https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Nccc&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T12:44:49ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=BGA_Undo_policy&diff=17899BGA Undo policy2023-08-25T23:09:25Z<p>Nccc: /* About Undo to avoid "misclick" */</p>
<hr />
<div><br />
Introducing "Undo" features in games can lead to bugs and/or bad interface design.<br />
<br />
Please read the following carefully before implementing an Undo feature for your game.<br />
<br />
<br />
= What you must NEVER do =<br />
<br />
<br />
When you are restoring a game situation A from a game situation B:<br />
<br />
* The Undo action must '''never change the active player'''. In other words, if player X clicks on "Undo", it must NOT make player Y active.<br />
* If several players did game actions between A and B, you must NEVER provide an undo. In other words, an "Undo" action must NEVER force another player to redo some moves.<br />
* No hidden (or private) information must have been revealed between A and B.<br />
* No random event with a visible effect must have been triggered between A and B. This includes cards shuffling, dice roll, elements picking, ...<br />
<br />
<br />
= When to propose to Undo? =<br />
<br />
As a rule of thumb, on BGA we advise you to not undo moves.<br />
<br />
Undo are painful for opponents, in real world and online. Some players may also use Undo to "test" situations while they should just think instead.<br />
<br />
In many cases, proposing an "Undo" means also adding an extra step, which is not good for the game interface.<br />
<br />
Undo may be useful in 2 main situations:<br />
* To allow players to take back a move following a "misclick" that may ruin their game.<br />
* To allow players to take back a very complex series of actions.<br />
<br />
== About Undo to avoid "misclick" ==<br />
<br />
In most cases, you don't need this: players must pay attention :)<br />
<br />
However, if several of the following cases correspond to your situation, you may consider adding an Undo for "misclicks":<br />
<br />
* If the '''zone to click is very small''', or close to other zones, misclicks may happened frequently. Note that if this only happens on mobile, you can propose the Undo to mobile users only.<br />
* If '''there is already another step''' after the step you want to undo. In this case, adding an "Undo" does not add an extra step.<br />
* If you are in the middle of a real "game action". For example, on Chess, it is normal to allow to undo the selection of a piece in order to select another one, as the move hasn't been done already.<br />
* The action done by the player is obviously a mistake (in this case, please also consider adding a confirmation before the action).<br />
<br />
On the contrary, you must be reluctant to add an Undo if:<br />
* This adds an extra step.<br />
* The game action is clear and the zone to click is large.<br />
<br />
To conclude: we may allow a player to undo a move caused by a "misclick", but we shouldn't allow a player to undo a bad move he plays consciously.<br />
<br />
Note: not all of these situations require server undo, in chess example above Undo of selection - you don't need to send piece selection to the server you can store it locally (this is "client side undo"), there is no Undo button in this case - user just selects another piece. Similary if you add prompt for clicking on critical buttons like "Pass" you can add extra prompt, but no Undo<br />
<br />
== About Undo to take back moves from a complex series of actions ==<br />
<br />
Games with a complex serie of actions are an "exception" to BGA Undo policy.<br />
<br />
In most games, you shouldn't provide an undo because players are not allowed to "explore" the different possibilities by playing and undoing their moves.<br />
<br />
However, in some games, it is commonly admitted that players are allowed to take back a move. The typical example is a complex strategy game with a long serie of actions during your turn. "Through the Ages" or "Tzolk'in" are 2 good examples.<br />
<br />
To know if this is a good idea to propose an undo, ask yourself the question: "when playing in real life, will my opponents authorize me to take back this move?". Depending on your answer, you should choose to provide an Undo, to not provide an Undo, or maybe to propose an Undo as an option for the game.<br />
<br />
Note: in this situation it is also possible to use client side undo, instead of server side, see "Russian Railroads" for example (implemented using setClientState method).<br />
<br />
= How to implement Undo =<br />
<br />
There are 2 ways to implement Undo:<br />
* The framework undoSavePoint/undoRestorepoint methods, [[Main_game_logic:_yourgamename.game.php#Undo_moves | documented here]].<br />
* Your own method.<br />
<br />
As a rule of thumb, it is way better to use your own method to provide an Undo. The reasons are:<br />
* The framework method is quite heavy to use (it saves the WHOLE situation). To cancel a simple move, it is way more efficient for you to execute the opposite move.<br />
* The framework method is doing a full "reset" of the game interface. It is way more smooth and clear to play the opposite move from a player point of view.<br />
* The framework Undo provides only ONE save point. If you want to provide a complex Undo (i.e.: the possibility to undo all the previous steps one by one), you must implement it by yourself.<br />
<br />
However, the framework is very handy to use (only 2 methods), so this should be your first choice if some moves are very difficult to reverse on client side.<br />
<br />
== How does undoSavePoint/undoRestorepoint works? ==<br />
<br />
The undoSavePoint method makes a full copy of the game database state.<br />
<br />
The undoRestorePoint method:<br />
* restores the game database<br />
* removes all your game HTML + the player panels<br />
* restores the game HTML + the player panels according to their state at the initial game loading<br />
* calls your "setup" method<br />
<br />
'''Important''': because undoRestorePoint is calling your "setup" method, you must ensure that your whole game state can be restored from there. In particular, all your member variables must be initialized inside the "setup" method (and not only in the constructor !).<br />
<br />
== Adding simple Undo action to your game ==<br />
<br />
=== Step 1: Declare in gameinfos ===<br />
Add 'db_undo_support' => true in gamesinfo.inc.php<br />
<br />
Note: if you have game in studio you must reload gameinfos and restart all these games<br />
<br />
=== Step 2: Insert savepoint ===<br />
Determine where you want to save the undo state. Must be single active player state<br />
* Begging of new user turn<br />
* Every time new information revealed such as <br />
** dice roll<br />
** card is drawn<br />
** anything else hidden is shown<br />
<br />
Insert<br />
$this->undoSavepoint();<br />
<br />
=== Step 3: Create undo action in server ===<br />
Add players undo action<br />
in game.action.php:<br />
public function undo() {<br />
self::setAjaxMode();<br />
$this->game->action_undo();<br />
self::ajaxResponse();<br />
}<br />
in game.game.php<br />
function action_undo() {<br />
$this->undoRestorePoint(); // do not do checkAction - its on purpose - do not need to add undo as possible action to every state<br />
}<br />
<br />
=== Step 4: Create undo action in client ===<br />
in game.js<br />
add this to onUpdateActionButton regardless of state but inside isCurrenPlayerAction<br />
<pre><br />
this.addActionButton('button_undo', _('Undo'), 'onUndo', undefined, undefined, 'red');<br />
</pre><br />
<br />
and onUndo would be like this<br />
<pre><br />
onUndo: function (event) {<br />
const action = "undo";<br />
this.ajaxcall(<br />
"/" + this.game_name + "/" + this.game_name + "/" + action + ".html",<br />
[],<br />
this,<br />
(result) => {},<br />
(err) => {<br />
if (err) return;<br />
this.setMainTitle(_("Undo requested..."));<br />
dojo.empty("generalactions");<br />
},<br />
true<br />
);<br />
},<br />
</pre><br />
<br />
=== Step 5: Make it fancy ===<br />
If you want you can add extra styling to the Undo button such as it will appeat at right of all buttons<br />
in game.css<br />
<pre><br />
#button_undo {<br />
float: right;<br />
background-color: red;<br />
background-image: none;<br />
}<br />
</pre><br />
<br />
[[Category:Studio]]</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Gamehelpforestshuffle&diff=17880Gamehelpforestshuffle2023-08-24T23:24:41Z<p>Nccc: </p>
<hr />
<div>===Overview===<br />
<br />
Score the most points at the end of the Third Winter<br />
<br />
https://imgur.com/l24RO8x<br />
<br />
<br />
<br />
===Turn===<br />
<br />
On your turn you have two options<br />
<br />
You can draw two cards, each either from the clearing or the deck<br />
<br />
Alternatively, you can play a card, pay its cost, carry out its effect, then check the clearing for need of clearing<br />
<br />
You have a hand limit of 10 cards, so you can't take the draw action if you have 10, but may take it if you have 9 but can only draw 1 card<br />
<br />
<br />
===Winter===<br />
<br />
There are 3 Winter cards in the deck in the final third<br />
<br />
When you draw a Winter card, put it aside and draw a proper card<br />
<br />
When there are 3 Winter cards out, the game ends<br />
<br />
The third Winter interrupts the turn where it was drawn, i.e. you don't get to finish your turn<br />
<br />
<br />
===Cards===<br />
<br />
There are two types of cards, Trees and Creatures<br />
<br />
Trees have a single Tree on them and are played in just one way<br />
<br />
Creatures have two creatures on them and are played as ONE of the two creatures<br />
<br />
Regardless of which, to play a card you must discard other hand cards equal to the cost in the top left (some cards give bonuses if you use certain cards to pay for them)<br />
<br />
You must have an empty tree in order to play creature cards as creature cards are slotted around available trees e.g. a left orientated animal will go to the left of a tree, no vacant left tree space then cannot play the animal<br />
<br />
Once a creature is slotted, the creature which is now hidden is ignored for the rest of the game, it is lost<br />
<br />
Each time you play a tree, a card from the deck is revealed into the Clearing<br />
<br />
If you're struggling for trees, any card can be played face down to make a Sapling, which has no effects but does give you the four direction spaces for creature cards<br />
<br />
<br />
===Effects vs Bonuses===<br />
<br />
Effects are one off abilities which happen immediately and are guaranteed. Some of these are ongoing, especially found on Mushrooms<br />
<br />
Bonuses are NOT guaranteed, instead they only trigger if you pay for the card with cards which ALL match the required type (shown in the ribbon on the top right)<br />
<br />
<br />
===End of Turn===<br />
<br />
If you chose to play a card this turn AND the clearing contains 10 cards or more, ALL cards in the clearing are cleared<br />
<br />
<br />
===Game End===<br />
<br />
The game ends when the third Winter card is drawn<br />
<br />
All players score their visible cards as they describe<br />
<br />
In addition, score a point for each hidden card under your cave regardless of its normal scoring properties<br />
<br />
The player with the most points wins!</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Gamehelppaniclab&diff=17823Gamehelppaniclab2023-08-18T08:17:22Z<p>Nccc: </p>
<hr />
<div>2 to 10 players - from 8 years old - duration of a game: 10 to 30 minutes<br />
<br />
'''CONTENTS'''<br />
25 illustrated boxes; 4 dice; 30 tokens.<br />
<br />
'''GOAL OF THE GAME'''<br />
Starting from the space indicated by the Lab die, each player tries to find at most<br />
quickly the amoeba indicated by the 3 Color, Shape and Pattern dice.<br />
<br />
'''ESTABLISHMENT'''<br />
Shuffle the 25 squares and place them next to each other to form a circle (fig. 1).<br />
<br />
'''PLAYING A GAME'''<br />
The first player is drawn and rolls the 4 dice, then all players play together<br />
time :<br />
• the Color, Shape and Pattern dice indicate the amoeba to be searched for;<br />
in the example (fig. 2), it is the tentacled amoeba, which is red in color and striped.<br />
to find ;<br />
• the Lab die indicates where the amoeba escaped from and in which direction it left;<br />
in the example (fig. 3), you have to look for the amoeba from the yellow laboratory heading<br />
in the direction of the black arrow.<br />
To find the amoeba indicated by the Color, Shape and Pattern dice, you must therefore start from the<br />
laboratory indicated by the Lab die, in the direction of the arrow indicated by the die. The first<br />
player who places their hand on the sought-after amoeba wins a token, after control by the<br />
other players.<br />
In the example (fig. 4), you have to look for a crawling amoeba, purple in color and spotted.<br />
She escaped from the blue lab in the direction of the white arrow. By following the<br />
cards placed after the blue laboratory (1) in the direction of the white arrow, we find<br />
the amoeba sought in (2).<br />
Error !<br />
It can happen that there is a disagreement and that players put their hands on amoebas<br />
different. During the verification, the player or players who made a mistake must return<br />
one of their tokens (if one of these players has no token to return, nothing happens).<br />
Ventilation grids<br />
The amoebas hide by sneaking into the air vents. If following the path<br />
traveled by an amoeba we encounter a ventilation grid box, we do not take into account<br />
from the following squares to the next grid. We resume the search from<br />
FR<br />
this second grid while continuing to turn in the same direction. Possibly, up to<br />
the third ventilation grid after which we no longer take into account the boxes up to<br />
return to the first grid, from which you must resume the search.<br />
In the example (fig. 5), we are looking for an amoeba with tentacles, red in color and<br />
scratch escaped from the red laboratory (1) in the direction of the black arrow. Next<br />
the squares in this direction we arrive on a ventilation grid (2) without having found the amoeba.<br />
We ignore all the boxes until the next ventilation grid (3) then we take the<br />
research to find the amoeba (4).<br />
Mutation rooms<br />
The amoebas that pass through the mutation rooms (fig. 6) change.<br />
• An amoeba that passes through the Color Mutation Room changes color (a).<br />
• An amoeba that passes through the Shape mutation room changes shape (b).<br />
• An amoeba that passes through the Pattern mutation room changes pattern (c).<br />
In the example (fig. 7), we are looking for an amoeba with tentacles, purple in color and<br />
scratch escaped from the yellow laboratory (1) in the direction of the white arrow. Next<br />
boxes in this direction we arrive on the Motif mutation room (2) without having found<br />
amoeba; we are therefore now looking for the amoeba with purple tentacles and polka dots. Next<br />
the squares always in the same direction we arrive on the Color mutation room (3) without<br />
finding the amoeba; we are therefore now looking for the amoeba with red tentacles and polka dots.<br />
By following the boxes you arrive on an air vent (4) without having found the amoeba.<br />
We ignore all the squares until the next ventilation grid (5) then we resume the<br />
searches to finally find the amoeba (6).<br />
Warning: amoebas are fragile and can only withstand 4 passages in the bathroom.<br />
mutation! An amoeba that in the same turn goes through 4 mutation rooms disappears<br />
immediately. The winner is then the first to put their hand on the fourth and<br />
last mutation room through which the amoeba passed!<br />
<br />
'''GAME OVER'''<br />
As soon as a player has found the right amoeba or the right mutation room, they take a<br />
token to mark their victory then reroll the 4 dice to launch a new hunt.<br />
The winner is the first to win 5 tokens.<br />
<br />
'''VARIANTS'''<br />
To familiarize yourself with the game or to play with the youngest, you can play without them.<br />
transfer rooms, even without ventilation grilles.</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Tips_flamingpyramids&diff=17773Tips flamingpyramids2023-08-10T04:48:18Z<p>Nccc: </p>
<hr />
<div>Put rocks around fire.<br />
<br />
<br />
Fires put cards into your hand. Explosions do too, but the incendiary cards are kicked out of the game. Making the game safer for everyone.<br />
<br />
<br />
''Make other players pick up cards. Limit the colors and weights they can play.''<br />
<br />
* Play matching colors next to each other.<br />
<br />
* Play low weight cards. <br />
<br />
* Play matching weights next to each another. ''(Avoid doing this if '''The Curse''' is on. The next player could form a mini pyramid of matching weights and ''curse you!'' Mwahahaha!)''</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Tips_laserreflection&diff=17689Tips laserreflection2023-07-30T08:46:25Z<p>Nccc: </p>
<hr />
<div>Try to solve from the *smallest* number.<br />
<br />
When resolving a puzzle, if adding a tile don't make at least 2 numbers in the outside good, it's maybe not the good tile.<br />
Start by adding tiles which make 2+ numbers good.<br />
Green numbers always go in pairs. All green numbers connect to a matching number.</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&diff=17681Gamehelpopenfacechinesepoker2023-07-29T12:18:34Z<p>Nccc: /* Points (2 players) */</p>
<hr />
<div>===Overview===<br />
<br />
<br />
First setup your three rows so as your first row is weaker than your second row and your second row is weaker than your third row (aka third row stronger than second row and second row stronger than first row)<br />
<br />
Your first row only has 3 cards in it, whilst second and third have 5 in each<br />
<br />
Each phase, each row is compared across all players and the player with the best hand wins that row<br />
<br />
<br />
===Points (2 players)===<br />
<br />
<br />
<br />
At the end of each round, you check the hand requirement for both players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) doesn't meet them, they will score no combination.<br />
<br />
So if no players meet them, all players will score 0 for the round.<br />
<br />
Then for each line, we compare the combination done for both players. The highest combination win 1 point, plus the potential royalties of the combination, minus the potential royalties of the other player.<br />
<br />
If one player scored for all three lines, he gets a bonus of +3.<br />
<br />
Then, then each player lose points equal to the gain of the other player.<br />
<br />
Then, if some players did a pair of queen or better in the top line, they enter in fantasyland which is a bonus round where they can look at 15 cards and arrange them as they want. On a fantasyland round, points are scored as usual. The requirement to stay in fantasyland is higher, and can be done in any of the three lines.<br />
<br />
If one player lose all their 100 points they lose immediately.<br />
<br />
===Combinations===<br />
A>K>Q>J>T>9>8>7>6>5>4>3>2.<br />
<br />
High card (K9652): lowest possible combination. In ties, you take the value of the highest card, then the second highest...<br />
<br />
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652>99AKQ)<br />
<br />
Double pair (KK662): two pairs. In ties you compare pairs first (TT662>TT55A)<br />
<br />
3 of a kind (KKK52): three identical cards. In ties you campare this trio first<br />
<br />
Straight (K9JQT): five consecutive cards. In ties you compare the lowest card (AKQJT9>JT987>T9876>5432A)<br />
<br />
Flush: five cards of the same suit. In ties you compare the highest card<br />
<br />
Full (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322>222AA)(666TT>66622)<br />
<br />
4 of a kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334>2222A)<br />
<br />
Flush draw: flush + straight<br />
<br />
Royal flush draw: flush draw with an ace</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&diff=17680Gamehelpopenfacechinesepoker2023-07-29T12:11:56Z<p>Nccc: /* Combinaisons */</p>
<hr />
<div>===Overview===<br />
<br />
<br />
First setup your three rows so as your first row is weaker than your second row and your second row is weaker than your third row (aka third row stronger than second row and second row stronger than first row)<br />
<br />
Your first row only has 3 cards in it, whilst second and third have 5 in each<br />
<br />
Each phase, each row is compared across all players and the player with the best hand wins that row<br />
<br />
<br />
===Points (2 players)===<br />
<br />
<br />
<br />
At the end of each round, you check the hand requirement for both players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) doesn't meet them, they will score no combination.<br />
<br />
So if no players meet them, all players will score 0 for the round.<br />
<br />
Then for each line, we compare the combination done for both players. The highest combination win 1 point, plus the potential royalties of the combinaison, minus the potential royalties of the other player.<br />
<br />
If one player scored for all three lines, he gets a bonus of +3.<br />
<br />
Then, then each player lose points equal to the gain of the other player.<br />
<br />
Then, if some players did a pair of queen or better in the top line, they enter in fantasyland which is a bonus round where they can look at 15 cards and arrange them as they want. On a fantasyland round, points are scored as usual. The requirement to stay in fantasyland is higher, and can be done in any of the three lines.<br />
<br />
If one player lose all their 100 points they lose immediately.<br />
<br />
===Combinations===<br />
A>K>Q>J>T>9>8>7>6>5>4>3>2.<br />
<br />
High card (K9652): lowest possible combination. In ties, you take the value of the highest card, then the second highest...<br />
<br />
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652>99AKQ)<br />
<br />
Double pair (KK662): two pairs. In ties you compare pairs first (TT662>TT55A)<br />
<br />
3 of a kind (KKK52): three identical cards. In ties you campare this trio first<br />
<br />
Straight (K9JQT): five consecutive cards. In ties you compare the lowest card (AKQJT9>JT987>T9876>5432A)<br />
<br />
Flush: five cards of the same suit. In ties you compare the highest card<br />
<br />
Full (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322>222AA)(666TT>66622)<br />
<br />
4 of a kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334>2222A)<br />
<br />
Flush draw: flush + straight<br />
<br />
Royal flush draw: flush draw with an ace</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&diff=17679Gamehelpopenfacechinesepoker2023-07-29T12:06:59Z<p>Nccc: /* Points (2 players) */</p>
<hr />
<div>===Overview===<br />
<br />
<br />
First setup your three rows so as your first row is weaker than your second row and your second row is weaker than your third row (aka third row stronger than second row and second row stronger than first row)<br />
<br />
Your first row only has 3 cards in it, whilst second and third have 5 in each<br />
<br />
Each phase, each row is compared across all players and the player with the best hand wins that row<br />
<br />
<br />
===Points (2 players)===<br />
<br />
<br />
<br />
At the end of each round, you check the hand requirement for both players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) doesn't meet them, they will score no combination.<br />
<br />
So if no players meet them, all players will score 0 for the round.<br />
<br />
Then for each line, we compare the combination done for both players. The highest combination win 1 point, plus the potential royalties of the combinaison, minus the potential royalties of the other player.<br />
<br />
If one player scored for all three lines, he gets a bonus of +3.<br />
<br />
Then, then each player lose points equal to the gain of the other player.<br />
<br />
Then, if some players did a pair of queen or better in the top line, they enter in fantasyland which is a bonus round where they can look at 15 cards and arrange them as they want. On a fantasyland round, points are scored as usual. The requirement to stay in fantasyland is higher, and can be done in any of the three lines.<br />
<br />
If one player lose all their 100 points they lose immediately.<br />
<br />
===Combinaisons===<br />
A>K>Q>J>T>9>8>7>6>5>4>3>2.<br />
<br />
High card (K9652): lowest possible combinaison. In ties, you take the value of the highest card, then the second highest...<br />
<br />
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652>99AKQ)<br />
<br />
Double pair (KK662): two pairs. In ties you compare pairs first (TT662>TT55A)<br />
<br />
3 of a kind (KKK52): three identical cards. In ties you campare this trio first<br />
<br />
Straight (K9JQT): five consecutive cards. In ties you compare the lowest card (AKQJT9>JT987>T9876>5432A)<br />
<br />
Flush: five cards of the same suit. In ties you compare the highest card<br />
<br />
Full (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322>222AA)(666TT>66622)<br />
<br />
4 of a kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334>2222A)<br />
<br />
Flush draw: flush + straight<br />
<br />
Royal flush draw: flush draw with an ace</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Gamehelplittlefactory&diff=13119Gamehelplittlefactory2022-05-09T04:08:50Z<p>Nccc: /* Worth 3 */</p>
<hr />
<div>== Object of the Game ==<br />
<br />
Be the first to score ten (10+) or more '''Influence Points''' (VPs) by producing buildings and also using your buildings to produce more VPs.<br />
<br />
== First Turn ==<br />
<br />
On the first turn you may trade up to all of your coins for basic goods (wood,<br />
grain, clay, stone, and/or cotton) as long as they are available. The first<br />
player starts with three (3), second four (4), third (5) etc.<br />
<br />
== Game-play ==<br />
<br />
On your turn you must choose to either '''Produce''' or '''Trade'''<br />
''You have a set hand limit of seven (7) goods.'' <br />
<br />
* '''Produce''' a single basic good (wood, wheat, clay, stone, or cotton)<br />
<br />
* '''Produce''' a single trade good by revealing or expending one or more other goods (as shown below and in the '''Conversion Chart''' in the lower right of the game board)<br />
<br />
* '''Trade''' a number of goods for other goods / buildings of equal (or lesser) cost<br />
<br />
* ''Additionally, each building you own may perform its action once per turn - before or after you produce or trade ''<br />
<br />
Expended Basic Goods returned to their columns for immediate reuse.<br />
<br />
Expended Trade Goods go into the discard pile to the right of their deck.<br />
<br />
When a column of Trade Goods is depleted, replacement cards are drawn until there are again five distinct cards, shuffling the discard pile as needed.<br />
<br />
After your turn, it proceeds to the next player.<br />
<br />
This repeats until the winning condition are met. A player has ten (10+) or more victory points.<br />
<br />
=== Trading ===<br />
<br />
Each good has a value in the upper left, which is its trade value (which is always equal to it purchase price, in the lower center-right). This value (combined with any other cards) may be used to purchase any other available card(s). Either the number of cards you discard or gain must be 1.<br />
<br />
=== Producing ===<br />
<br />
A good may be produced if it is in one of the five columns on the left side of the board by revealing or expending the appropriate good(s).<br />
<br />
The piles to the right of the decks show cards that have been previously expended. These cards may be examined at any time, but may not produced.<br />
<br />
Note that basic goods do not have a cost, so you may always produce one basic good (among those available on the bottom row). This is inefficient but sometimes necessary.<br />
<br />
If you have multiple choices of what to produce, you can only select one per turn. However buildings allow you to perform additional conversions.<br />
<br />
=== Buildings ===<br />
<br />
Buildings are worth 1-3 '''Influence Points''' (VPs). Most buildings have an additional ability (a limited extra trade/consume phase), which is either one of the trades on the '''Conversion Chart''' or a trade of one or more specific goods for a given number of additional Influence Points.<br />
If the conditions on the top of the card are met you will have the option to play the card once during your turn, either before or after you Trade or Produce.<br />
<br />
== The Goods ==<br />
<br />
=== Basic Goods ===<br />
First Level (Beige)<br />
<br />
All Basic Goods have trade value 1. The numbers after each good are the quantity available with 4/3/2 players.<br />
;Wood (5/4/3)<br />
:Expend two (x2) to produce Paling<br />
:Expend to produce Coal<br />
:Expend with Grain to produce Sheep<br />
:Expend with Clew to produce Fishing Rod<br />
<br />
;Wheat (3/3/2)<br />
:Expend to produce Flour<br />
:Expend with Wood to produce Sheep<br />
:Expend with Clay to produce Cow<br />
<br />
;Clay (3/3/2)<br />
:Expend with Grain to produce Cow<br />
:Expend to produce Clay Brick<br />
<br />
;Stone (3/2/2)<br />
:Expend to produce Stone Brick<br />
:Expend to produce Fish<br />
:Expend with Coal to produce Beam<br />
<br />
;Cotton (2/1/1)<br />
:Expend to produce Clew<br />
<br />
=== Second Level Trade Goods (Blue) ===<br />
<br />
;Paling (wooden boards) (Value 5, Quantity 2)<br />
:Expend to produce Barrel<br />
:Expend to build Fishmonger<br />
:Expend to build Spinning Mill<br />
:Expend to build Textile Mill<br />
:Expend to build Fish Pond<br />
:Expend to build Cattle Ranch<br />
:Expend with Clay Brick and Stone Brick to build Mansion<br />
:Expend with Beam and Wall to build Castle<br />
;Coal (Value 3, Quantity 3)<br />
:Expend with Stone to produce Beam<br />
:Expend with Flour to produce Bread<br />
:Expend to build Butcher Shop<br />
:Expend to build Clay Brick Factory<br />
:Expend with Clay Brick to build Grain Store<br />
;Flour (Value 3, Quantity 2)<br />
:Expend with Coal to produce Bread<br />
:Expend to build Masonry<br />
;Sheep (Value 5, Quantity 2)<br />
:Reveal to produce Clew<br />
:Expend to produce Steak<br />
;Cow (Value 5, Quantity 2)<br />
:Reveal to produce Milk<br />
:Expend to produce Steak<br />
;Clay Brick (Value 3, Quantity 3)<br />
:Expend to build Bakery<br />
:Expend to build Foundry<br />
:Expend to build Water Mill<br />
:Expend to build Sheep Ranch<br />
:Expend to build Milk Shop<br />
:Expend to build Quarry<br />
:Expend with Coal to build Grain Store<br />
:Expend with Stone Brick to build Bread Store<br />
:Expend with Paling and Stone Brick to build Mansion<br />
;Stone Brick (Value 3, Quantity 2)<br />
:Expend with Clay to produce Wall<br />
:Expend to build Sawmill<br />
:Expend to build Barrel Factory<br />
:Expend to build Leather Factory<br />
:Expend to build Charcoal Hut<br />
:Expend to build Dairy<br />
:Expend with Clay Brick to build Grain Store<br />
:Expend with Paling and Clay Brick to build Mansion<br />
;Fish (Value 5, Quantity 1)<br />
:Expend to build Specialty Shop<br />
;Clew (yarn) (Value 3, Quantity 2)<br />
:Expend with Wood to produce Fishing Rod<br />
:Expend to produce Cloth<br />
<br />
=== Third Level Trade Goods (Purple) ===<br />
<br />
All third level trade goods are unique (have quantity 1)<br />
<br />
;Barrel (Value 8)<br />
;Beam (Value 8)<br />
:Expend with Paling and Wall to build Castle<br />
:Expend to build Deli<br />
:Expend to build Shoe Store<br />
;Bread (Value 11)<br />
;Steak (Value 8)<br />
;Leather (Value 8)<br />
;Milk (Value 4)<br />
;Wall (Value 8)<br />
:Expend to build Tailor<br />
:Expend to build Restaurant<br />
:Expend to build Cheese Store<br />
:Expend with Paling and Beam to build Castle<br />
;Fishing Rod (Value 8)<br />
:Reveal to produce Fish<br />
;Cloth (Value 6)<br />
:Expend to build Hardware Store<br />
<br />
== The Buildings ==<br />
Once you have a building a process will be "automated" for you, provided that you have the necessary input good(s) and that the output good is available.<br />
The building may activated only once during your turn. <br />
A building can be produced by expending the good(s) listed at the bottom right in lieu of trading for its "cost".<br />
<br />
=== Worth 1VP ===<br />
<br />
;Butcher Shop (Expend Coal or trade in 6)<br />
:Allows you to expend Sheep to produce Steak<br />
:Allows you to expend Cow to produce Steak<br />
;Brick Factory (Expend Coal or trade in 6)<br />
:Allows you to expend Clay to produce Clay Brick<br />
;Bakery (Expend Clay Brick or trade in 6)<br />
:Allows you to expend Coal and Flour to produce Bread<br />
;Foundry (Expend Clay Brick or trade in 6)<br />
:Allows you to expend Coal and Stone Brick to produce Beam<br />
;Water Mill (Expend Clay Brick or trade in 6)<br />
:Allows you to expend Grain to produce Flour<br />
;Sheep Ranch (Expend Clay Brick or trade in 6)<br />
:Allows you to expend Wheat and Wood to produce Sheep<br />
;Barrel Factory (Expend Stone Brick or trade in 6)<br />
:Allows you to expend Paling to produce Barrel<br />
;Leather Factory (Expend Stone Brick or trade in 6)<br />
:Allows you to expend Cow to produce Leather<br />
;Milk Shop (Expend Clay Brick or trade in 6)<br />
:Allows you to expend Milk to gain 1VP<br />
;Charcoal Hut (Expend Stone Brick or trade in 6)<br />
:Allows you to expend Wood to produce Coal<br />
;Quarry (Expend Clay Brick or trade in 6)<br />
:Allows you to expend Stone to produce Stone Brick.<br />
;Sawmill (Expend Stone Brick or trade in 6)<br />
:Allows you to expend 2x Wood to produce Paling<br />
;Dairy (Expend Stone Brick or trade in 6)<br />
:Allows you to reveal Cow to produce Milk<br />
;Masonry (Expend Flour or trade in 6)<br />
:Allows you to expend Stone Brick and Clay to produce Wall<br />
<br />
;Fishmonger (Expend Paling or trade in 8)<br />
:Allows you to expend Fish to gain 1VP<br />
;Specialty Shop (Expend Fish or trade in 8)<br />
:Allows you to trade in a level 3 good<br />
;Spinning Mill (Expend Paling or trade in 8)<br />
:Allows you to reveal Sheep or expend Cotton to produce Clew<br />
;Textile Mill (Expend Paling or trade in 8)<br />
:Allows you to expend Clew to produce Cloth<br />
;Fish Pond (Expend Paling or trade in 8)<br />
:Allows you to reveal Fishing Rod or expend Stone to produce Fish<br />
;Cattle Range (Expend Paling or trade in 8)<br />
:Allows you to expend Clay and Wheat to produce Cow<br />
<br />
;Hardware Store (Expend Cloth or trade in 10)<br />
:Allows you to expend Leather to gain 2VP<br />
:Allows you to expend Beam to gain 2VP<br />
<br />
=== Worth 2VP ===<br />
<br />
;Grain Store (Expend Clay Brick and Coal or trade in 11)<br />
:Allows you to expend Barrel and Wheat to gain 2VP<br />
;Bread Store (Expend Clay Brick and Stone Brick or trade in 11)<br />
:Allows you to expend Bread to gain 2VP<br />
;Deli (Expend Beam or trade in 12)<br />
:Allows you to expend Steak to gain 2VP<br />
;Shoe Store (Expend Beam or trade in 12)<br />
:Allows you to expend Leather and Clew to gain 3VP<br />
;Tailor (Expend Wall or trade in 12)<br />
:Allows you to expend Cloth and Clew to gain 2VP<br />
;Restaurant (Expend Wall or trade in 12)<br />
:Allows you to expend Steak and Bread to gain 4VP<br />
;Cheese Store (Expend Wall or trade in 12)<br />
:Allows you to expend Barrel and Milk to gain 3VP<br />
<br />
=== Worth 3VP ===<br />
<br />
;Mansion (Expend Paling, Clay Brick, and Stone Brick or expend 18)<br />
:Has no effect<br />
<br />
=== Worth 5VP ===<br />
<br />
;Castle (Expend Paling, Bean, and Wall or expend 30)<br />
:Has no effect<br />
<br />
== Anatomy of Card == <br />
* Bottom center - the cost of the card<br />
** Each board represents one method of obtaining the card<br />
** If an icon includes the card outline, it is merely revealed, otherwise it is expended<br />
** If there are two icons, both must be paid<br />
** The right-most icon is the purchase price, which is paid by expending goods (or gold, on the first turn of the game)<br />
* Bottom right (small) - total copies of card in the deck<br />
* Upper left ''(Goods Only)'' -- small icon and trade-in value of card<br />
* Top ''(Buildings Only)'' - "Automated" Action which may be performed once a turn, if the inputs are owned and the output is available</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Tips_quantik&diff=6399Tips quantik2020-12-08T09:39:32Z<p>Nccc: Created page with "這是一個2人遊戲 <br> 每人8個棋子 4種(圓柱.圓椎.正方.圓球)各2個 <br> 由首家(隨機決定)開始 每回合[必須]下一顆棋<br> 下棋規則: 不能..."</p>
<hr />
<div>這是一個2人遊戲 <br><br />
每人8個棋子 4種(圓柱.圓椎.正方.圓球)各2個 <br><br />
由首家(隨機決定)開始 每回合[必須]下一顆棋<br><br />
下棋規則: 不能跟對方一樣(相同形狀)棋子在同一行/列/區域(2*2) <br><br />
<br />
目標是首先形成一個擁有四種不同形狀棋子(不論自己或別人)的行,列或方型區域 獲勝<br><br />
對方不能再下棋子 也是一個獲勝條件 <br></div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&diff=3615Tips rollforthegalaxy2019-10-10T13:12:01Z<p>Nccc: </p>
<hr />
<div>If you are low on money, make sure you have several dice(best 5 or more) you will get next turn. Or if you use all your dice, make sure you have some income.<br />
<br />
It's frequently hard to start up again if you have little money.<br />
<br />
Selecting dice to Scout/Stock currently has a bug -- For example, for Alien Archaeology ALWAYS use your yellow die first, regardless of which die you select to explore with.</div>Nccchttps://en.doc.boardgamearena.com/index.php?title=Tips_buttons&diff=3586Tips buttons2019-09-10T09:32:40Z<p>Nccc: Created page with "Don't be too greedy!! opt out when u should."</p>
<hr />
<div>Don't be too greedy!!<br />
opt out when u should.</div>Nccc