https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Jmaydet&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T11:51:24ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelpquantum&diff=1390Gamehelpquantum2015-03-07T22:44:31Z<p>Jmaydet: </p>
<hr />
<div>Ship Abilities:<br />
<br />
Each type of ship has a unique special ability that can be used once per turn.<br />
* An individual ship die can only use ONE ability per turn, even if it changes number.<br />
* Using a ship ability does not count as an action (although maneuver and transport are used during a move action).<br />
* Ship abilities can only be used on your turn, and only by ships on the map. (Ships in the scrapyard and expansion ships can’t use abilities.)<br />
* You cannot change a ship number in the middle of moving that ship - for example, immediately before rolling for combat.<br />
<br />
'''1''' (Battlestation) STRIKE: attack space next to the battlestation<br />
<br />
Strike gives you a single free move/attack of 1 space that must include an attack. It is possible to move/attack normally and also use strike for a second attack on the same turn.<br />
<br />
'''2''' (Flagship) TRANSPORT: carry ship as you move<br />
<br />
Place one of your ships that is in any surrounding space on top of the flagship. Then use the flagship’s move action to move the flagship 1 or 2 spaces. Finally, place the transported ship in any empty surrounding space. A flagship cannot attack if it transports, but a transported ship CAN move and attack normally after it is dropped off.<br />
<br />
'''3''' (Destroyer) WARP: swap places with one of your ships on the map<br />
<br />
Warp does not count as the destroyer’s move<br />
<br />
'''4''' (Frigate) MODIFY: change to a 3 or 5<br />
<br />
After you modify, you can’t use the ship’s new ability this turn, since modify was the ship’s ability use for the turn<br />
<br />
'''5''' (Interceptor) MANEUVER: travel diagonally<br />
<br />
Activating maneuver during your move action lets you go to any surrounding space as you move. This means you can travel diagonally as part or all of your movement. You CAN attack diagonally. <br />
<br />
'''6''' (Scout) FREE RECONFIGURE: re-roll the ship<br />
<br />
If you roll a 6, roll again until you get a new number.</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelpquantum&diff=1389Gamehelpquantum2015-03-07T22:43:15Z<p>Jmaydet: Created page with "Ship Abilities: Each type of ship has a unique special ability that can be used once per turn. * An individual ship die can only use ONE ability per turn, even if it changes ..."</p>
<hr />
<div>Ship Abilities:<br />
<br />
Each type of ship has a unique special ability that can be used once per turn.<br />
* An individual ship die can only use ONE ability per turn, even if it changes number.<br />
* Using a ship ability does not count as an action (although maneuver and transport are used during a move action).<br />
* Ship abilities can only be used on your turn, and only by ships on the map. (Ships in the scrapyard and expansion ships can’t use abilities.)<br />
* You cannot change a ship number in the middle of moving that ship - for example, immediately before rolling for combat.<br />
<br />
1 (Battlestation) STRIKE: attack space next to the battlestation<br />
<br />
Strike gives you a single free move/attack of 1 space that must include an attack. It is possible to move/attack normally and also use strike for a second attack on the same turn.<br />
<br />
2 (Flagship) TRANSPORT: carry ship as you move<br />
<br />
Place one of your ships that is in any surrounding space on top of the flagship. Then use the flagship’s move action to move the flagship 1 or 2 spaces. Finally, place the transported ship in any empty surrounding space. A flagship cannot attack if it transports, but a transported ship CAN move and attack normally after it is dropped off.<br />
<br />
3 (Destroyer) WARP: swap places with one of your ships on the map<br />
<br />
Warp does not count as the destroyer’s move<br />
<br />
4 (Frigate) MODIFY: change to a 3 or 5<br />
<br />
After you modify, you can’t use the ship’s new ability this turn, since modify was the ship’s ability use for the turn<br />
<br />
5 (Interceptor) MANEUVER: travel diagonally<br />
<br />
Activating maneuver during your move action lets you go to any surrounding space as you move. This means you can travel diagonally as part or all of your movement. You CAN attack diagonally. <br />
<br />
6 (Scout) FREE RECONFIGURE: re-roll the ship<br />
<br />
If you roll a 6, roll again until you get a new number.</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1326Gamehelppolis2015-01-13T03:33:45Z<p>Jmaydet: /* Political Actions */</p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
# Create Hoplites: Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
# Create Galleys: Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
# Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
# Move Hoplites: Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
# Move Galleys: Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
# Besiege Polis: Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
* If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
* If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
# Collection: Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
# Trade: Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
* Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
* Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
# Move Proxenos: Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
# Redeem Proxenos: Pay 2 silver to opponent; place Proxenos in capital.<br />
# Instigate Civil War: Proxenos needed; action costs 2x Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
* not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
* matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
# not enough cards are left in the Combat Card deck.<br />
# one player retreats (and pays 1 Prestige to opponent).<br />
# one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
# Projects: all are completed, and award immediate Prestige.<br />
# Supply: player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
# Growth: increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
# Megalopolis: 1 Prestige awarded for every polis exceeding Base Population.<br />
# Storage: halve amount of oil, wine, and wheat in storage (rounded up)<br />
# Phoros: exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
# A player cannot supply enough wheat/Prestige to feed his capital.<br />
# A player does not have any Prestige left after “End of Round” phase.<br />
# The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
* total of Population Cubes in all poleis, plus<br />
* current Prestige, plus<br />
* ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1325Gamehelppolis2015-01-08T01:35:31Z<p>Jmaydet: /* Military Actions (cost 1 Prestige) */</p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
# Create Hoplites: Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
# Create Galleys: Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
# Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
# Move Hoplites: Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
# Move Galleys: Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
# Besiege Polis: Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
* If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
* If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
# Collection: Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
# Trade: Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
* Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
* Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
# Move Proxenos: Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
# Redeem Proxenos: Pay 2 silver to opponent; place Proxenos in capital.<br />
# Instigate Civil War: Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
* not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
* matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
# not enough cards are left in the Combat Card deck.<br />
# one player retreats (and pays 1 Prestige to opponent).<br />
# one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
# Projects: all are completed, and award immediate Prestige.<br />
# Supply: player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
# Growth: increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
# Megalopolis: 1 Prestige awarded for every polis exceeding Base Population.<br />
# Storage: halve amount of oil, wine, and wheat in storage (rounded up)<br />
# Phoros: exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
# A player cannot supply enough wheat/Prestige to feed his capital.<br />
# A player does not have any Prestige left after “End of Round” phase.<br />
# The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
* total of Population Cubes in all poleis, plus<br />
* current Prestige, plus<br />
* ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1324Gamehelppolis2015-01-08T01:34:25Z<p>Jmaydet: /* Military Actions (cost 1 Prestige) */</p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
# Create Hoplites: Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
# Create Galleys: Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
# Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
# Move Hoplites: Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
# Move Galleys: Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
# Besiege Polis: Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
** If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
** If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
# Collection: Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
# Trade: Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
* Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
* Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
# Move Proxenos: Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
# Redeem Proxenos: Pay 2 silver to opponent; place Proxenos in capital.<br />
# Instigate Civil War: Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
* not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
* matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
# not enough cards are left in the Combat Card deck.<br />
# one player retreats (and pays 1 Prestige to opponent).<br />
# one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
# Projects: all are completed, and award immediate Prestige.<br />
# Supply: player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
# Growth: increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
# Megalopolis: 1 Prestige awarded for every polis exceeding Base Population.<br />
# Storage: halve amount of oil, wine, and wheat in storage (rounded up)<br />
# Phoros: exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
# A player cannot supply enough wheat/Prestige to feed his capital.<br />
# A player does not have any Prestige left after “End of Round” phase.<br />
# The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
* total of Population Cubes in all poleis, plus<br />
* current Prestige, plus<br />
* ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1323Gamehelppolis2015-01-08T01:33:09Z<p>Jmaydet: </p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
# Create Hoplites: Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
# Create Galleys: Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
# Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
# Move Hoplites: Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
# Move Galleys: Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
# Besiege Polis: Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
* If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
* If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
# Collection: Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
# Trade: Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
* Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
* Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
# Move Proxenos: Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
# Redeem Proxenos: Pay 2 silver to opponent; place Proxenos in capital.<br />
# Instigate Civil War: Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
* not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
* matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
# not enough cards are left in the Combat Card deck.<br />
# one player retreats (and pays 1 Prestige to opponent).<br />
# one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
# Projects: all are completed, and award immediate Prestige.<br />
# Supply: player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
# Growth: increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
# Megalopolis: 1 Prestige awarded for every polis exceeding Base Population.<br />
# Storage: halve amount of oil, wine, and wheat in storage (rounded up)<br />
# Phoros: exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
# A player cannot supply enough wheat/Prestige to feed his capital.<br />
# A player does not have any Prestige left after “End of Round” phase.<br />
# The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
* total of Population Cubes in all poleis, plus<br />
* current Prestige, plus<br />
* ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1322Gamehelppolis2015-01-08T01:31:44Z<p>Jmaydet: </p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
# Create Hoplites: Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
# Create Galleys: Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
# Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
# Move Hoplites: Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
# Move Galleys: Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
# Besiege Polis: Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
## If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
## If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
# Collection: Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
# Trade: Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
## Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
## Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
# Move Proxenos: Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
# Redeem Proxenos: Pay 2 silver to opponent; place Proxenos in capital.<br />
# Instigate Civil War: Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
# not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
# matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
# not enough cards are left in the Combat Card deck.<br />
# one player retreats (and pays 1 Prestige to opponent).<br />
# one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
# Projects: all are completed, and award immediate Prestige.<br />
# Supply: player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
# Growth: increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
# Megalopolis: 1 Prestige awarded for every polis exceeding Base Population.<br />
# Storage: halve amount of oil, wine, and wheat in storage (rounded up)<br />
# Phoros: exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
# A player cannot supply enough wheat/Prestige to feed his capital.<br />
# A player does not have any Prestige left after “End of Round” phase.<br />
# The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
- total of Population Cubes in all poleis, plus<br />
- current Prestige, plus<br />
- ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1321Gamehelppolis2015-01-08T01:29:57Z<p>Jmaydet: </p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
# Create Hoplites: Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
# Create Galleys: Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
# Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
# Move Hoplites: Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
# Move Galleys: Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
# Besiege Polis: Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
## If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
## If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
# Collection: Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
9. Trade: Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
• Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
• Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
10. Move Proxenos: Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
11. Redeem Proxenos: Pay 2 silver to opponent; place Proxenos in capital.<br />
12. Instigate Civil War: Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
• not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
• matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
1. not enough cards are left in the Combat Card deck.<br />
2. one player retreats (and pays 1 Prestige to opponent).<br />
3. one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
1. Projects: all are completed, and award immediate Prestige.<br />
2. Supply: player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
3. Growth: increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
4. Megalopolis: 1 Prestige awarded for every polis exceeding Base Population.<br />
5. Storage: halve amount of oil, wine, and wheat in storage (rounded up)<br />
6. Phoros: exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
1. A player cannot supply enough wheat/Prestige to feed his capital.<br />
2. A player does not have any Prestige left after “End of Round” phase.<br />
3. The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
• total of Population Cubes in all poleis, plus<br />
• current Prestige, plus<br />
• ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1320Gamehelppolis2015-01-08T01:28:52Z<p>Jmaydet: /* Development Actions */</p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
# Create Hoplites: Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
# Create Galleys: Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
# Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
'''5. Move Hoplites:''' Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
'''6. Move Galleys:''' Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
'''7. Besiege Polis:''' Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
• If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
• If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
'''8. Collection:''' Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
'''9. Trade:''' Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
• Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
• Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
'''10. Move Proxenos:''' Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
'''11. Redeem Proxenos:''' Pay 2 silver to opponent; place Proxenos in capital.<br />
'''12. Instigate Civil War:''' Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
• not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
• matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
1. not enough cards are left in the Combat Card deck.<br />
2. one player retreats (and pays 1 Prestige to opponent).<br />
3. one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
'''1. Projects:''' all are completed, and award immediate Prestige.<br />
'''2. Supply:''' player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
'''3. Growth:''' increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
'''4. Megalopolis:''' 1 Prestige awarded for every polis exceeding Base Population.<br />
'''5. Storage:''' halve amount of oil, wine, and wheat in storage (rounded up)<br />
'''6. Phoros:''' exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
1. A player cannot supply enough wheat/Prestige to feed his capital.<br />
2. A player does not have any Prestige left after “End of Round” phase.<br />
3. The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
• total of Population Cubes in all poleis, plus<br />
• current Prestige, plus<br />
• ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1319Gamehelppolis2015-01-08T01:28:35Z<p>Jmaydet: /* Development Actions */</p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
'''# Create Hoplites:''' Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
'''# Create Galleys:''' Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
'''# Create Merchants:''' Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
'''5. Move Hoplites:''' Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
'''6. Move Galleys:''' Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
'''7. Besiege Polis:''' Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
• If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
• If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
'''8. Collection:''' Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
'''9. Trade:''' Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
• Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
• Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
'''10. Move Proxenos:''' Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
'''11. Redeem Proxenos:''' Pay 2 silver to opponent; place Proxenos in capital.<br />
'''12. Instigate Civil War:''' Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
• not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
• matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
1. not enough cards are left in the Combat Card deck.<br />
2. one player retreats (and pays 1 Prestige to opponent).<br />
3. one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
'''1. Projects:''' all are completed, and award immediate Prestige.<br />
'''2. Supply:''' player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
'''3. Growth:''' increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
'''4. Megalopolis:''' 1 Prestige awarded for every polis exceeding Base Population.<br />
'''5. Storage:''' halve amount of oil, wine, and wheat in storage (rounded up)<br />
'''6. Phoros:''' exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
1. A player cannot supply enough wheat/Prestige to feed his capital.<br />
2. A player does not have any Prestige left after “End of Round” phase.<br />
3. The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
• total of Population Cubes in all poleis, plus<br />
• current Prestige, plus<br />
• ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1318Gamehelppolis2015-01-08T01:27:34Z<p>Jmaydet: </p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
'''1. Create Hoplites:''' Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
'''2. Create Galleys:''' Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
'''3. Create Merchants:''' Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
'''5. Move Hoplites:''' Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
'''6. Move Galleys:''' Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
'''7. Besiege Polis:''' Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
• If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
• If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
'''8. Collection:''' Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
'''9. Trade:''' Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
• Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
• Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
'''10. Move Proxenos:''' Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
'''11. Redeem Proxenos:''' Pay 2 silver to opponent; place Proxenos in capital.<br />
'''12. Instigate Civil War:''' Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
• not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
• matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
1. not enough cards are left in the Combat Card deck.<br />
2. one player retreats (and pays 1 Prestige to opponent).<br />
3. one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
'''1. Projects:''' all are completed, and award immediate Prestige.<br />
'''2. Supply:''' player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
'''3. Growth:''' increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
'''4. Megalopolis:''' 1 Prestige awarded for every polis exceeding Base Population.<br />
'''5. Storage:''' halve amount of oil, wine, and wheat in storage (rounded up)<br />
'''6. Phoros:''' exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
1. A player cannot supply enough wheat/Prestige to feed his capital.<br />
2. A player does not have any Prestige left after “End of Round” phase.<br />
3. The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
• total of Population Cubes in all poleis, plus<br />
• current Prestige, plus<br />
• ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1317Gamehelppolis2015-01-08T01:26:22Z<p>Jmaydet: /* Political Actions */</p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
'''1. Create Hoplites:''' Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
'''2. Create Galleys:''' Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
'''3. Create Merchants:''' Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
'''5. Move Hoplites:''' Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
'''6. Move Galleys:''' Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
'''7. Besiege Polis:''' Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
• If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
• If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
'''8. Collection:''' Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
'''9. Trade:''' Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
• Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
• Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
'''10. Move Proxenos:''' Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
'''11. Redeem Proxenos:''' Pay 2 silver to opponent; place Proxenos in capital.<br />
'''12. Instigate Civil War:''' Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
• not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
• matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
1. not enough cards are left in the Combat Card deck.<br />
2. one player retreats (and pays 1 Prestige to opponent).<br />
3. one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
1. '''Projects:''' all are completed, and award immediate Prestige.<br />
2. '''Supply:''' player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
3. '''Growth:''' increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
4. '''Megalopolis:''' 1 Prestige awarded for every polis exceeding Base Population.<br />
5. '''Storage:''' halve amount of oil, wine, and wheat in storage (rounded up)<br />
6. '''Phoros:''' exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
1. A player cannot supply enough wheat/Prestige to feed his capital.<br />
2. A player does not have any Prestige left after “End of Round” phase.<br />
3. The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
• total of Population Cubes in all poleis, plus<br />
• current Prestige, plus<br />
• ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1316Gamehelppolis2015-01-08T01:25:27Z<p>Jmaydet: /* Military Actions (cost 1 Prestige) */</p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
'''1. Create Hoplites:''' Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
'''2. Create Galleys:''' Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
'''3. Create Merchants:''' Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
'''5. Move Hoplites:''' Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
'''6. Move Galleys:''' Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
'''7. Besiege Polis:''' Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
• If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
• If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
'''8. Collection:''' Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
9. '''Trade:''' Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
• Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
• Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
10. '''Move Proxenos:''' Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
11. '''Redeem Proxenos:''' Pay 2 silver to opponent; place Proxenos in capital.<br />
12. '''Instigate Civil War:''' Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
• not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
• matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
1. not enough cards are left in the Combat Card deck.<br />
2. one player retreats (and pays 1 Prestige to opponent).<br />
3. one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
1. '''Projects:''' all are completed, and award immediate Prestige.<br />
2. '''Supply:''' player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
3. '''Growth:''' increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
4. '''Megalopolis:''' 1 Prestige awarded for every polis exceeding Base Population.<br />
5. '''Storage:''' halve amount of oil, wine, and wheat in storage (rounded up)<br />
6. '''Phoros:''' exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
1. A player cannot supply enough wheat/Prestige to feed his capital.<br />
2. A player does not have any Prestige left after “End of Round” phase.<br />
3. The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
• total of Population Cubes in all poleis, plus<br />
• current Prestige, plus<br />
• ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1315Gamehelppolis2015-01-08T01:24:52Z<p>Jmaydet: /* Development Actions */</p>
<hr />
<div><br />
== Development Actions ==<br />
<br />
'''1. Create Hoplites:''' Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
'''2. Create Galleys:''' Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
'''3. Create Merchants:''' Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
5. '''Move Hoplites:''' Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
6. '''Move Galleys:''' Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
7. '''Besiege Polis:''' Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
• If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
• If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
8. '''Collection:''' Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
9. '''Trade:''' Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
• Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
• Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
10. '''Move Proxenos:''' Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
11. '''Redeem Proxenos:''' Pay 2 silver to opponent; place Proxenos in capital.<br />
12. '''Instigate Civil War:''' Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
• not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
• matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
1. not enough cards are left in the Combat Card deck.<br />
2. one player retreats (and pays 1 Prestige to opponent).<br />
3. one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
1. '''Projects:''' all are completed, and award immediate Prestige.<br />
2. '''Supply:''' player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
3. '''Growth:''' increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
4. '''Megalopolis:''' 1 Prestige awarded for every polis exceeding Base Population.<br />
5. '''Storage:''' halve amount of oil, wine, and wheat in storage (rounded up)<br />
6. '''Phoros:''' exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
1. A player cannot supply enough wheat/Prestige to feed his capital.<br />
2. A player does not have any Prestige left after “End of Round” phase.<br />
3. The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
• total of Population Cubes in all poleis, plus<br />
• current Prestige, plus<br />
• ”Prestige for Posterity” (on project tiles).</div>Jmaydethttps://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&diff=1314Gamehelppolis2015-01-08T01:22:42Z<p>Jmaydet: Created page with " == Development Actions == 1. '''Create Hoplites:''' Only in one polis per turn; pay 1 metal (or silver) per hoplite 2. '''Create Galleys:''' Only in one polis per turn; pay ..."</p>
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<div><br />
== Development Actions ==<br />
<br />
1. '''Create Hoplites:''' Only in one polis per turn; pay 1 metal (or silver) per hoplite<br />
2. '''Create Galleys:''' Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).<br />
3. '''Create Merchants:''' Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.<br />
<br />
== Military Actions (cost 1 Prestige) ==<br />
<br />
5. '''Move Hoplites:''' Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.<br />
6. '''Move Galleys:''' Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.<br />
7. '''Besiege Polis:''' Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:<br />
• If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).<br />
• If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.<br />
8. '''Collection:''' Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.<br />
<br />
== Political Actions ==<br />
<br />
9. '''Trade:''' Move one merchant via free trade route to Foreign Market and place it on available shipload:<br />
• Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).<br />
• Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).<br />
10. '''Move Proxenos:''' Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).<br />
11. '''Redeem Proxenos:''' Pay 2 silver to opponent; place Proxenos in capital.<br />
12. '''Instigate Civil War:''' Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).<br />
<br />
== Battle ==<br />
<br />
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:<br />
• not matching: defender loses 1 unit, attacker gains Prestige on card.<br />
• matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).<br />
<br />
The battle ends if:<br />
1. not enough cards are left in the Combat Card deck.<br />
2. one player retreats (and pays 1 Prestige to opponent).<br />
3. one player has less than 2 units left.<br />
<br />
== End of the Round ==<br />
<br />
1. '''Projects:''' all are completed, and award immediate Prestige.<br />
2. '''Supply:''' player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.<br />
3. '''Growth:''' increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.<br />
4. '''Megalopolis:''' 1 Prestige awarded for every polis exceeding Base Population.<br />
5. '''Storage:''' halve amount of oil, wine, and wheat in storage (rounded up)<br />
6. '''Phoros:''' exchange Prestige for silver (1:1). Optional.<br />
<br />
== Preparations for the next Round ==<br />
<br />
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.<br />
<br />
== End of Game Conditions ==<br />
<br />
1. A player cannot supply enough wheat/Prestige to feed his capital.<br />
2. A player does not have any Prestige left after “End of Round” phase.<br />
3. The fourth round (5β) has been finished.<br />
<br />
== Final Score ==<br />
<br />
• total of Population Cubes in all poleis, plus<br />
• current Prestige, plus<br />
• ”Prestige for Posterity” (on project tiles).</div>Jmaydet