell ability which is able to be used in Midday<br />
<br />
Store 1 Maria from your Pool onto the next space on your Familiar<br />
<br />
If a spell allows you to store more Materia than spaces, store all you can then leave the rest where they came from (they are not lost)<br />
<br />
<br />
===Evening===<br />
<br />
Take one action from the following:<br />
<br />
A single Spell ability which is able to be used in Evening<br />
<br />
Learn 1 new spell by spending Materia matching the spell's colour and to the quantity of its price in the bowl next to it, one of the spent Materia will be used as a marker to show you gained it<br />
<br />
3 Materia with the same Rune, regardless of colour, can be used as a wild. This can be repeated as much as you wish, but at least 1 Materia spent MUST match the spell colour<br />
<br />
Learn a Spell cannot be used to upgrade a spell</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsherlockthirteen&diff=20393Gamehelpsherlockthirteen2024-03-10T14:28:50Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Be the first to deduce who the Criminal is<br />
<br />
<br />
===Turn===<br />
<br />
You have a number of known innocent characters already (but these aren't shown on the sheet as this is public)<br />
<br />
On your turn, you can ask everyone, ask one person, or accuse<br />
<br />
If you ask everyone, you ask everyone (excluding yourself) who has an icon, but this does not declare the quantity (the sheet is ticked instead)<br />
<br />
If you ask one person, you ask them about an icon and determine how many of that icon they hold<br />
<br />
You get ONE chance to accuse per game, when you accuse state what character you think is the criminal, look secretly, if correct, you win! If incorrect, you are now out but still have to answer questions from others<br />
<br />
On the BGA notepad, you can click the blank box to the right of each character to switch it from blank to Innocent, to a named player, to guilty, and blank again<br />
<br />
<br />
===Game End===<br />
<br />
The game ends in one of two ways<br />
<br />
If you Accuse correctly on your turn, you win!<br />
<br />
If you are the last non-eliminated player, you win!</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsherlockthirteen&diff=20392Gamehelpsherlockthirteen2024-03-10T14:25:02Z<p>Hulb: Created page with "===Overview=== Be the first to deduce who the Criminal is ===Turn=== You have a number of known innocent characters already (but these aren't shown on the sheet as this is public) On your turn, you can ask everyone, ask one person, or accuse If you ask everyone, you ask everyone (excluding yourself) who has an icon, but this does not declare the quantity (the sheet is ticked instead) If you ask one person, you ask them about an icon and determine how many of that..."</p>
<hr />
<div>===Overview===<br />
<br />
Be the first to deduce who the Criminal is<br />
<br />
<br />
===Turn===<br />
<br />
You have a number of known innocent characters already (but these aren't shown on the sheet as this is public)<br />
<br />
On your turn, you can ask everyone, ask one person, or accuse<br />
<br />
If you ask everyone, you ask everyone (excluding yourself) who has an icon, but this does not declare the quantity (the sheet is ticked instead)<br />
<br />
If you ask one person, you ask them about an icon and determine how many of that icon they hold<br />
<br />
You get ONE chance to accuse per game, when you accuse state what character you think is the criminal, look secretly, if correct, you win! If incorrect, you are now out but still have to answer questions from others<br />
<br />
<br />
===Game End===<br />
<br />
The game ends in one of two ways<br />
<br />
If you Accuse correctly on your turn, you win!<br />
<br />
If you are the last non-eliminated player, you win!</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplooot&diff=20391Gamehelplooot2024-03-10T13:49:37Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Claim features on the main board to slowly build your Fjord in order to have the most points when all 13 Vikings have been played<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you have a number of options:<br />
<br />
Place a Viking (Mandatory)<br />
<br />
Capture a Building (Conditional)<br />
<br />
Complete a Construction Site (Conditional)<br />
<br />
Select a Longship (Optional)<br />
<br />
Use a Shield (Optional)<br />
<br />
Claim a Trophy (Optional)<br />
<br />
After you've done as much as you can or wish to, it's the next player's turn<br />
<br />
<br />
===Place a Viking===<br />
<br />
Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (not just your own) OR adjacent to a Longship<br />
<br />
After which, depending on the space, you will gain a resource tile to your personal board (Fjord) which, after choosing an empty space for it, CANNOT be moved later<br />
<br />
<br />
===Capture a Building===<br />
<br />
There are three building types (Houses, Watchtowers, Castles) and each function slightly differently<br />
<br />
If you played your Viking adjacent to a House, take a House tile and place it on your Fjord, you can capture multiple Houses this way if you are adjacent to multiple<br />
<br />
If you played your Viking so as to make a route of YOUR Vikings between 2 Watchtowers, you gain 2 Watchtower tiles for your Fjord. Each pairing can only be claimed once, even if you make two routes between them, however each watchtower isn't limited to one route, so if you make a route between Watchtower A & Watchtower B gain 2 Watchtowers, do this again and gain 0 Watchtowers, later make a route between Watchtower C & B and gain 2 Watchtowers, later make a route between C & A, gain 2 more Watchtowers<br />
<br />
If you played your Viking so as it is in a conglomeration of 4 of YOUR Vikings, and at least one is adjacent to a Castle, take 1 Castle Tile. Build on this conglomeration so it totals 8 of YOUR Vikings, take a 2nd Castle Tile. Build on this conglomeration so it totals 12 of YOUR Vikings, take a third tile.<br />
<br />
<br />
===Complete a Construction Site===<br />
<br />
You have a number of Construction Sites dotted around your Fjord, in the main body these show what resources or buildings need to be adjacent for it to complete, and in the lower banner it shows how much it scores<br />
<br />
As soon as you surround a Construction Site with all the resources or buildings shown, you may flip it to demonstrate it is complete<br />
<br />
If the Construction Site depicts multiple of a resource/building, you need to have this number of that feature surrounding it<br />
<br />
The direction of where each resource/building is is irrelevant<br />
<br />
<br />
===Select a Longship===<br />
<br />
At end of your turn, you MAY claim a single Longship<br />
<br />
If you fail to complete a claimed Longship, it will lose you 5 points<br />
<br />
Longships require 3 resources to complete (shown in the main upper area), they then give bonus points to a certain feature (shown in the low banner)<br />
<br />
To satisfy the requirements, the resources MUST be adjacent to the Longship's space, if multiple of the same resource is required then multiple of this resource needs to be adjacent<br />
<br />
Resources adjacent to multiple Longships will satisfy all adjacent<br />
<br />
Once a Longship meets the criteria, flip it to show it has been satisfied<br />
<br />
Longships provide scoring opportunities for the following: Castle, Gold, Watchtower, Sheep, Wood, House<br />
<br />
After claiming a Longship, draw a new one to replenish the market<br />
<br />
<br />
===Use a Shield===<br />
<br />
You can use as many Shields as you wish on your turn, but each Shield is a ONCE per game effect<br />
<br />
There's a Shield to play 2 Vikings in one turn<br />
<br />
There's a Shield to play your Viking on the same space as an opponent<br />
<br />
There's a Shield to gain two resources from your Viking's space instead of the normal one<br />
<br />
<br />
===Claim a Trophy===<br />
<br />
ONCE per game, you can claim a SINGLE trophy<br />
<br />
These trophies require a certain number of Axe Resources (2-6) to be collected, however their positions don't matter<br />
<br />
The more Axes required, typically the more points it gives<br />
<br />
However, each trophy is a first come first served, so timing is important<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when everyone has placed all their Vikings<br />
<br />
As there are effects which allow some people to play extra Vikings on a go, this may mean it seems like some players get extra turns at the end if they haven't taken advantage of this feature (however everyone will have played the same number of Vikings overall)<br />
<br />
Castles, Watchtowers, Houses, Gold, Sheep, and Wood are all scored in the same following way: Add the base value to any related bonuses then multiply this by the quantity of that feature you have<br />
<br />
Completed Construction Sites score their depicted value<br />
<br />
Your Trophy scores its depicted value (if collected)<br />
<br />
LOSE 5 points for each incomplete Longship (unflipped)<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the player with the highest valued Trophy wins!<br />
<br />
If neither hold a Trophy, share the victory!</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplooot&diff=20390Gamehelplooot2024-03-10T13:48:28Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you have a number of options:<br />
<br />
Place a Viking (Mandatory)<br />
<br />
Capture a Building (Conditional)<br />
<br />
Complete a Construction Site (Conditional)<br />
<br />
Select a Longship (Optional)<br />
<br />
Use a Shield (Optional)<br />
<br />
Claim a Trophy (Optional)<br />
<br />
After you've done as much as you can or wish to, it's the next player's turn<br />
<br />
<br />
===Place a Viking===<br />
<br />
Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (not just your own) OR adjacent to a Longship<br />
<br />
After which, depending on the space, you will gain a resource tile to your personal board (Fjord) which, after choosing an empty space for it, CANNOT be moved later<br />
<br />
<br />
===Capture a Building===<br />
<br />
There are three building types (Houses, Watchtowers, Castles) and each function slightly differently<br />
<br />
If you played your Viking adjacent to a House, take a House tile and place it on your Fjord, you can capture multiple Houses this way if you are adjacent to multiple<br />
<br />
If you played your Viking so as to make a route of YOUR Vikings between 2 Watchtowers, you gain 2 Watchtower tiles for your Fjord. Each pairing can only be claimed once, even if you make two routes between them, however each watchtower isn't limited to one route, so if you make a route between Watchtower A & Watchtower B gain 2 Watchtowers, do this again and gain 0 Watchtowers, later make a route between Watchtower C & B and gain 2 Watchtowers, later make a route between C & A, gain 2 more Watchtowers<br />
<br />
If you played your Viking so as it is in a conglomeration of 4 of YOUR Vikings, and at least one is adjacent to a Castle, take 1 Castle Tile. Build on this conglomeration so it totals 8 of YOUR Vikings, take a 2nd Castle Tile. Build on this conglomeration so it totals 12 of YOUR Vikings, take a third tile.<br />
<br />
<br />
===Complete a Construction Site===<br />
<br />
You have a number of Construction Sites dotted around your Fjord, in the main body these show what resources or buildings need to be adjacent for it to complete, and in the lower banner it shows how much it scores<br />
<br />
As soon as you surround a Construction Site with all the resources or buildings shown, you may flip it to demonstrate it is complete<br />
<br />
If the Construction Site depicts multiple of a resource/building, you need to have this number of that feature surrounding it<br />
<br />
The direction of where each resource/building is is irrelevant<br />
<br />
<br />
===Select a Longship===<br />
<br />
At end of your turn, you MAY claim a single Longship<br />
<br />
If you fail to complete a claimed Longship, it will lose you 5 points<br />
<br />
Longships require 3 resources to complete (shown in the main upper area), they then give bonus points to a certain feature (shown in the low banner)<br />
<br />
To satisfy the requirements, the resources MUST be adjacent to the Longship's space, if multiple of the same resource is required then multiple of this resource needs to be adjacent<br />
<br />
Resources adjacent to multiple Longships will satisfy all adjacent<br />
<br />
Once a Longship meets the criteria, flip it to show it has been satisfied<br />
<br />
Longships provide scoring opportunities for the following: Castle, Gold, Watchtower, Sheep, Wood, House<br />
<br />
After claiming a Longship, draw a new one to replenish the market<br />
<br />
<br />
===Use a Shield===<br />
<br />
You can use as many Shields as you wish on your turn, but each Shield is a ONCE per game effect<br />
<br />
There's a Shield to play 2 Vikings in one turn<br />
<br />
There's a Shield to play your Viking on the same space as an opponent<br />
<br />
There's a Shield to gain two resources from your Viking's space instead of the normal one<br />
<br />
<br />
===Claim a Trophy===<br />
<br />
ONCE per game, you can claim a SINGLE trophy<br />
<br />
These trophies require a certain number of Axe Resources (2-6) to be collected, however their positions don't matter<br />
<br />
The more Axes required, typically the more points it gives<br />
<br />
However, each trophy is a first come first served, so timing is important<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when everyone has placed all their Vikings<br />
<br />
As there are effects which allow some people to play extra Vikings on a go, this may mean it seems like some players get extra turns at the end if they haven't taken advantage of this feature (however everyone will have played the same number of Vikings overall)<br />
<br />
Castles, Watchtowers, Houses, Gold, Sheep, and Wood are all scored in the same following way: Add the base value to any related bonuses then multiply this by the quantity of that feature you have<br />
<br />
Completed Construction Sites score their depicted value<br />
<br />
Your Trophy scores its depicted value (if collected)<br />
<br />
LOSE 5 points for each incomplete Longship (unflipped)<br />
<br />
The player with the most points, wins!<br />
<br />
If tied, the player with the highest valued Trophy wins!<br />
<br />
If neither hold a Trophy, share the victory!</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplooot&diff=20389Gamehelplooot2024-03-10T13:41:46Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you have a number of options:<br />
<br />
Place a Viking (Mandatory)<br />
<br />
Capture a Building (Conditional)<br />
<br />
Complete a Construction Site (Conditional)<br />
<br />
Select a Longship (Optional)<br />
<br />
Use a Shield (Optional)<br />
<br />
Claim a Trophy (Optional)<br />
<br />
After you've done as much as you can or wish to, it's the next player's turn<br />
<br />
<br />
===Place a Viking===<br />
<br />
Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (not just your own) OR adjacent to a Longship<br />
<br />
After which, depending on the space, you will gain a resource tile to your personal board (Fjord) which, after choosing an empty space for it, CANNOT be moved later<br />
<br />
<br />
===Capture a Building===<br />
<br />
There are three building types (Houses, Watchtowers, Castles) and each function slightly differently<br />
<br />
If you played your Viking adjacent to a House, take a House tile and place it on your Fjord, you can capture multiple Houses this way if you are adjacent to multiple<br />
<br />
If you played your Viking so as to make a route of YOUR Vikings between 2 Watchtowers, you gain 2 Watchtower tiles for your Fjord. Each pairing can only be claimed once, even if you make two routes between them, however each watchtower isn't limited to one route, so if you make a route between Watchtower A & Watchtower B gain 2 Watchtowers, do this again and gain 0 Watchtowers, later make a route between Watchtower C & B and gain 2 Watchtowers, later make a route between C & A, gain 2 more Watchtowers<br />
<br />
If you played your Viking so as it is in a conglomeration of 4 of YOUR Vikings, and at least one is adjacent to a Castle, take 1 Castle Tile. Build on this conglomeration so it totals 8 of YOUR Vikings, take a 2nd Castle Tile. Build on this conglomeration so it totals 12 of YOUR Vikings, take a third tile.<br />
<br />
<br />
===Complete a Construction Site===<br />
<br />
You have a number of Construction Sites dotted around your Fjord, in the main body these show what resources or buildings need to be adjacent for it to complete, and in the lower banner it shows how much it scores<br />
<br />
As soon as you surround a Construction Site with all the resources or buildings shown, you may flip it to demonstrate it is complete<br />
<br />
If the Construction Site depicts multiple of a resource/building, you need to have this number of that feature surrounding it<br />
<br />
The direction of where each resource/building is is irrelevant<br />
<br />
<br />
===Select a Longship===<br />
<br />
At end of your turn, you MAY claim a single Longship<br />
<br />
If you fail to complete a claimed Longship, it will lose you 5 points<br />
<br />
Longships require 3 resources to complete (shown in the main upper area), they then give bonus points to a certain feature (shown in the low banner)<br />
<br />
To satisfy the requirements, the resources MUST be adjacent to the Longship's space, if multiple of the same resource is required then multiple of this resource needs to be adjacent<br />
<br />
Resources adjacent to multiple Longships will satisfy all adjacent<br />
<br />
Once a Longship meets the criteria, flip it to show it has been satisfied<br />
<br />
After claiming a Longship, draw a new one to replenish the market<br />
<br />
<br />
===Use a Shield===<br />
<br />
You can use as many Shields as you wish on your turn, but each Shield is a ONCE per game effect<br />
<br />
There's a Shield to play 2 Vikings in one turn<br />
<br />
There's a Shield to play your Viking on the same space as an opponent<br />
<br />
There's a Shield to gain two resources from your Viking's space instead of the normal one<br />
<br />
<br />
===Claim a Trophy===<br />
<br />
ONCE per game, you can claim a SINGLE trophy<br />
<br />
These trophies require a certain number of Axe Resources (2-6) to be collected, however their positions don't matter<br />
<br />
The more Axes required, typically the more points it gives<br />
<br />
However, each trophy is a first come first served, so timing is important<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when everyone has placed all their Vikings<br />
<br />
As there are effects which allow some people to play extra Vikings on a go, this may mean it seems like some players get extra turns at the end if they haven't taken advantage of this feature (however everyone will have played the same number of Vikings overall)</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplooot&diff=20388Gamehelplooot2024-03-10T13:28:13Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you have a number of options:<br />
<br />
Place a Viking (Mandatory)<br />
<br />
Capture a Building (Conditional)<br />
<br />
Complete a Construction Site (Conditional)<br />
<br />
Select a Longship (Optional)<br />
<br />
Use a Shield (Optional)<br />
<br />
Claim a Trophy (Optional)<br />
<br />
After you've done as much as you can or wish to, it's the next player's turn<br />
<br />
<br />
===Place a Viking===<br />
<br />
Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (not just your own) OR adjacent to a Longship<br />
<br />
After which, depending on the space, you will gain a resource tile to your personal board (Fjord) which, after choosing an empty space for it, CANNOT be moved later<br />
<br />
<br />
===Capture a Building===<br />
<br />
There are three building types (Houses, Watchtowers, Castles) and each function slightly differently<br />
<br />
If you played your Viking adjacent to a House, take a House tile and place it on your Fjord, you can capture multiple Houses this way if you are adjacent to multiple<br />
<br />
If you played your Viking so as to make a route of YOUR Vikings between 2 Watchtowers, you gain 2 Watchtower tiles for your Fjord. Each pairing can only be claimed once, even if you make two routes between them, however each watchtower isn't limited to one route, so if you make a route between Watchtower A & Watchtower B gain 2 Watchtowers, do this again and gain 0 Watchtowers, later make a route between Watchtower C & B and gain 2 Watchtowers, later make a route between C & A, gain 2 more Watchtowers<br />
<br />
If you played your Viking so as it is in a conglomeration of 4 of YOUR Vikings, and at least one is adjacent to a Castle, take 1 Castle Tile. Build on this conglomeration so it totals 8 of YOUR Vikings, take a 2nd Castle Tile. Build on this conglomeration so it totals 12 of YOUR Vikings, take a third tile.<br />
<br />
<br />
===Complete a Construction Site===<br />
<br />
X<br />
<br />
<br />
===Select a Longship===<br />
<br />
At end of your turn, you MAY claim a single Longship<br />
<br />
If you fail to complete a claimed Longship, it will lose you 5 points<br />
<br />
Longships require 3 resources to complete (shown in the main upper area), they then give bonus points to a certain feature (shown in the low banner)<br />
<br />
To satisfy the requirements, the resources MUST be adjacent to the Longship's space, if multiple of the same resource is required then multiple of this resource needs to be adjacent<br />
<br />
Resources adjacent to multiple Longships will satisfy all adjacent<br />
<br />
Once a Longship meets the criteria, flip it to show it has been satisfied<br />
<br />
After claiming a Longship, draw a new one to replenish the market<br />
<br />
<br />
===Use a Shield===<br />
<br />
You can use as many Shields as you wish on your turn, but each Shield is a ONCE per game effect<br />
<br />
There's a Shield to play 2 Vikings in one turn<br />
<br />
There's a Shield to play your Viking on the same space as an opponent<br />
<br />
There's a Shield to gain two resources from your Viking's space instead of the normal one<br />
<br />
<br />
===Claim a Trophy===<br />
<br />
X</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplooot&diff=20387Gamehelplooot2024-03-10T13:04:23Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you have a number of options:<br />
<br />
Place a Viking (Mandatory)<br />
<br />
Capture a Building (Conditional)<br />
<br />
Complete a Construction Site (Conditional)<br />
<br />
Select a Longship (Optional)<br />
<br />
Use a Shield (Optional)<br />
<br />
Claim a Trophy (Optional)<br />
<br />
After you've done as much as you can or wish to, it's the next player's turn<br />
<br />
<br />
===Place a Viking===<br />
<br />
Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (not just your own) OR adjacent to a Longship<br />
<br />
After which, depending on the space, you will gain a resource tile to your personal board (Fjord) which, after choosing an empty space for it, CANNOT be moved later<br />
<br />
<br />
===Capture a Building===<br />
<br />
There are three building types (Houses, Watchtowers, Castles) and each function slightly differently<br />
<br />
If you played your Viking adjacent to a House, take a House tile and place it on your Fjord, you can capture multiple Houses this way if you are adjacent to multiple<br />
<br />
If you played your Viking so as to make a route of YOUR Vikings between 2 Watchtowers, you gain 2 Watchtower tiles for your Fjord. Each pairing can only be claimed once, even if you make two routes between them, however each watchtower isn't limited to one route, so if you make a route between Watchtower A & Watchtower B gain 2 Watchtowers, do this again and gain 0 Watchtowers, later make a route between Watchtower C & B and gain 2 Watchtowers, later make a route between C & A, gain 2 more Watchtowers<br />
<br />
If you played your Viking so as it is in a conglomeration of 4 of YOUR Vikings, and at least one is adjacent to a Castle, take 1 Castle Tile. Build on this conglomeration so it totals 8 of YOUR Vikings, take a 2nd Castle Tile. Build on this conglomeration so it totals 12 of YOUR Vikings, take a third tile.<br />
<br />
<br />
===Complete a Construction Site===<br />
<br />
X<br />
<br />
<br />
===Select a Longship===<br />
<br />
At end of your turn, you MAY claim a single Longship<br />
<br />
If you fail to complete a claimed Longship, it will lose you 5 points<br />
<br />
Longships require 3 resources to complete (shown in the main upper area), they then give bonus points to a certain feature (shown in the low banner)<br />
<br />
To satisfy the requirements, the resources MUST be adjacent to the Longship's space, if multiple of the same resource is required then multiple of this resource needs to be adjacent<br />
<br />
Resources adjacent to multiple Longships will satisfy all adjacent<br />
<br />
Once a Longship meets the criteria, flip it to show it has been satisfied<br />
<br />
After claiming a Longship, draw a new one to replenish the market<br />
<br />
<br />
===Use a Shield===<br />
<br />
X<br />
<br />
<br />
===Claim a Trophy===<br />
<br />
X</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplooot&diff=20386Gamehelplooot2024-03-10T13:03:33Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you have a number of options:<br />
<br />
Place a Viking (Mandatory)<br />
<br />
Capture a Building (Conditional)<br />
<br />
Complete a Construction Site (Conditional)<br />
<br />
Select a Longship (Optional)<br />
<br />
Use a Shield (Optional)<br />
<br />
Claim a Trophy (Optional)<br />
<br />
After you've done as much as you can or wish to, it's the next player's turn<br />
<br />
<br />
===Place a Viking===<br />
<br />
Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (not just your own) OR adjacent to a Longship<br />
<br />
After which, depending on the space, you will gain a resource tile to your personal board (Fjord) which, after choosing an empty space for it, CANNOT be moved later<br />
<br />
<br />
===Capture a Building===<br />
<br />
There are three building types (Houses, Watchtowers, Castles) and each function slightly differently<br />
<br />
If you played your Viking adjacent to a House, take a House tile and place it on your Fjord, you can capture multiple Houses this way if you are adjacent to multiple<br />
<br />
If you played your Viking so as to make a route of YOUR Vikings between 2 Watchtowers, you gain 2 Watchtower tiles for your Fjord. Each pairing can only be claimed once, even if you make two routes between them, however each watchtower isn't limited to one route, so if you make a route between Watchtower A & Watchtower B gain 2 Watchtowers, do this again and gain 0 Watchtowers, later make a route between Watchtower C & B and gain 2 Watchtowers, later make a route between C & A, gain 2 more Watchtowers<br />
<br />
If you played your Viking so as it is in a conglomeration of 4 of YOUR Vikings, and at least one is adjacent to a Castle, take 1 Castle Tile. Build on this conglomeration so it totals 8 of YOUR Vikings, take a 2nd Castle Tile. Build on this conglomeration so it totals 12 of YOUR Vikings, take a third tile.<br />
<br />
<br />
===Complete a Construction Site===<br />
<br />
X<br />
<br />
<br />
===Select a Longship===<br />
<br />
At end of your turn, you MAY claim a single Longship<br />
<br />
If you fail to complete a claimed Longship, it will lose you 5 points<br />
<br />
Longships require 3 resources to complete (shown in the main upper area), they then give bonus points to a certain feature (shown in the low banner)<br />
<br />
To satisfy the requirements, the resources MUST be adjacent to the Longship's space, if multiple of the same resource is required then multiple of this resource needs to be adjacent<br />
<br />
Resources adjacent to multiple Longships will satisfy all adjacent<br />
<br />
After claiming a Longship, draw a new one to replenish the market<br />
<br />
<br />
===Use a Shield===<br />
<br />
X<br />
<br />
<br />
===Claim a Trophy===<br />
<br />
X</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplooot&diff=20385Gamehelplooot2024-03-10T13:02:36Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you have a number of options:<br />
<br />
Place a Viking (Mandatory)<br />
<br />
Capture a Building (Conditional)<br />
<br />
Complete a Construction Site (Conditional)<br />
<br />
Select a Longship (Optional)<br />
<br />
Use a Shield (Optional)<br />
<br />
Claim a Trophy (Optional)<br />
<br />
After you've done as much as you can or wish to, it's the next player's turn<br />
<br />
<br />
===Place a Viking===<br />
<br />
Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (not just your own) OR adjacent to a Longship<br />
<br />
After which, depending on the space, you will gain a resource tile to your personal board (Fjord) which, after choosing an empty space for it, CANNOT be moved later<br />
<br />
<br />
===Capture a Building===<br />
<br />
There are three building types (Houses, Watchtowers, Castles) and each function slightly differently<br />
<br />
If you played your Viking adjacent to a House, take a House tile and place it on your Fjord, you can capture multiple Houses this way if you are adjacent to multiple<br />
<br />
If you played your Viking so as to make a route of YOUR Vikings between 2 Watchtowers, you gain 2 Watchtower tiles for your Fjord. Each pairing can only be claimed once, even if you make two routes between them, however each watchtower isn't limited to one route, so if you make a route between Watchtower A & Watchtower B gain 2 Watchtowers, do this again and gain 0 Watchtowers, later make a route between Watchtower C & B and gain 2 Watchtowers, later make a route between C & A, gain 2 more Watchtowers<br />
<br />
If you played your Viking so as it is in a conglomeration of 4 of YOUR Vikings, and at least one is adjacent to a Castle, take 1 Castle Tile. Build on this conglomeration so it totals 8 of YOUR Vikings, take a 2nd Castle Tile. Build on this conglomeration so it totals 12 of YOUR Vikings, take a third tile.<br />
<br />
<br />
===Complete a Construction Site===<br />
<br />
X<br />
<br />
<br />
===Select a Longship===<br />
<br />
At end of your turn, you MAY claim a single Longship<br />
<br />
If you fail to complete a claimed Longship, it will lose you 5 points<br />
<br />
Longships require 3 resources to complete (shown in the main upper area), they then give bonus points to a certain feature (shown in the low banner)<br />
<br />
To satisfy the requirements, the resources MUST be adjacent to the Longship's space, if multiple of the same resource is required then multiple of this resource needs to be adjacent<br />
<br />
After claiming a Longship, draw a new one to replenish the market<br />
<br />
<br />
===Use a Shield===<br />
<br />
X<br />
<br />
<br />
===Claim a Trophy===<br />
<br />
X</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplooot&diff=20384Gamehelplooot2024-03-10T12:55:25Z<p>Hulb: Created page with "===Overview=== X ===Turn=== On your turn, you have a number of options: Place a Viking (Mandatory) Capture a Building (Conditional) Complete a Construction Site (Conditional) Select a Longship (Optional) Use a Shield (Optional) Claim a Trophy (Optional) After you've done as much as you can or wish to, it's the next player's turn ===Place a Viking=== Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (..."</p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, you have a number of options:<br />
<br />
Place a Viking (Mandatory)<br />
<br />
Capture a Building (Conditional)<br />
<br />
Complete a Construction Site (Conditional)<br />
<br />
Select a Longship (Optional)<br />
<br />
Use a Shield (Optional)<br />
<br />
Claim a Trophy (Optional)<br />
<br />
After you've done as much as you can or wish to, it's the next player's turn<br />
<br />
<br />
===Place a Viking===<br />
<br />
Place a Viking on the main board as long as the space is unoccupied AND adjacent to either any other Viking (not just your own) OR adjacent to a Longship<br />
<br />
After which, depending on the space, you will gain a resource tile to your personal board (Fjord) which, after choosing an empty space for it, CANNOT be moved later<br />
<br />
<br />
===Capture a Building===<br />
<br />
There are three building types (Houses, Watchtowers, Castles) and each function slightly differently<br />
<br />
If you played your Viking adjacent to a House, take a House tile and place it on your Fjord, you can capture multiple Houses this way if you are adjacent to multiple<br />
<br />
If you played your Viking so as to make a route of YOUR Vikings between 2 Watchtowers, you gain 2 Watchtower tiles for your Fjord. Each pairing can only be claimed once, even if you make two routes between them, however each watchtower isn't limited to one route, so if you make a route between Watchtower A & Watchtower B gain 2 Watchtowers, do this again and gain 0 Watchtowers, later make a route between Watchtower C & B and gain 2 Watchtowers, later make a route between C & A, gain 2 more Watchtowers<br />
<br />
If you played your Viking so as it is in a conglomeration of 4 of YOUR Vikings, and at least one is adjacent to a Castle, take 1 Castle Tile. Build on this conglomeration so it totals 8 of YOUR Vikings, take a 2nd Castle Tile. Build on this conglomeration so it totals 12 of YOUR Vikings, take a third tile.</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcrisps&diff=20383Gamehelpcrisps2024-03-10T12:19:39Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Be the first to empty your hand 3 times<br />
<br />
<br />
===Start of Round===<br />
<br />
The player with the lowest score starts the round<br />
<br />
If tied, the player who went first least recently starts<br />
<br />
<br />
===Card Deal===<br />
<br />
Each player then receives 12 cards<br />
<br />
4 Cards are removed from the round blind<br />
<br />
<br />
===Turn===<br />
<br />
There are 4 ordinary and 2 special sets/runs<br />
<br />
Ordinary Single<br />
Ordinary Pair<br />
Ordinary Run of Singles (min 3)<br />
Ordinary Run of Pairs (min 2 pairs / 4 cards)<br />
<br />
Special Run of Pairs (min 3 pairs / 6 cards)<br />
Special Run of Pairs (min 4 pairs / 8 cards)<br />
<br />
A Queen CANNOT be used in a Run<br />
<br />
The first player can play any type they wish<br />
<br />
The remaining players either follow or pass, this continues until someone passes or someone empties their hand<br />
<br />
If you Follow with an Ordinary, it must be the same type of Ordinary, it must be the same Length of Ordinary, it must be equal or higher rank<br />
<br />
If you Follow with a Special, the previous play MUST contain a Queen, otherwise you have to Follow with Ordinary. In addition, a Special may follow a Special if either it contains more cards OR the same quantity but a higher rank<br />
<br />
<br />
===Round End===<br />
<br />
If the round ends with someone passing, the player just before them can either take the faceup card set aside at the start or a blind deck card, after which the passing player has to take the card from the other option<br />
<br />
If the round ends with someone emptying their hand, they score 1 point<br />
<br />
If Game End isn't triggered, start a new round<br />
<br />
<br />
===Game End==<br />
<br />
The game ends as soon as a player scores 3 points</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcrisps&diff=20382Gamehelpcrisps2024-03-10T12:15:51Z<p>Hulb: Created page with "===Overview=== X ===Start of Round=== The player with the lowest score starts the round If tied, the player who went first least recently starts ===Card Deal=== Each player then receives 12 cards 4 Cards are removed from the round blind ===Turn=== There are 4 ordinary and 2 special sets/runs Ordinary Single Ordinary Pair Ordinary Run of Singles (min 3) Ordinary Run of Pairs (min 2 pairs / 4 cards) Special Run of Pairs (min 3 pairs / 6 cards) Special Run of..."</p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Start of Round===<br />
<br />
The player with the lowest score starts the round<br />
<br />
If tied, the player who went first least recently starts<br />
<br />
<br />
===Card Deal===<br />
<br />
Each player then receives 12 cards<br />
<br />
4 Cards are removed from the round blind<br />
<br />
<br />
===Turn===<br />
<br />
There are 4 ordinary and 2 special sets/runs<br />
<br />
Ordinary Single<br />
Ordinary Pair<br />
Ordinary Run of Singles (min 3)<br />
Ordinary Run of Pairs (min 2 pairs / 4 cards)<br />
<br />
Special Run of Pairs (min 3 pairs / 6 cards)<br />
Special Run of Pairs (min 4 pairs / 8 cards)<br />
<br />
A Queen CANNOT be used in a Run<br />
<br />
The first player can play any type they wish<br />
<br />
The remaining players either follow or pass, this continues until someone passes or someone empties their hand<br />
<br />
If you Follow with an Ordinary, it must be the same type of Ordinary, it must be the same Length of Ordinary, it must be equal or higher rank<br />
<br />
If you Follow with a Special, the previous play MUST contain a Queen, otherwise you have to Follow with Ordinary. In addition, a Special may follow a Special if either it contains more cards OR the same quantity but a higher rank</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpaltered&diff=20380Gamehelpaltered2024-03-09T15:45:49Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
Be the first to make your Hero and Companion meet on the same space<br />
<br />
<br />
===Setup===<br />
<br />
As part of setup, you need to choose 3 cards from your hand to turn into mana, these cards won't be available to play as normal and you will never get them back<br />
<br />
<br />
===Day===<br />
<br />
A Round (called a Day) is split into several phases<br />
<br />
Morning<br />
<br />
Noon<br />
<br />
Afternoon<br />
<br />
Dusk<br />
<br />
Night<br />
<br />
<br />
===Morning===<br />
<br />
First Player changes<br />
<br />
Exhausted Mana and cards are readied<br />
<br />
Draw 2 new cards<br />
<br />
Decide if you want to turn a card into Mana (This will never return to normal)<br />
<br />
<br />
===Noon===<br />
<br />
Any At Noon Effects can trigger now<br />
<br />
<br />
===Afternoon===<br />
<br />
Each player alternates playing a card as well as taking any Quick Actions before playing a card<br />
<br />
You can take as many Quick Actions as you like and are able to<br />
<br />
The two Quick Actions are Exhaust a card to trigger its effect, and Discard a Reserve card to trigger its effect<br />
<br />
To play a card, you have to exhaust a number of Mana equal to its cost, this cost depends on whether you are playing it from your hand (top left) or reserve (lower left), but sometimes these costs will be the same<br />
<br />
As well as cost, a cards function may change depending on where it is played from, a card with an arrow triggers its effect regardless, a card with a hand only triggers when played from hand, and a card with cards only triggers when played from the Reserve<br />
<br />
If played from Reserve, place a Fleeting marker on it to show if an effect would send it to the Reserve again, it is instead discarded<br />
<br />
If the card played is a Spell, it is immediately resolved, then sent to the reserve where you can carry out its effects again at a later point<br />
<br />
As an alternative to playing a card, you may Pass, you can still take Quick Actions before doing so, and then you take no more part in the Afternoon<br />
<br />
<br />
===Dusk===<br />
<br />
Each expedition sees if it is allowed to progress<br />
<br />
There are three region types (green, red, blue), check what type(s) are present in the expeditions current region (sometimes all will be present)<br />
<br />
For the active regions, add up the values of the characters on the expedition for each region<br />
<br />
If at least one region type is higher than your opponents, you can progress e.g. if you have 4 red, 3 blue and your opponent had 2 red, 6 blue, you can progress as you have one region type with a majority, red in this case<br />
<br />
Each expedition only has the chance to progress one step, even if more were possible<br />
<br />
If an expedition moves on to a facedown card, flip it faceup<br />
<br />
Remember, you are comparing Hero with Hero and Companion with Companion, regardless of where they are situated<br />
<br />
<br />
===Night===<br />
<br />
All Expedition Characters go to the reserve (except if they have a Fleeting marker)<br />
<br />
If you have 3+ Reserve cards, you must discard down to 2<br />
<br />
If you have 3+ Landmarks, you must discard down to 2<br />
<br />
Then start a new Day with Morning<br />
<br />
<br />
===Game End===<br />
<br />
The game ends as soon as one player has their Hero and Companion meet on the same spot, they win!<br />
<br />
If this happens at the same time, then if a player moved both markers when they other only moved one, the player who moved both Hero and Companion in that final round wins!<br />
<br />
If still tied, play an Arena Tiebreaker, which is on the reverse of the board<br />
<br />
The Arena plays almost like a normal Day with all its phases<br />
<br />
Any cards that cause movement, forwards or backwards, do nothing in the Arena<br />
<br />
The player with the highest conglomerated score of all region types in BOTH expeditions, wins!</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpaltered&diff=20379Gamehelpaltered2024-03-09T15:40:20Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Setup===<br />
<br />
As part of setup, you need to choose 3 cards from your hand to turn into mana, these cards won't be available to play as normal and you will never get them back<br />
<br />
<br />
===Day===<br />
<br />
A Round (called a Day) is split into several phases<br />
<br />
Morning<br />
<br />
Noon<br />
<br />
Afternoon<br />
<br />
Dusk<br />
<br />
Night<br />
<br />
<br />
===Morning===<br />
<br />
First Player changes<br />
<br />
Exhausted Mana and cards are readied<br />
<br />
Draw 2 new cards<br />
<br />
Decide if you want to turn a card into Mana (This will never return to normal)<br />
<br />
<br />
===Noon===<br />
<br />
Any At Noon Effects can trigger now<br />
<br />
<br />
===Afternoon===<br />
<br />
Each player alternates playing a card as well as taking any Quick Actions before playing a card<br />
<br />
You can take as many Quick Actions as you like and are able to<br />
<br />
The two Quick Actions are Exhaust a card to trigger its effect, and Discard a Reserve card to trigger its effect<br />
<br />
To play a card, you have to exhaust a number of Mana equal to its cost, this cost depends on whether you are playing it from your hand (top left) or reserve (lower left), but sometimes these costs will be the same<br />
<br />
As well as cost, a cards function may change depending on where it is played from, a card with an arrow triggers its effect regardless, a card with a hand only triggers when played from hand, and a card with cards only triggers when played from the Reserve<br />
<br />
If played from Reserve, place a Fleeting marker on it to show if an effect would send it to the Reserve again, it is instead discarded<br />
<br />
If the card played is a Spell, it is immediately resolved, then sent to the reserve where you can carry out its effects again at a later point<br />
<br />
As an alternative to playing a card, you may Pass, you can still take Quick Actions before doing so, and then you take no more part in the Afternoon<br />
<br />
<br />
===Dusk===<br />
<br />
Each expedition sees if it is allowed to progress<br />
<br />
There are three region types (green, red, blue), check what type(s) are present in the expeditions current region (sometimes all will be present)<br />
<br />
For the active regions, add up the values of the characters on the expedition for each region<br />
<br />
If at least one region type is higher than your opponents, you can progress e.g. if you have 4 red, 3 blue and your opponent had 2 red, 6 blue, you can progress as you have one region type with a majority, red in this case<br />
<br />
Each expedition only has the chance to progress one step, even if more were possible<br />
<br />
If an expedition moves on to a facedown card, flip it faceup<br />
<br />
Remember, you are comparing Hero with Hero and Companion with Companion, regardless of where they are situated<br />
<br />
<br />
===Night===<br />
<br />
All Expedition Characters go to the reserve (except if they have a Fleeting marker)<br />
<br />
If you have 3+ Reserve cards, you must discard down to 2<br />
<br />
If you have 3+ Landmarks, you must discard down to 2<br />
<br />
Then start a new Day with Morning</div>Hulbhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpaltered&diff=20378Gamehelpaltered2024-03-09T15:31:26Z<p>Hulb: </p>
<hr />
<div>===Overview===<br />
<br />
X<br />
<br />
<br />
===Setup===<br />
<br />
As part of setup, you need to choose 3 cards from your hand to turn into mana, these cards won't be available to play as normal and you will never get them back<br />
<br />
<br />
===Day===<br />
<br />
A Round (called a Day) is split into several phases<br />
<br />
Morning<br />
<br />
Noon<br />
<br />
Afternoon<br />
<br />
Dusk<br />
<br />
Night<br />
<br />
<br />
===Morning===<br />
<br />
First Player changes<br />
<br />
Exhausted Mana and cards are readied<br />
<br />
Draw 2 new cards<br />
<br />
Decide if you want to turn a card into Mana (This will never return to normal)<br />
<br />
<br />
===Noon===<br />
<br />
Any At Noon Effects can trigger now<br />
<br />
<br />
===Afternoon===<br />
<br />
Each player alternates playing a card as well as taking any Quick Actions before playing a card<br />
<br />
You can take as many Quick Actions as you like and are able to<br />
<br />
The two Quick Actions are Exhaust a card to trigger its effect, and Discard a Reserve card to trigger its effect<br />
<br />
To play a card, you have to exhaust a number of Mana equal to its cost, this cost depends on whether you are playing it from your hand (top left) or reserve (lower left), but sometimes these costs will be the same<br />
<br />
As well as cost, a cards function may change depending on where it is played from, a card with an arrow triggers its effect regardless, a card with a hand only triggers when played from hand, and a card with cards only triggers when played from the Reserve<br />
<br />
If played from Reserve, place a Fleeting marker on it to show if an effect would send it to the Reserve again, it is instead discarded<br />
<br />
If the card played is a Spell, it is immediately resolved, then sent to the reserve where you can carry out its effects again at a later point<br />
<br />
As an alternative to playing a card, you may Pass, you can still take Quick Actions before doing so, and then you take no more part in the Afternoon</div>Hulb