https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Miniskirt&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T05:24:00ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&diff=12832Gamehelptrektwelve2022-04-21T00:15:34Z<p>Miniskirt: Everyone wants to know what a Rope Path is; now they do.</p>
<hr />
<div>==Gameplay==<br />
<br />
Two dice are rolled each turn. (Red die: 1-6, Yellow die: 0-5)<br />
<br />
Each player may choose a number to take from those dice, being either the '''lower value''', the '''higher''', the '''total''' of the two dice, the '''difference''' between them, or their '''multiplied product'''.<br />
<br />
They write that number in any circle on their sheet, and tick off that option. (Once you've ticked all four boxes for an option, you can't take it any more.)<br />
<br />
Regular circles can take any number from 0-13. Black-outlined circles are ''dangerous terrain'' and can only take numbers from 0-6. If you're forced to place a number that's too high, a ☹️ must be drawn there instead.<br />
<br />
After the first turn, numbers must be written adjacent to existing numbers.<br />
<br />
At the end of the game, each numbered circle which does not form part of a line or zone gets a ☹️.<br />
<br />
==Scoring==<br />
<br />
* Every '''line''' of ascending, connected, ''consecutive'' numbers = the highest number in the line, plus 1 point per other number in the line<br />
* Every '''zone''' of 2+ connected, identical numbers = the number from any of its circles, plus 1 point per other circle in the zone<br />
* '''Bonuses''' for both longest line and largest zone = 1 point for 3, 3 points for 4, 6 points for 5, etc.<br />
* '''Malus''' = -3 points for each ☹️ on your mountain<br />
<br />
==Extra rules==<br />
Extra rules for Jampa from Trek 12 +1:<br />
<br />
*You '''must''' create a Fixed Line between circles already linked in that manner. There is no constraint when you fill in your first circle.<br />
When you fill in the second circle, it '''must''' form a Fixed Line with the first. Otherwise, the circle is considered orphaned and you draw an orphan in the circle.<br />
<br />
Extra rules for Christmas :<br />
<br />
*Each chain represents a garland. The bonuses of each garland are noted above each Rope Trail and depend on the number of '''different''' colored balls in the Rope Trail. The more balls of different colors in your garlands, the more points you will score!<br />
*Zones represent gifts. Each Zone gives a bonus '''only''' if that zone has '''no''' balls. The bonus is then equal to the value of the Zone in question and is noted in the line below.<br />
*Finally, it's Christmas! So no orphans: each orphan space gives a 5 point penalty.<br />
*The player or players (if simultaneous) who are the first to fill in the box just below the star get a 10 point bonus.<br />
<br />
Extra rules for Zen Trek :<br />
* You MUST start on one of the two sides in one of the three arrowed boxes.<br />
* Each mountain has its own table for choosing the outcome of the dice. You must necessarily fill in the boxes of a mountain with the table specific to that mountain (for example, it is forbidden to fill in a box of the white mountain using the table of the gray mountain). You can very well have passed from one side to the other without having fully completed one of the two, but you must respect the table of corresponding choices.<br />
* Under NO circumstances can the "water" boxes be part of a rope path. A "rope path" or "rope trail" is one consisting of linked consecutive numbers. Rope Path Example: 2-3-4-5 (not same numbers as 3-3-3-3).<br />
<br />
==Retail version==<br />
[[File:Versions.png|link=https://lumberjacks-studio.com/en/project/trek-12_en/]]</div>Miniskirthttps://en.doc.boardgamearena.com/index.php?title=Gamehelpresarcana&diff=12109Gamehelpresarcana2022-02-28T05:10:47Z<p>Miniskirt: /* Phase 1: Collect */ Trying to fix formatting, sentence falling off right side of page.</p>
<hr />
<div>==Overview==<br />
* Players build powerful artifacts and locations and race to 10 points.<br />
* Use your own mage and 8-card artifact deck throughout the game, producing various essence and spending them to build your own artifacts or to claim Places of Power.<br />
* There are 5 types of essence: Calm (blue droplet), Elan (red flame), Life (green shape), Death (black skull), Gold (gold nugget).<br />
<br />
==Setup==<br />
* The supply has 8 magic items and 5 types of essence. During the game, magic items are claimed for a round and then returned.<br />
* Put the 5 Places of Power, the shuffled monument deck, and 2 face-up monuments in the center. During the game, these can be claimed by any player.<br />
<br />
<br />
* Each player gets 1 of each type of essence, 2 mages, and a deck of 8 artifacts. <br />
* Draw 3 artifacts as your starting hand, inspect your overall artifact deck, and select 1 mage for the game.<br />
* In counter-clockwise order, each player chooses 1 magic item for the first round, starting from the player to the right of the first player.<br />
<br />
==Gameplay==<br />
Each game usually consists of 4-6 rounds. Each round has 3 phases:<br />
<br />
===Phase 1: Collect===<br />
* Each player activates their collect abilities (hand icon), which gives them new essences to use on their turn.<br />
:: If there is a number on the essence, take that number of essences; otherwise take 1.<br />
:: If multiple icons are separated by a +, take all of them.<br />
:: If multiple icons are separated by a /, choose 1 to take.<br />
:: If a pentagon is shown, choose any type of essence, subject to the restrictions. For example, some cards do not let you collect Gold.<br />
<br />
Some card abilities result in essence being stored on a card. You may take essences off some components (including places of power), but if you take any essence off a component, you must take all of them.<br />
<br />
* After collecting, pay the collect costs (if any) and resolve any effects caused.<br />
<br />
===Phase 2: Actions===<br />
* Starting with the first player, each player resolves one of 5 possible actions, until everyone has passed:<br />
*'''''Play an artifact:''''' place an artifact from your hand onto the table, paying its cost.<br />
*'''''Claim a monument/Place of Power:''''' place the card you claimed in front of you, paying its cost. You may claim the top monument on the deck.<br />
<br />
*'''''Discard an artifact:''''' discard an artifact from your hand into your discard pile, where it will be recycled into your draw pile at the end of the round. Then, gain 1 gold or any other 2 essences.<br />
*'''''Activate a power:''''' use a power on one of your components, paying the cost to the left of the triangle icon and resolving the effect on the right side.<br />
:: Each use of a card's power is a separate action. Reactions are used out of turn and are not actions.<br />
:: If a card is turned, its powers (except some reactions) cannot be used.<br />
<br />
<br />
:: You must pay all of the required cost to use a power.<br />
:: If there is an equal sign on the pentagon, you have to pay identical essences.<br />
<br />
<br />
:: If you have to place essences on a component, take them from the supply.<br />
:: If the effect produces a mix of essences, total the cost, modify by any modifiers, and take any mix of essences from the supply.<br />
<br />
<br />
:: If you need to choose any opponent, you can choose an opponent who has passed.<br />
:: Life loss is only inflicted on opponents that haven't passed. If an opponent cannot pay the loss, lose any other 2 essences instead. If an opponent has no essence, nothing happens.<br />
:: Reactions are used on another player's turn, when its activating conditions happen. It can be used if the card is turned, unless turning the card is needed to react.<br />
<br />
<br />
:: Discarding is from your hand, while destroying is from the playing field. Either way, the card is put into your discard pile. When destroying a card, put any essence on it back to the supply.<br />
:: If you have no cards in the deck when you need to draw a card, shuffle the discard pile to form a new deck.<br />
<br />
*'''''Pass:''''' if you are the first to pass, take the starting player token. Then, swap your magic item for another in the supply and draw 1 card. You need to wait for the other players to finish before you can continue with the new round.<br />
:: Once you pass, you cannot do any actions or be affected by life loss, but can still be affected by rivals' other powers (such as destroying cards).<br />
<br />
===Phase 3: Victory===<br />
* After all players have passed, check if anyone has 10 or more points.<br />
* If nobody has 10 or more points, straighten all components and begin the next round.<br />
<br />
<br />
* If at least 1 player has 10 or more points, the game ends and the player with the most points wins.<br />
:: If several players are tied, count the number of remaining essences, with gold counted as double. The player with the most essences wins.<br />
:: If any players are still tied, they share the victory.<br />
<br />
<br />
==Variants==<br />
===First Game===<br />
* Use the beginner sides of the places of power.<br />
* Give each player a pre-set 3-card hand, with 5 random artifacts in the deck and the matching mage.<br />
<br />
===Draft===<br />
* Instead of drawing 8 artifacts, deal 4 artifacts to each player. <br />
* Each player keeps 1 and passes the rest clockwise. Repeat 4 times. <br />
* Each player draws 4 artifacts again and repeats the passing process 4 times.<br />
* These 8 artifacts become your deck. Shuffle and draw 3 for your starting hand.<br />
<br />
<br />
<br />
==Lux and Tenebrae Expansion #1==<br />
<br />
Lux and Tenebrae expands Res Arcana to 5 players, adds a new artifact type -Demons- and introduces Scrolls: Special one use powers that can be gained one round and saved for future rounds. New mages, magic items, monuments, places of power and artifacts further expand the game.<br />
<br />
==Setup==<br />
Components are combined with the base game components.<br />
Res Arcana now supports 2-5 players, with the number of Places of Power and monuments varying with the number of players. All magic items are always available.<br />
* 2 players: 7 Monuments, 4 Places of Power<br />
* 3 players: 10 Monuments, 5 Places of Power<br />
* 4 players: 12 Monuments, 6 Places of Power<br />
* 5 players: 14 Monuments, 7 Places of Power<br />
<br />
==Play==<br />
Play proceeds normally except for some added abilities:<br />
* '''''Scrolls:''''' Scrolls are claimed from the centre using the magic item Inscription's power. Once claimed, a scroll can be saved until its owner decides to use it (via the "use a power" action or as a Shield's reaction power).<br />
After using a scroll's power, it is returned to the center (where it can be claimed again by Inscription).<br />
*'''''Retrieve:''''' The Revivify scroll and the Demonologist's first power allow a player to retrieve any one card from their discard pile, placing it in their hand. If a player has no discarded cards, these powers produce no effect.<br />
<br />
==Mages==<br />
*'''''Bard:''''' Discarding an artifact with multiple types (Sea Serpant, Hound of Death) produces only 2, not 4 gold (as the types listed are separated by "/", so only one type can be applied).<br />
<br />
==Artifacts==<br />
*'''''Infernal Engine:''''' It's first power can be used to effectively "hide" some essences from life loss (by removing them from your essence pool). Its second power can be used to shift all essences from one of your components (e.g. itself or the Windup Man or Vault) to your essence pool during the action step of a round.<br />
*'''''Possessed Demon Slayer:''''' When using its first power, it does not matter if the rival's Demons are turned or straightened; they all count.<br />
*'''''Shadowy Figure:''''' Before using its first power, if your deck and discard pile together consist of a single card, then draw 1 and discard 0 cards.<br />
*'''''Vial of Light:''''' It's React power applies whether or not the Vial is turned.<br />
<br />
==Magic Items==<br />
*'''''Illusion:''''' Both of this item's powers are React powers, allowing it to be used with one of your powers. This item acts for that round as though it was a Creature, Demon or Dragon. However it is not considered a Creature, Demon or Dragon itself. Therefor it cannot be straightened using the Druid's or Temple of the Abyss's powers.<br />
<br />
==Scrolls==<br />
*'''''Projection:''''' A player may spend any number of one essence at a rate of 3:1 (round down) for Gold (e.g. spend 15 Calm to gain 5 gold).<br />
<br />
==Places of Power==<br />
The last powers of the Dragon Aerie and the Temple of the Abyss do not involve turning those Places of Power, allowing them to potentially be used several times during a round.<br />
*'''''Temple of the Abyss:''''' the first power straightens all turned demons in play (yours and other players' demons).</div>Miniskirthttps://en.doc.boardgamearena.com/index.php?title=Gamehelpresarcana&diff=12108Gamehelpresarcana2022-02-28T05:08:17Z<p>Miniskirt: Try to fix a sentence which runs off the right side of page! Formatting fix only.</p>
<hr />
<div>==Overview==<br />
* Players build powerful artifacts and locations and race to 10 points.<br />
* Use your own mage and 8-card artifact deck throughout the game, producing various essence and spending them to build your own artifacts or to claim Places of Power.<br />
* There are 5 types of essence: Calm (blue droplet), Elan (red flame), Life (green shape), Death (black skull), Gold (gold nugget).<br />
<br />
==Setup==<br />
* The supply has 8 magic items and 5 types of essence. During the game, magic items are claimed for a round and then returned.<br />
* Put the 5 Places of Power, the shuffled monument deck, and 2 face-up monuments in the center. During the game, these can be claimed by any player.<br />
<br />
<br />
* Each player gets 1 of each type of essence, 2 mages, and a deck of 8 artifacts. <br />
* Draw 3 artifacts as your starting hand, inspect your overall artifact deck, and select 1 mage for the game.<br />
* In counter-clockwise order, each player chooses 1 magic item for the first round, starting from the player to the right of the first player.<br />
<br />
==Gameplay==<br />
Each game usually consists of 4-6 rounds. Each round has 3 phases:<br />
<br />
===Phase 1: Collect===<br />
* Each player activates their collect abilities (hand icon), which gives them new essences to use on their turn.<br />
:: If there is a number on the essence, take that number of essences; otherwise take 1.<br />
:: If multiple icons are separated by a +, take all of them.<br />
:: If multiple icons are separated by a /, choose 1 to take.<br />
:: If a pentagon is shown, choose any type of essence, subject to the restrictions. For example, some cards do not let you collect Gold.<br />
<br />
* Some card abilities result in essence being stored on a card. You may take essences off some components (including places of power), but if you take any essence off a component, you must take all of them.<br />
* After collecting, pay the collect costs (if any) and resolve any effects caused.<br />
<br />
===Phase 2: Actions===<br />
* Starting with the first player, each player resolves one of 5 possible actions, until everyone has passed:<br />
*'''''Play an artifact:''''' place an artifact from your hand onto the table, paying its cost.<br />
*'''''Claim a monument/Place of Power:''''' place the card you claimed in front of you, paying its cost. You may claim the top monument on the deck.<br />
<br />
*'''''Discard an artifact:''''' discard an artifact from your hand into your discard pile, where it will be recycled into your draw pile at the end of the round. Then, gain 1 gold or any other 2 essences.<br />
*'''''Activate a power:''''' use a power on one of your components, paying the cost to the left of the triangle icon and resolving the effect on the right side.<br />
:: Each use of a card's power is a separate action. Reactions are used out of turn and are not actions.<br />
:: If a card is turned, its powers (except some reactions) cannot be used.<br />
<br />
<br />
:: You must pay all of the required cost to use a power.<br />
:: If there is an equal sign on the pentagon, you have to pay identical essences.<br />
<br />
<br />
:: If you have to place essences on a component, take them from the supply.<br />
:: If the effect produces a mix of essences, total the cost, modify by any modifiers, and take any mix of essences from the supply.<br />
<br />
<br />
:: If you need to choose any opponent, you can choose an opponent who has passed.<br />
:: Life loss is only inflicted on opponents that haven't passed. If an opponent cannot pay the loss, lose any other 2 essences instead. If an opponent has no essence, nothing happens.<br />
:: Reactions are used on another player's turn, when its activating conditions happen. It can be used if the card is turned, unless turning the card is needed to react.<br />
<br />
<br />
:: Discarding is from your hand, while destroying is from the playing field. Either way, the card is put into your discard pile. When destroying a card, put any essence on it back to the supply.<br />
:: If you have no cards in the deck when you need to draw a card, shuffle the discard pile to form a new deck.<br />
<br />
*'''''Pass:''''' if you are the first to pass, take the starting player token. Then, swap your magic item for another in the supply and draw 1 card. You need to wait for the other players to finish before you can continue with the new round.<br />
:: Once you pass, you cannot do any actions or be affected by life loss, but can still be affected by rivals' other powers (such as destroying cards).<br />
<br />
===Phase 3: Victory===<br />
* After all players have passed, check if anyone has 10 or more points.<br />
* If nobody has 10 or more points, straighten all components and begin the next round.<br />
<br />
<br />
* If at least 1 player has 10 or more points, the game ends and the player with the most points wins.<br />
:: If several players are tied, count the number of remaining essences, with gold counted as double. The player with the most essences wins.<br />
:: If any players are still tied, they share the victory.<br />
<br />
<br />
==Variants==<br />
===First Game===<br />
* Use the beginner sides of the places of power.<br />
* Give each player a pre-set 3-card hand, with 5 random artifacts in the deck and the matching mage.<br />
<br />
===Draft===<br />
* Instead of drawing 8 artifacts, deal 4 artifacts to each player. <br />
* Each player keeps 1 and passes the rest clockwise. Repeat 4 times. <br />
* Each player draws 4 artifacts again and repeats the passing process 4 times.<br />
* These 8 artifacts become your deck. Shuffle and draw 3 for your starting hand.<br />
<br />
<br />
<br />
==Lux and Tenebrae Expansion #1==<br />
<br />
Lux and Tenebrae expands Res Arcana to 5 players, adds a new artifact type -Demons- and introduces Scrolls: Special one use powers that can be gained one round and saved for future rounds. New mages, magic items, monuments, places of power and artifacts further expand the game.<br />
<br />
==Setup==<br />
Components are combined with the base game components.<br />
Res Arcana now supports 2-5 players, with the number of Places of Power and monuments varying with the number of players. All magic items are always available.<br />
* 2 players: 7 Monuments, 4 Places of Power<br />
* 3 players: 10 Monuments, 5 Places of Power<br />
* 4 players: 12 Monuments, 6 Places of Power<br />
* 5 players: 14 Monuments, 7 Places of Power<br />
<br />
==Play==<br />
Play proceeds normally except for some added abilities:<br />
* '''''Scrolls:''''' Scrolls are claimed from the centre using the magic item Inscription's power. Once claimed, a scroll can be saved until its owner decides to use it (via the "use a power" action or as a Shield's reaction power).<br />
After using a scroll's power, it is returned to the center (where it can be claimed again by Inscription).<br />
*'''''Retrieve:''''' The Revivify scroll and the Demonologist's first power allow a player to retrieve any one card from their discard pile, placing it in their hand. If a player has no discarded cards, these powers produce no effect.<br />
<br />
==Mages==<br />
*'''''Bard:''''' Discarding an artifact with multiple types (Sea Serpant, Hound of Death) produces only 2, not 4 gold (as the types listed are separated by "/", so only one type can be applied).<br />
<br />
==Artifacts==<br />
*'''''Infernal Engine:''''' It's first power can be used to effectively "hide" some essences from life loss (by removing them from your essence pool). Its second power can be used to shift all essences from one of your components (e.g. itself or the Windup Man or Vault) to your essence pool during the action step of a round.<br />
*'''''Possessed Demon Slayer:''''' When using its first power, it does not matter if the rival's Demons are turned or straightened; they all count.<br />
*'''''Shadowy Figure:''''' Before using its first power, if your deck and discard pile together consist of a single card, then draw 1 and discard 0 cards.<br />
*'''''Vial of Light:''''' It's React power applies whether or not the Vial is turned.<br />
<br />
==Magic Items==<br />
*'''''Illusion:''''' Both of this item's powers are React powers, allowing it to be used with one of your powers. This item acts for that round as though it was a Creature, Demon or Dragon. However it is not considered a Creature, Demon or Dragon itself. Therefor it cannot be straightened using the Druid's or Temple of the Abyss's powers.<br />
<br />
==Scrolls==<br />
*'''''Projection:''''' A player may spend any number of one essence at a rate of 3:1 (round down) for Gold (e.g. spend 15 Calm to gain 5 gold).<br />
<br />
==Places of Power==<br />
The last powers of the Dragon Aerie and the Temple of the Abyss do not involve turning those Places of Power, allowing them to potentially be used several times during a round.<br />
*'''''Temple of the Abyss:''''' the first power straightens all turned demons in play (yours and other players' demons).</div>Miniskirthttps://en.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&diff=11894Gamehelprollforthegalaxy2022-02-15T00:33:42Z<p>Miniskirt: Fixed typo: changed 'you' to 'your'</p>
<hr />
<div>== Basics ==<br />
Your dice are citizens or workers, depending on where they are.<br />
When in the Citizenry (the square area with the stick-figure), they are citizens. <br />
They become "workers" when placed in the "cup", the cup-like area to the left of the citizens reserve.<br />
As workers, you will be able to make them do stuff.<br />
<br />
They come in various colors, white being the basic one.<br />
Each has various faces, which corresponds to actions. Their color is also important.<br />
The dice will also be used to represent production.<br />
<br />
Warning: the BGA version is coded to play fast. It will do a lot of actions automatically when they do not require choices. So you might be surprised the first times...<br />
<br />
== The 5 phases ==<br />
<br />
The black strip at the top represents the 5 phases, each being an action.<br />
Each player will (secretly) choose and activate ONE phase. The other phases will not be played (except with 2PL, where a third will be randomly determined). So with 3PL, only three phases will be played.<br />
<br />
You start by rolling all your *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.<br />
To activate a phase, click on a die and on the phase. That die will be placed on that phase. The action on the die does NOT have to match!<br />
<br />
Note: everyone has a free Dictate ability. First, choose your phase. Then click on a die you don't need, and click Dictate. This will allow you to move any one other die to any column (presumably the one you activated...)<br />
Dice with a wild face (*) can be reassigned freely.<br />
<br />
== Perform actions ==<br />
<br />
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase's action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.<br />
<br />
{| cellpadding=5 |<br />
|-<br />
| '''Face/Phase'''<br />
| '''Action'''<br />
| '''Description'''<br />
| '''Notes'''<br />
|-<br />
|Explore<br />
|Scout<br />
|Discard 0 or more tiles, then draw that many plus 1.<br />
|Repeated for each die spent.<br />
|-<br />
|<br />
|Stock<br />
|Get 2 Money <br />
|(max 10 money)<br />
|-<br />
|Develop<br />
|Develop<br />
|Add a die to a development. Automatically built if it has enough dice during develop.<br />
|(Possibly several developments per round.)<br />
|-<br />
|Settle<br />
|Settle<br />
|Add a die to a world. Automatically built if it has enough dice during settle.<br />
|(Possibly several world per round.)<br />
|-<br />
|Produce<br />
|Produce<br />
|Add a die to a settled, non-gray world.<br />
|Maximum of 1 die on each world. See "Consume" for importance of color.<br />
|-<br />
|Ship<br />
|Trade<br />
|Remove another die on a settled world; gain money equal to the '''world color''' it is on.<br />
|Blue = 3, Brown = 4, Green = 5, Yellow = 6<br />
|-<br />
|<br />
|Consume<br />
|Remove another die on a settled world. Get 1 VP.<br />
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet's color.<br />
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet's color<br />
|}<br />
<br />
== End of turn: manage and recruit citizens ==<br />
<br />
All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die.<br />
This is the only use of your money, so you rarely need to keep money.<br />
If you spend all your money, you get 1 money at the end of the round.<br />
<br />
You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.<br />
<br />
<br />
== Game setup ==<br />
<br />
Each player receives a random double tile with a special ability, and a random starter tile next to it.<br />
Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which. <br />
<br />
You also start with 5 white dice.<br />
<br />
== Game end ==<br />
When anyone has 12 tiles built, or if all VP chips are used up.<br />
<br />
== Watch out! ==<br />
<br />
If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.<br />
<br />
== Die Side Summary ==<br />
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]<br />
<br />
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]<br />
<br />
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]<br />
<br />
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]<br />
<br />
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]<br />
<br />
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]<br />
<br />
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]<br />
<br />
== Strategy Tips ==<br />
[[Tips_rollforthegalaxy | Strategy Tips]]</div>Miniskirthttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&diff=11411Gamehelpsevenwondersarchitects2022-01-11T01:53:57Z<p>Miniskirt: changed 'our' to 'your'</p>
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<div>Overview: <br />
The game plays over several turns. On your turn, choose one card from the deck to your left, the deck to your right, or the middle deck. The cards represent resources, science symbols, victory points, or shields. The game ends as soon as one Wonder is entirely constructed. The person with the most victory points at the end of the game is the winner.<br />
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Cards:<br />
Resource cards are either gray or yellow. Grey cards represent the resources to construct each level of your Wonder. Yellow cards represent coins that serve as wild cards to replace any resource you need. <br />
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Science symbol cards are green. There are 3 different symbols available. If you collect 2 identical symbols or 1 of each symbol, you can take a progress token. <br />
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Victory point cards are blue. Each card is worth 3 victory points or 2 victory points and the cat pawn. Having the cat pawn allows you to see the top card of the middle deck at the start of your turn. <br />
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Shield cards are red. Each card contains a shield and either 0, 1, or 2 horns. Collecting shield cards with horns trigger conflict tokens and once all conflict tokens are triggered a battle commences. You gain 3 victory points if you have more shields than each of your opponents, 0 victory points if they are equal. Discard all shield cards with horns after the battle. For 2 player games battles see the rulebook.<br />
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Special Effects:<br />
Each Wonder and progress token has special effects. See the rulebook for a detailed description and image of each. <br />
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End of Game:<br />
The game ends as soon as one Wonder is constructed and the winner is the player with the most victory points. Victory points are gained through each constructed level of your Wonder, the cat pawn, blue cards, military victory tokens, and progress tokens. If there is a tie, the winner is the player who has the most levels of their Wonder constructed.</div>Miniskirt