https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Panyakali&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T14:12:03ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelpcopenhagen&diff=12916Gamehelpcopenhagen2022-04-29T20:15:41Z<p>Panyakali: Clarifications on End Game conditions</p>
<hr />
<div>== Goal==<br />
Be the first player to score 12 points (or, if no one has reached 12 points by the time the "End of Game" card is revealed, be the player with the most points).<br />
<br />
Players score points by completing complete lines on their board, and points are doubled if the line is composed entirely of window spaces. Specifically, points are scored in the following ways:<br />
<br />
* Completing a horizontal row (or "floor") = +1 point<br />
** If all squares of the row have windows, score 1 additional point (for a total of +2 points).<br />
* Completing a vertical column (or "section") = +2 points<br />
** If all squares of the column have windows, score 2 additional points (for a total of +4 points).<br />
<br />
== Player Turn ==<br />
On their turn, each player may do ONE of the following:<br />
<br />
# Take cards<br />
# Construct facade<br />
<br />
=== Taking Cards ===<br />
If a player chooses to take cards, they MUST take 1 card of the 7 available, as well as 1 more card that is immediately adjacent to the first.<br />
<br />
* The row of available cards does NOT "wrap around" (i.e., the last card in the row is NOT adjacent to the first).<br />
* Empty spaces are not filled with new cards until the end of a player's turn.<br />
<br />
After drawing, the player must discard down to the hand limit, which is 7 cards.<br />
<br />
=== Constructing Facade ===<br />
When buying a tile, a player first discards a number of cards equal to the number of square building spaces (each space showing either windows or bricks) on that tile, then they place the tile on a "supported" area of their player board.<br />
<br />
* Supported areas are:<br />
** Any space on the bottom row of the player board<br />
** Any space immediately above an existing tile<br />
*** The laws of physics need not apply here (i.e., the piece does NOT need to "balance" on top of its supporting facade tile, it just has to be supported below at least 1 space of the new tile).<br />
* If a player's new tile is touching another tile of the same color on their board, the cost of the new tile is reduced by 1 card.<br />
<br />
== Coats of Arms ==<br />
Each player board has 7 Coat of Arms spaces printed on it: 4 on specific square spaces of the board, plus 3 more next to the highlighted rows (these Coats of Arms are printed outside the legal placement spaces of the building). Activating these 2 types of Coat of Arms spaces differs in one key aspect:<br />
<br />
* For Coat of Arms printed on building spaces, these are activated as soon as the space is covered by a facade.<br />
* For those off to the side of a row, these are activated once all spaces of the highlighted row are covered by facades.<br />
<br />
=== Activation Actions ===<br />
As soon as a Coat of Arms is activated, the activating player takes ONE of the following three actions:<br />
<br />
# Take and place a 1-square window facade SPECIAL TILE<br />
# Take a NEW ABILITY TILE<br />
# RE-ACTIVATE ALL ABILITY TILES that they have previously used<br />
<br />
==== Take a Special Tile ====<br />
If a player chooses to take a 1-square Special Tile, then they immediately place it on a supported building space of their board.<br />
<br />
* This may be used to cover or complete the row of another Coat of Arms, creating a chain reaction<br />
<br />
==== Take a New Ability Tile ====<br />
If a player chooses to take a new Ability Tile, they MUST select an Ability Tile that they do not already have in front of them, either used or active.<br />
<br />
* Once a player has acquired all 5 Ability Tiles, this option is no longer available to the player.<br />
* Descriptions of all Ability Tiles can be found in the "Ability Tiles" section below.<br />
<br />
==== Re-activate All Their Ability Tiles ====<br />
Each time a player uses one of their Ability Tiles, they must flip the tile over to its inactive side. The only way to be able to use the ability again is to take the re-activate special action.<br />
<br />
When a player re-activates their Ability Tiles, they flip ALL used Ability Tiles back to their active sides.<br />
<br />
== Ability Tiles ==<br />
Ability Tiles provide interesting ways for players to bend the rules of the game to their advantage throughout their turn.<br />
* Players always start the game with one active Ability Tile, the "Any Cards" tile, but they may acquire more throughout the game by activating Coats of Arms.<br />
* A player may use ANY NUMBER of their active Ability Tiles on their turn.<br />
<br />
The 5 different Ability Tiles are:<br />
<br />
=== Any Cards ===<br />
Allows the player to take any 2 cards for their "Take Cards" action (i.e., the cards taken need not be adjacent to each other).<br />
<br />
* This is the tile that each player starts the game with.<br />
<br />
=== Additional Card ===<br />
When using the "Take Cards" action, this tile allows a player to take a 3rd card FROM ANYWHERE in the card row (i.e., even if NOT used in conjunction with the "Any Cards" tile, the 3rd card need not be adjacent to either of the first 2 cards)<br />
<br />
=== Construction Discount ===<br />
When taking the "Construct Facade" action, the player may pay 1 fewer card than they otherwise would have had to pay for the facade tile.<br />
<br />
* If this tile is used to lower the cost of a facade tile that will be placed adjacent to another facade of its own color, the two discounts DO "stack" (i.e., the final cost is 2 fewer cards than it otherwise would have been).<br />
<br />
=== Change of Colors ===<br />
When taking the "Construct Facade" action, a player may treat ALL CARDS of a certain color as if they were any other color.<br />
<br />
* This means that a player may add cards of two different colors together to act as all cards of one color or the other.<br />
* Alternatively, a player may use cards of just one color, but may treat that one color as if it were "wild".<br />
<br />
=== Both Actions ===<br />
On their turn, a player may use this tile to take BOTH the "Take Cards" and the "Construct Facade" actions before play passes to the next player.<br />
<br />
* When using this tile, the "Take Cards" action MUST ALWAYS be taken first, followed by the "Construct Facade" action.<br />
* If a player draws above their hand limit (7 cards), they must discard down to 7 cards BEFORE taking the "Construct Facade" action.<br />
<br />
== End of Game ==<br />
The game ends IMMEDIATELY as soon as one of the following end game criteria is met:<br />
<br />
* A player reaches or exceeds 12 points.<br />
::- Players do NOT finish out the round- the first player to reach or exceed 12 points wins.<br />
* The "End of Game" card is revealed from the draw pile.<br />
::- Again, as soon as this condition is met, the game ends. So, if a player chooses the "Take Cards" action, and then one of the cards drawn to refill the card row is the "End of Game" card, the next player does NOT take a turn.<br />
<br />
=== End of Game Card ===<br />
In a 2-player game, the "End of Game" card is shuffled into the bottom 9 cards of the draw pile, so players will only cycle through the deck once.<br />
<br />
If playing with 3 or 4 players, the deck is fully cycled through once without the "End of Game" card included. After the draw pile is emptied, the discard pile is shuffled and the "End of Game" card is shuffled into the bottom 9 cards of the draw pile.<br />
<br />
* When the game ends because the "End of Game" card is revealed, ties are broken by awarding the win to the player with the fewest empty spaces remaining on their board.<br />
** If players are still tied for first place after considering empty spaces, the tied players share the victory.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcopenhagen&diff=12915Gamehelpcopenhagen2022-04-29T19:28:36Z<p>Panyakali: Updating formatting (again) to (hopefully) match the wiki format...</p>
<hr />
<div>== Goal==<br />
Be the first player to score 12 points (or, if no one has reached 12 points by the time the "End of Game" card is revealed, be the player with the most points).<br />
<br />
Players score points by completing complete lines on their board, and points are doubled if the line is composed entirely of window spaces. Specifically, points are scored in the following ways:<br />
<br />
* Completing a horizontal row (or "floor") = +1 point<br />
** If all squares of the row have windows, score 1 additional point (for a total of +2 points).<br />
* Completing a vertical column (or "section") = +2 points<br />
** If all squares of the column have windows, score 2 additional points (for a total of +4 points).<br />
<br />
== Player Turn ==<br />
On their turn, each player may do ONE of the following:<br />
<br />
# Take cards<br />
# Construct facade<br />
<br />
=== Taking Cards ===<br />
If a player chooses to take cards, they take 1 card of the 7 available, as well as 1 more card immediately adjacent to the first.<br />
<br />
* The row of available cards does NOT "wrap around" (i.e., the last card in the row is NOT adjacent to the first).<br />
<br />
After drawing, the player must discard down to the hand limit, which is 7 cards.<br />
<br />
=== Constructing Facade ===<br />
When buying a tile, a player first discards a number of cards equal to the number of square building spaces on that tile, then they place the tile on a "supported" area of their player board.<br />
<br />
* Supported areas are:<br />
** Any space on the bottom row of the player board<br />
** Any space immediately above an existing tile<br />
* If a player's new tile is touching another tile of the same color on their board, the cost of the new tile is reduced by 1 card.<br />
<br />
== Coats of Arms ==<br />
Each player board has 7 Coat of Arms spaces printed on it: 4 on specific square spaces of the board, plus 3 more next to the highlighted rows (these Coats of Arms are printed outside the legal placement spaces of the building). Activating these 2 types of Coat of Arms spaces differs in one key aspect:<br />
<br />
* For Coat of Arms printed on building spaces, these are activated as soon as the space is covered by a facade.<br />
* For those off to the side of a row, these are activated once all spaces of the highlighted row are covered by facades.<br />
<br />
=== Activation Actions ===<br />
As soon as a Coat of Arms is activated, the activating player takes ONE of the following three actions:<br />
<br />
# Take and place a 1-square window facade SPECIAL TILE<br />
# Take a NEW ABILITY TILE<br />
# RE-ACTIVATE ALL ABILITY TILES that they have previously used<br />
<br />
==== Take a Special Tile ====<br />
If a player chooses to take a 1-square Special Tile, then they immediately place it on a supported building space of their board.<br />
<br />
* This may be used to cover or complete the row of another Coat of Arms, creating a chain reaction<br />
<br />
==== Take a New Ability Tile ====<br />
If a player chooses to take a new Ability Tile, they MUST select an Ability Tile that they do not already have in front of them, either used or active.<br />
<br />
* Once a player has acquired all 5 Ability Tiles, this option is no longer available to the player.<br />
* Descriptions of all Ability Tiles can be found in the "Ability Tiles" section below.<br />
<br />
==== Re-activate All Their Ability Tiles ====<br />
Each time a player uses one of their Ability Tiles, they must flip the tile over to its inactive side. The only way to be able to use the ability again is to take the re-activate special action.<br />
<br />
When a player re-activates their Ability Tiles, they flip ALL used Ability Tiles back to their active sides.<br />
<br />
== Ability Tiles ==<br />
Ability Tiles provide interesting ways for players to bend the rules of the game to their advantage throughout their turn.<br />
* Players always start the game with one active Ability Tile, the "Any Cards" tile, but they may acquire more throughout the game by activating Coats of Arms.<br />
* A player may use ANY NUMBER of their active Ability Tiles on their turn.<br />
<br />
The 5 different Ability Tiles are:<br />
<br />
=== Any Cards ===<br />
Allows the player to take any 2 cards for their "Take Cards" action (i.e., the cards taken need not be adjacent to each other).<br />
<br />
* This is the tile that each player starts the game with.<br />
<br />
=== Additional Card ===<br />
When using the "Take Cards" action, this tile allows a player to take a 3rd card FROM ANYWHERE in the card row (i.e., even if NOT used in conjunction with the "Any Cards" tile, the 3rd card need not be adjacent to either of the first 2 cards)<br />
<br />
=== Construction Discount ===<br />
When taking the "Construct Facade" action, the player may pay 1 fewer card than they otherwise would have had to pay for the facade tile.<br />
<br />
* If this tile is used to lower the cost of a facade tile that will be placed adjacent to another facade of its own color, the two discounts DO "stack" (i.e., the final cost is 2 fewer cards than it otherwise would have been).<br />
<br />
=== Change of Colors ===<br />
When taking the "Construct Facade" action, a player may treat ALL CARDS of a certain color as if they were any other color.<br />
<br />
* This means that a player may add cards of two different colors together to act as all cards of one color or the other.<br />
* Alternatively, a player may use cards of just one color, but may treat that one color as if it were "wild".<br />
<br />
=== Both Actions ===<br />
On their turn, a player may use this tile to take BOTH the "Take Cards" and the "Construct Facade" actions before play passes to the next player.<br />
<br />
* When using this tile, the "Take Cards" action MUST ALWAYS be taken first, followed by the "Construct Facade" action.<br />
* If a player draws above their hand limit (7 cards), they must discard down to 7 cards BEFORE taking the "Construct Facade" action.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcopenhagen&diff=12914Gamehelpcopenhagen2022-04-29T17:10:03Z<p>Panyakali: Updates format from markdown to wiki (I think), as well as adding more info on special actions</p>
<hr />
<div>== Goal==<br />
Be the first player to score 12 points (or, if no one has reached 12 points by the time the "End of Game" card is revealed, be the player with the most points).<br />
<br />
Players score points by completing complete lines on their board, and points are doubled if the line is composed entirely of window spaces. Specifically, points are scored in the following ways:<br />
- Completing a horizontal row (or "floor") = +1 point<br />
-- If all squares of the row have windows, score 1 additional point (for a total of +2 points).<br />
- Completing a vertical column (or "section") = +2 points<br />
-- If all squares of the column have windows, score 2 additional points (for a total of +4 points).<br />
<br />
== Player Turn ==<br />
On their turn, each player may do ONE of the following:<br />
- Take cards<br />
- Construct facade<br />
<br />
=== Taking Cards ===<br />
If a player chooses to take cards, they take 1 card of the 7 available, as well as 1 more card immediately adjacent to the first (the row of available cards does NOT "wrap around", i.e., the last card in the roaw is NOT adjacent to the first).<br />
After drawing, the player must discard down to the hand limit, which is 7 cards.<br />
<br />
=== Constructing Facade ===<br />
When buying a tile, a player first discards a number of cards equal to the number of square building spaces on that tile, then they place the tile on a "supported" area of their player board.<br />
- Supported areas are:<br />
-- Any space on the bottom row of the player board<br />
-- Any space immediately above an existing tile<br />
- If a player's new tile is touching another tile of the same color on their board, the cost of the new tile is reduced by 1 card.<br />
<br />
== Coats of Arms ==<br />
Each player board has 7 Coat of Arms spaces printed on it: 4 on specific square spaces of the board, plus 3 more next to the highlighted rows (these Coats of Arms are printed outside the legal placement spaces of the building). Activating these 2 types of Coat of Arms spaces differs in one key aspect:<br />
- For Coat of Arms printed on building spaces, these are activated as soon as the space is covered by a facade.<br />
- For those off to the side of a row, these are activated once all spaces of the highlighted row are covered by facades.<br />
<br />
=== Activation Actions ===<br />
As soon as a Coat of Arms is activated, the activating player takes ONE of the following three actions:<br />
- Take and place a 1-square window facade SPECIAL TILE<br />
- Take a NEW ABILITY TILE<br />
- RE-ACTIVATE ALL ABILITY TILES that they have previously used<br />
<br />
==== Take a Special Tile ====<br />
If a player chooses to take a 1-square Special Tile, then they immediately place it on a supported building space of their board.<br />
- This may be used to cover or complete the row of another Coat of Arms, creating a chain reaction<br />
<br />
==== Take a New Ability Tile ====<br />
If a player chooses to take a new Ability Tile, they MUST select an Ability Tile that they do not already have in front of them, either used or active.<br />
- Once a player has acquired all 5 Ability Tiles, this option is no longer available to the player.<br />
- Descriptions of all Ability Tiles can be found in the "Ability Tiles" section below.<br />
<br />
==== Re-activate All Their Ability Tiles ====<br />
Each time a player uses one of their Ability Tiles, they must flip the tile over to its inactive side. The only way to be able to use the ability again is to take the re-activate special action.<br />
When a player re-activates their Ability Tiles, they flip ALL used Ability Tiles back to their active sides.<br />
<br />
== Ability Tiles ==<br />
Ability Tiles provide interesting ways for players to bend the rules of the game to their advantage throughout their turn.<br />
- Players always start the game with one active Ability Tile, the "Any Cards" tile, but they may acquire more throughout the game by activating Coats of Arms.<br />
- A player may use ANY NUMBER of their active Ability Tiles on their turn.<br />
<br />
The 5 different Ability Tiles are:<br />
<br />
=== Any Cards ===<br />
Allows the player to take any 2 cards for their "Take Cards" action (i.e., the cards taken need not be adjacent to each other).<br />
- This is the tile that each player starts the game with.<br />
<br />
=== Additional Card ===<br />
When using the "Take Cards" action, this tile allows a player to take a 3rd card FROM ANYWHERE in the card row (i.e., even if NOT used in conjunction with the "Any Cards" tile, the 3rd card need not be adjacent to either of the first 2 cards)<br />
<br />
=== Construction Discount ===<br />
When taking the "Construct Facade" action, the player may pay 1 fewer card than they otherwise would have had to pay for the facade tile.<br />
- If this tile is used to lower the cost of a facade tile that will be placed adjacent to another facade of its own color, the two discounts DO "stack" (i.e., the final cost is 2 fewer cards than it otherwise would have been).<br />
<br />
=== Change of Colors ===<br />
When taking the "Construct Facade" action, a player may treat ALL CARDS of a certain color as if they were any other color.<br />
- This means that a player may add cards of two different colors together to act as all cards of one color or the other.<br />
- Alternatively, a player may use cards of just one color, but may treat that one color as if it were "wild".<br />
<br />
=== Both Actions ===<br />
On their turn, a player may use this tile to take BOTH the "Take Cards" and the "Construct Facade" actions before play passes to the next player.<br />
- When using this tile, the "Take Cards" action MUST ALWAYS be taken first, followed by the "Construct Facade" action.<br />
- If a player draws above their hand limit (7 cards), they must discard down to 7 cards BEFORE taking the "Construct Facade" action.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcopenhagen&diff=12906Gamehelpcopenhagen2022-04-28T22:37:04Z<p>Panyakali: Initial version</p>
<hr />
<div>## Goal<br />
Be the first player to 12 points.<br />
Players score points in the following ways:<br />
* Completing a horizontal row = +1 point<br />
* If all squares of the row have windows, score 1 additional point (for a total of +2 points).<br />
* Completing a vertical column = +2 points<br />
* If all squares of the column have windows, score 2 additional points (for a total of +4 points).<br />
<br />
## Player Turns<br />
On their turn, each player may do ONE of the following:<br />
* Draw cards<br />
* Buy a building tile<br />
<br />
### Drawing Cards<br />
If player chose to draw cards, they take 1 card of the 7 available, as well as 1 more card immediately adjacent to the first (the row of available cards does NOT "wrap around", i.e., the last card in the roaw is NOT adjacent to the first).<br />
After drawing, player must discard down to the hand limit, which is 7 cards.<br />
<br />
### Buying a Building Tile<br />
When buying a tile, a player first discards a number of cards equal to the number of square building sections on that tile, then they place the tile on a "supported" area of their player board.<br />
* Supported areas are:<br />
* Any space on the bottom row of the player board<br />
* Any space immediately above an existing tile<br />
* If a player's new tile is touching another tile of the same color on their board, the cost of the new tile is reduced by 1 card.<br />
<br />
## Coats of Arms<br />
Each player board has 7 Coat of Arms spaces printed on it.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpmetromaniab&diff=6985Gamehelpmetromaniab2021-01-22T14:39:24Z<p>Panyakali: Adding a link for English rules (I couldn't figure out how to add an actual link to the main game page...)</p>
<hr />
<div>== Description & Objective ==<br />
<br />
Each player represents a subway-building company,<br />
and will dig two subway lines across the city.<br />
<br />
The goal is to connect important destinations – residential<br />
areas, commercial areas, and entertainment areas – and to<br />
provide them with subway stations.<br />
<br />
Take advantage of other players lines (for example, stations<br />
are built wherever two lines meet ; you can win points at the<br />
end by sharing the quickest trip), and try also to deroute or<br />
even block off your opponents at the right time, to keep them<br />
from well completing their lines!<br />
<br />
At the end of the game, the city government will run seven<br />
"test trips" between designated destinations, placed by the<br />
players themselves during the game.<br />
For each test trip, the fastest connection between the two<br />
points will be rewarded with Public Utility Points, and the<br />
player whose subways have the most points wins!<br />
<br />
(an English version of the rules can be found @ https://boardgamegeek.com/filepage/20655/metromania-rules-english-v2pdf )<br />
<br />
== Game Components & Setup ==<br />
<br />
=== Game Board ===<br />
To set up the board, take the four border pieces and put<br />
them together. Take the six triangular "city" pieces, and<br />
arrange them randomly within the border.<br />
<br />
=== Counters ===<br />
Each player takes a set of counters of a particular color.<br />
Each has a score marker (showing a subway train),<br />
which is placed on the gameboard on the "0" space<br />
of the scoring track.<br />
<br />
Each player also has counters for two subway lines:<br />
one with a solid color, and another with a "striped" color.<br />
Each line should have a Start marker (white arrow),<br />
an End marker (black arrow), and eighteen triangular<br />
Tunnel counters.<br />
<br />
There are also twelve Destination markers. Each is marked<br />
with a letter (A-F), and is paired with another Destination<br />
marker. These will be the destinations that will be "tested"<br />
after the building phase is complete. The summary of these<br />
tests is in the upright corner of the board.<br />
<br />
Finally, there are thirty "station" markers, which are set by the<br />
side of the board, and are not controlled by any player.<br />
The map is made up of smaller triangles, which are either<br />
blank, have a destination symbol, or a lake/park. Along the<br />
edge of the city are white arrows indicating where a subway<br />
line starts, and black arrows indicating where they exit the city<br />
<br />
== The Course of the Game ==<br />
<br />
=== Installation ===<br />
Take the destination markers and shuffle them letter-side down.<br />
<br />
With 4 players, each player takes one Residential, one<br />
Commercial, and one Entertainment Destination at random.<br />
That player then secretly looks at his markers. If two have<br />
the same letter, he puts one back and draws a new one until<br />
all three have different letters. When all the players have<br />
their three Destination markers, they flip them letter-side-up<br />
in front of them, visible for others.<br />
<br />
With 3 players, each player takes one more Destination marker.<br />
<br />
With 2 players, each player gets 6 Destination markers: one<br />
player gets the Destinations A,B,C,D,E,F shown on the left of<br />
the gameboard test Summary, the other player uses the ones<br />
on the right.<br />
<br />
=== Player turn ===<br />
The most "urbane" player begins.<br />
<br />
Play goes clockwise starting with the first player. On one's<br />
turn, the player MUST do one and only one of the following:<br />
* Dig 3 tunnels (to continue one or both of his lines) or<br />
* Build an intermediate station (on one of his lines) <br />
<br />
=== Starting a line ===<br />
Each player has two subway lines.<br />
On his first turn, a player must, of course, begin a subway<br />
line - but only one!<br />
<br />
A subway line must start from an empty space with a white<br />
arrow along the edge of the city. To start a line, place its first<br />
tunnel, topped with its "start" marker, in any of these spaces.<br />
Then continue normally the line in the city by digging the<br />
remaining tunnels.<br />
<br />
When you will begin your second subway line at any subsequent<br />
turn, it must start on one of the "opposite" edges from<br />
where your first line began.<br />
<br />
=== Digging tunnels ===<br />
Subway lines are built in the city by placing Tunnels in the<br />
triangular spaces. Only one tunnel may be placed in a space,<br />
and must conform to the following:<br />
* A line must always be built from its terminus; and never "branch off"<br />
* A line may not be continued with an acute angle. EXCEPTION: when a line terminates at a station, it may be built out from that station at any angle, even acute.<br />
* A line may never make a loop or double back on itself<br />
<br />
If you choose to dig tunnels on your turn, you MUST place<br />
3 tunnels (unless it is only possible to place fewer).<br />
If you have two lines, you may distribute your 3 tunnels<br />
between them as you wish.<br />
<br />
=== Special areas ===<br />
The start or end spaces (with an arrow) along the edges of<br />
the city can only be used to start or end a line.<br />
Tunnel counters may never be placed on the park or the lake.<br />
When a player places a tunnel counter on top of a destination<br />
area, the player must place immediatly one of his<br />
Destination markers on that tunnel piece (of the appropriate<br />
type, of course), letter-side up.<br />
<br />
If a player does not have the appropriate marker, the player<br />
may not place that tunnel piece on the destination.<br />
Furthermore, each player may only place one destination<br />
marker per turn, and two destinations of the same letter<br />
cannot touch, either on an angle or on the side.<br />
<br />
=== Stations ===<br />
Most of the stations are created while digging tunnels.<br />
A station is immediately placed when:<br />
* The line being dug joins another line. In this case, a station is placed where the two lines meet up.<br />
* The line, which was running alongside another line, splits off from it. In this case, a station is placed where the line splits off.<br />
* When a line, running alongside another line, changes side, NO STATION is placed.<br />
<br />
The player scores 1 point for each destination area on the<br />
board that touches the station.<br />
He continues to dig tunnels after placing a station, if he still<br />
has some left to build. (i.e., building a station like this does<br />
not stop your tunneling.)<br />
<br />
=== Intermediate stations ===<br />
In lieu of digging tunnels, a player may use all his turn to<br />
place one station anywhere on one of his lines, between two<br />
preexisting stations. A starting or ending marker counts as a<br />
station for this purpose.<br />
Points are scored as for stations placed while digging tunnels.<br />
<br />
=== Ending lines ===<br />
A line ends on a space with a black arrow. The player digs<br />
his last tunnel on that space, topped with an "End Line"<br />
counter.<br />
<br />
A line may not end on the same edge as it started, nor on an<br />
adjoining edge to that "start edge," unless all the end spaces<br />
on the allowed sides are already taken.<br />
<br />
When a line ends, that player may immediately place an<br />
intermediate station anywhere on the line. However, once a<br />
line is completed (with this bonus station), the player may<br />
never place an intermediate station on that line again<br />
<br />
=== End of the building phase ===<br />
Players continue building until one of the following occurs:<br />
* A player has completed both of his lines<br />
* A player places the last station available<br />
* Five lines are either completed, or blocked and unable to be completed<br />
<br />
Note : a line is blocked if it can no longer be extended, typically<br />
because all the spaces at its end are already occupied,<br />
forbidden, or has run out of tunnels.<br />
<br />
Then all other players have one last turn to play.<br />
After, scoring begins.<br />
<br />
== The Scoring Phase ==<br />
<br />
=== Lines scoring ===<br />
First, scores are adjusted as follows:<br />
* Players who completed both of their lines lose no station points.<br />
* Players who completed only one line lose half their station points (rounded down)<br />
* Players who completed none of their lines lose all their station points.<br />
Adjust the scoring markers accordingly.<br />
<br />
=== Test trip scoring ===<br />
Each test trip runs between destination markers of the same<br />
letter: A to A, then B to B, and so on. You can see the summary<br />
of these trips in the upright corner of the board.<br />
<br />
For each trip, determine the shortest route:<br />
* a trip takes 1 minute to go from one station to another (no matter how many tunnel pieces are in between)<br />
* and 3 minutes to change from one line to another.<br />
A trip may have more than one fastest route.<br />
<br />
Each player who has a line making up part of the fastest<br />
route gets 3 points, plus a bonus of 3 points if he placed<br />
one of the destination markers (i.e., if the marker is<br />
on a tunnel piece of the player's color).<br />
<br />
A player may only get points once for each test, even if the<br />
player is involved in more than one route.<br />
Players who are not involved in the fastest route never get<br />
any point.<br />
<br />
=== Impossible trips ===<br />
Sometimes, a test run may be impossible.<br />
If that is the case, a city investigation takes place to determine<br />
the guilty party or parties:<br />
* If the destination marker was never placed on the board, the guilty party is the player who didn't place the marker.<br />
* If the marker was placed but nobody put a station touching it, the guilty party is the player who placed the destination.<br />
* If the markers were both placed, but no route exists between the two, both players who placed the markers are guilty.<br />
The guilty party or parties get no points, and all other players get 6 points.<br />
<br />
=== Final test ===<br />
The last test run is between the park and the lake. Determine<br />
the fastest route, as always. Each player involved in the fastest<br />
route gets 5 points.<br />
<br />
Important note : if your score goes beyond 20 points, move<br />
your marker normally, but place one of your tunnels near the<br />
20 to show that. If your score goes below 0 point, place one<br />
of your tunnels near the 0.<br />
<br />
== The Winner ==<br />
<br />
At the end of the game, the player with the most points is<br />
crowned King of the Subway - i.e., WINS.<br />
<br />
If there is a tie, the winner is the player who finished the<br />
most lines; if there is again a tie, the winner is the player who<br />
placed the most tunnels.<br />
<br />
If there is still a tie, litigation is the only possible solution.<br />
<br />
== Special Rules ==<br />
<br />
Two players<br />
;End of game: 3 lines finished and/or blocked ends the building phase. The other conditions still unchanged.<br />
;Test trip scoring: the second version of the rules on this topic is not implemented on BGA.<br />
<br />
Three players<br />
;End of game: 4 lines finished and/or blocked ends the building phase. The other conditions still unchanged.<br />
;Test trip scoring: same as with four players.<br />
<br />
== Variants ==<br />
<br />
Unfair Municipality (3-4 players)<br />
Each player keeps his destination markers letter-side-down<br />
in front of him. The markers are only revealed when they are<br />
placed on a destination area in the city.<br />
<br />
No Corruption (3-4 players)<br />
Ah, everything is straight and clear… Because each player<br />
takes pre-established destination markers and keeps them in<br />
front of him, letter-face-up, of course!<br />
<br />
4 players<br />
Player 1: A Residential, B Commercial, C Entertainment<br />
Player 2: D Residential, A Commercial, E Entertainment<br />
Player 3: F Residential, E Commercial, B Entertainment<br />
Player 4: C Residential, D Commercial, F Entertainment<br />
<br />
3 players :<br />
Player 1: A & D Residential, B Commercial, C Entertainment<br />
Player 2: C Residential, A & E Commercial, F Entertainment<br />
Player 3: F Residential, D Commercial, B & E Entertainment<br />
<br />
- Metromania Official Rulebook, Spiel or Face</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangaustralia&diff=6048Gamehelpboomerangaustralia2020-11-03T15:53:13Z<p>Panyakali: Changes formatting of mixed list to native wiki format to allow for linked navigation</p>
<hr />
<div>= Boomerang: Australia =<br />
<br />
== TL;DR Rules ==<br />
<br />
=== Scoring ===<br />
<br />
* + points for difference between Throw & Catch numbers; this is an absolute value, it will never be negative points; if there is a tie at the end of the game, total Throw & Catch points are the tie-breaker<br />
* + points for sum of numbers in all green circles (Collections) per round; points are doubled if sum is 7 or less<br />
* + points for each pair of identical yellow diamond values (Animals) per round; each pair scores the value in its yellow diamond once, not twice<br />
* + points based on the total number of player's choice of 1 distinct blue square symbol (Activity) per round; each of the 4 distinct blue square symbols can be scored only once per game; scoring an activity for the round is always optional; point values based on the number of symbols collected for the round are as follows:<br />
** 0 points for 1 symbol<br />
** 1 point for 2 symbols<br />
** 4 points for 3 symbols<br />
** 7 points for 4 symbols<br />
** 10 points for 5 symbols<br />
** 15 points for 6 symbols<br />
* +1 point per letter collected throughout the game (counted only at the end of the game)<br />
* +3 points per complete region (groupings of 4 continuous letters) to the first player(s) to complete it (determined at the end of each round)<br />
<br />
=== Card Distribution ===<br />
<br />
* 28 cards, each with a unique letter, and grouped into 7 distinct numeric regions (which also count as the Throw & Catch values):<br />
** ''Region 1:'' '''A - D'''<br />
** ''Region 2:'' '''U - X'''<br />
** ''Region 3:'' '''M - P'''<br />
** ''Region 4:'' '''E - H'''<br />
** ''Region 5:'' '''Q - T'''<br />
** ''Region 6:'' '''I - L'''<br />
** ''Region 7:'' '''Y, Z, @, #'''<br />
* '''Activities (blue square icons)'''<br />
** 6 of the ''Indigenous Culture'' (boomerang) icons<br />
** 6 of the ''Sightseeing'' (photograph) icons<br />
** 6 of the ''Bushwalking'' (hiker) icons<br />
** 6 of the ''Swimming'' icons<br />
* '''Collections (green circle icons)'''<br />
** 5 of the 1-point ''Leaf'' icons<br />
** 4 of the 2-point ''Flower'' icons<br />
** 3 of the 3-point ''Shell'' icons<br />
** 1 of the 5-point ''Souvenir'' icons<br />
* '''Animals'''<br />
** 5 of the 3-point ''Kangaroo'' icons<br />
** 5 of the 4-point ''Emu'' icons<br />
** 4 of the 5-point ''Wombat'' icons<br />
** 3 of the 7-point ''Koala'' icons<br />
** 2 of the 9-point ''Platypus'' icons<br />
<br />
== Full Rules ==<br />
<br />
=== Round Set-up: Dealing ===<br />
<br />
There are 28 cards in the game, with letters A-Z + @ and # on the bottom left of each card, in addition to numbers 1-7 on the top left of those cards (there are 4 of each number in the game). To start the round, 7 cards are dealt to each player; In games with less than 4 players, not all cards will be dealt this round, thus they will not be draftable for the entire round; however, the cards that were not dealt this round will always be the first cards dealt next round, so you should never not see a card for the entire game.<br />
<br />
=== Gameplay: Drafting ===<br />
<br />
The first card you draft in a round is referred to as your "Throw" card (i.e., like throwing a boomerang); you will score points based on the difference between the number on your Throw card in a round and the last card you draft in the round (i.e., the "Catch" card, as in catching a boomerang). Your Throw card remains hidden to all of your opponents until the end of the round (but you can see this card at any time).<br />
<br />
After all players have selected a Throw card, the remaining 6 cards are passed to the next player. In the standard game, cards are always passed to the left; however, when playing with the "Direction Variant", cards are passed to the left in the 1st and 3rd rounds; in the 2nd and 4th rounds, cards are passed to the right. <br />
<br />
From this point on, players will each draft 1 card from each hand, played face-up for all to see, and then pass their remaining cards; this is done until each player is passed only 1 card (their Catch card), which is played automatically, and then the round proceeds to the scoring phase.<br />
<br />
=== End of Round: Scoring ===<br />
<br />
There are 5 scoring categories: Difference between Throw & Catch numbers, Tourist Sites (letters), Collections (green circles), Animals (yellow diamonds), and Activities (blue squares). Their rules are described in detail below:<br />
<br />
==== Difference between Throw & Catch numbers ====<br />
<br />
* This number is an "absolute value", as it does not matter whether your Throw card is greater than or less than your Catch card.<br />
** For example: a Throw of 7 and a Catch of 1 will score the same number of points as a Throw of 1 and a Catch of 7: 6 points.<br />
* There are 4 cards of each number, 1-7, in the game.<br />
<br />
==== Tourist Sites (letters) ====<br />
<br />
* Each of the 28 letters (A-Z, @, and #) mentioned previously corresponds to a specific tourist site within Australia.<br />
** Therefore, each letter appears on only 1 card.<br />
* At the end of the round, cross off the letters of all sites you visited (i.e., drafted) this round; this ''does'' include your Throw card. At the end of the game, the letters you have crossed off on your map will count for 1 point each.<br />
** In later rounds you may have to draft the card of a tourist site (letter) that you have already crossed off; in this case, nothing happens for this site- there is no "repeat visit" bonus or anything like that...<br />
* Also at the end of the round, all players who have completed a full region (i.e., one of the groupings of 4 letters) on their map will each score 3 points, denoted by crossing off the "+3" symbol for that region; all other players who did not complete that region this round will scribble out the "+3" symbol for that region - once the 3 point bonus is obtained by some player(s) in a round, it is no longer available to other players in later rounds.<br />
** If two or more players complete the same region in the same round, all of those players will each score the 3 bonus points for the region, and all others must scribble out this bonus on their sheets.<br />
** The groupings for the regions are as follows: A-D, E-H, I-L, M-P, Q-T, U-X, Y-Z+@+#<br />
<br />
==== Collections (green circles) ====<br />
<br />
* Some cards have green circles with different icons on them and their associated point values: <br />
** Leafs are worth 1 point each, Wildflowers are 2, Shells are 3, and Souvenirs are 5.<br />
** There are 5 Leaf icons in the game, 4 Flower icons, 3 Shell icons, and only 1 Souvenir icon.<br />
* At the end of the round, add up all of the values on all green collection items: <br />
** If this total is 7 or less, multiply the total by 2 and add the final number to your score<br />
** If the total is greater than 7, you just add the number to your score without doubling it (the basic reasoning here is that if you try to take too many keepsakes home, you'll probably have excess baggage fees).<br />
<br />
==== Animals (yellow diamonds) ====<br />
<br />
* Some cards will also have yellow diamonds with different animal symbols on them, each type with a unique associated point value:<br />
** Kangaroos are worth 3 points, Emus are 4 points, Wombats are 5 points, Koalas are 7 points, and Platypuses are 9 points.<br />
** There are 5 Kangaroo icons in the game, 5 Emu icons, 4 Wombat icons, 3 Koala icons, and only 2 Platypus icons. <br />
* At the end of the round, you score the points on each yellow animal symbol for which you have a matched pair.<br />
** A pair of animals only scores the points for that type of animal ''once''; if you have 2 Kangaroos (which are worth 3 points) on cards this round, you would score only 3 points, not 6.<br />
*** Single animals are worth nothing; they must be paired. <br />
*** Likewise, a set of 3-of-a-kind would count as 1 pair and 1 single, so would only score once.<br />
*** However, 4-of-a-kind would count as 2 distinct pairs, netting you a total of twice their value.<br />
* You may score any number of animal pairs in a round, regardless of whether they are all of the same or not (i.e., you ''are'' allowed to mix-and-match, but each pair must be matched to another animal of its same type).<br />
<br />
==== Activities (blue squares) ====<br />
<br />
* Finally, some cards will also have activity icons in blue squares, which are scored based on how many of that particular icon you have collected in a given round:<br />
** There are 4 types of activities: Swimming, Bushwalking (the hiker icon), Indigenous Culture (the boomerang icon), and Sightseeing (the photograph icon).<br />
** There are 6 of each of these activity icons in game (which makes 24 total activity icons on cards in the game; no card has 2 activity icons on it, so there are 4 cards in the game without any activity icon).<br />
* For 1 icon of a given type collected in a round, you would score 0 points; then 1 point for 2 icons of the same type, 4 points for 3 icons, 7 points for 4 icons, 10 points for 5 icons, or 15 points for 6 icons.<br />
* Scoring an activity for a given round is always optional, but you can only ever score 1 activity per round, and you are only allowed to score each activity once per game; so, if you pass on scoring any activity for a round (in the hope of scoring higher on one of them next round), you will lose out on scoring one of the activities types this game.<br />
<br />
=== End of Game: Final Scoring & Tie-breakers ===<br />
<br />
After 4 rounds, final scoring takes place:<br />
<br />
* Add up all of your points for each category over the 4 rounds.<br />
* Also add 1 point for each visited tourist site, as well as 3 points for each region bonus you have received.<br />
* The highest final score wins.<br />
** Ties are broken by the highest Throw & Catch points among the tied players.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangaustralia&diff=6047Gamehelpboomerangaustralia2020-11-03T15:47:31Z<p>Panyakali: Adds some bolding for easier reading</p>
<hr />
<div>= Boomerang: Australia =<br />
<br />
== TL;DR Rules ==<br />
<br />
=== Scoring ===<br />
<br />
* + points for difference between Throw & Catch numbers; this is an absolute value, it will never be negative points; if there is a tie at the end of the game, total Throw & Catch points are the tie-breaker<br />
* + points for sum of numbers in all green circles (Collections) per round; points are doubled if sum is 7 or less<br />
* + points for each pair of identical yellow diamond values (Animals) per round; each pair scores the value in its yellow diamond once, not twice<br />
* + points based on the total number of player's choice of 1 distinct blue square symbol (Activity) per round; each of the 4 distinct blue square symbols can be scored only once per game; scoring an activity for the round is always optional; point values based on the number of symbols collected for the round are as follows:<br />
** 0 points for 1 symbol<br />
** 1 point for 2 symbols<br />
** 4 points for 3 symbols<br />
** 7 points for 4 symbols<br />
** 10 points for 5 symbols<br />
** 15 points for 6 symbols<br />
* +1 point per letter collected throughout the game (counted only at the end of the game)<br />
* +3 points per complete region (groupings of 4 continuous letters) to the first player(s) to complete it (determined at the end of each round)<br />
<br />
=== Card Distribution ===<br />
<br />
* 28 cards, each with a unique letter, and grouped into 7 distinct numeric regions (which also count as the Throw & Catch values):<br />
** ''Region 1:'' '''A - D'''<br />
** ''Region 2:'' '''U - X'''<br />
** ''Region 3:'' '''M - P'''<br />
** ''Region 4:'' '''E - H'''<br />
** ''Region 5:'' '''Q - T'''<br />
** ''Region 6:'' '''I - L'''<br />
** ''Region 7:'' '''Y, Z, @, #'''<br />
* '''Activities (blue square icons)'''<br />
** 6 of the ''Indigenous Culture'' (boomerang) icons<br />
** 6 of the ''Sightseeing'' (photograph) icons<br />
** 6 of the ''Bushwalking'' (hiker) icons<br />
** 6 of the ''Swimming'' icons<br />
* '''Collections (green circle icons)'''<br />
** 5 of the 1-point ''Leaf'' icons<br />
** 4 of the 2-point ''Flower'' icons<br />
** 3 of the 3-point ''Shell'' icons<br />
** 1 of the 5-point ''Souvenir'' icons<br />
* '''Animals'''<br />
** 5 of the 3-point ''Kangaroo'' icons<br />
** 5 of the 4-point ''Emu'' icons<br />
** 4 of the 5-point ''Wombat'' icons<br />
** 3 of the 7-point ''Koala'' icons<br />
** 2 of the 9-point ''Platypus'' icons<br />
<br />
== Full Rules ==<br />
<br />
=== Round Set-up: Dealing ===<br />
<br />
There are 28 cards in the game, with letters A-Z + @ and # on the bottom left of each card, in addition to numbers 1-7 on the top left of those cards (there are 4 of each number in the game). To start the round, 7 cards are dealt to each player; In games with less than 4 players, not all cards will be dealt this round, thus they will not be draftable for the entire round; however, the cards that were not dealt this round will always be the first cards dealt next round, so you should never not see a card for the entire game.<br />
<br />
=== Gameplay: Drafting ===<br />
<br />
The first card you draft in a round is referred to as your "Throw" card (i.e., like throwing a boomerang); you will score points based on the difference between the number on your Throw card in a round and the last card you draft in the round (i.e., the "Catch" card, as in catching a boomerang). Your Throw card remains hidden to all of your opponents until the end of the round (but you can see this card at any time).<br />
<br />
After all players have selected a Throw card, the remaining 6 cards are passed to the next player. In the standard game, cards are always passed to the left; however, when playing with the "Direction Variant", cards are passed to the left in the 1st and 3rd rounds; in the 2nd and 4th rounds, cards are passed to the right. <br />
<br />
From this point on, players will each draft 1 card from each hand, played face-up for all to see, and then pass their remaining cards; this is done until each player is passed only 1 card (their Catch card), which is played automatically, and then the round proceeds to the scoring phase.<br />
<br />
=== End of Round: Scoring ===<br />
<br />
There are 5 scoring categories at the end of each round:<br />
<br />
# '''Difference between Throw & Catch numbers'''<br />
#* This number is an "absolute value", as it does not matter whether your Throw card is greater than or less than your Catch card.<br />
#** For example: a Throw of 7 and a Catch of 1 will score the same number of points as a Throw of 1 and a Catch of 7: 6 points.<br />
#* There are 4 cards of each number, 1-7, in the game.<br />
# '''Tourist Sites (letters)'''<br />
#* Each of the 28 letters (A-Z, @, and #) mentioned previously corresponds to a specific tourist site within Australia.<br />
#** Therefore, each letter appears on only 1 card.<br />
#* At the end of the round, cross off the letters of all sites you visited (i.e., drafted) this round; this ''does'' include your Throw card. At the end of the game, the letters you have crossed off on your map will count for 1 point each.<br />
#** In later rounds you may have to draft the card of a tourist site (letter) that you have already crossed off; in this case, nothing happens for this site- there is no "repeat visit" bonus or anything like that...<br />
#* Also at the end of the round, all players who have completed a full region (i.e., one of the groupings of 4 letters) on their map will each score 3 points, denoted by crossing off the "+3" symbol for that region; all other players who did not complete that region this round will scribble out the "+3" symbol for that region - once the 3 point bonus is obtained by some player(s) in a round, it is no longer available to other players in later rounds.<br />
#** If two or more players complete the same region in the same round, all of those players will each score the 3 bonus points for the region, and all others must scribble out this bonus on their sheets.<br />
#** The groupings for the regions are as follows: A-D, E-H, I-L, M-P, Q-T, U-X, Y-Z+@+#<br />
# '''Collections (green circles)'''<br />
#* Some cards have green circles with different icons on them and their associated point values: <br />
#** Leafs are worth 1 point each, Wildflowers are 2, Shells are 3, and Souvenirs are 5.<br />
#** There are 5 Leaf icons in the game, 4 Flower icons, 3 Shell icons, and only 1 Souvenir icon.<br />
#* At the end of the round, add up all of the values on all green collection items: <br />
#** If this total is 7 or less, multiply the total by 2 and add the final number to your score<br />
#** If the total is greater than 7, you just add the number to your score without doubling it (the basic reasoning here is that if you try to take too many keepsakes home, you'll probably have excess baggage fees).<br />
# '''Animals (yellow diamonds)'''<br />
#* Some cards will also have yellow diamonds with different animal symbols on them, each type with a unique associated point value:<br />
#** Kangaroos are worth 3 points, Emus are 4 points, Wombats are 5 points, Koalas are 7 points, and Platypuses are 9 points.<br />
#** There are 5 Kangaroo icons in the game, 5 Emu icons, 4 Wombat icons, 3 Koala icons, and only 2 Platypus icons. <br />
#* At the end of the round, you score the points on each yellow animal symbol for which you have a matched pair.<br />
#** A pair of animals only scores the points for that type of animal ''once''; if you have 2 Kangaroos (which are worth 3 points) on cards this round, you would score only 3 points, not 6.<br />
#*** Single animals are worth nothing; they must be paired. <br />
#*** Likewise, a set of 3-of-a-kind would count as 1 pair and 1 single, so would only score once.<br />
#*** However, 4-of-a-kind would count as 2 distinct pairs, netting you a total of twice their value.<br />
#* You may score any number of animal pairs in a round, regardless of whether they are all of the same or not (i.e., you ''are'' allowed to mix-and-match, but each pair must be matched to another animal of its same type).<br />
# '''Activities (blue squares)'''<br />
#* Finally, some cards will also have activity icons in blue squares, which are scored based on how many of that particular icon you have collected in a given round:<br />
#** There are 4 types of activities: Swimming, Bushwalking (the hiker icon), Indigenous Culture (the boomerang icon), and Sightseeing (the photograph icon).<br />
#** There are 6 of each of these activity icons in game (which makes 24 total activity icons on cards in the game; no card has 2 activity icons on it, so there are 4 cards in the game without any activity icon).<br />
#* For 1 icon of a given type collected in a round, you would score 0 points; then 1 point for 2 icons of the same type, 4 points for 3 icons, 7 points for 4 icons, 10 points for 5 icons, or 15 points for 6 icons.<br />
#* Scoring an activity for a given round is always optional, but you can only ever score 1 activity per round, and you are only allowed to score each activity once per game; so, if you pass on scoring any activity for a round (in the hope of scoring higher on one of them next round), you will lose out on scoring one of the activities types this game.<br />
<br />
=== End of Game: Final Scoring & Tie-breakers ===<br />
<br />
After 4 rounds, final scoring takes place:<br />
<br />
* Add up all of your points for each category over the 4 rounds.<br />
* Also add 1 point for each visited tourist site, as well as 3 points for each region bonus you have received.<br />
* The highest final score wins.<br />
** Ties are broken by the highest Throw & Catch points among the tied players.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangaustralia&diff=6046Gamehelpboomerangaustralia2020-11-03T15:46:12Z<p>Panyakali: Edits to the card distribution formatting</p>
<hr />
<div>= Boomerang: Australia =<br />
<br />
== TL;DR Rules ==<br />
<br />
=== Scoring ===<br />
<br />
* + points for difference between Throw & Catch numbers; this is an absolute value, it will never be negative points; if there is a tie at the end of the game, total Throw & Catch points are the tie-breaker<br />
* + points for sum of numbers in all green circles (Collections) per round; points are doubled if sum is 7 or less<br />
* + points for each pair of identical yellow diamond values (Animals) per round; each pair scores the value in its yellow diamond once, not twice<br />
* + points based on the total number of player's choice of 1 distinct blue square symbol (Activity) per round; each of the 4 distinct blue square symbols can be scored only once per game; scoring an activity for the round is always optional; point values based on the number of symbols collected for the round are as follows:<br />
** 0 points for 1 symbol<br />
** 1 point for 2 symbols<br />
** 4 points for 3 symbols<br />
** 7 points for 4 symbols<br />
** 10 points for 5 symbols<br />
** 15 points for 6 symbols<br />
* +1 point per letter collected throughout the game (counted only at the end of the game)<br />
* +3 points per complete region (groupings of 4 continuous letters) to the first player(s) to complete it (determined at the end of each round)<br />
<br />
=== Card Distribution ===<br />
<br />
* 28 cards, each with a unique letter, and grouped into 7 distinct numeric regions (which also count as the Throw & Catch values):<br />
** ''Region 1:'' '''A - D'''<br />
** ''Region 2:'' '''U - X'''<br />
** ''Region 3:'' '''M - P'''<br />
** ''Region 4:'' '''E - H'''<br />
** ''Region 5:'' '''Q - T'''<br />
** ''Region 6:'' '''I - L'''<br />
** ''Region 7:'' '''Y, Z, @, #'''<br />
* '''Activities (blue square icons)'''<br />
** 6 of the ''Indigenous Culture'' (boomerang) icons<br />
** 6 of the ''Sightseeing'' (photograph) icons<br />
** 6 of the ''Bushwalking'' (hiker) icons<br />
** 6 of the ''Swimming'' icons<br />
* '''Collections (green circle icons)'''<br />
** 5 of the 1-point ''Leaf'' icons<br />
** 4 of the 2-point ''Flower'' icons<br />
** 3 of the 3-point ''Shell'' icons<br />
** 1 of the 5-point ''Souvenir'' icons<br />
* '''Animals'''<br />
** 5 of the 3-point ''Kangaroo'' icons<br />
** 5 of the 4-point ''Emu'' icons<br />
** 4 of the 5-point ''Wombat'' icons<br />
** 3 of the 7-point ''Koala'' icons<br />
** 2 of the 9-point ''Platypus'' icons<br />
<br />
== Full Rules ==<br />
<br />
=== Round Set-up: Dealing ===<br />
<br />
There are 28 cards in the game, with letters A-Z + @ and # on the bottom left of each card, in addition to numbers 1-7 on the top left of those cards (there are 4 of each number in the game). To start the round, 7 cards are dealt to each player; In games with less than 4 players, not all cards will be dealt this round, thus they will not be draftable for the entire round; however, the cards that were not dealt this round will always be the first cards dealt next round, so you should never not see a card for the entire game.<br />
<br />
=== Gameplay: Drafting ===<br />
<br />
The first card you draft in a round is referred to as your "Throw" card (i.e., like throwing a boomerang); you will score points based on the difference between the number on your Throw card in a round and the last card you draft in the round (i.e., the "Catch" card, as in catching a boomerang). Your Throw card remains hidden to all of your opponents until the end of the round (but you can see this card at any time).<br />
<br />
After all players have selected a Throw card, the remaining 6 cards are passed to the next player. In the standard game, cards are always passed to the left; however, when playing with the "Direction Variant", cards are passed to the left in the 1st and 3rd rounds; in the 2nd and 4th rounds, cards are passed to the right. <br />
<br />
From this point on, players will each draft 1 card from each hand, played face-up for all to see, and then pass their remaining cards; this is done until each player is passed only 1 card (their Catch card), which is played automatically, and then the round proceeds to the scoring phase.<br />
<br />
=== End of Round: Scoring ===<br />
<br />
There are 5 scoring categories at the end of each round:<br />
<br />
# Difference between Throw & Catch numbers<br />
#* This number is an "absolute value", as it does not matter whether your Throw card is greater than or less than your Catch card.<br />
#** For example: a Throw of 7 and a Catch of 1 will score the same number of points as a Throw of 1 and a Catch of 7: 6 points.<br />
#* There are 4 cards of each number, 1-7, in the game.<br />
# Tourist Sites (letters)<br />
#* Each of the 28 letters (A-Z, @, and #) mentioned previously corresponds to a specific tourist site within Australia.<br />
#** Therefore, each letter appears on only 1 card.<br />
#* At the end of the round, cross off the letters of all sites you visited (i.e., drafted) this round; this ''does'' include your Throw card. At the end of the game, the letters you have crossed off on your map will count for 1 point each.<br />
#** In later rounds you may have to draft the card of a tourist site (letter) that you have already crossed off; in this case, nothing happens for this site- there is no "repeat visit" bonus or anything like that...<br />
#* Also at the end of the round, all players who have completed a full region (i.e., one of the groupings of 4 letters) on their map will each score 3 points, denoted by crossing off the "+3" symbol for that region; all other players who did not complete that region this round will scribble out the "+3" symbol for that region - once the 3 point bonus is obtained by some player(s) in a round, it is no longer available to other players in later rounds.<br />
#** If two or more players complete the same region in the same round, all of those players will each score the 3 bonus points for the region, and all others must scribble out this bonus on their sheets.<br />
#** The groupings for the regions are as follows: A-D, E-H, I-L, M-P, Q-T, U-X, Y-Z+@+#<br />
# Collections (green circles)<br />
#* Some cards have green circles with different icons on them and their associated point values: <br />
#** Leafs are worth 1 point each, Wildflowers are 2, Shells are 3, and Souvenirs are 5.<br />
#** There are 5 Leaf icons in the game, 4 Flower icons, 3 Shell icons, and only 1 Souvenir icon.<br />
#* At the end of the round, add up all of the values on all green collection items: <br />
#** If this total is 7 or less, multiply the total by 2 and add the final number to your score<br />
#** If the total is greater than 7, you just add the number to your score without doubling it (the basic reasoning here is that if you try to take too many keepsakes home, you'll probably have excess baggage fees).<br />
# Animals (yellow diamonds)<br />
#* Some cards will also have yellow diamonds with different animal symbols on them, each type with a unique associated point value:<br />
#** Kangaroos are worth 3 points, Emus are 4 points, Wombats are 5 points, Koalas are 7 points, and Platypuses are 9 points.<br />
#** There are 5 Kangaroo icons in the game, 5 Emu icons, 4 Wombat icons, 3 Koala icons, and only 2 Platypus icons. <br />
#* At the end of the round, you score the points on each yellow animal symbol for which you have a matched pair.<br />
#** A pair of animals only scores the points for that type of animal ''once''; if you have 2 Kangaroos (which are worth 3 points) on cards this round, you would score only 3 points, not 6.<br />
#*** Single animals are worth nothing; they must be paired. <br />
#*** Likewise, a set of 3-of-a-kind would count as 1 pair and 1 single, so would only score once.<br />
#*** However, 4-of-a-kind would count as 2 distinct pairs, netting you a total of twice their value.<br />
#* You may score any number of animal pairs in a round, regardless of whether they are all of the same or not (i.e., you ''are'' allowed to mix-and-match, but each pair must be matched to another animal of its same type).<br />
# Activities (blue squares)<br />
#* Finally, some cards will also have activity icons in blue squares, which are scored based on how many of that particular icon you have collected in a given round:<br />
#** There are 4 types of activities: Swimming, Bushwalking (the hiker icon), Indigenous Culture (the boomerang icon), and Sightseeing (the photograph icon).<br />
#** There are 6 of each of these activity icons in game (which makes 24 total activity icons on cards in the game; no card has 2 activity icons on it, so there are 4 cards in the game without any activity icon).<br />
#* For 1 icon of a given type collected in a round, you would score 0 points; then 1 point for 2 icons of the same type, 4 points for 3 icons, 7 points for 4 icons, 10 points for 5 icons, or 15 points for 6 icons.<br />
#* Scoring an activity for a given round is always optional, but you can only ever score 1 activity per round, and you are only allowed to score each activity once per game; so, if you pass on scoring any activity for a round (in the hope of scoring higher on one of them next round), you will lose out on scoring one of the activities types this game.<br />
<br />
=== End of Game: Final Scoring & Tie-breakers ===<br />
<br />
After 4 rounds, final scoring takes place:<br />
<br />
* Add up all of your points for each category over the 4 rounds.<br />
* Also add 1 point for each visited tourist site, as well as 3 points for each region bonus you have received.<br />
* The highest final score wins.<br />
** Ties are broken by the highest Throw & Catch points among the tied players.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangaustralia&diff=6045Gamehelpboomerangaustralia2020-11-03T15:39:11Z<p>Panyakali: Fixes formatting for numeric/bullet mixed list</p>
<hr />
<div>= Boomerang: Australia =<br />
<br />
== TL;DR Rules ==<br />
<br />
=== Scoring ===<br />
<br />
* + points for difference between Throw & Catch numbers; this is an absolute value, it will never be negative points; if there is a tie at the end of the game, total Throw & Catch points are the tie-breaker<br />
* + points for sum of numbers in all green circles (Collections) per round; points are doubled if sum is 7 or less<br />
* + points for each pair of identical yellow diamond values (Animals) per round; each pair scores the value in its yellow diamond once, not twice<br />
* + points based on the total number of player's choice of 1 distinct blue square symbol (Activity) per round; each of the 4 distinct blue square symbols can be scored only once per game; scoring an activity for the round is always optional; point values based on the number of symbols collected for the round are as follows:<br />
** 0 points for 1 symbol<br />
** 1 point for 2 symbols<br />
** 4 points for 3 symbols<br />
** 7 points for 4 symbols<br />
** 10 points for 5 symbols<br />
** 15 points for 6 symbols<br />
* +1 point per letter collected throughout the game (counted only at the end of the game)<br />
* +3 points per complete region (groupings of 4 continuous letters) to the first player(s) to complete it (determined at the end of each round)<br />
<br />
=== Card Distribution ===<br />
<br />
* 28 cards, each with a unique letter, and grouped into 7 distinct numeric regions (which also count as the Throw & Catch values):<br />
** Region 1: A - D<br />
** Region 2: U - X<br />
** Region 3: M - P<br />
** Region 4: E - H<br />
** Region 5: Q - T<br />
** Region 6: I - L<br />
** Region 7: Y, Z, @, #<br />
* Activities (blue square icons)<br />
** 6x Indigenous Culture (boomerang)<br />
** 6x Sightseeing (photograph)<br />
** 6x Bushwalking (hiker)<br />
** 6x Swimming<br />
* Collections (green circle icons)<br />
** 5x 1 point Leaf<br />
** 4x 2 point Flower<br />
** 3x 3 point Shell<br />
** 1x 5 point Souvenir<br />
* Animals<br />
** 5x 3 point �Kangaroo<br />
** 5x 4 point Emu<br />
** 4x 5 point Wombat<br />
** 3x 7 point Koala<br />
** 2x 9 point Platypus<br />
<br />
== Full Rules ==<br />
<br />
=== Round Set-up: Dealing ===<br />
<br />
There are 28 cards in the game, with letters A-Z + @ and # on the bottom left of each card, in addition to numbers 1-7 on the top left of those cards (there are 4 of each number in the game). To start the round, 7 cards are dealt to each player; In games with less than 4 players, not all cards will be dealt this round, thus they will not be draftable for the entire round; however, the cards that were not dealt this round will always be the first cards dealt next round, so you should never not see a card for the entire game.<br />
<br />
=== Gameplay: Drafting ===<br />
<br />
The first card you draft in a round is referred to as your "Throw" card (i.e., like throwing a boomerang); you will score points based on the difference between the number on your Throw card in a round and the last card you draft in the round (i.e., the "Catch" card, as in catching a boomerang). Your Throw card remains hidden to all of your opponents until the end of the round (but you can see this card at any time).<br />
<br />
After all players have selected a Throw card, the remaining 6 cards are passed to the next player. In the standard game, cards are always passed to the left; however, when playing with the "Direction Variant", cards are passed to the left in the 1st and 3rd rounds; in the 2nd and 4th rounds, cards are passed to the right. <br />
<br />
From this point on, players will each draft 1 card from each hand, played face-up for all to see, and then pass their remaining cards; this is done until each player is passed only 1 card (their Catch card), which is played automatically, and then the round proceeds to the scoring phase.<br />
<br />
=== End of Round: Scoring ===<br />
<br />
There are 5 scoring categories at the end of each round:<br />
<br />
# Difference between Throw & Catch numbers<br />
#* This number is an "absolute value", as it does not matter whether your Throw card is greater than or less than your Catch card.<br />
#** For example: a Throw of 7 and a Catch of 1 will score the same number of points as a Throw of 1 and a Catch of 7: 6 points.<br />
#* There are 4 cards of each number, 1-7, in the game.<br />
# Tourist Sites (letters)<br />
#* Each of the 28 letters (A-Z, @, and #) mentioned previously corresponds to a specific tourist site within Australia.<br />
#** Therefore, each letter appears on only 1 card.<br />
#* At the end of the round, cross off the letters of all sites you visited (i.e., drafted) this round; this ''does'' include your Throw card. At the end of the game, the letters you have crossed off on your map will count for 1 point each.<br />
#** In later rounds you may have to draft the card of a tourist site (letter) that you have already crossed off; in this case, nothing happens for this site- there is no "repeat visit" bonus or anything like that...<br />
#* Also at the end of the round, all players who have completed a full region (i.e., one of the groupings of 4 letters) on their map will each score 3 points, denoted by crossing off the "+3" symbol for that region; all other players who did not complete that region this round will scribble out the "+3" symbol for that region - once the 3 point bonus is obtained by some player(s) in a round, it is no longer available to other players in later rounds.<br />
#** If two or more players complete the same region in the same round, all of those players will each score the 3 bonus points for the region, and all others must scribble out this bonus on their sheets.<br />
#** The groupings for the regions are as follows: A-D, E-H, I-L, M-P, Q-T, U-X, Y-Z+@+#<br />
# Collections (green circles)<br />
#* Some cards have green circles with different icons on them and their associated point values: <br />
#** Leafs are worth 1 point each, Wildflowers are 2, Shells are 3, and Souvenirs are 5.<br />
#** There are 5 Leaf icons in the game, 4 Flower icons, 3 Shell icons, and only 1 Souvenir icon.<br />
#* At the end of the round, add up all of the values on all green collection items: <br />
#** If this total is 7 or less, multiply the total by 2 and add the final number to your score<br />
#** If the total is greater than 7, you just add the number to your score without doubling it (the basic reasoning here is that if you try to take too many keepsakes home, you'll probably have excess baggage fees).<br />
# Animals (yellow diamonds)<br />
#* Some cards will also have yellow diamonds with different animal symbols on them, each type with a unique associated point value:<br />
#** Kangaroos are worth 3 points, Emus are 4 points, Wombats are 5 points, Koalas are 7 points, and Platypuses are 9 points.<br />
#** There are 5 Kangaroo icons in the game, 5 Emu icons, 4 Wombat icons, 3 Koala icons, and only 2 Platypus icons. <br />
#* At the end of the round, you score the points on each yellow animal symbol for which you have a matched pair.<br />
#** A pair of animals only scores the points for that type of animal ''once''; if you have 2 Kangaroos (which are worth 3 points) on cards this round, you would score only 3 points, not 6.<br />
#*** Single animals are worth nothing; they must be paired. <br />
#*** Likewise, a set of 3-of-a-kind would count as 1 pair and 1 single, so would only score once.<br />
#*** However, 4-of-a-kind would count as 2 distinct pairs, netting you a total of twice their value.<br />
#* You may score any number of animal pairs in a round, regardless of whether they are all of the same or not (i.e., you ''are'' allowed to mix-and-match, but each pair must be matched to another animal of its same type).<br />
# Activities (blue squares)<br />
#* Finally, some cards will also have activity icons in blue squares, which are scored based on how many of that particular icon you have collected in a given round:<br />
#** There are 4 types of activities: Swimming, Bushwalking (the hiker icon), Indigenous Culture (the boomerang icon), and Sightseeing (the photograph icon).<br />
#** There are 6 of each of these activity icons in game (which makes 24 total activity icons on cards in the game; no card has 2 activity icons on it, so there are 4 cards in the game without any activity icon).<br />
#* For 1 icon of a given type collected in a round, you would score 0 points; then 1 point for 2 icons of the same type, 4 points for 3 icons, 7 points for 4 icons, 10 points for 5 icons, or 15 points for 6 icons.<br />
#* Scoring an activity for a given round is always optional, but you can only ever score 1 activity per round, and you are only allowed to score each activity once per game; so, if you pass on scoring any activity for a round (in the hope of scoring higher on one of them next round), you will lose out on scoring one of the activities types this game.<br />
<br />
=== End of Game: Final Scoring & Tie-breakers ===<br />
<br />
After 4 rounds, final scoring takes place:<br />
<br />
* Add up all of your points for each category over the 4 rounds.<br />
* Also add 1 point for each visited tourist site, as well as 3 points for each region bonus you have received.<br />
* The highest final score wins.<br />
** Ties are broken by the highest Throw & Catch points among the tied players.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangaustralia&diff=6044Gamehelpboomerangaustralia2020-11-03T15:34:54Z<p>Panyakali: Adds a TL;DR section of the rules for quick reference and updates formatting</p>
<hr />
<div>= Boomerang: Australia =<br />
<br />
== TL;DR Rules ==<br />
<br />
=== Scoring ===<br />
<br />
* + points for difference between Throw & Catch numbers; this is an absolute value, it will never be negative points; if there is a tie at the end of the game, total Throw & Catch points are the tie-breaker<br />
* + points for sum of numbers in all green circles (Collections) per round; points are doubled if sum is 7 or less<br />
* + points for each pair of identical yellow diamond values (Animals) per round; each pair scores the value in its yellow diamond once, not twice<br />
* + points based on the total number of player's choice of 1 distinct blue square symbol (Activity) per round; each of the 4 distinct blue square symbols can be scored only once per game; scoring an activity for the round is always optional; point values based on the number of symbols collected for the round are as follows:<br />
** 0 points for 1 symbol<br />
** 1 point for 2 symbols<br />
** 4 points for 3 symbols<br />
** 7 points for 4 symbols<br />
** 10 points for 5 symbols<br />
** 15 points for 6 symbols<br />
* +1 point per letter collected throughout the game (counted only at the end of the game)<br />
* +3 points per complete region (groupings of 4 continuous letters) to the first player(s) to complete it (determined at the end of each round)<br />
<br />
=== Card Distribution ===<br />
<br />
* 28 cards, each with a unique letter, and grouped into 7 distinct numeric regions (which also count as the Throw & Catch values):<br />
** Region 1: A - D<br />
** Region 2: U - X<br />
** Region 3: M - P<br />
** Region 4: E - H<br />
** Region 5: Q - T<br />
** Region 6: I - L<br />
** Region 7: Y, Z, @, #<br />
* Activities (blue square icons)<br />
** 6x Indigenous Culture (boomerang)<br />
** 6x Sightseeing (photograph)<br />
** 6x Bushwalking (hiker)<br />
** 6x Swimming<br />
* Collections (green circle icons)<br />
** 5x 1 point Leaf<br />
** 4x 2 point Flower<br />
** 3x 3 point Shell<br />
** 1x 5 point Souvenir<br />
* Animals<br />
** 5x 3 point �Kangaroo<br />
** 5x 4 point Emu<br />
** 4x 5 point Wombat<br />
** 3x 7 point Koala<br />
** 2x 9 point Platypus<br />
<br />
== Full Rules ==<br />
<br />
=== Round Set-up: Dealing ===<br />
<br />
There are 28 cards in the game, with letters A-Z + @ and # on the bottom left of each card, in addition to numbers 1-7 on the top left of those cards (there are 4 of each number in the game). To start the round, 7 cards are dealt to each player; In games with less than 4 players, not all cards will be dealt this round, thus they will not be draftable for the entire round; however, the cards that were not dealt this round will always be the first cards dealt next round, so you should never not see a card for the entire game.<br />
<br />
=== Gameplay: Drafting ===<br />
<br />
The first card you draft in a round is referred to as your "Throw" card (i.e., like throwing a boomerang); you will score points based on the difference between the number on your Throw card in a round and the last card you draft in the round (i.e., the "Catch" card, as in catching a boomerang). Your Throw card remains hidden to all of your opponents until the end of the round (but you can see this card at any time).<br />
<br />
After all players have selected a Throw card, the remaining 6 cards are passed to the next player. In the standard game, cards are always passed to the left; however, when playing with the "Direction Variant", cards are passed to the left in the 1st and 3rd rounds; in the 2nd and 4th rounds, cards are passed to the right. <br />
<br />
From this point on, players will each draft 1 card from each hand, played face-up for all to see, and then pass their remaining cards; this is done until each player is passed only 1 card (their Catch card), which is played automatically, and then the round proceeds to the scoring phase.<br />
<br />
=== End of Round: Scoring ===<br />
<br />
There are 5 scoring categories at the end of each round:<br />
<br />
# Difference between Throw & Catch numbers<br />
* This number is an "absolute value", as it does not matter whether your Throw card is greater than or less than your Catch card.<br />
** For example: a Throw of 7 and a Catch of 1 will score the same number of points as a Throw of 1 and a Catch of 7: 6 points.<br />
* There are 4 cards of each number, 1-7, in the game.<br />
<br />
# Tourist Sites (letters)<br />
* Each of the 28 letters (A-Z, @, and #) mentioned previously corresponds to a specific tourist site within Australia.<br />
** Therefore, each letter appears on only 1 card.<br />
* At the end of the round, cross off the letters of all sites you visited (i.e., drafted) this round; this ''does'' include your Throw card. At the end of the game, the letters you have crossed off on your map will count for 1 point each.<br />
** In later rounds you may have to draft the card of a tourist site (letter) that you have already crossed off; in this case, nothing happens for this site- there is no "repeat visit" bonus or anything like that...<br />
* Also at the end of the round, all players who have completed a full region (i.e., one of the groupings of 4 letters) on their map will each score 3 points, denoted by crossing off the "+3" symbol for that region; all other players who did not complete that region this round will scribble out the "+3" symbol for that region - once the 3 point bonus is obtained by some player(s) in a round, it is no longer available to other players in later rounds.<br />
** If two or more players complete the same region in the same round, all of those players will each score the 3 bonus points for the region, and all others must scribble out this bonus on their sheets.<br />
** The groupings for the regions are as follows: A-D, E-H, I-L, M-P, Q-T, U-X, Y-Z+@+#<br />
<br />
# Collections (green circles)<br />
* Some cards have green circles with different icons on them and their associated point values: <br />
** Leafs are worth 1 point each, Wildflowers are 2, Shells are 3, and Souvenirs are 5.<br />
** There are 5 Leaf icons in the game, 4 Flower icons, 3 Shell icons, and only 1 Souvenir icon.<br />
* At the end of the round, add up all of the values on all green collection items: <br />
** If this total is 7 or less, multiply the total by 2 and add the final number to your score<br />
** If the total is greater than 7, you just add the number to your score without doubling it (the basic reasoning here is that if you try to take too many keepsakes home, you'll probably have excess baggage fees).<br />
<br />
# Animals (yellow diamonds)<br />
* Some cards will also have yellow diamonds with different animal symbols on them, each type with a unique associated point value:<br />
** Kangaroos are worth 3 points, Emus are 4 points, Wombats are 5 points, Koalas are 7 points, and Platypuses are 9 points.<br />
** There are 5 Kangaroo icons in the game, 5 Emu icons, 4 Wombat icons, 3 Koala icons, and only 2 Platypus icons. <br />
* At the end of the round, you score the points on each yellow animal symbol for which you have a matched pair.<br />
** A pair of animals only scores the points for that type of animal ''once''; if you have 2 Kangaroos (which are worth 3 points) on cards this round, you would score only 3 points, not 6.<br />
*** Single animals are worth nothing; they must be paired. <br />
*** Likewise, a set of 3-of-a-kind would count as 1 pair and 1 single, so would only score once.<br />
*** However, 4-of-a-kind would count as 2 distinct pairs, netting you a total of twice their value.<br />
* You may score any number of animal pairs in a round, regardless of whether they are all of the same or not (i.e., you ''are'' allowed to mix-and-match, but each pair must be matched to another animal of its same type).<br />
<br />
# Activities (blue squares)<br />
* Finally, some cards will also have activity icons in blue squares, which are scored based on how many of that particular icon you have collected in a given round:<br />
** There are 4 types of activities: Swimming, Bushwalking (the hiker icon), Indigenous Culture (the boomerang icon), and Sightseeing (the photograph icon).<br />
** There are 6 of each of these activity icons in game (which makes 24 total activity icons on cards in the game; no card has 2 activity icons on it, so there are 4 cards in the game without any activity icon).<br />
* For 1 icon of a given type collected in a round, you would score 0 points; then 1 point for 2 icons of the same type, 4 points for 3 icons, 7 points for 4 icons, 10 points for 5 icons, or 15 points for 6 icons.<br />
* Scoring an activity for a given round is always optional, but you can only ever score 1 activity per round, and you are only allowed to score each activity once per game; so, if you pass on scoring any activity for a round (in the hope of scoring higher on one of them next round), you will lose out on scoring one of the activities types this game.<br />
<br />
=== End of Game: Final Scoring & Tie-breakers ===<br />
<br />
After 4 rounds, final scoring takes place:<br />
<br />
* Add up all of your points for each category over the 4 rounds.<br />
* Also add 1 point for each visited tourist site, as well as 3 points for each region bonus you have received.<br />
* The highest final score wins.<br />
** Ties are broken by the highest Throw & Catch points among the tied players.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangaustralia&diff=6040Gamehelpboomerangaustralia2020-11-01T17:35:04Z<p>Panyakali: formatting changes</p>
<hr />
<div>'''Round Set-up: Dealing'''<br />
<br />
There are 28 cards in the game, with letters A-Z + @ and # on the bottom left of each card, in addition to numbers 1-7 on the top left of those cards (there are 4 of each number in the game). To start the round, 7 cards are dealt to each player; In games with less than 4 players, not all cards will be dealt this round, thus they will not be draftable for the entire round; however, the cards. that were not dealt this round will always be the first cards dealt next round, so. you should never not see a card for the entire game.<br />
<br />
'''Gameplay: Drafting'''<br />
<br />
The first card you draft in a round is referred to as your "throw" card (i.e., like throwing a boomerang); you will score points based on the difference between the number on your first drafted ("throw") card in a round and the last in the round (i.e., the "catch" card, as in catching a boomerang). Your throw card remains hidden to all of your opponents until the end of the round (but you can see this card at any time).<br />
<br />
After all players have selected a throw card, the remaining 6 cards are passed to the next player. In the standard game, cards are always passed to the left; however, when playing with the "Direction Variant", cards are passed to the left in the 1st and 3rd rounds; in the 2nd and 4th rounds, cards are passed to the right. <br />
<br />
From this point on, players will each draft 1 card from each hand, played face-up for all to see, and then pass their remaining cards; this is done until each player is passed only 1 card (their "catch" card), which is played automatically, and then the round proceeds to the scoring phase.<br />
<br />
'''End of Round: Scoring'''<br />
<br />
There are 5 scoring categories at the end of each round:<br />
<br />
1. Difference between throw and catch numbers<br />
* This number is an "absolute value", as it does not matter whether your throw card is greater than or less than your catch card; a throw of 7 and a catch of 1 will score the same number of points as a throw of 1 and a catch of 7: 6 points.<br />
<br />
2. Tourist sites<br />
* Each of the 28 letters (A-Z, @, and #) mentioned previously corresponds to a specific tourist site within Australia<br />
* At the end of the round, cross off the letters of all sites you visited (i.e., drafted) this round; this *does* include your throw card. At the end of the game, the letters you have crossed off on your map will count for 1 point each.<br />
** In later rounds you may have to draft the card of a tourist site (letter) that you have already crossed off; in this case, nothing happens for this site- there is no "repeat visit" bonus or anything...<br />
* Also at the end of the round, all players who have completed a full region (i.e., one of the groupings of 4 letters) on their map will each score 3 points, denoted by crossing off the "+3" symbol for that region; all other players who did not complete that region this round will scribble out the "+3" symbol for that region - once the 3 point bonus is obtained by some player(s) in a round, it is no longer available to other players in later rounds.<br />
** If two or more players complete the same region in the same round, all of those players will each score the 3 bonus points for the region, and all others must scribble out this bonus on their sheets.<br />
** The groupings for the regions are as follows: A-D, E-H, I-L, M-P, Q-T, U-X, Y-Z+@+#<br />
<br />
3. Collections (green circles)<br />
* Some cards have green circles with different icons on them and their associated point values: Leaves are worth 1 point each, Wildflowers are 2, Shells are 3, and Souvenirs are 5.<br />
* At the end of the round, add up all of the values on all green collection items: if this total is 7 or less, multiply the total by 2 and add the final number to your score; if the total is greater than 7, you just add the number to your score without doubling it (the basic reasoning here is that if you try to take too many keepsakes home, you'll probably have excess baggage fees).<br />
<br />
4. Animals (yellow diamonds)<br />
* Some cards will also have yellow diamonds with different animal symbols on them, each type with a unique associated point value: Kangaroos are worth 3 points, Emus are 4, Wombats are 5, Koalas are 7, and Platypuses are 9.<br />
* At the end of the round, you score the points on each yellow animal symbol for which you have a matched pair.<br />
** A pair of animals only scores the points for that animal once; if you have 2 Kangaroos (which are worth 3 points) on cards this round, you would score 3 points, not 6.<br />
** Single animals are worth nothing; they must be paired. Likewise, a set of 3-of-a-kind would count as one pair and one single, so would only score once; but 4-of-a-kind would count as two distinct pairs, netting you a total of twice their value.<br />
* You may score any number of animal pairs in a round, regardless of whether they are all of the same or not (i.e., you are. allowed to mix and match, but each pair must be matched to another animal of the same type).<br />
<br />
5. Activities (blue squares)<br />
* Finally, some cards will also have activity icons in blue squares, which are scored based on how many of that particular icon you have collected in a given round. There are 4 types of activities: Swimming, Bushwalking, Indigenous Culture (the boomerang icon), and Sightseeing (the photograph icon).<br />
* For 1 icon of a given type collected in a round, you would score 0 points; then 1 point for 2 icons of the same type, 4 points for 3 icons, 7 points for 4 icons, 10 points for 5 icons, or 15 points for 6 icons.<br />
* Scoring an activity for a given round is always optional, but you can only ever score 1 activity per round, and you may only score each activity once per game; so, if you pass on scoring any activity for a round in hopes of scoring higher on one of them next round, you will lose out on scoring one of the activities for the game.<br />
<br />
'''End of the game'''<br />
<br />
After 4 rounds, final scoring takes place:<br />
* Add up all of your points for each category over the 4 rounds<br />
* Also add 1 point for each visited tourist site, as well as 3 points for each region bonus you have received.<br />
* Highest final score wins- ties are broken by the highest throw-catch points among the tied players.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangaustralia&diff=6039Gamehelpboomerangaustralia2020-11-01T17:33:22Z<p>Panyakali: </p>
<hr />
<div># Boomerang: Australia<br />
<br />
## Round Set-up: Dealing<br />
<br />
There are 28 cards in the game, with letters A-Z + @ and # on the bottom left of each card, in addition to numbers 1-7 on the top left of those cards (there are 4 of each number in the game). To start the round, 7 cards are dealt to each player; In games with less than 4 players, not all cards will be dealt this round, thus they will not be draftable for the entire round; however, the cards. that were not dealt this round will always be the first cards dealt next round, so. you should never not see a card for the entire game.<br />
<br />
## Gameplay: Drafting<br />
<br />
The first card you draft in a round is referred to as your "throw" card (i.e., like throwing a boomerang); you will score points based on the difference between the number on your first drafted ("throw") card in a round and the last in the round (i.e., the "catch" card, as in catching a boomerang). Your throw card remains hidden to all of your opponents until the end of the round (but you can see this card at any time).<br />
<br />
After all players have selected a throw card, the remaining 6 cards are passed to the next player. In the standard game, cards are always passed to the left; however, when playing with the "Direction Variant", cards are passed to the left in the 1st and 3rd rounds; in the 2nd and 4th rounds, cards are passed to the right. <br />
<br />
From this point on, players will each draft 1 card from each hand, played face-up for all to see, and then pass their remaining cards; this is done until each player is passed only 1 card (their "catch" card), which is played automatically, and then the round proceeds to the scoring phase.<br />
<br />
## End of Round: Scoring<br />
<br />
There are 5 scoring categories at the end of each round:<br />
<br />
1. Difference between throw and catch numbers<br />
* This number is an "absolute value", as it does not matter whether your throw card is greater than or less than your catch card; a throw of 7 and a catch of 1 will score the same number of points as a throw of 1 and a catch of 7: 6 points.<br />
<br />
2. Tourist sites<br />
* Each of the 28 letters (A-Z, @, and #) mentioned previously corresponds to a specific tourist site within Australia<br />
* At the end of the round, cross off the letters of all sites you visited (i.e., drafted) this round; this *does* include your throw card. At the end of the game, the letters you have crossed off on your map will count for 1 point each.<br />
** In later rounds you may have to draft the card of a tourist site (letter) that you have already crossed off; in this case, nothing happens for this site- there is no "repeat visit" bonus or anything...<br />
* Also at the end of the round, all players who have completed a full region (i.e., one of the groupings of 4 letters) on their map will each score 3 points, denoted by crossing off the "+3" symbol for that region; all other players who did not complete that region this round will scribble out the "+3" symbol for that region - once the 3 point bonus is obtained by some player(s) in a round, it is no longer available to other players in later rounds.<br />
** If two or more players complete the same region in the same round, all of those players will each score the 3 bonus points for the region, and all others must scribble out this bonus on their sheets.<br />
** The groupings for the regions are as follows: A-D, E-H, I-L, M-P, Q-T, U-X, Y-Z+@+#<br />
<br />
3. Collections (green circles)<br />
* Some cards have green circles with different icons on them and their associated point values: Leaves are worth 1 point each, Wildflowers are 2, Shells are 3, and Souvenirs are 5.<br />
* At the end of the round, add up all of the values on all green collection items: if this total is 7 or less, multiply the total by 2 and add the final number to your score; if the total is greater than 7, you just add the number to your score without doubling it (the basic reasoning here is that if you try to take too many keepsakes home, you'll probably have excess baggage fees).<br />
<br />
4. Animals (yellow diamonds)<br />
* Some cards will also have yellow diamonds with different animal symbols on them, each type with a unique associated point value: Kangaroos are worth 3 points, Emus are 4, Wombats are 5, Koalas are 7, and Platypuses are 9.<br />
* At the end of the round, you score the points on each yellow animal symbol for which you have a matched pair.<br />
** A pair of animals only scores the points for that animal once; if you have 2 Kangaroos (which are worth 3 points) on cards this round, you would score 3 points, not 6.<br />
** Single animals are worth nothing; they must be paired. Likewise, a set of 3-of-a-kind would count as one pair and one single, so would only score once; but 4-of-a-kind would count as two distinct pairs, netting you a total of twice their value.<br />
* You may score any number of animal pairs in a round, regardless of whether they are all of the same or not (i.e., you are. allowed to mix and match, but each pair must be matched to another animal of the same type).<br />
<br />
5. Activities (blue squares)<br />
* Finally, some cards will also have activity icons in blue squares, which are scored based on how many of that particular icon you have collected in a given round. There are 4 types of activities: Swimming, Bushwalking, Indigenous Culture (the boomerang icon), and Sightseeing (the photograph icon).<br />
* For 1 icon of a given type collected in a round, you would score 0 points; then 1 point for 2 icons of the same type, 4 points for 3 icons, 7 points for 4 icons, 10 points for 5 icons, or 15 points for 6 icons.<br />
* Scoring an activity for a given round is always optional, but you can only ever score 1 activity per round, and you may only score each activity once per game; so, if you pass on scoring any activity for a round in hopes of scoring higher on one of them next round, you will lose out on scoring one of the activities for the game.<br />
<br />
## End of the game<br />
<br />
After 4 rounds, final scoring takes place:<br />
* Add up all of your points for each category over the 4 rounds<br />
* Also add 1 point for each visited tourist site, as well as 3 points for each region bonus you have received.<br />
* Highest final score wins- ties are broken by the highest throw-catch points among the tied players.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangaustralia&diff=6038Gamehelpboomerangaustralia2020-11-01T17:31:59Z<p>Panyakali: First time post of rules, based on the BGG-posted rulebook</p>
<hr />
<div>## Round Set-up: Dealing<br />
<br />
There are 28 cards in the game, with letters A-Z + @ and # on the bottom left of each card, in addition to numbers 1-7 on the top left of those cards (there are 4 of each number in the game). To start the round, 7 cards are dealt to each player; In games with less than 4 players, not all cards will be dealt this round, thus they will not be draftable for the entire round; however, the cards. that were not dealt this round will always be the first cards dealt next round, so. you should never not see a card for the entire game.<br />
<br />
## Gameplay: Drafting<br />
<br />
The first card you draft in a round is referred to as your "throw" card (i.e., like throwing a boomerang); you will score points based on the difference between the number on your first drafted ("throw") card in a round and the last in the round (i.e., the "catch" card, as in catching a boomerang). Your throw card remains hidden to all of your opponents until the end of the round (but you can see this card at any time).<br />
<br />
After all players have selected a throw card, the remaining 6 cards are passed to the next player. In the standard game, cards are always passed to the left; however, when playing with the "Direction Variant", cards are passed to the left in the 1st and 3rd rounds; in the 2nd and 4th rounds, cards are passed to the right. <br />
<br />
From this point on, players will each draft 1 card from each hand, played face-up for all to see, and then pass their remaining cards; this is done until each player is passed only 1 card (their "catch" card), which is played automatically, and then the round proceeds to the scoring phase.<br />
<br />
## End of Round: Scoring<br />
<br />
There are 5 scoring categories at the end of each round:<br />
<br />
1. Difference between throw and catch numbers<br />
* This number is an "absolute value", as it does not matter whether your throw card is greater than or less than your catch card; a throw of 7 and a catch of 1 will score the same number of points as a throw of 1 and a catch of 7: 6 points.<br />
<br />
2. Tourist sites<br />
* Each of the 28 letters (A-Z, @, and #) mentioned previously corresponds to a specific tourist site within Australia<br />
* At the end of the round, cross off the letters of all sites you visited (i.e., drafted) this round; this *does* include your throw card. At the end of the game, the letters you have crossed off on your map will count for 1 point each.<br />
** In later rounds you may have to draft the card of a tourist site (letter) that you have already crossed off; in this case, nothing happens for this site- there is no "repeat visit" bonus or anything...<br />
* Also at the end of the round, all players who have completed a full region (i.e., one of the groupings of 4 letters) on their map will each score 3 points, denoted by crossing off the "+3" symbol for that region; all other players who did not complete that region this round will scribble out the "+3" symbol for that region - once the 3 point bonus is obtained by some player(s) in a round, it is no longer available to other players in later rounds.<br />
** If two or more players complete the same region in the same round, all of those players will each score the 3 bonus points for the region, and all others must scribble out this bonus on their sheets.<br />
** The groupings for the regions are as follows: A-D, E-H, I-L, M-P, Q-T, U-X, Y-Z+@+#<br />
<br />
3. Collections (green circles)<br />
* Some cards have green circles with different icons on them and their associated point values: Leaves are worth 1 point each, Wildflowers are 2, Shells are 3, and Souvenirs are 5.<br />
* At the end of the round, add up all of the values on all green collection items: if this total is 7 or less, multiply the total by 2 and add the final number to your score; if the total is greater than 7, you just add the number to your score without doubling it (the basic reasoning here is that if you try to take too many keepsakes home, you'll probably have excess baggage fees).<br />
<br />
4. Animals (yellow diamonds)<br />
* Some cards will also have yellow diamonds with different animal symbols on them, each type with a unique associated point value: Kangaroos are worth 3 points, Emus are 4, Wombats are 5, Koalas are 7, and Platypuses are 9.<br />
* At the end of the round, you score the points on each yellow animal symbol for which you have a matched pair.<br />
** A pair of animals only scores the points for that animal once; if you have 2 Kangaroos (which are worth 3 points) on cards this round, you would score 3 points, not 6.<br />
** Single animals are worth nothing; they must be paired. Likewise, a set of 3-of-a-kind would count as one pair and one single, so would only score once; but 4-of-a-kind would count as two distinct pairs, netting you a total of twice their value.<br />
* You may score any number of animal pairs in a round, regardless of whether they are all of the same or not (i.e., you are. allowed to mix and match, but each pair must be matched to another animal of the same type).<br />
<br />
5. Activities (blue squares)<br />
* Finally, some cards will also have activity icons in blue squares, which are scored based on how many of that particular icon you have collected in a given round. There are 4 types of activities: Swimming, Bushwalking, Indigenous Culture (the boomerang icon), and Sightseeing (the photograph icon).<br />
* For 1 icon of a given type collected in a round, you would score 0 points; then 1 point for 2 icons of the same type, 4 points for 3 icons, 7 points for 4 icons, 10 points for 5 icons, or 15 points for 6 icons.<br />
* Scoring an activity for a given round is always optional, but you can only ever score 1 activity per round, and you may only score each activity once per game; so, if you pass on scoring any activity for a round in hopes of scoring higher on one of them next round, you will lose out on scoring one of the activities for the game.<br />
<br />
## End of the game<br />
<br />
After 4 rounds, final scoring takes place:<br />
* Add up all of your points for each category over the 4 rounds<br />
* Also add 1 point for each visited tourist site, as well as 3 points for each region bonus you have received.<br />
* Highest final score wins- ties are broken by the highest throw-catch points among the tied players.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&diff=5359Gamehelpsaintpetersburg2020-08-24T14:33:26Z<p>Panyakali: /* Displacing trading cards: */</p>
<hr />
<div>= St. Petersburg = <br />
== Rules Summary ==<br />
=== Trading Cards ===<br />
==== Displacing trading cards: ====<br />
* Blue trading cards can displace any already placed building.<br />
* Red trading cards can displace any already placed aristocrat.<br />
* Each green trading card must replace a specific type of worker (players can recognize pairs of green trading cards and their predecessor by matching symbols in the upper right of the cards):<br />
** Carpenter Workshop - Lumberjack<br />
** Gold Smelter - Gold Miner<br />
** Weaving Mill - Shepherd<br />
** Fur Shop - Fur Trapper<br />
** Wharf - Ship Builder<br />
* A trading card _cannot_ displace another trading card.<br />
<br />
==== Paying for trading cards: ====<br />
* If trading card is more expensive than the card it displaces, the cost is the difference between the two.<br />
* If trading card is the same cost or cheaper than the card it displaces, the cost is 1 ruble.<br />
* All other normal cost reductions from other cards _do_ also apply to trading cards.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&diff=5358Gamehelpsaintpetersburg2020-08-24T14:30:45Z<p>Panyakali: Updates the formatting</p>
<hr />
<div>= St. Petersburg = <br />
== Rules Summary ==<br />
=== Trading Cards ===<br />
==== Displacing trading cards: ====<br />
* Blue trading cards can displace any already placed building.<br />
* Red trading cards can displace any already placed aristocrat.<br />
* Each green trading card must replace a specific type of worker:<br />
** Carpenter Workshop -> Lumberjack<br />
** Gold Smelter -> Gold Miner<br />
** Weaving Mill -> Shepherd<br />
** Fur Shop -> Fur Trapper<br />
** Wharf -> Ship Builder<br />
(Players can recognize pairs of green trading cards by matching symbols in the upper right of the cards.)<br />
* A trading card _cannot_ displace another trading card.<br />
<br />
==== Paying for trading cards: ====<br />
* If trading card is more expensive than the card it displaces, the cost is the difference between the two.<br />
* If trading card is the same cost or cheaper than the card it displaces, the cost is 1 ruble.<br />
* All other normal cost reductions from other cards _do_ also apply to trading cards.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&diff=5356Gamehelpsaintpetersburg2020-08-24T13:47:27Z<p>Panyakali: Adds reminders for how to handle trading cards</p>
<hr />
<div># St. Petersburg <br />
## Rules Summary<br />
### Trading Cards<br />
* Blue trading cards can displace any already placed building.<br />
* Red trading cards can displace any already placed aristocrat.<br />
* Each green trading card must replace a specific type of worker:<br />
* Carpenter Workshop -> Lumberjack<br />
* Gold Smelter -> Gold Miner<br />
* Weaving Mill -> Shepherd<br />
* Fur Shop -> Fur Trapper<br />
* Wharf -> Ship Builder<br />
(Players can recognize pairs of green trading cards by matching symbols in the upper right of the cards.)<br />
* A trading card _cannot_ displace another trading card.<br />
<br />
* Paying for trading card:<br />
* If trading card is more expensive than the card it displaces, the cost is the difference between the two.<br />
* If trading card is the same cost or cheaper than the card it displaces, the cost is 1 ruble.<br />
* All other normal cost reductions from other cards _do_ also apply to trading cards.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5216Zone2020-08-06T22:47:49Z<p>Panyakali: /* horizontalfit */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are currently available as part of the ebg/zone package are: <br />
* 'grid' (which is the default, if you never actually call setPattern)<br />
* 'diagonal'<br />
* 'verticalfit'<br />
* 'horizontalfit'<br />
* 'ellipticalfit'<br />
* 'custom'<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row (as in the first zone in the image below). <br />
<br />
However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line as in the second zone in the image below). In the example image, restricting the zone width was done via:<br />
<br />
<pre>dojo.style('grid_zone_2', 'max-width', '175px');</pre><br />
<br />
[[File:Zone_grid.jpg]]<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5, as in the first zone in the image below). The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items, as is demonstrated in the second zone of the image below, which was allotted less vertical and horizontal space (49px by 49px) than is required for displaying just one of the components (50px by 50px).<br />
<br />
Reducing the zone's item_margin will make each item in the zone be closer together, making it appear as if each item in the stack is thinner (as in the third zone in the image below), and increasing this value will make the items in your stack be further apart, giving an illusion of thicker components (as in the fourth zone in the image below). Here's how to alter item_margin for your zone:<br />
<br />
<pre><br />
// For the third diagonal example:<br />
this.zone.diagonal_zone_3.item_margin = 2;<br />
<br />
// For the fourth diagonal example (with enough margin to fully display each component):<br />
this.zone.diagonal_zone_4.item_margin = 36;<br />
</pre><br />
<br />
[[File:Zone_diagonal.jpg]]<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. In the first zone in the image below, no min-height or max-height was set for the zone (thus, the zone has the max-height of its first component), so all items were stacked upward on top of the original component, with item_margin (5px by default) vertical distance between each component, similar to how it was done for the diagonal pattern zones. <br />
<br />
If the zone is explicitly allotted more space than is required to display one component, but less than is required to show all fully (usually, this value is the sum of the component's heights, unless you are using sprites with strange transparency portions), then the items will overlap each other just enough to allow all of the items to fit into a single column of the allotted height (as in the second zone in the image below). However, with enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column (as in the third zone of the image below). Here is how the vertical distances were set for those two examples:<br />
<br />
<pre><br />
// For the second verticalfit example, with overlap:<br />
dojo.style('verticalfit_zone_2', 'max-height', '100px');<br />
<br />
// For the third verticalfit example, with just enough space to display all components:<br />
// (component height = 50px, multiplied by 5 components = 250px)<br />
dojo.style('verticalfit_zone_3', 'min-height', '250px');<br />
</pre><br />
<br />
[[File:Zone_verticalfit_1.jpg]]<br />
<br />
If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element (as in the image below, which has min-height set to 450px).<br />
<br />
[[File:Zone_verticalfit_2.jpg]]<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. If the width of this type of zone is not explicitly set, then it will be assumed to be then same as its parent element (which could lead to the items being centered within another one of your divs, as in the first zone of the image below). <br />
<br />
If the zone's width is explicitly set, but it is not allotted enough horizontal space to fully display each zone item in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width (as in the second zone of the image below). However, with enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (as in the third zone of the image below; nearly identically to the 'grid' pattern with enough horizontal space, although without margins between items by default). Here's how the zone's width can be set:<br />
<br />
<pre><br />
// For the second horizontalfit example:<br />
dojo.style('horizontalfit_zone_2', 'max-width', '100px');<br />
<br />
// For the third horizontalfit example:<br />
dojo.style('horizontalfit_zone_3', 'min-width', '250px');<br />
</pre><br />
<br />
And, just as in the example for the default of this pattern, if the allotted horizontal space for the zone is greater than what is required by the items, then the row of items will be centered within the 'min-width' of the zone (as shown in the fourth zone of the image below, which has a max-width of 450px).<br />
<br />
[[File:Zone_horizontalfit.jpg]]<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. <br />
<br />
[[File:Zone_ellipticalfit_1.jpg]]<br />
<br />
However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle.<br />
<br />
[[File:Zone_ellipticalfit_2.jpg]]<br />
<br />
In this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
[[File:Zone_ellipticalfit_3.jpg]]<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. <br />
<br />
[[File:Zone_custom.jpg]]<br />
<br />
Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5215Zone2020-08-06T22:37:08Z<p>Panyakali: /* verticalfit */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are currently available as part of the ebg/zone package are: <br />
* 'grid' (which is the default, if you never actually call setPattern)<br />
* 'diagonal'<br />
* 'verticalfit'<br />
* 'horizontalfit'<br />
* 'ellipticalfit'<br />
* 'custom'<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row (as in the first zone in the image below). <br />
<br />
However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line as in the second zone in the image below). In the example image, restricting the zone width was done via:<br />
<br />
<pre>dojo.style('grid_zone_2', 'max-width', '175px');</pre><br />
<br />
[[File:Zone_grid.jpg]]<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5, as in the first zone in the image below). The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items, as is demonstrated in the second zone of the image below, which was allotted less vertical and horizontal space (49px by 49px) than is required for displaying just one of the components (50px by 50px).<br />
<br />
Reducing the zone's item_margin will make each item in the zone be closer together, making it appear as if each item in the stack is thinner (as in the third zone in the image below), and increasing this value will make the items in your stack be further apart, giving an illusion of thicker components (as in the fourth zone in the image below). Here's how to alter item_margin for your zone:<br />
<br />
<pre><br />
// For the third diagonal example:<br />
this.zone.diagonal_zone_3.item_margin = 2;<br />
<br />
// For the fourth diagonal example (with enough margin to fully display each component):<br />
this.zone.diagonal_zone_4.item_margin = 36;<br />
</pre><br />
<br />
[[File:Zone_diagonal.jpg]]<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. In the first zone in the image below, no min-height or max-height was set for the zone (thus, the zone has the max-height of its first component), so all items were stacked upward on top of the original component, with item_margin (5px by default) vertical distance between each component, similar to how it was done for the diagonal pattern zones. <br />
<br />
If the zone is explicitly allotted more space than is required to display one component, but less than is required to show all fully (usually, this value is the sum of the component's heights, unless you are using sprites with strange transparency portions), then the items will overlap each other just enough to allow all of the items to fit into a single column of the allotted height (as in the second zone in the image below). However, with enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column (as in the third zone of the image below). Here is how the vertical distances were set for those two examples:<br />
<br />
<pre><br />
// For the second verticalfit example, with overlap:<br />
dojo.style('verticalfit_zone_2', 'max-height', '100px');<br />
<br />
// For the third verticalfit example, with just enough space to display all components:<br />
// (component height = 50px, multiplied by 5 components = 250px)<br />
dojo.style('verticalfit_zone_3', 'min-height', '250px');<br />
</pre><br />
<br />
[[File:Zone_verticalfit_1.jpg]]<br />
<br />
If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element (as in the image below, which has min-height set to 450px).<br />
<br />
[[File:Zone_verticalfit_2.jpg]]<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. With enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (identically to the 'grid' pattern with enough horizontal space). However, if the zone is not allotted enough horizontal space to fully display each zone item on its own in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width. If the amount of horizontal space for the zone is greater than what is required by the items and the margins between them, then the row of items will be centered within the 'min-width' of their container element.<br />
<br />
[[File:Zone_horizontalfit.jpg]]<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. <br />
<br />
[[File:Zone_ellipticalfit_1.jpg]]<br />
<br />
However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle.<br />
<br />
[[File:Zone_ellipticalfit_2.jpg]]<br />
<br />
In this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
[[File:Zone_ellipticalfit_3.jpg]]<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. <br />
<br />
[[File:Zone_custom.jpg]]<br />
<br />
Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5214Zone2020-08-06T22:21:43Z<p>Panyakali: /* diagonal */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are currently available as part of the ebg/zone package are: <br />
* 'grid' (which is the default, if you never actually call setPattern)<br />
* 'diagonal'<br />
* 'verticalfit'<br />
* 'horizontalfit'<br />
* 'ellipticalfit'<br />
* 'custom'<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row (as in the first zone in the image below). <br />
<br />
However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line as in the second zone in the image below). In the example image, restricting the zone width was done via:<br />
<br />
<pre>dojo.style('grid_zone_2', 'max-width', '175px');</pre><br />
<br />
[[File:Zone_grid.jpg]]<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5, as in the first zone in the image below). The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items, as is demonstrated in the second zone of the image below, which was allotted less vertical and horizontal space (49px by 49px) than is required for displaying just one of the components (50px by 50px).<br />
<br />
Reducing the zone's item_margin will make each item in the zone be closer together, making it appear as if each item in the stack is thinner (as in the third zone in the image below), and increasing this value will make the items in your stack be further apart, giving an illusion of thicker components (as in the fourth zone in the image below). Here's how to alter item_margin for your zone:<br />
<br />
<pre><br />
// For the third diagonal example:<br />
this.zone.diagonal_zone_3.item_margin = 2;<br />
<br />
// For the fourth diagonal example (with enough margin to fully display each component):<br />
this.zone.diagonal_zone_4.item_margin = 36;<br />
</pre><br />
<br />
[[File:Zone_diagonal.jpg]]<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. With enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column. However, if the zone is not allotted enough vertical space to fully display each zone item on its own in a single column, then the items will overlap each other just enough to allow all items to fit into a single column of the allotted height. <br />
<br />
[[File:Zone_verticalfit_1.jpg]]<br />
<br />
If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element.<br />
<br />
[[File:Zone_verticalfit_2.jpg]]<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. With enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (identically to the 'grid' pattern with enough horizontal space). However, if the zone is not allotted enough horizontal space to fully display each zone item on its own in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width. If the amount of horizontal space for the zone is greater than what is required by the items and the margins between them, then the row of items will be centered within the 'min-width' of their container element.<br />
<br />
[[File:Zone_horizontalfit.jpg]]<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. <br />
<br />
[[File:Zone_ellipticalfit_1.jpg]]<br />
<br />
However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle.<br />
<br />
[[File:Zone_ellipticalfit_2.jpg]]<br />
<br />
In this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
[[File:Zone_ellipticalfit_3.jpg]]<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. <br />
<br />
[[File:Zone_custom.jpg]]<br />
<br />
Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5213Zone2020-08-06T22:09:39Z<p>Panyakali: /* grid */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are currently available as part of the ebg/zone package are: <br />
* 'grid' (which is the default, if you never actually call setPattern)<br />
* 'diagonal'<br />
* 'verticalfit'<br />
* 'horizontalfit'<br />
* 'ellipticalfit'<br />
* 'custom'<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row (as in the first zone in the image below). <br />
<br />
However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line as in the second zone in the image below). In the example image, restricting the zone width was done via:<br />
<br />
<pre>dojo.style('grid_zone_2', 'max-width', '175px');</pre><br />
<br />
[[File:Zone_grid.jpg]]<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5); reducing this number will make each item in the zone be closer together, making it appear as if each item in the stack is thinner, and increasing it will make the items in your stack be further apart, or thicker. The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items.<br />
<br />
[[File:Zone_diagonal.jpg]]<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. With enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column. However, if the zone is not allotted enough vertical space to fully display each zone item on its own in a single column, then the items will overlap each other just enough to allow all items to fit into a single column of the allotted height. <br />
<br />
[[File:Zone_verticalfit_1.jpg]]<br />
<br />
If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element.<br />
<br />
[[File:Zone_verticalfit_2.jpg]]<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. With enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (identically to the 'grid' pattern with enough horizontal space). However, if the zone is not allotted enough horizontal space to fully display each zone item on its own in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width. If the amount of horizontal space for the zone is greater than what is required by the items and the margins between them, then the row of items will be centered within the 'min-width' of their container element.<br />
<br />
[[File:Zone_horizontalfit.jpg]]<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. <br />
<br />
[[File:Zone_ellipticalfit_1.jpg]]<br />
<br />
However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle.<br />
<br />
[[File:Zone_ellipticalfit_2.jpg]]<br />
<br />
In this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
[[File:Zone_ellipticalfit_3.jpg]]<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. <br />
<br />
[[File:Zone_custom.jpg]]<br />
<br />
Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5212Zone2020-08-06T22:09:06Z<p>Panyakali: /* grid */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are currently available as part of the ebg/zone package are: <br />
* 'grid' (which is the default, if you never actually call setPattern)<br />
* 'diagonal'<br />
* 'verticalfit'<br />
* 'horizontalfit'<br />
* 'ellipticalfit'<br />
* 'custom'<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row (as in the first zone in the image below). <br />
<br />
However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line as in the second zone in the image below). In the example image, restricting the zone width was done via:<br />
<br />
[code]dojo.style('grid_zone_2', 'max-width', '175px');[/code]<br />
<br />
[[File:Zone_grid.jpg]]<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5); reducing this number will make each item in the zone be closer together, making it appear as if each item in the stack is thinner, and increasing it will make the items in your stack be further apart, or thicker. The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items.<br />
<br />
[[File:Zone_diagonal.jpg]]<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. With enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column. However, if the zone is not allotted enough vertical space to fully display each zone item on its own in a single column, then the items will overlap each other just enough to allow all items to fit into a single column of the allotted height. <br />
<br />
[[File:Zone_verticalfit_1.jpg]]<br />
<br />
If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element.<br />
<br />
[[File:Zone_verticalfit_2.jpg]]<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. With enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (identically to the 'grid' pattern with enough horizontal space). However, if the zone is not allotted enough horizontal space to fully display each zone item on its own in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width. If the amount of horizontal space for the zone is greater than what is required by the items and the margins between them, then the row of items will be centered within the 'min-width' of their container element.<br />
<br />
[[File:Zone_horizontalfit.jpg]]<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. <br />
<br />
[[File:Zone_ellipticalfit_1.jpg]]<br />
<br />
However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle.<br />
<br />
[[File:Zone_ellipticalfit_2.jpg]]<br />
<br />
In this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
[[File:Zone_ellipticalfit_3.jpg]]<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. <br />
<br />
[[File:Zone_custom.jpg]]<br />
<br />
Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5211Zone2020-08-06T22:04:54Z<p>Panyakali: </p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are currently available as part of the ebg/zone package are: <br />
* 'grid' (which is the default, if you never actually call setPattern)<br />
* 'diagonal'<br />
* 'verticalfit'<br />
* 'horizontalfit'<br />
* 'ellipticalfit'<br />
* 'custom'<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row. However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line.<br />
<br />
[[File:Zone_grid.jpg]]<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5); reducing this number will make each item in the zone be closer together, making it appear as if each item in the stack is thinner, and increasing it will make the items in your stack be further apart, or thicker. The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items.<br />
<br />
[[File:Zone_diagonal.jpg]]<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. With enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column. However, if the zone is not allotted enough vertical space to fully display each zone item on its own in a single column, then the items will overlap each other just enough to allow all items to fit into a single column of the allotted height. <br />
<br />
[[File:Zone_verticalfit_1.jpg]]<br />
<br />
If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element.<br />
<br />
[[File:Zone_verticalfit_2.jpg]]<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. With enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (identically to the 'grid' pattern with enough horizontal space). However, if the zone is not allotted enough horizontal space to fully display each zone item on its own in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width. If the amount of horizontal space for the zone is greater than what is required by the items and the margins between them, then the row of items will be centered within the 'min-width' of their container element.<br />
<br />
[[File:Zone_horizontalfit.jpg]]<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. <br />
<br />
[[File:Zone_ellipticalfit_1.jpg]]<br />
<br />
However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle.<br />
<br />
[[File:Zone_ellipticalfit_2.jpg]]<br />
<br />
In this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
[[File:Zone_ellipticalfit_3.jpg]]<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. <br />
<br />
[[File:Zone_custom.jpg]]<br />
<br />
Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5170Zone2020-08-03T17:47:21Z<p>Panyakali: /* Patterns: positioning items within your zone */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are currently available as part of the ebg/zone package are: <br />
* 'grid' (which is the default, if you never actually call setPattern)<br />
* 'diagonal'<br />
* 'verticalfit'<br />
* 'horizontalfit'<br />
* 'ellipticalfit'<br />
* 'custom'<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row. However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line.<br />
<br />
[[File:Zone_grid.jpg]]<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5); reducing this number will make each item in the zone be closer together, making it appear as if each item in the stack is thinner, and increasing it will make the items in your stack be further apart, or thicker. The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items.<br />
<br />
[[File:Zone_diagonal.jpg]]<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. With enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column. However, if the zone is not allotted enough vertical space to fully display each zone item on its own in a single column, then the items will overlap each other just enough to allow all items to fit into a single column of the allotted height. <br />
<br />
[[File:Zone_verticalfit_1.jpg]]<br />
<br />
If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element.<br />
<br />
[[File:Zone_verticalfit_2.jpg]]<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. With enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (identically to the 'grid' pattern with enough horizontal space). However, if the zone is not allotted enough horizontal space to fully display each zone item on its own in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width. If the amount of horizontal space for the zone is greater than what is required by the items and the margins between them, then the row of items will be centered within the 'min-width' of their container element.<br />
<br />
[[File:Zone_horizontalfit_1.jpg]]<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. <br />
<br />
[[File:Zone_ellipticalfit_1.jpg]]<br />
<br />
However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle.<br />
<br />
[[File:Zone_ellipticalfit_2.jpg]]<br />
<br />
In this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
[[File:Zone_ellipticalfit_3.jpg]]<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. <br />
<br />
[[File:Zone_custom.jpg]]<br />
<br />
Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5168Zone2020-08-03T17:43:07Z<p>Panyakali: /* Patterns: positioning items within your zone */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are currently available as part of the ebg/zone package are: <br />
* 'grid' (which is the default, if you never actually call setPattern)<br />
* 'diagonal'<br />
* 'verticalfit'<br />
* 'horizontalfit'<br />
* 'ellipticalfit'<br />
* 'custom'<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row. However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line.<br />
<br />
[[File:Zone_grid.jpg]]<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5); reducing this number will make each item in the zone be closer together, making it appear as if each item in the stack is thinner, and increasing it will make the items in your stack be further apart, or thicker. The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items.<br />
<br />
[[File:Zone_diagonal.jpg]]<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. With enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column. However, if the zone is not allotted enough vertical space to fully display each zone item on its own in a single column, then the items will overlap each other just enough to allow all items to fit into a single column of the allotted height. If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element.<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. With enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (identically to the 'grid' pattern with enough horizontal space). However, if the zone is not allotted enough horizontal space to fully display each zone item on its own in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width. If the amount of horizontal space for the zone is greater than what is required by the items and the margins between them, then the row of items will be centered within the 'min-width' of their container element.<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle; in this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=File:Zone_custom.jpg&diff=5138File:Zone custom.jpg2020-07-31T15:13:08Z<p>Panyakali: Screenshot showing one possible arrangement of the ebg/zone pattern 'custom', with all coordinates manually defined.</p>
<hr />
<div>== Summary ==<br />
Screenshot showing one possible arrangement of the ebg/zone pattern 'custom', with all coordinates manually defined.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=File:Zone_ellipticalfit_3.jpg&diff=5137File:Zone ellipticalfit 3.jpg2020-07-31T15:12:15Z<p>Panyakali: Screenshot showing the arrangement of the ebg/zone pattern 'ellipticalfit' with two concentric rings of displayed items and too many zone items to display without overlap.</p>
<hr />
<div>== Summary ==<br />
Screenshot showing the arrangement of the ebg/zone pattern 'ellipticalfit' with two concentric rings of displayed items and too many zone items to display without overlap.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=File:Zone_ellipticalfit_2.jpg&diff=5136File:Zone ellipticalfit 2.jpg2020-07-31T15:11:03Z<p>Panyakali: Screenshot showing the various arrangements of the ebg/zone pattern 'ellipticalfit' with two concentric rings of displayed items, but no overlap.</p>
<hr />
<div>== Summary ==<br />
Screenshot showing the various arrangements of the ebg/zone pattern 'ellipticalfit' with two concentric rings of displayed items, but no overlap.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=File:Zone_ellipticalfit_1.jpg&diff=5135File:Zone ellipticalfit 1.jpg2020-07-31T15:09:56Z<p>Panyakali: Screenshot showing the various arrangements of the ebg/zone pattern 'ellipticalfit' with only one ring's worth of items (i.e., < 6) in the zone.</p>
<hr />
<div>== Summary ==<br />
Screenshot showing the various arrangements of the ebg/zone pattern 'ellipticalfit' with only one ring's worth of items (i.e., < 6) in the zone.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=File:Zone_horizontalfit.jpg&diff=5134File:Zone horizontalfit.jpg2020-07-31T15:08:43Z<p>Panyakali: Screenshot showing the various arrangements of the ebg/zone pattern 'horizontalfit'.</p>
<hr />
<div>== Summary ==<br />
Screenshot showing the various arrangements of the ebg/zone pattern 'horizontalfit'.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=File:Zone_verticalfit_2.jpg&diff=5133File:Zone verticalfit 2.jpg2020-07-31T15:08:03Z<p>Panyakali: Screenshot showing the arrangement of the ebg/zone pattern 'verticalfit' when there is excess vertical space.</p>
<hr />
<div>== Summary ==<br />
Screenshot showing the arrangement of the ebg/zone pattern 'verticalfit' when there is excess vertical space.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=File:Zone_verticalfit_1.jpg&diff=5132File:Zone verticalfit 1.jpg2020-07-31T15:07:16Z<p>Panyakali: Screenshot showing the various arrangements of the ebg/zone pattern 'verticalfit' without extra vertical space.</p>
<hr />
<div>== Summary ==<br />
Screenshot showing the various arrangements of the ebg/zone pattern 'verticalfit' without extra vertical space.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=File:Zone_diagonal.jpg&diff=5131File:Zone diagonal.jpg2020-07-31T15:05:59Z<p>Panyakali: Screenshot showing the various arrangements of the ebg/zone pattern 'diagonal'.</p>
<hr />
<div>== Summary ==<br />
Screenshot showing the various arrangements of the ebg/zone pattern 'diagonal'.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=File:Zone_grid.jpg&diff=5130File:Zone grid.jpg2020-07-31T15:05:17Z<p>Panyakali: Screenshot showing the various arrangements of the ebg/zone pattern 'grid'.</p>
<hr />
<div>== Summary ==<br />
Screenshot showing the various arrangements of the ebg/zone pattern 'grid'.</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5121Zone2020-07-29T20:29:28Z<p>Panyakali: canned some formatting in the patterns section</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are currently available as part of the ebg/zone package are: <br />
* 'grid' (which is the default, if you never actually call setPattern)<br />
* 'diagonal'<br />
* 'verticalfit'<br />
* 'horizontalfit'<br />
* 'ellipticalfit'<br />
* 'custom'<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row. However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line.<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5); reducing this number will make each item in the zone be closer together, making it appear as if each item in the stack is thinner, and increasing it will make the items in your stack be further apart, or thicker. The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items.<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. With enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column. However, if the zone is not allotted enough vertical space to fully display each zone item on its own in a single column, then the items will overlap each other just enough to allow all items to fit into a single column of the allotted height. If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element.<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. With enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (identically to the 'grid' pattern with enough horizontal space). However, if the zone is not allotted enough horizontal space to fully display each zone item on its own in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width. If the amount of horizontal space for the zone is greater than what is required by the items and the margins between them, then the row of items will be centered within the 'min-width' of their container element.<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle; in this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Zone&diff=5120Zone2020-07-29T20:28:04Z<p>Panyakali: Adds additional information on the different types of patterns available for zone objects</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
The Zone component is meant to organise items of the same type inside a predefined space.<br />
<br />
== Zone in action ==<br />
<br />
If you want to see how Zone works, please try "Can't Stop" or "Niagara" on BGA, or watch a game in progress or game replay.<br />
<br />
In Can't Stop, zone is used to display the bhikkus ascending the mountain when there is more than one on the same space (diagonal mode).<br />
<br />
In Niagara, it is used to display the canoes over the circles going down the river (custom mode).<br />
<br />
== How to use Zone == <br />
<br />
At first, don't forget to add "ebg/zone" as a dependency:<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/zone" /// <==== HERE<br />
],<br />
</pre><br />
<br />
Then, declare a new variable in your class for the Zone object:<br />
<br />
<pre><br />
constructor: function(){<br />
console.log('yourgame constructor');<br />
<br />
// Zone control <br />
this.myZone = new ebg.zone();<br />
</pre><br />
<br />
Now, in your template file, you must add a div that will host this zone:<br />
<br />
<pre><br />
<div id="my_zone"></div><br />
</pre><br />
<br />
And set its width (and optionally, height and position) in CSS:<br />
<br />
<pre><br />
<br />
#my_zone {<br />
width: 100px;<br />
}<br />
<br />
</pre><br />
<br />
Then in your Javascript setup, attach your Zone component to the div and define its properties :<br />
<br />
<pre><br />
zone.create( this, 'my_zone', <item_width>, <item_height> );<br />
zone.setPattern( <mode> );<br />
</pre><br />
<br />
* <item_width> is an integer for the width of the objects you want to organise in the zone<br />
* <item_height> is an integer for the height of the objects you want to organise in the zone <br />
* <mode> is one of 'grid' (objects will be put on lines from top left to bottom right, wrapping when there is not enough space left on the line, relatively to the width you have defined) 'diagonal' (objects will be organised on a top left to bottom right diagonal, overlapping each other) or 'custom' (objects will be organised depending upon their number and the coordinates that you provide - see below)<br />
<br />
Since the width of the Zone is defined statically, beware of not letting items overflow on small screens. If you need a design-responsive component, consider using the Stock component instead.<br />
<br />
Now your zone is ready to be used!<br />
<br />
After creating an object that you want to add to the zone as a classic HTML template (dojo.place / this.format_block), you can simply use:<br />
<br />
<pre><br />
zone.placeInZone( <object_id>, <weight> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <weight> is an optional parameter used to sort items<br />
<br />
To remove an item, use:<br />
<br />
<pre><br />
zone.removeFromZone( <object_id>, <destroy?>, <to> );<br />
</pre><br />
<br />
* <object_id> is the string identifier for your object 'my_object_id'<br />
* <destroy?> is a boolean indicating if the object should be destroyed after being removed<br />
* <to> is the destination the object must be slided to when being removed (before being eventually destroyed)<br />
<br />
You can also:<br />
* remove all items from the zone (and destroy them) using zone.removeAll();<br />
* get the number of items in your zone using zone.getItemNumber();<br />
* get an array of the ids of all the items using zone.getAllItems();<br />
<br />
== Patterns: positioning items within your zone ==<br />
<br />
The zone package comes with many positioning patterns pre-coded; these allow your items to take on a variety of arrangements. To set a pattern for your zone, call the following method on your zone object (once the zone has already been created, of course):<br />
<br />
<pre><br />
zone.setPattern('pattern_name') // ...where 'pattern_name' is actually one of the many pre-formatted patterns of the package<br />
</pre><br />
<br />
The patterns that are available as part of the ebg/zone package are: 'grid' (which is the default, if you never actually call setPattern), 'diagonal', 'verticalfit', 'horizontalfit', 'ellipticalfit', and 'custom'.<br />
<br />
=== grid ===<br />
<br />
This is the default pattern for all zones when they are created. With enough horizontal space to fit all items in the zone, this pattern will simply arrange the items in a single horizontal row. However, if the zone is not allotted enough horizontal space to display all zone items in a single horizontal row, then the items will wrap to the next line.<br />
<br />
=== diagonal ===<br />
<br />
This pattern is great for creating the illusion of stacks (e.g., decks, counters, etc), because it will place each successive item in the zone a certain number of pixels below, and that same number of pixels to the right of the previous item in the zone. The exact number of pixels that are used for these offsets are controlled by the zone object attribute 'item_margin' (which defaults to 5); reducing this number will make each item in the zone be closer together, making it appear as if each item in the stack is thinner, and increasing it will make the items in your stack be further apart, or thicker. The behavior of this pattern does not appear to be affected by whether or not the zone is allotted enough horizontal or vertical space to display all items.<br />
<br />
=== verticalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single column, regardless of whether there is enough space to display each item fully. With enough vertical space to fit all items fully in the zone, this pattern will simply arrange the items in a single vertical column. However, if the zone is not allotted enough vertical space to fully display each zone item on its own in a single column, then the items will overlap each other just enough to allow all items to fit into a single column of the allotted height. If the amount of vertical space for the zone is greater than what is required by the items and the margins between them, then the column of items will be centered within the 'min-height' of their container element.<br />
<br />
=== horizontalfit ===<br />
<br />
This pattern is useful if you want all items in your zone to be arranged in a single row, regardless of whether there is enough space to display each item fully. With enough horizontal space to fit all items fully in the zone, this pattern will simply arrange the items in a single horizontal row (identically to the 'grid' pattern with enough horizontal space). However, if the zone is not allotted enough horizontal space to fully display each zone item on its own in a single row, then the items will overlap each other just enough to allow all items to fit into a single row of the allotted width. If the amount of horizontal space for the zone is greater than what is required by the items and the margins between them, then the row of items will be centered within the 'min-width' of their container element.<br />
<br />
=== ellipticalfit ===<br />
<br />
This pattern will arrange all items in the zone in a circular (or elliptical) arrangement, with equal radial distance between each item. With enough vertical and horizontal space to fit all items in the zone into a single non-overlapping circle, this pattern will do just that. However, if the zone is not allotted enough vertical and horizontal space to fully display each zone item in a single circle, then the items that do not fit into the original circle will begin to form an additional concentric circle around the original circle; in this second circle, items *will* overlap if there is not enough space for them all to be fully displayed.<br />
<br />
=== custom ===<br />
<br />
If you want complete control on how your objects are laid out inside the Zone, you can determine their coordinates after their number when being added to the zone. Here is how to do it, when defining your Zone properties in the javascript setup:<br />
<br />
<pre><br />
this.zone.setPattern( 'custom' );<br />
<br />
this.zone.itemIdToCoords = function( i, control_width ) {<br />
if( i%8==0 )<br />
{ return { x:1,y:19, w:60, h:30 }; }<br />
else if( i%8==1 )<br />
{ return { x:30,y:38, w:60, h:30 }; }<br />
else if( i%8==2 )<br />
{ return { x:42,y:8, w:60, h:30 }; }<br />
else if( i%8==3 )<br />
{ return { x:5,y:58, w:60, h:30 }; }<br />
else if( i%8==4 )<br />
{ return { x:5,y:24, w:60, h:30 }; }<br />
else if( i%8==5 )<br />
{ return { x:35,y:43, w:60, h:30 }; }<br />
else if( i%8==6 )<br />
{ return { x:47,y:13, w:60, h:30 }; }<br />
else if( i%8==7 )<br />
{ return { x:10,y:63, w:60, h:30 }; }<br />
};<br />
</pre></div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=5101Gamehelpvillagers2020-07-28T14:49:50Z<p>Panyakali: /* Overview */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
(This section contains a quick, TL;DR version of the exhaustive rules listed below...)<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
** Starting with the current 1st Player, and going around the table clockwise, players take turns picking _one_ of the following:<br />
*** A single face-up card ("Villager") from the 6 face-up cards (the "Road")<br />
**** If there are coins placed on the face-up card that a player selects, they take those coins immediately into their "Supply"<br />
*** Blind-drawing a single face-down card from the top of any of the 6 "Road Stacks"<br />
** Drafting continues in this one-at-a-time fashion until each player has reached their Draft limit<br />
** The number of cards that a player *must* draft each round (their "Draft limit") is determined by adding 2 to the number of red "Food" symbols showing on cards in their tableau:<br />
*** Thus, each player starts with the minimum of 2 cards drafted per round, since no one starts the game with a "Food" symbol in their tableau<br />
*** The maximum Draft limit is 5 cards drafted per round (or, 3 "Food" symbols showing in a player's tableau)<br />
**** Players *may* have more than 3 "Food" symbols in their tableau, but only 3 of these may be counted toward the player's Draft limit<br />
** At the end of the Draft phase, certain cards may be removed from the Road and replaced with new ones, to provide some variety in cards available:<br />
*** In 2 player games: in reverse-player-order, each player *may* (but is not required to) place a coin from the Bank onto a Road card to exempt it from being recycled; once both players have had a chance to place a coin, all cards in the Road without coins on them are recycled<br />
*** In 3+ player games: No player action is required; all cards in the Road with coins on them are recycled, then all 6 cards in the road get 1 coin placed on them<br />
* Build phase<br />
** Starting with the current 1st Player, and going around the table clockwise, players play ("Build") cards into their tableaus ("Villages") to improve the abilities of cards in their tableaus<br />
*** These new cards generally increase one or many of the following attributes of the player's Village:<br />
**** The number of cards they will draft (via red "Food" symbols) in a round<br />
**** The number of cards they may build (via black "Builder" symbols) in a round<br />
**** The amount of money (via "Gold" & "Silver" coin symbols) they generate in the income phases ("Markets")<br />
** One of the most important aspects of the Build phase is creating production chains, which typically require a "Basic" villager card of the same suit (card color) as a card you wish to play<br />
*** Basic villagers are not drafted; instead, to play one, a player must trade a card from their hand (placing it on the top of any Road Stack) for the Basic villager to put into play<br />
*** Acquiring Basic villagers does *not* count toward a player's Build limit<br />
*** Each Basic villager may be used to start 2 separate production chains of their suit<br />
*** The "Founders" card that all players start with in their Village is the only Basic villager for the turquoise "Grains" suit<br />
*** Brown "Solitary" suit cards do not require Basic villagers, and they do not create production chains<br />
** To play cards onto production chains, look at the production chain summary below the card's name<br />
*** This will tell you which cards must precede it in a chain<br />
** Some cards must be "Unlocked" by another type of Villager before they can be played; if a player wants to play a card that must be unlocked, they must first find out where the available unlocking villagers are:<br />
*** If the player who is playing the card also has the unlocking villager in their own village, they take 2 gold from the Bank and place it onto their unlocking villager<br />
*** If another player has the unlocking villager, the current player must place 2 gold from their Supply onto the other player's unlocking villager<br />
*** If no one has the unlocking villager in their tableau, then the current player must pay 2 gold from their supply to the Bank<br />
*** Money placed on unlocking villagers remains on them until the end of the game; it cannot be used to pay for anything during the game<br />
** The number of cards that a player *may (but is not required to)* build each round, or their "Build limit" is determined by adding 2 to the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** Because no one starts with a Builder symbol in their village, each player starts with the minimum of 2 cards that may be built per round<br />
*** By playing cards with Builder symbols, this can be increased to a maximum of 5 cards that may be built per round; additional Builder symbols beyond 3 will not increase a player's Build limit further<br />
** At the end of the Build phase, if one of the Market phases was triggered by uncovering a Market card during the Draft phase, then continue on to the appropriate Market phase<br />
*** Otherwise, the 1st player designation passes clockwise to the next player, and a new round is started<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** Players receive income equal to the sum of all gold symbol values visible on their cards<br />
** Players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** Players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** Additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** Finally, players also take all the money placed on unlocking cards off of those cards and into their Supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their Supply is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round. Each player *may* build Villagers up to their Build limit, but they are never required to do so (unlike in the Draft phase).<br />
<br />
At the start of this phase (before any building have occurred), all players must declare their current Build limit. Build limits for each player start at a minimum of 2 "Build" actions per round and increase, with each visible black "Builder" symbol in their Village, up to a maximum of 5 "Build" actions per round. Not all actions that may be taken in the Build phase are technically "Build" actions; those that are not have no limit to the number of the times they may be performed.<br />
* Although there is a limit to the number of "Build" actions you may take, there is no such restriction on card *types* that may be built. You _are always allowed_ to have more than one of the same Villager in your village. <br />
<br />
Importantly: "Builder" symbols on cards played (or covered up) in the current Build phase *DO NOT* affect the number of "Build" actions a player may take in that round; the new "Builder" symbol counts take effect at the beginning of the next Build phase.<br />
<br />
===Building Actions===<br />
<br />
Any time that a new card is permanently placed from a player's hand into a Village, this is considered a "Build" action, and it counts toward the player's Build limit. These Build actions fall into three general categories:<br />
<br />
====Build a Solitary Villager====<br />
<br />
* The "Solitary" suit is unique in that each of these cards are played directly into their own standalone "Production Chain"; no cards will ever be underneath or on top of these cards when in play.<br />
** Because of this, the only requirement for playing any of these cards is that the unlocking cost of 2 money is paid (either by the player or by the Bank; see the "Unlock a Villager" section for more info).<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
* Most cards in the game, aside from "Basic" cards and "Solitary" ones, will require a certain card to already be present in the player's Village before they can be played; when this new card is played, it must go on top of the required predecessor card, covering up any symbols below the "Name" section<br />
** The required predecessor card onto which the new card must be placed can be found on the new card, just below its name (format: "card name + card name + BOLD NAME OF CURRENT CARD + card name"); the predecessor card is one listed just before the bold name, reading left-to-right<br />
** A player _may_ build a Villager card and its required predecessor in the same round (i.e., there are no rules against expanding a Production Chain by more than one villager per turn)<br />
** Again, just as with the Solitary villagers, if a card has a Padlock symbol on it, then the unlocking fee must be paid before the card can be played<br />
<br />
====Build a Special Villager into an existing Production Chain====<br />
<br />
There are two "Special" suit cards that may be played into your village (or, in one case, another player's village), and each of these cards has a unique power:<br />
<br />
* Monk<br />
** The Monk card may be used in place of any other card in the game, but only for the purposes of being another card's predecessor; Monks do NOT take on any other property (e.g., Suit, Padlock, Food, Builder, or Gold symbols) of the card that they are replacing.<br />
*** Because the Monk's sole purpose is to act as a predecessor card, the card that is using it as a predecessor *must always be* played in the same round as the Monk (i.e., it can never be the "Top" card of a production chain at the end of the round)<br />
** If the Monk is played as the bottom card in a production chain (e.g. for suits where the "Basic" villager must be drafted from the Road), then it may have have 2 branches off of it<br />
*** If this is the case, then only 1 of the 2 branches must be "Built" by the end of the round.<br />
*** When played as the bottom card in a chain, the Monk can only accommodate 2 *first-level* villagers (i.e., each with only one predecessor before it in a chain), and both of these villagers must be of the same suit<br />
**** In other words, once a Monk is played as a certain card in a chain, it immediately "becomes" the single real card that it replaces (but only for the purposes of being a predecessor)<br />
* Apprentice<br />
** Apprentices are swapped with one non-Top villager in any village, and the card that the Apprentice replaced goes into play for the player who played the Apprentice.<br />
** So, the Apprentice may be used to "steal" another player's villager card that is part of a production chain<br />
*** This can be done for all non-Top cards in other villages, *except for* Founders; you may not steal another player's Founders with the Apprentice<br />
** The Apprentice may also be used to essentially "duplicate" one of your own existing cards.<br />
*** If you use the Apprentice in this manner, within your own village, you _may_ swap it with your Founders card<br />
**** If this is done, you get to choose the side (2 Gold or Food symbol) of the Founders card that is facing up when you place it into your village<br />
<br />
TODO: Is the player from whom you stole allowed to still play new villagers on top of the Apprentice (in the case of it being swapped for a Basic villager)?<br />
TODO: What happens if you are not able to play the villager card that you've just stolen? Does it go to the discard pile? Do you take it into your hand? Or are you not allowed to play the Apprentice onto a card that you cannot immediately accommodate?<br />
<br />
===Actions that are not considered "Building"===<br />
<br />
Certain actions that can be taken during the Build phase do not actually count toward a player's Build limit, and thus are not considered "Build" actions. These actions include the following:<br />
<br />
====Trade for a Basic Villager====<br />
<br />
* To build most villagers that are part of a production chain, you must start with a "Basic" Villager card<br />
** Basic Villagers are distinguishable from other cards in that they have two rounded rectangle (card) symbols on the top right of the card<br />
*** This denotes that these cards may act as the "Basic" card for two different production chains, or Branches, as long as they are of the same suit as the Basic card (or at least the same suit as each other, in the case of Monks and Apprentices played as Basic Villagers)<br />
** Every suit except for Solitary has a Basic Villager which is required for building production chains<br />
* The Basic Villager for the Grain suit is the Founders card<br />
** Each player begins with 1 Founders card in play, and there is no way to gain additional Founders<br />
*** With the one exception being that a player's own Founders may be duplicated, potentially twice, by the Apprentice<br />
* The Basic Villager cards for the Grape, Leather, and Wool suits must either start out in a player's hand or be drafted from the Road<br />
** There are only 2 copies of each of these suits' Basic Villagers in the game<br />
* Finally, to acquire a Basic Villager for the 3 most common suits with production chains (Hay, Wood, or Ore suits), a player must trade in 1 of their existing hand cards to get and play 1 Basic Villager<br />
** When a player trades in the card from their hand, they choose any non-empty Road Stack onto which to place their card, face-down<br />
*** _Any_ non-emptied Stack is eligible for placing cards onto; you are not required to place your card onto the leftmost Stack<br />
*** If all Road Stacks are empty, then the player must place their traded card on top of the Reserve deck<br />
** Since trading for Basic Villagers is not a "Build" action, there is no limit to the number of times this action may be taken in a given round<br />
*** ...well, aside from the number of cards in your hand- you can only get as many Basic Villagers as cards that you can trade in<br />
** Basic Villagers may be acquired and played without needing to be covered by other cards in the production chain that round (unlike the Monk)<br />
<br />
TODO: What happens if a Basic Villager stack is emptied? Can no one get that type of Basic Villager anymore, or are these also intended to be infinite, like the gold?<br />
<br />
====Unlock a Villager====<br />
<br />
* Many Villagers have a Padlock symbol in their upper left corner; this signifies that the card must be "Unlocked" before it can be built<br />
** Unlocking does not cost a Build action, but it _could_ cost 2 money...<br />
** Every card with a padlock symbol on it will also have the name of the Villager that must unlock it; this will be listed just below the Name on the card to be played<br />
** Unlocking a card will always involve a transaction of 2 money (except when a player uses the Tinner, as described in the next section), but who pays the 2 money and who gets the 2 money vary based on who has the Unlocking Villager in their Village:<br />
*** If the player who is playing the card also has the Unlocking Villager in their own Village:<br />
**** 2 money is taken _from the Bank_ and is placed _onto the current player's Unlocking Villager_<br />
*** If the player who is playing the card does not have the Unlocking Villager in their own Village, but another player does:<br />
**** 2 money is _paid by the current player_ and is placed _onto the other player's Unlocking Villager_<br />
**** If more than one Unlocking Villager is in play, then the current player chooses which one to pay<br />
*** If no one has the Unlocking Villager in play:<br />
**** 2 money is _paid by the current player_ and is placed _into the Bank_ (essentially, you've hired an outside contractor to unlock your villager)<br />
**** A player may NOT choose to pay the Bank if there *is* an Unlocking Villager in another player's Village<br />
* Important to note: unlike Build symbols, which do not take effect until your next turn, you may use Unlocking Villagers played earlier in the round to unlock other cards that you play that round<br />
** On each Unlocking Villager, you will see a card symbol with a key at its bottom and a number inside of the card symbol; this denotes how many cards there are in the game that require this Villager to unlock them<br />
* Finally, any money played onto an Unlocking Villager will remain on the card until the end of the game<br />
** You may NOT use this money to pay for anything during the game<br />
*** All payments from a player (i.e., for unlocking cards) must *always* come from their respective Supplies<br />
<br />
====Play a Special Villager with the "Discard" symbol====<br />
<br />
Two Special suit cards, the Tinner and Smuggler, have a card symbol with an "X" over it on the top right of the card; this symbol means that these cards are discarded at the end of the round in which they are played. Because they are discarded, these Villagers do NOT count toward a player's Build limit. Here's what each of these cards do:<br />
<br />
* Tinner<br />
** You do not have to pay to unlock *YOUR OWN* Villager cards for the rest of the round<br />
** This power _may_ be applied on a card-by-card basis to your advantage:<br />
*** If you own one of the required Unlocking Villagers for a card you are playing this round, you can still put 2 coins from the Bank onto the Unlocking Villager<br />
* Smuggler<br />
** Immediately adds money into your Supply based on the single highest value Gold Symbol printed on a card in your own Village<br />
** The amount of money received is equal to half of this highest value Gold Symbol, rounded up if necessary<br />
*** Example: Say you have a Thatcher (Gold symbol with value of 2) and a Vintner (Gold symbol with value of 5) in your Village when you play the Smuggler; you will receive 3 money to your supply because the Vintner's 5 is the highest value, and 5/2 = 2.5, so this is rounded up to 3.<br />
<br />
TODO: I assume that the Smuggler only considers "Top" Villagers, but it says "printed on", not "Top" - does this mean that, if your highest value Gold symbol is actually covered by another card, it still could be used for the purposes of the Smuggler?<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=5100Gamehelpvillagers2020-07-28T14:07:13Z<p>Panyakali: /* TL;DR */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round. Each player *may* build Villagers up to their Build limit, but they are never required to do so (unlike in the Draft phase).<br />
<br />
At the start of this phase (before any building have occurred), all players must declare their current Build limit. Build limits for each player start at a minimum of 2 "Build" actions per round and increase, with each visible black "Builder" symbol in their Village, up to a maximum of 5 "Build" actions per round. Not all actions that may be taken in the Build phase are technically "Build" actions; those that are not have no limit to the number of the times they may be performed.<br />
* Although there is a limit to the number of "Build" actions you may take, there is no such restriction on card *types* that may be built. You _are always allowed_ to have more than one of the same Villager in your village. <br />
<br />
Importantly: "Builder" symbols on cards played (or covered up) in the current Build phase *DO NOT* affect the number of "Build" actions a player may take in that round; the new "Builder" symbol counts take effect at the beginning of the next Build phase.<br />
<br />
===Building Actions===<br />
<br />
Any time that a new card is permanently placed from a player's hand into a Village, this is considered a "Build" action, and it counts toward the player's Build limit. These Build actions fall into three general categories:<br />
<br />
====Build a Solitary Villager====<br />
<br />
* The "Solitary" suit is unique in that each of these cards are played directly into their own standalone "Production Chain"; no cards will ever be underneath or on top of these cards when in play.<br />
** Because of this, the only requirement for playing any of these cards is that the unlocking cost of 2 money is paid (either by the player or by the Bank; see the "Unlock a Villager" section for more info).<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
* Most cards in the game, aside from "Basic" cards and "Solitary" ones, will require a certain card to already be present in the player's Village before they can be played; when this new card is played, it must go on top of the required predecessor card, covering up any symbols below the "Name" section<br />
** The required predecessor card onto which the new card must be placed can be found on the new card, just below its name (format: "card name + card name + BOLD NAME OF CURRENT CARD + card name"); the predecessor card is one listed just before the bold name, reading left-to-right<br />
** A player _may_ build a Villager card and its required predecessor in the same round (i.e., there are no rules against expanding a Production Chain by more than one villager per turn)<br />
** Again, just as with the Solitary villagers, if a card has a Padlock symbol on it, then the unlocking fee must be paid before the card can be played<br />
<br />
====Build a Special Villager into an existing Production Chain====<br />
<br />
There are two "Special" suit cards that may be played into your village (or, in one case, another player's village), and each of these cards has a unique power:<br />
<br />
* Monk<br />
** The Monk card may be used in place of any other card in the game, but only for the purposes of being another card's predecessor; Monks do NOT take on any other property (e.g., Suit, Padlock, Food, Builder, or Gold symbols) of the card that they are replacing.<br />
*** Because the Monk's sole purpose is to act as a predecessor card, the card that is using it as a predecessor *must always be* played in the same round as the Monk (i.e., it can never be the "Top" card of a production chain at the end of the round)<br />
** If the Monk is played as the bottom card in a production chain (e.g. for suits where the "Basic" villager must be drafted from the Road), then it may have have 2 branches off of it<br />
*** If this is the case, then only 1 of the 2 branches must be "Built" by the end of the round.<br />
*** When played as the bottom card in a chain, the Monk can only accommodate 2 *first-level* villagers (i.e., each with only one predecessor before it in a chain), and both of these villagers must be of the same suit<br />
**** In other words, once a Monk is played as a certain card in a chain, it immediately "becomes" the single real card that it replaces (but only for the purposes of being a predecessor)<br />
* Apprentice<br />
** Apprentices are swapped with one non-Top villager in any village, and the card that the Apprentice replaced goes into play for the player who played the Apprentice.<br />
** So, the Apprentice may be used to "steal" another player's villager card that is part of a production chain<br />
*** This can be done for all non-Top cards in other villages, *except for* Founders; you may not steal another player's Founders with the Apprentice<br />
** The Apprentice may also be used to essentially "duplicate" one of your own existing cards.<br />
*** If you use the Apprentice in this manner, within your own village, you _may_ swap it with your Founders card<br />
**** If this is done, you get to choose the side (2 Gold or Food symbol) of the Founders card that is facing up when you place it into your village<br />
<br />
TODO: Is the player from whom you stole allowed to still play new villagers on top of the Apprentice (in the case of it being swapped for a Basic villager)?<br />
TODO: What happens if you are not able to play the villager card that you've just stolen? Does it go to the discard pile? Do you take it into your hand? Or are you not allowed to play the Apprentice onto a card that you cannot immediately accommodate?<br />
<br />
===Actions that are not considered "Building"===<br />
<br />
Certain actions that can be taken during the Build phase do not actually count toward a player's Build limit, and thus are not considered "Build" actions. These actions include the following:<br />
<br />
====Trade for a Basic Villager====<br />
<br />
* To build most villagers that are part of a production chain, you must start with a "Basic" Villager card<br />
** Basic Villagers are distinguishable from other cards in that they have two rounded rectangle (card) symbols on the top right of the card<br />
*** This denotes that these cards may act as the "Basic" card for two different production chains, or Branches, as long as they are of the same suit as the Basic card (or at least the same suit as each other, in the case of Monks and Apprentices played as Basic Villagers)<br />
** Every suit except for Solitary has a Basic Villager which is required for building production chains<br />
* The Basic Villager for the Grain suit is the Founders card<br />
** Each player begins with 1 Founders card in play, and there is no way to gain additional Founders<br />
*** With the one exception being that a player's own Founders may be duplicated, potentially twice, by the Apprentice<br />
* The Basic Villager cards for the Grape, Leather, and Wool suits must either start out in a player's hand or be drafted from the Road<br />
** There are only 2 copies of each of these suits' Basic Villagers in the game<br />
* Finally, to acquire a Basic Villager for the 3 most common suits with production chains (Hay, Wood, or Ore suits), a player must trade in 1 of their existing hand cards to get and play 1 Basic Villager<br />
** When a player trades in the card from their hand, they choose any non-empty Road Stack onto which to place their card, face-down<br />
*** _Any_ non-emptied Stack is eligible for placing cards onto; you are not required to place your card onto the leftmost Stack<br />
*** If all Road Stacks are empty, then the player must place their traded card on top of the Reserve deck<br />
** Since trading for Basic Villagers is not a "Build" action, there is no limit to the number of times this action may be taken in a given round<br />
*** ...well, aside from the number of cards in your hand- you can only get as many Basic Villagers as cards that you can trade in<br />
** Basic Villagers may be acquired and played without needing to be covered by other cards in the production chain that round (unlike the Monk)<br />
<br />
TODO: What happens if a Basic Villager stack is emptied? Can no one get that type of Basic Villager anymore, or are these also intended to be infinite, like the gold?<br />
<br />
====Unlock a Villager====<br />
<br />
* Many Villagers have a Padlock symbol in their upper left corner; this signifies that the card must be "Unlocked" before it can be built<br />
** Unlocking does not cost a Build action, but it _could_ cost 2 money...<br />
** Every card with a padlock symbol on it will also have the name of the Villager that must unlock it; this will be listed just below the Name on the card to be played<br />
** Unlocking a card will always involve a transaction of 2 money (except when a player uses the Tinner, as described in the next section), but who pays the 2 money and who gets the 2 money vary based on who has the Unlocking Villager in their Village:<br />
*** If the player who is playing the card also has the Unlocking Villager in their own Village:<br />
**** 2 money is taken _from the Bank_ and is placed _onto the current player's Unlocking Villager_<br />
*** If the player who is playing the card does not have the Unlocking Villager in their own Village, but another player does:<br />
**** 2 money is _paid by the current player_ and is placed _onto the other player's Unlocking Villager_<br />
**** If more than one Unlocking Villager is in play, then the current player chooses which one to pay<br />
*** If no one has the Unlocking Villager in play:<br />
**** 2 money is _paid by the current player_ and is placed _into the Bank_ (essentially, you've hired an outside contractor to unlock your villager)<br />
**** A player may NOT choose to pay the Bank if there *is* an Unlocking Villager in another player's Village<br />
* Important to note: unlike Build symbols, which do not take effect until your next turn, you may use Unlocking Villagers played earlier in the round to unlock other cards that you play that round<br />
** On each Unlocking Villager, you will see a card symbol with a key at its bottom and a number inside of the card symbol; this denotes how many cards there are in the game that require this Villager to unlock them<br />
* Finally, any money played onto an Unlocking Villager will remain on the card until the end of the game<br />
** You may NOT use this money to pay for anything during the game<br />
*** All payments from a player (i.e., for unlocking cards) must *always* come from their respective Supplies<br />
<br />
====Play a Special Villager with the "Discard" symbol====<br />
<br />
Two Special suit cards, the Tinner and Smuggler, have a card symbol with an "X" over it on the top right of the card; this symbol means that these cards are discarded at the end of the round in which they are played. Because they are discarded, these Villagers do NOT count toward a player's Build limit. Here's what each of these cards do:<br />
<br />
* Tinner<br />
** You do not have to pay to unlock *YOUR OWN* Villager cards for the rest of the round<br />
** This power _may_ be applied on a card-by-card basis to your advantage:<br />
*** If you own one of the required Unlocking Villagers for a card you are playing this round, you can still put 2 coins from the Bank onto the Unlocking Villager<br />
* Smuggler<br />
** Immediately adds money into your Supply based on the single highest value Gold Symbol printed on a card in your own Village<br />
** The amount of money received is equal to half of this highest value Gold Symbol, rounded up if necessary<br />
*** Example: Say you have a Thatcher (Gold symbol with value of 2) and a Vintner (Gold symbol with value of 5) in your Village when you play the Smuggler; you will receive 3 money to your supply because the Vintner's 5 is the highest value, and 5/2 = 2.5, so this is rounded up to 3.<br />
<br />
TODO: I assume that the Smuggler only considers "Top" Villagers, but it says "printed on", not "Top" - does this mean that, if your highest value Gold symbol is actually covered by another card, it still could be used for the purposes of the Smuggler?<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4982Gamehelpvillagers2020-07-13T17:04:26Z<p>Panyakali: </p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==TL;DR==<br />
<br />
A quick version of the exhaustive rules listed below...<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round. Each player *may* build Villagers up to their Build limit, but they are never required to do so (unlike in the Draft phase).<br />
<br />
At the start of this phase (before any building have occurred), all players must declare their current Build limit. Build limits for each player start at a minimum of 2 "Build" actions per round and increase, with each visible black "Builder" symbol in their Village, up to a maximum of 5 "Build" actions per round. Not all actions that may be taken in the Build phase are technically "Build" actions; those that are not have no limit to the number of the times they may be performed.<br />
* Although there is a limit to the number of "Build" actions you may take, there is no such restriction on card *types* that may be built. You _are always allowed_ to have more than one of the same Villager in your village. <br />
<br />
Importantly: "Builder" symbols on cards played (or covered up) in the current Build phase *DO NOT* affect the number of "Build" actions a player may take in that round; the new "Builder" symbol counts take effect at the beginning of the next Build phase.<br />
<br />
===Building Actions===<br />
<br />
Any time that a new card is permanently placed from a player's hand into a Village, this is considered a "Build" action, and it counts toward the player's Build limit. These Build actions fall into three general categories:<br />
<br />
====Build a Solitary Villager====<br />
<br />
* The "Solitary" suit is unique in that each of these cards are played directly into their own standalone "Production Chain"; no cards will ever be underneath or on top of these cards when in play.<br />
** Because of this, the only requirement for playing any of these cards is that the unlocking cost of 2 money is paid (either by the player or by the Bank; see the "Unlock a Villager" section for more info).<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
* Most cards in the game, aside from "Basic" cards and "Solitary" ones, will require a certain card to already be present in the player's Village before they can be played; when this new card is played, it must go on top of the required predecessor card, covering up any symbols below the "Name" section<br />
** The required predecessor card onto which the new card must be placed can be found on the new card, just below its name (format: "card name + card name + BOLD NAME OF CURRENT CARD + card name"); the predecessor card is one listed just before the bold name, reading left-to-right<br />
** A player _may_ build a Villager card and its required predecessor in the same round (i.e., there are no rules against expanding a Production Chain by more than one villager per turn)<br />
** Again, just as with the Solitary villagers, if a card has a Padlock symbol on it, then the unlocking fee must be paid before the card can be played<br />
<br />
====Build a Special Villager into an existing Production Chain====<br />
<br />
There are two "Special" suit cards that may be played into your village (or, in one case, another player's village), and each of these cards has a unique power:<br />
<br />
* Monk<br />
** The Monk card may be used in place of any other card in the game, but only for the purposes of being another card's predecessor; Monks do NOT take on any other property (e.g., Suit, Padlock, Food, Builder, or Gold symbols) of the card that they are replacing.<br />
*** Because the Monk's sole purpose is to act as a predecessor card, the card that is using it as a predecessor *must always be* played in the same round as the Monk (i.e., it can never be the "Top" card of a production chain at the end of the round)<br />
** If the Monk is played as the bottom card in a production chain (e.g. for suits where the "Basic" villager must be drafted from the Road), then it may have have 2 branches off of it<br />
*** If this is the case, then only 1 of the 2 branches must be "Built" by the end of the round.<br />
*** When played as the bottom card in a chain, the Monk can only accommodate 2 *first-level* villagers (i.e., each with only one predecessor before it in a chain), and both of these villagers must be of the same suit<br />
**** In other words, once a Monk is played as a certain card in a chain, it immediately "becomes" the single real card that it replaces (but only for the purposes of being a predecessor)<br />
* Apprentice<br />
** Apprentices are swapped with one non-Top villager in any village, and the card that the Apprentice replaced goes into play for the player who played the Apprentice.<br />
** So, the Apprentice may be used to "steal" another player's villager card that is part of a production chain<br />
*** This can be done for all non-Top cards in other villages, *except for* Founders; you may not steal another player's Founders with the Apprentice<br />
** The Apprentice may also be used to essentially "duplicate" one of your own existing cards.<br />
*** If you use the Apprentice in this manner, within your own village, you _may_ swap it with your Founders card<br />
**** If this is done, you get to choose the side (2 Gold or Food symbol) of the Founders card that is facing up when you place it into your village<br />
<br />
TODO: Is the player from whom you stole allowed to still play new villagers on top of the Apprentice (in the case of it being swapped for a Basic villager)?<br />
TODO: What happens if you are not able to play the villager card that you've just stolen? Does it go to the discard pile? Do you take it into your hand? Or are you not allowed to play the Apprentice onto a card that you cannot immediately accommodate?<br />
<br />
===Actions that are not considered "Building"===<br />
<br />
Certain actions that can be taken during the Build phase do not actually count toward a player's Build limit, and thus are not considered "Build" actions. These actions include the following:<br />
<br />
====Trade for a Basic Villager====<br />
<br />
* To build most villagers that are part of a production chain, you must start with a "Basic" Villager card<br />
** Basic Villagers are distinguishable from other cards in that they have two rounded rectangle (card) symbols on the top right of the card<br />
*** This denotes that these cards may act as the "Basic" card for two different production chains, or Branches, as long as they are of the same suit as the Basic card (or at least the same suit as each other, in the case of Monks and Apprentices played as Basic Villagers)<br />
** Every suit except for Solitary has a Basic Villager which is required for building production chains<br />
* The Basic Villager for the Grain suit is the Founders card<br />
** Each player begins with 1 Founders card in play, and there is no way to gain additional Founders<br />
*** With the one exception being that a player's own Founders may be duplicated, potentially twice, by the Apprentice<br />
* The Basic Villager cards for the Grape, Leather, and Wool suits must either start out in a player's hand or be drafted from the Road<br />
** There are only 2 copies of each of these suits' Basic Villagers in the game<br />
* Finally, to acquire a Basic Villager for the 3 most common suits with production chains (Hay, Wood, or Ore suits), a player must trade in 1 of their existing hand cards to get and play 1 Basic Villager<br />
** When a player trades in the card from their hand, they choose any non-empty Road Stack onto which to place their card, face-down<br />
*** _Any_ non-emptied Stack is eligible for placing cards onto; you are not required to place your card onto the leftmost Stack<br />
*** If all Road Stacks are empty, then the player must place their traded card on top of the Reserve deck<br />
** Since trading for Basic Villagers is not a "Build" action, there is no limit to the number of times this action may be taken in a given round<br />
*** ...well, aside from the number of cards in your hand- you can only get as many Basic Villagers as cards that you can trade in<br />
** Basic Villagers may be acquired and played without needing to be covered by other cards in the production chain that round (unlike the Monk)<br />
<br />
TODO: What happens if a Basic Villager stack is emptied? Can no one get that type of Basic Villager anymore, or are these also intended to be infinite, like the gold?<br />
<br />
====Unlock a Villager====<br />
<br />
* Many Villagers have a Padlock symbol in their upper left corner; this signifies that the card must be "Unlocked" before it can be built<br />
** Unlocking does not cost a Build action, but it _could_ cost 2 money...<br />
** Every card with a padlock symbol on it will also have the name of the Villager that must unlock it; this will be listed just below the Name on the card to be played<br />
** Unlocking a card will always involve a transaction of 2 money (except when a player uses the Tinner, as described in the next section), but who pays the 2 money and who gets the 2 money vary based on who has the Unlocking Villager in their Village:<br />
*** If the player who is playing the card also has the Unlocking Villager in their own Village:<br />
**** 2 money is taken _from the Bank_ and is placed _onto the current player's Unlocking Villager_<br />
*** If the player who is playing the card does not have the Unlocking Villager in their own Village, but another player does:<br />
**** 2 money is _paid by the current player_ and is placed _onto the other player's Unlocking Villager_<br />
**** If more than one Unlocking Villager is in play, then the current player chooses which one to pay<br />
*** If no one has the Unlocking Villager in play:<br />
**** 2 money is _paid by the current player_ and is placed _into the Bank_ (essentially, you've hired an outside contractor to unlock your villager)<br />
**** A player may NOT choose to pay the Bank if there *is* an Unlocking Villager in another player's Village<br />
* Important to note: unlike Build symbols, which do not take effect until your next turn, you may use Unlocking Villagers played earlier in the round to unlock other cards that you play that round<br />
** On each Unlocking Villager, you will see a card symbol with a key at its bottom and a number inside of the card symbol; this denotes how many cards there are in the game that require this Villager to unlock them<br />
* Finally, any money played onto an Unlocking Villager will remain on the card until the end of the game<br />
** You may NOT use this money to pay for anything during the game<br />
*** All payments from a player (i.e., for unlocking cards) must *always* come from their respective Supplies<br />
<br />
====Play a Special Villager with the "Discard" symbol====<br />
<br />
Two Special suit cards, the Tinner and Smuggler, have a card symbol with an "X" over it on the top right of the card; this symbol means that these cards are discarded at the end of the round in which they are played. Because they are discarded, these Villagers do NOT count toward a player's Build limit. Here's what each of these cards do:<br />
<br />
* Tinner<br />
** You do not have to pay to unlock *YOUR OWN* Villager cards for the rest of the round<br />
** This power _may_ be applied on a card-by-card basis to your advantage:<br />
*** If you own one of the required Unlocking Villagers for a card you are playing this round, you can still put 2 coins from the Bank onto the Unlocking Villager<br />
* Smuggler<br />
** Immediately adds money into your Supply based on the single highest value Gold Symbol printed on a card in your own Village<br />
** The amount of money received is equal to half of this highest value Gold Symbol, rounded up if necessary<br />
*** Example: Say you have a Thatcher (Gold symbol with value of 2) and a Vintner (Gold symbol with value of 5) in your Village when you play the Smuggler; you will receive 3 money to your supply because the Vintner's 5 is the highest value, and 5/2 = 2.5, so this is rounded up to 3.<br />
<br />
TODO: I assume that the Smuggler only considers "Top" Villagers, but it says "printed on", not "Top" - does this mean that, if your highest value Gold symbol is actually covered by another card, it still could be used for the purposes of the Smuggler?<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4981Gamehelpvillagers2020-07-13T17:03:09Z<p>Panyakali: /* Unlock a Villager */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round. Each player *may* build Villagers up to their Build limit, but they are never required to do so (unlike in the Draft phase).<br />
<br />
At the start of this phase (before any building have occurred), all players must declare their current Build limit. Build limits for each player start at a minimum of 2 "Build" actions per round and increase, with each visible black "Builder" symbol in their Village, up to a maximum of 5 "Build" actions per round. Not all actions that may be taken in the Build phase are technically "Build" actions; those that are not have no limit to the number of the times they may be performed.<br />
* Although there is a limit to the number of "Build" actions you may take, there is no such restriction on card *types* that may be built. You _are always allowed_ to have more than one of the same Villager in your village. <br />
<br />
Importantly: "Builder" symbols on cards played (or covered up) in the current Build phase *DO NOT* affect the number of "Build" actions a player may take in that round; the new "Builder" symbol counts take effect at the beginning of the next Build phase.<br />
<br />
===Building Actions===<br />
<br />
Any time that a new card is permanently placed from a player's hand into a Village, this is considered a "Build" action, and it counts toward the player's Build limit. These Build actions fall into three general categories:<br />
<br />
====Build a Solitary Villager====<br />
<br />
* The "Solitary" suit is unique in that each of these cards are played directly into their own standalone "Production Chain"; no cards will ever be underneath or on top of these cards when in play.<br />
** Because of this, the only requirement for playing any of these cards is that the unlocking cost of 2 money is paid (either by the player or by the Bank; see the "Unlock a Villager" section for more info).<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
* Most cards in the game, aside from "Basic" cards and "Solitary" ones, will require a certain card to already be present in the player's Village before they can be played; when this new card is played, it must go on top of the required predecessor card, covering up any symbols below the "Name" section<br />
** The required predecessor card onto which the new card must be placed can be found on the new card, just below its name (format: "card name + card name + BOLD NAME OF CURRENT CARD + card name"); the predecessor card is one listed just before the bold name, reading left-to-right<br />
** A player _may_ build a Villager card and its required predecessor in the same round (i.e., there are no rules against expanding a Production Chain by more than one villager per turn)<br />
** Again, just as with the Solitary villagers, if a card has a Padlock symbol on it, then the unlocking fee must be paid before the card can be played<br />
<br />
====Build a Special Villager into an existing Production Chain====<br />
<br />
There are two "Special" suit cards that may be played into your village (or, in one case, another player's village), and each of these cards has a unique power:<br />
<br />
* Monk<br />
** The Monk card may be used in place of any other card in the game, but only for the purposes of being another card's predecessor; Monks do NOT take on any other property (e.g., Suit, Padlock, Food, Builder, or Gold symbols) of the card that they are replacing.<br />
*** Because the Monk's sole purpose is to act as a predecessor card, the card that is using it as a predecessor *must always be* played in the same round as the Monk (i.e., it can never be the "Top" card of a production chain at the end of the round)<br />
** If the Monk is played as the bottom card in a production chain (e.g. for suits where the "Basic" villager must be drafted from the Road), then it may have have 2 branches off of it<br />
*** If this is the case, then only 1 of the 2 branches must be "Built" by the end of the round.<br />
*** When played as the bottom card in a chain, the Monk can only accommodate 2 *first-level* villagers (i.e., each with only one predecessor before it in a chain), and both of these villagers must be of the same suit<br />
**** In other words, once a Monk is played as a certain card in a chain, it immediately "becomes" the single real card that it replaces (but only for the purposes of being a predecessor)<br />
* Apprentice<br />
** Apprentices are swapped with one non-Top villager in any village, and the card that the Apprentice replaced goes into play for the player who played the Apprentice.<br />
** So, the Apprentice may be used to "steal" another player's villager card that is part of a production chain<br />
*** This can be done for all non-Top cards in other villages, *except for* Founders; you may not steal another player's Founders with the Apprentice<br />
** The Apprentice may also be used to essentially "duplicate" one of your own existing cards.<br />
*** If you use the Apprentice in this manner, within your own village, you _may_ swap it with your Founders card<br />
**** If this is done, you get to choose the side (2 Gold or Food symbol) of the Founders card that is facing up when you place it into your village<br />
<br />
TODO: Is the player from whom you stole allowed to still play new villagers on top of the Apprentice (in the case of it being swapped for a Basic villager)?<br />
TODO: What happens if you are not able to play the villager card that you've just stolen? Does it go to the discard pile? Do you take it into your hand? Or are you not allowed to play the Apprentice onto a card that you cannot immediately accommodate?<br />
<br />
===Actions that are not considered "Building"===<br />
<br />
Certain actions that can be taken during the Build phase do not actually count toward a player's Build limit, and thus are not considered "Build" actions. These actions include the following:<br />
<br />
====Trade for a Basic Villager====<br />
<br />
* To build most villagers that are part of a production chain, you must start with a "Basic" Villager card<br />
** Basic Villagers are distinguishable from other cards in that they have two rounded rectangle (card) symbols on the top right of the card<br />
*** This denotes that these cards may act as the "Basic" card for two different production chains, or Branches, as long as they are of the same suit as the Basic card (or at least the same suit as each other, in the case of Monks and Apprentices played as Basic Villagers)<br />
** Every suit except for Solitary has a Basic Villager which is required for building production chains<br />
* The Basic Villager for the Grain suit is the Founders card<br />
** Each player begins with 1 Founders card in play, and there is no way to gain additional Founders<br />
*** With the one exception being that a player's own Founders may be duplicated, potentially twice, by the Apprentice<br />
* The Basic Villager cards for the Grape, Leather, and Wool suits must either start out in a player's hand or be drafted from the Road<br />
** There are only 2 copies of each of these suits' Basic Villagers in the game<br />
* Finally, to acquire a Basic Villager for the 3 most common suits with production chains (Hay, Wood, or Ore suits), a player must trade in 1 of their existing hand cards to get and play 1 Basic Villager<br />
** When a player trades in the card from their hand, they choose any non-empty Road Stack onto which to place their card, face-down<br />
*** _Any_ non-emptied Stack is eligible for placing cards onto; you are not required to place your card onto the leftmost Stack<br />
*** If all Road Stacks are empty, then the player must place their traded card on top of the Reserve deck<br />
** Since trading for Basic Villagers is not a "Build" action, there is no limit to the number of times this action may be taken in a given round<br />
*** ...well, aside from the number of cards in your hand- you can only get as many Basic Villagers as cards that you can trade in<br />
** Basic Villagers may be acquired and played without needing to be covered by other cards in the production chain that round (unlike the Monk)<br />
<br />
TODO: What happens if a Basic Villager stack is emptied? Can no one get that type of Basic Villager anymore, or are these also intended to be infinite, like the gold?<br />
<br />
====Unlock a Villager====<br />
<br />
* Many Villagers have a Padlock symbol in their upper left corner; this signifies that the card must be "Unlocked" before it can be built<br />
** Unlocking does not cost a Build action, but it _could_ cost 2 money...<br />
** Every card with a padlock symbol on it will also have the name of the Villager that must unlock it; this will be listed just below the Name on the card to be played<br />
** Unlocking a card will always involve a transaction of 2 money (except when a player uses the Tinner, as described in the next section), but who pays the 2 money and who gets the 2 money vary based on who has the Unlocking Villager in their Village:<br />
*** If the player who is playing the card also has the Unlocking Villager in their own Village:<br />
**** 2 money is taken _from the Bank_ and is placed _onto the current player's Unlocking Villager_<br />
*** If the player who is playing the card does not have the Unlocking Villager in their own Village, but another player does:<br />
**** 2 money is _paid by the current player_ and is placed _onto the other player's Unlocking Villager_<br />
**** If more than one Unlocking Villager is in play, then the current player chooses which one to pay<br />
*** If no one has the Unlocking Villager in play:<br />
**** 2 money is _paid by the current player_ and is placed _into the Bank_ (essentially, you've hired an outside contractor to unlock your villager)<br />
**** A player may NOT choose to pay the Bank if there *is* an Unlocking Villager in another player's Village<br />
* Important to note: unlike Build symbols, which do not take effect until your next turn, you may use Unlocking Villagers played earlier in the round to unlock other cards that you play that round<br />
** On each Unlocking Villager, you will see a card symbol with a key at its bottom and a number inside of the card symbol; this denotes how many cards there are in the game that require this Villager to unlock them<br />
* Finally, any money played onto an Unlocking Villager will remain on the card until the end of the game<br />
** You may NOT use this money to pay for anything during the game<br />
*** All payments from a player (i.e., for unlocking cards) must *always* come from their respective Supplies<br />
<br />
====Play a Special Villager with the "Discard" symbol====<br />
<br />
Two Special suit cards, the Tinner and Smuggler, have a card symbol with an "X" over it on the top right of the card; this symbol means that these cards are discarded at the end of the round in which they are played. Because they are discarded, these Villagers do NOT count toward a player's Build limit. Here's what each of these cards do:<br />
<br />
* Tinner<br />
** You do not have to pay to unlock *YOUR OWN* Villager cards for the rest of the round<br />
** This power _may_ be applied on a card-by-card basis to your advantage:<br />
*** If you own one of the required Unlocking Villagers for a card you are playing this round, you can still put 2 coins from the Bank onto the Unlocking Villager<br />
* Smuggler<br />
** Immediately adds money into your Supply based on the single highest value Gold Symbol printed on a card in your own Village<br />
** The amount of money received is equal to half of this highest value Gold Symbol, rounded up if necessary<br />
*** Example: Say you have a Thatcher (Gold symbol with value of 2) and a Vintner (Gold symbol with value of 5) in your Village when you play the Smuggler; you will receive 3 money to your supply because the Vintner's 5 is the highest value, and 5/2 = 2.5, so this is rounded up to 3.<br />
<br />
TODO: I assume that the Smuggler only considers "Top" Villagers, but it says "printed on", not "Top" - does this mean that, if your highest value Gold symbol is actually covered by another card, it still could be used for the purposes of the Smuggler?<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4980Gamehelpvillagers2020-07-13T17:02:03Z<p>Panyakali: /* Unlock a Villager */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round. Each player *may* build Villagers up to their Build limit, but they are never required to do so (unlike in the Draft phase).<br />
<br />
At the start of this phase (before any building have occurred), all players must declare their current Build limit. Build limits for each player start at a minimum of 2 "Build" actions per round and increase, with each visible black "Builder" symbol in their Village, up to a maximum of 5 "Build" actions per round. Not all actions that may be taken in the Build phase are technically "Build" actions; those that are not have no limit to the number of the times they may be performed.<br />
* Although there is a limit to the number of "Build" actions you may take, there is no such restriction on card *types* that may be built. You _are always allowed_ to have more than one of the same Villager in your village. <br />
<br />
Importantly: "Builder" symbols on cards played (or covered up) in the current Build phase *DO NOT* affect the number of "Build" actions a player may take in that round; the new "Builder" symbol counts take effect at the beginning of the next Build phase.<br />
<br />
===Building Actions===<br />
<br />
Any time that a new card is permanently placed from a player's hand into a Village, this is considered a "Build" action, and it counts toward the player's Build limit. These Build actions fall into three general categories:<br />
<br />
====Build a Solitary Villager====<br />
<br />
* The "Solitary" suit is unique in that each of these cards are played directly into their own standalone "Production Chain"; no cards will ever be underneath or on top of these cards when in play.<br />
** Because of this, the only requirement for playing any of these cards is that the unlocking cost of 2 money is paid (either by the player or by the Bank; see the "Unlock a Villager" section for more info).<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
* Most cards in the game, aside from "Basic" cards and "Solitary" ones, will require a certain card to already be present in the player's Village before they can be played; when this new card is played, it must go on top of the required predecessor card, covering up any symbols below the "Name" section<br />
** The required predecessor card onto which the new card must be placed can be found on the new card, just below its name (format: "card name + card name + BOLD NAME OF CURRENT CARD + card name"); the predecessor card is one listed just before the bold name, reading left-to-right<br />
** A player _may_ build a Villager card and its required predecessor in the same round (i.e., there are no rules against expanding a Production Chain by more than one villager per turn)<br />
** Again, just as with the Solitary villagers, if a card has a Padlock symbol on it, then the unlocking fee must be paid before the card can be played<br />
<br />
====Build a Special Villager into an existing Production Chain====<br />
<br />
There are two "Special" suit cards that may be played into your village (or, in one case, another player's village), and each of these cards has a unique power:<br />
<br />
* Monk<br />
** The Monk card may be used in place of any other card in the game, but only for the purposes of being another card's predecessor; Monks do NOT take on any other property (e.g., Suit, Padlock, Food, Builder, or Gold symbols) of the card that they are replacing.<br />
*** Because the Monk's sole purpose is to act as a predecessor card, the card that is using it as a predecessor *must always be* played in the same round as the Monk (i.e., it can never be the "Top" card of a production chain at the end of the round)<br />
** If the Monk is played as the bottom card in a production chain (e.g. for suits where the "Basic" villager must be drafted from the Road), then it may have have 2 branches off of it<br />
*** If this is the case, then only 1 of the 2 branches must be "Built" by the end of the round.<br />
*** When played as the bottom card in a chain, the Monk can only accommodate 2 *first-level* villagers (i.e., each with only one predecessor before it in a chain), and both of these villagers must be of the same suit<br />
**** In other words, once a Monk is played as a certain card in a chain, it immediately "becomes" the single real card that it replaces (but only for the purposes of being a predecessor)<br />
* Apprentice<br />
** Apprentices are swapped with one non-Top villager in any village, and the card that the Apprentice replaced goes into play for the player who played the Apprentice.<br />
** So, the Apprentice may be used to "steal" another player's villager card that is part of a production chain<br />
*** This can be done for all non-Top cards in other villages, *except for* Founders; you may not steal another player's Founders with the Apprentice<br />
** The Apprentice may also be used to essentially "duplicate" one of your own existing cards.<br />
*** If you use the Apprentice in this manner, within your own village, you _may_ swap it with your Founders card<br />
**** If this is done, you get to choose the side (2 Gold or Food symbol) of the Founders card that is facing up when you place it into your village<br />
<br />
TODO: Is the player from whom you stole allowed to still play new villagers on top of the Apprentice (in the case of it being swapped for a Basic villager)?<br />
TODO: What happens if you are not able to play the villager card that you've just stolen? Does it go to the discard pile? Do you take it into your hand? Or are you not allowed to play the Apprentice onto a card that you cannot immediately accommodate?<br />
<br />
===Actions that are not considered "Building"===<br />
<br />
Certain actions that can be taken during the Build phase do not actually count toward a player's Build limit, and thus are not considered "Build" actions. These actions include the following:<br />
<br />
====Trade for a Basic Villager====<br />
<br />
* To build most villagers that are part of a production chain, you must start with a "Basic" Villager card<br />
** Basic Villagers are distinguishable from other cards in that they have two rounded rectangle (card) symbols on the top right of the card<br />
*** This denotes that these cards may act as the "Basic" card for two different production chains, or Branches, as long as they are of the same suit as the Basic card (or at least the same suit as each other, in the case of Monks and Apprentices played as Basic Villagers)<br />
** Every suit except for Solitary has a Basic Villager which is required for building production chains<br />
* The Basic Villager for the Grain suit is the Founders card<br />
** Each player begins with 1 Founders card in play, and there is no way to gain additional Founders<br />
*** With the one exception being that a player's own Founders may be duplicated, potentially twice, by the Apprentice<br />
* The Basic Villager cards for the Grape, Leather, and Wool suits must either start out in a player's hand or be drafted from the Road<br />
** There are only 2 copies of each of these suits' Basic Villagers in the game<br />
* Finally, to acquire a Basic Villager for the 3 most common suits with production chains (Hay, Wood, or Ore suits), a player must trade in 1 of their existing hand cards to get and play 1 Basic Villager<br />
** When a player trades in the card from their hand, they choose any non-empty Road Stack onto which to place their card, face-down<br />
*** _Any_ non-emptied Stack is eligible for placing cards onto; you are not required to place your card onto the leftmost Stack<br />
*** If all Road Stacks are empty, then the player must place their traded card on top of the Reserve deck<br />
** Since trading for Basic Villagers is not a "Build" action, there is no limit to the number of times this action may be taken in a given round<br />
*** ...well, aside from the number of cards in your hand- you can only get as many Basic Villagers as cards that you can trade in<br />
** Basic Villagers may be acquired and played without needing to be covered by other cards in the production chain that round (unlike the Monk)<br />
<br />
TODO: What happens if a Basic Villager stack is emptied? Can no one get that type of Basic Villager anymore, or are these also intended to be infinite, like the gold?<br />
<br />
====Unlock a Villager====<br />
<br />
* Many Villagers have a Padlock symbol in their upper left corner; this signifies that the card must be "Unlocked" before it can be built<br />
** Unlocking does not cost a Build action, but it _could_ cost 2 money...<br />
** Every card with a padlock symbol on it will also have the name of the Villager that must unlock it; this will be listed just below the Name on the card to be played<br />
** Unlocking a card will always involve a transaction of 2 money (except when a player uses the Tinner, as described<br />
in the next section), but who pays the 2 money and who gets the 2 money vary based on who has the Unlocking Villager in their Village:<br />
*** If the player who is playing the card also has the Unlocking Villager in their own Village:<br />
**** 2 money is taken _from the Bank_ and is placed _onto the current player's Unlocking Villager_<br />
*** If the player who is playing the card does not have the Unlocking Villager in their own Village, but another player does:<br />
**** 2 money is _paid by the current player_ and is placed _onto the other player's Unlocking Villager_<br />
**** If more than one Unlocking Villager is in play, then the current player chooses which one to pay<br />
*** If no one has the Unlocking Villager in play:<br />
**** 2 money is _paid by the current player_ and is placed _into the Bank_ (essentially, you've hired an outside contractor to unlock your villager)<br />
**** A player may NOT choose to pay the Bank if there *is* an Unlocking Villager in another player's Village<br />
* Important to note: unlike Build symbols, which do not take effect until your next turn, you may use Unlocking Villagers played earlier in the round to unlock other cards that you play that round<br />
** On each Unlocking Villager, you will see a card symbol with a key at its bottom and a number inside of the card symbol; this denotes how many cards there are in the game that require this Villager to unlock them<br />
* Finally, any money played onto an Unlocking Villager will remain on the card until the end of the game<br />
** You may NOT use this money to pay for anything during the game<br />
*** All payments from a player (i.e., for unlocking cards) must *always* come from their respective Supplies<br />
<br />
====Play a Special Villager with the "Discard" symbol====<br />
<br />
Two Special suit cards, the Tinner and Smuggler, have a card symbol with an "X" over it on the top right of the card; this symbol means that these cards are discarded at the end of the round in which they are played. Because they are discarded, these Villagers do NOT count toward a player's Build limit. Here's what each of these cards do:<br />
<br />
* Tinner<br />
** You do not have to pay to unlock *YOUR OWN* Villager cards for the rest of the round<br />
** This power _may_ be applied on a card-by-card basis to your advantage:<br />
*** If you own one of the required Unlocking Villagers for a card you are playing this round, you can still put 2 coins from the Bank onto the Unlocking Villager<br />
* Smuggler<br />
** Immediately adds money into your Supply based on the single highest value Gold Symbol printed on a card in your own Village<br />
** The amount of money received is equal to half of this highest value Gold Symbol, rounded up if necessary<br />
*** Example: Say you have a Thatcher (Gold symbol with value of 2) and a Vintner (Gold symbol with value of 5) in your Village when you play the Smuggler; you will receive 3 money to your supply because the Vintner's 5 is the highest value, and 5/2 = 2.5, so this is rounded up to 3.<br />
<br />
TODO: I assume that the Smuggler only considers "Top" Villagers, but it says "printed on", not "Top" - does this mean that, if your highest value Gold symbol is actually covered by another card, it still could be used for the purposes of the Smuggler?<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4979Gamehelpvillagers2020-07-13T16:35:17Z<p>Panyakali: /* Play a Special Villager with the "Discard" symbol */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round. Each player *may* build Villagers up to their Build limit, but they are never required to do so (unlike in the Draft phase).<br />
<br />
At the start of this phase (before any building have occurred), all players must declare their current Build limit. Build limits for each player start at a minimum of 2 "Build" actions per round and increase, with each visible black "Builder" symbol in their Village, up to a maximum of 5 "Build" actions per round. Not all actions that may be taken in the Build phase are technically "Build" actions; those that are not have no limit to the number of the times they may be performed.<br />
* Although there is a limit to the number of "Build" actions you may take, there is no such restriction on card *types* that may be built. You _are always allowed_ to have more than one of the same Villager in your village. <br />
<br />
Importantly: "Builder" symbols on cards played (or covered up) in the current Build phase *DO NOT* affect the number of "Build" actions a player may take in that round; the new "Builder" symbol counts take effect at the beginning of the next Build phase.<br />
<br />
===Building Actions===<br />
<br />
Any time that a new card is permanently placed from a player's hand into a Village, this is considered a "Build" action, and it counts toward the player's Build limit. These Build actions fall into three general categories:<br />
<br />
====Build a Solitary Villager====<br />
<br />
* The "Solitary" suit is unique in that each of these cards are played directly into their own standalone "Production Chain"; no cards will ever be underneath or on top of these cards when in play.<br />
** Because of this, the only requirement for playing any of these cards is that the unlocking cost of 2 money is paid (either by the player or by the Bank; see the "Unlock a Villager" section for more info).<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
* Most cards in the game, aside from "Basic" cards and "Solitary" ones, will require a certain card to already be present in the player's Village before they can be played; when this new card is played, it must go on top of the required predecessor card, covering up any symbols below the "Name" section<br />
** The required predecessor card onto which the new card must be placed can be found on the new card, just below its name (format: "card name + card name + BOLD NAME OF CURRENT CARD + card name"); the predecessor card is one listed just before the bold name, reading left-to-right<br />
** A player _may_ build a Villager card and its required predecessor in the same round (i.e., there are no rules against expanding a Production Chain by more than one villager per turn)<br />
** Again, just as with the Solitary villagers, if a card has a Padlock symbol on it, then the unlocking fee must be paid before the card can be played<br />
<br />
====Build a Special Villager into an existing Production Chain====<br />
<br />
There are two "Special" suit cards that may be played into your village (or, in one case, another player's village), and each of these cards has a unique power:<br />
<br />
* Monk<br />
** The Monk card may be used in place of any other card in the game, but only for the purposes of being another card's predecessor; Monks do NOT take on any other property (e.g., Suit, Padlock, Food, Builder, or Gold symbols) of the card that they are replacing.<br />
*** Because the Monk's sole purpose is to act as a predecessor card, the card that is using it as a predecessor *must always be* played in the same round as the Monk (i.e., it can never be the "Top" card of a production chain at the end of the round)<br />
** If the Monk is played as the bottom card in a production chain (e.g. for suits where the "Basic" villager must be drafted from the Road), then it may have have 2 branches off of it<br />
*** If this is the case, then only 1 of the 2 branches must be "Built" by the end of the round.<br />
*** When played as the bottom card in a chain, the Monk can only accommodate 2 *first-level* villagers (i.e., each with only one predecessor before it in a chain), and both of these villagers must be of the same suit<br />
**** In other words, once a Monk is played as a certain card in a chain, it immediately "becomes" the single real card that it replaces (but only for the purposes of being a predecessor)<br />
* Apprentice<br />
** Apprentices are swapped with one non-Top villager in any village, and the card that the Apprentice replaced goes into play for the player who played the Apprentice.<br />
** So, the Apprentice may be used to "steal" another player's villager card that is part of a production chain<br />
*** This can be done for all non-Top cards in other villages, *except for* Founders; you may not steal another player's Founders with the Apprentice<br />
** The Apprentice may also be used to essentially "duplicate" one of your own existing cards.<br />
*** If you use the Apprentice in this manner, within your own village, you _may_ swap it with your Founders card<br />
**** If this is done, you get to choose the side (2 Gold or Food symbol) of the Founders card that is facing up when you place it into your village<br />
<br />
TODO: Is the player from whom you stole allowed to still play new villagers on top of the Apprentice (in the case of it being swapped for a Basic villager)?<br />
TODO: What happens if you are not able to play the villager card that you've just stolen? Does it go to the discard pile? Do you take it into your hand? Or are you not allowed to play the Apprentice onto a card that you cannot immediately accommodate?<br />
<br />
===Actions that are not considered "Building"===<br />
<br />
Certain actions that can be taken during the Build phase do not actually count toward a player's Build limit, and thus are not considered "Build" actions. These actions include the following:<br />
<br />
====Trade for a Basic Villager====<br />
<br />
* To build most villagers that are part of a production chain, you must start with a "Basic" Villager card<br />
** Basic Villagers are distinguishable from other cards in that they have two rounded rectangle (card) symbols on the top right of the card<br />
*** This denotes that these cards may act as the "Basic" card for two different production chains, or Branches, as long as they are of the same suit as the Basic card (or at least the same suit as each other, in the case of Monks and Apprentices played as Basic Villagers)<br />
** Every suit except for Solitary has a Basic Villager which is required for building production chains<br />
* The Basic Villager for the Grain suit is the Founders card<br />
** Each player begins with 1 Founders card in play, and there is no way to gain additional Founders<br />
*** With the one exception being that a player's own Founders may be duplicated, potentially twice, by the Apprentice<br />
* The Basic Villager cards for the Grape, Leather, and Wool suits must either start out in a player's hand or be drafted from the Road<br />
** There are only 2 copies of each of these suits' Basic Villagers in the game<br />
* Finally, to acquire a Basic Villager for the 3 most common suits with production chains (Hay, Wood, or Ore suits), a player must trade in 1 of their existing hand cards to get and play 1 Basic Villager<br />
** When a player trades in the card from their hand, they choose any non-empty Road Stack onto which to place their card, face-down<br />
*** _Any_ non-emptied Stack is eligible for placing cards onto; you are not required to place your card onto the leftmost Stack<br />
*** If all Road Stacks are empty, then the player must place their traded card on top of the Reserve deck<br />
** Since trading for Basic Villagers is not a "Build" action, there is no limit to the number of times this action may be taken in a given round<br />
*** ...well, aside from the number of cards in your hand- you can only get as many Basic Villagers as cards that you can trade in<br />
** Basic Villagers may be acquired and played without needing to be covered by other cards in the production chain that round (unlike the Monk)<br />
<br />
TODO: What happens if a Basic Villager stack is emptied? Can no one get that type of Basic Villager anymore, or are these also intended to be infinite, like the gold?<br />
<br />
====Unlock a Villager====<br />
<br />
====Play a Special Villager with the "Discard" symbol====<br />
<br />
Two Special suit cards, the Tinner and Smuggler, have a card symbol with an "X" over it on the top right of the card; this symbol means that these cards are discarded at the end of the round in which they are played. Because they are discarded, these Villagers do NOT count toward a player's Build limit. Here's what each of these cards do:<br />
<br />
* Tinner<br />
** You do not have to pay to unlock *YOUR OWN* Villager cards for the rest of the round<br />
** This power _may_ be applied on a card-by-card basis to your advantage:<br />
*** If you own one of the required Unlocking Villagers for a card you are playing this round, you can still put 2 coins from the Bank onto the Unlocking Villager<br />
* Smuggler<br />
** Immediately adds money into your Supply based on the single highest value Gold Symbol printed on a card in your own Village<br />
** The amount of money received is equal to half of this highest value Gold Symbol, rounded up if necessary<br />
*** Example: Say you have a Thatcher (Gold symbol with value of 2) and a Vintner (Gold symbol with value of 5) in your Village when you play the Smuggler; you will receive 3 money to your supply because the Vintner's 5 is the highest value, and 5/2 = 2.5, so this is rounded up to 3.<br />
<br />
TODO: I assume that the Smuggler only considers "Top" Villagers, but it says "printed on", not "Top" - does this mean that, if your highest value Gold symbol is actually covered by another card, it still could be used for the purposes of the Smuggler?<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4978Gamehelpvillagers2020-07-13T16:20:39Z<p>Panyakali: /* Actions that are not considered "Building" */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round. Each player *may* build Villagers up to their Build limit, but they are never required to do so (unlike in the Draft phase).<br />
<br />
At the start of this phase (before any building have occurred), all players must declare their current Build limit. Build limits for each player start at a minimum of 2 "Build" actions per round and increase, with each visible black "Builder" symbol in their Village, up to a maximum of 5 "Build" actions per round. Not all actions that may be taken in the Build phase are technically "Build" actions; those that are not have no limit to the number of the times they may be performed.<br />
* Although there is a limit to the number of "Build" actions you may take, there is no such restriction on card *types* that may be built. You _are always allowed_ to have more than one of the same Villager in your village. <br />
<br />
Importantly: "Builder" symbols on cards played (or covered up) in the current Build phase *DO NOT* affect the number of "Build" actions a player may take in that round; the new "Builder" symbol counts take effect at the beginning of the next Build phase.<br />
<br />
===Building Actions===<br />
<br />
Any time that a new card is permanently placed from a player's hand into a Village, this is considered a "Build" action, and it counts toward the player's Build limit. These Build actions fall into three general categories:<br />
<br />
====Build a Solitary Villager====<br />
<br />
* The "Solitary" suit is unique in that each of these cards are played directly into their own standalone "Production Chain"; no cards will ever be underneath or on top of these cards when in play.<br />
** Because of this, the only requirement for playing any of these cards is that the unlocking cost of 2 money is paid (either by the player or by the Bank; see the "Unlock a Villager" section for more info).<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
* Most cards in the game, aside from "Basic" cards and "Solitary" ones, will require a certain card to already be present in the player's Village before they can be played; when this new card is played, it must go on top of the required predecessor card, covering up any symbols below the "Name" section<br />
** The required predecessor card onto which the new card must be placed can be found on the new card, just below its name (format: "card name + card name + BOLD NAME OF CURRENT CARD + card name"); the predecessor card is one listed just before the bold name, reading left-to-right<br />
** A player _may_ build a Villager card and its required predecessor in the same round (i.e., there are no rules against expanding a Production Chain by more than one villager per turn)<br />
** Again, just as with the Solitary villagers, if a card has a Padlock symbol on it, then the unlocking fee must be paid before the card can be played<br />
<br />
====Build a Special Villager into an existing Production Chain====<br />
<br />
There are two "Special" suit cards that may be played into your village (or, in one case, another player's village), and each of these cards has a unique power:<br />
<br />
* Monk<br />
** The Monk card may be used in place of any other card in the game, but only for the purposes of being another card's predecessor; Monks do NOT take on any other property (e.g., Suit, Padlock, Food, Builder, or Gold symbols) of the card that they are replacing.<br />
*** Because the Monk's sole purpose is to act as a predecessor card, the card that is using it as a predecessor *must always be* played in the same round as the Monk (i.e., it can never be the "Top" card of a production chain at the end of the round)<br />
** If the Monk is played as the bottom card in a production chain (e.g. for suits where the "Basic" villager must be drafted from the Road), then it may have have 2 branches off of it<br />
*** If this is the case, then only 1 of the 2 branches must be "Built" by the end of the round.<br />
*** When played as the bottom card in a chain, the Monk can only accommodate 2 *first-level* villagers (i.e., each with only one predecessor before it in a chain), and both of these villagers must be of the same suit<br />
**** In other words, once a Monk is played as a certain card in a chain, it immediately "becomes" the single real card that it replaces (but only for the purposes of being a predecessor)<br />
* Apprentice<br />
** Apprentices are swapped with one non-Top villager in any village, and the card that the Apprentice replaced goes into play for the player who played the Apprentice.<br />
** So, the Apprentice may be used to "steal" another player's villager card that is part of a production chain<br />
*** This can be done for all non-Top cards in other villages, *except for* Founders; you may not steal another player's Founders with the Apprentice<br />
** The Apprentice may also be used to essentially "duplicate" one of your own existing cards.<br />
*** If you use the Apprentice in this manner, within your own village, you _may_ swap it with your Founders card<br />
**** If this is done, you get to choose the side (2 Gold or Food symbol) of the Founders card that is facing up when you place it into your village<br />
<br />
TODO: Is the player from whom you stole allowed to still play new villagers on top of the Apprentice (in the case of it being swapped for a Basic villager)?<br />
TODO: What happens if you are not able to play the villager card that you've just stolen? Does it go to the discard pile? Do you take it into your hand? Or are you not allowed to play the Apprentice onto a card that you cannot immediately accommodate?<br />
<br />
===Actions that are not considered "Building"===<br />
<br />
Certain actions that can be taken during the Build phase do not actually count toward a player's Build limit, and thus are not considered "Build" actions. These actions include the following:<br />
<br />
====Trade for a Basic Villager====<br />
<br />
* To build most villagers that are part of a production chain, you must start with a "Basic" Villager card<br />
** Basic Villagers are distinguishable from other cards in that they have two rounded rectangle (card) symbols on the top right of the card<br />
*** This denotes that these cards may act as the "Basic" card for two different production chains, or Branches, as long as they are of the same suit as the Basic card (or at least the same suit as each other, in the case of Monks and Apprentices played as Basic Villagers)<br />
** Every suit except for Solitary has a Basic Villager which is required for building production chains<br />
* The Basic Villager for the Grain suit is the Founders card<br />
** Each player begins with 1 Founders card in play, and there is no way to gain additional Founders<br />
*** With the one exception being that a player's own Founders may be duplicated, potentially twice, by the Apprentice<br />
* The Basic Villager cards for the Grape, Leather, and Wool suits must either start out in a player's hand or be drafted from the Road<br />
** There are only 2 copies of each of these suits' Basic Villagers in the game<br />
* Finally, to acquire a Basic Villager for the 3 most common suits with production chains (Hay, Wood, or Ore suits), a player must trade in 1 of their existing hand cards to get and play 1 Basic Villager<br />
** When a player trades in the card from their hand, they choose any non-empty Road Stack onto which to place their card, face-down<br />
*** _Any_ non-emptied Stack is eligible for placing cards onto; you are not required to place your card onto the leftmost Stack<br />
*** If all Road Stacks are empty, then the player must place their traded card on top of the Reserve deck<br />
** Since trading for Basic Villagers is not a "Build" action, there is no limit to the number of times this action may be taken in a given round<br />
*** ...well, aside from the number of cards in your hand- you can only get as many Basic Villagers as cards that you can trade in<br />
** Basic Villagers may be acquired and played without needing to be covered by other cards in the production chain that round (unlike the Monk)<br />
<br />
TODO: What happens if a Basic Villager stack is emptied? Can no one get that type of Basic Villager anymore, or are these also intended to be infinite, like the gold?<br />
<br />
====Unlock a Villager====<br />
<br />
====Play a Special Villager with the "Discard" symbol====<br />
<br />
* Two Special suit cards, the Tinner and Agent, have a card symbol with an "X" over it on the top right of the card<br />
** This symbol means that these cards are discarded at the end of the round in which they are played<br />
** Because they are discarded, these Villagers do NOT count toward a player's Build limit<br />
* Tinner<br />
* Agent<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4972Gamehelpvillagers2020-07-13T00:43:05Z<p>Panyakali: /* Build Phase */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round. Each player *may* build Villagers up to their Build limit, but they are never required to do so (unlike in the Draft phase).<br />
<br />
At the start of this phase (before any building have occurred), all players must declare their current Build limit. Build limits for each player start at a minimum of 2 "Build" actions per round and increase, with each visible black "Builder" symbol in their Village, up to a maximum of 5 "Build" actions per round. Not all actions that may be taken in the Build phase are technically "Build" actions; those that are not have no limit to the number of the times they may be performed.<br />
* Although there is a limit to the number of "Build" actions you may take, there is no such restriction on card *types* that may be built. You _are always allowed_ to have more than one of the same Villager in your village. <br />
<br />
Importantly: "Builder" symbols on cards played (or covered up) in the current Build phase *DO NOT* affect the number of "Build" actions a player may take in that round; the new "Builder" symbol counts take effect at the beginning of the next Build phase.<br />
<br />
===Building Actions===<br />
<br />
Any time that a new card is permanently placed from a player's hand into a Village, this is considered a "Build" action, and it counts toward the player's Build limit. These Build actions fall into three general categories:<br />
<br />
====Build a Solitary Villager====<br />
<br />
* The "Solitary" suit is unique in that each of these cards are played directly into their own standalone "Production Chain"; no cards will ever be underneath or on top of these cards when in play.<br />
** Because of this, the only requirement for playing any of these cards is that the unlocking cost of 2 money is paid (either by the player or by the Bank; see the "Unlock a Villager" section for more info).<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
* Most cards in the game, aside from "Basic" cards and "Solitary" ones, will require a certain card to already be present in the player's Village before they can be played; when this new card is played, it must go on top of the required predecessor card, covering up any symbols below the "Name" section<br />
** The required predecessor card onto which the new card must be placed can be found on the new card, just below its name (format: "card name + card name + BOLD NAME OF CURRENT CARD + card name"); the predecessor card is one listed just before the bold name, reading left-to-right<br />
** A player _may_ build a Villager card and its required predecessor in the same round (i.e., there are no rules against expanding a Production Chain by more than one villager per turn)<br />
** Again, just as with the Solitary villagers, if a card has a Padlock symbol on it, then the unlocking fee must be paid before the card can be played<br />
<br />
====Build a Special Villager into an existing Production Chain====<br />
<br />
There are two "Special" suit cards that may be played into your village (or, in one case, another player's village), and each of these cards has a unique power:<br />
<br />
* Monk<br />
** The Monk card may be used in place of any other card in the game, but only for the purposes of being another card's predecessor; Monks do NOT take on any other property (e.g., Suit, Padlock, Food, Builder, or Gold symbols) of the card that they are replacing.<br />
*** Because the Monk's sole purpose is to act as a predecessor card, the card that is using it as a predecessor *must always be* played in the same round as the Monk (i.e., it can never be the "Top" card of a production chain at the end of the round)<br />
** If the Monk is played as the bottom card in a production chain (e.g. for suits where the "Basic" villager must be drafted from the Road), then it may have have 2 branches off of it<br />
*** If this is the case, then only 1 of the 2 branches must be "Built" by the end of the round.<br />
*** When played as the bottom card in a chain, the Monk can only accommodate 2 *first-level* villagers (i.e., each with only one predecessor before it in a chain), and both of these villagers must be of the same suit<br />
**** In other words, once a Monk is played as a certain card in a chain, it immediately "becomes" the single real card that it replaces (but only for the purposes of being a predecessor)<br />
* Apprentice<br />
** Apprentices are swapped with one non-Top villager in any village, and the card that the Apprentice replaced goes into play for the player who played the Apprentice.<br />
** So, the Apprentice may be used to "steal" another player's villager card that is part of a production chain<br />
*** This can be done for all non-Top cards in other villages, *except for* Founders; you may not steal another player's Founders with the Apprentice<br />
** The Apprentice may also be used to essentially "duplicate" one of your own existing cards.<br />
*** If you use the Apprentice in this manner, within your own village, you _may_ swap it with your Founders card<br />
**** If this is done, you get to choose the side (2 Gold or Food symbol) of the Founders card that is facing up when you place it into your village<br />
<br />
TODO: Is the player from whom you stole allowed to still play new villagers on top of the Apprentice (in the case of it being swapped for a Basic villager)?<br />
TODO: What happens if you are not able to play the villager card that you've just stolen? Does it go to the discard pile? Do you take it into your hand? Or are you not allowed to play the Apprentice onto a card that you cannot immediately accommodate?<br />
<br />
===Actions that are not considered "Building"===<br />
<br />
Certain actions that can be taken during the Build phase do not actually count toward a player's Build limit, and thus are not considered "Build" actions. These actions include the following:<br />
<br />
====Trade for a Basic Villager====<br />
<br />
====Unlock a Villager====<br />
<br />
====Play a Special Villager with the "Discard" symbol====<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4967Gamehelpvillagers2020-07-12T16:14:24Z<p>Panyakali: /* Build Phase */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round. Each player *may* build Villagers up to their Build limit, but they are never required to do so (unlike in the Draft phase).<br />
<br />
===Building Actions===<br />
<br />
====Build a Solitary Villager====<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
====Trade for a Basic Villager====<br />
<br />
====Unlock a Villager====<br />
<br />
====Play a Special card====<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4966Gamehelpvillagers2020-07-12T16:09:19Z<p>Panyakali: /* Second Market */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round.<br />
must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Building Actions===<br />
<br />
====Build a Solitary Villager====<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
====Trade for a Basic Villager====<br />
<br />
====Unlock a Villager====<br />
<br />
====Play a Special card====<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. In this phase, money will always be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** the value or count of "Gold" symbols<br />
**** "Food" symbols<br />
**** "Builder" symbols<br />
**** coins on Unlocking Villagers<br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Third, move all coins that are on top of Unlocking Villagers into each player's Supply<br />
*** This is done *after* calculating "Silver" symbol values because some Silver formulas will count the number of coins on Unlocking Villagers<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4965Gamehelpvillagers2020-07-12T16:04:31Z<p>Panyakali: /* First Market */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round.<br />
must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Building Actions===<br />
<br />
====Build a Solitary Villager====<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
====Trade for a Basic Villager====<br />
<br />
====Unlock a Villager====<br />
<br />
====Play a Special card====<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* During the First Market, in turn order, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. However, the money will be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** <br />
****<br />
****<br />
****<br />
**** <br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4964Gamehelpvillagers2020-07-12T15:33:20Z<p>Panyakali: /* Market Phases */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round.<br />
must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Building Actions===<br />
<br />
====Build a Solitary Villager====<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
====Trade for a Basic Villager====<br />
<br />
====Unlock a Villager====<br />
<br />
====Play a Special card====<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
Market phases are the two "checkpoints" of the game (approximately halfway through the game and at the very end of the game) in which the majority of players' money will be generated. The timing of when these two phases occur depends on when certain face-down Road Stacks are emptied (and, remember: once a Road Stack is emptied, it can never be re-filled with hand cards that are traded for Basic Villagers).<br />
<br />
* The Road Stacks are numbered from #1 to #6, from left to right<br />
** As the game progresses, certain Road Stacks will become exhausted due to face-down drawing and replenishing face-up Road cards taken during the Draft phases<br />
*** This will *usually* happen from left-to-right, as this is how cards will be drawn for replenishing face-up Road cards<br />
*** However, unconventional drawing tactics (i.e., exclusively drawing face-down cards from the right-most stacks) may lead to stacks being exhausted in random or even right-to-left order<br />
**** It is for this reason that more specific rules, based on which Road Stacks have been emptied, are used for determining when the First and Second Markets occur, rather than just having these Markets occur when the First and Second Market cards are revealed<br />
* First Market occurs once Road Stacks #1 and #2 have been emptied<br />
* Second Market occurs only once all Road Stacks (#1, #2, #3, #4, #5, and #6) have been emptied (i.e., there are no more Road Stacks remaining)<br />
<br />
===First Market===<br />
<br />
Once the first two Road Stacks are emptied, the "First Market" card will be revealed and turned sideways to remind all players that the First Market will occur at the end of the round. <br />
<br />
* In the First Market, money will be added to each player's Supply in the following 2 ways:<br />
** Sum of values written on all visible "Gold" symbols on Villagers<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
===Second Market===<br />
<br />
After all Road Stacks have been emptied, the "Second Market" card will be revealed and turned sideways to remind all players that the Second Market will occur at the end of the round (and, after this Market phase, the game will be over).<br />
<br />
* In the Second Market, money will be generated in generally the same 2 ways as in the First Market, as well as in a third way that is unique to the Second Market. However, the money will be generated in the following order:<br />
** First, each player receives the sum of values written on all visible "Gold" symbols on Villagers<br />
** Second, each player receives money equal to the sum of all "Silver" symbol formulas visible on Villagers (i.e., not covered by other Villager cards)<br />
*** These "Silver" symbol formulas are variable/conditional values that depend upon the counts of certain symbols or coins on Villagers that are _in their own Village_.<br />
*** The following symbols are only counted when they are on "Top" Villager cards (i.e., those that are not covered by any other cards):<br />
**** <br />
****<br />
****<br />
****<br />
**** <br />
*** The following symbols are counted for *all* Villager cards in a player's Village, regardless of whether they are "Top" cards or those that are covered by other cards:<br />
**** Suit symbols (e.g., purple "Hay", green "Wood", turquoise "Grains", etc.)<br />
***** Some cards have two Suit symbols on them; these cards count for twice the usual Suit symbols<br />
**** Padlocks (the lock symbols showing on the top left of every Villager that must be unlocked by another Villager)<br />
** Sum of all coins placed on top of Unlocking Villagers<br />
*** The coins themselves that are on top of these villagers, however, will stay on top of them; essentially this amount is doubled and then the newly generated money is added to the player's Supply<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4959Gamehelpvillagers2020-07-12T02:28:26Z<p>Panyakali: </p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player takes a turn playing all cards that they wish to play and/or build for the round.<br />
must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Building Actions===<br />
<br />
====Build a Solitary Villager====<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
====Trade for a Basic Villager====<br />
<br />
====Unlock a Villager====<br />
<br />
====Play a Special card====<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
<br />
==Market Phases==<br />
<br />
===First Market===<br />
<br />
===Second Market===<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4958Gamehelpvillagers2020-07-12T02:08:22Z<p>Panyakali: /* End of the Build Phase */</p>
<hr />
<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
<br />
The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
<br />
The Goal: To have the most money at the end (just like in real life).<br />
<br />
==Overview==<br />
<br />
Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
<br />
===Rounds===<br />
<br />
Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
<br />
===Income===<br />
<br />
In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
<br />
* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
<br />
After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
<br />
==Setup==<br />
<br />
* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
<br />
==Draft Phase==<br />
<br />
Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
<br />
===Drafting Actions===<br />
<br />
* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
<br />
Drafting a card can be done in one of two ways:<br />
<br />
====Drafting Face-up====<br />
<br />
A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
<br />
* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
<br />
====Drafting Face-down====<br />
<br />
Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
<br />
* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
<br />
===End of the Draft Phase===<br />
<br />
After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
<br />
====Updating the Road: 2 Players====<br />
<br />
* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
<br />
====Updating the Road: 3+ Players====<br />
<br />
* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
<br />
==Build Phase==<br />
<br />
===Building Actions===<br />
<br />
====Build a Solitary Villager====<br />
<br />
====Build a Villager as part of a Production Chain====<br />
<br />
====Trade for a Basic Villager====<br />
<br />
====Unlock a Villager====<br />
<br />
====Play a Special card====<br />
<br />
===End of the Build Phase===<br />
<br />
* After all players have completed building, if any player does _not_ have any visible Food symbols in their Village, they must flip their Founders card from its 2-value Gold symbol side to its 1 Food symbol side<br />
* The 1st Player designation passes to the next player clockwise from the current 1st player<br />
* If either of the Market phases have been triggered, move on to that Market phase; otherwise, begin a new Draft phase<br />
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==Market Phases==<br />
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===First Market===<br />
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===Second Market===<br />
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==End of the Game==<br />
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Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
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==Commonly Overlooked Rules==</div>Panyakalihttps://en.doc.boardgamearena.com/index.php?title=Gamehelpvillagers&diff=4957Gamehelpvillagers2020-07-12T02:04:00Z<p>Panyakali: /* Income */</p>
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<div>The Groundwork: You are the founder of a small settlement, and you have dreams of one day turning your settlement into a booming and bustling Village! To do this, however, you must compete with other founders to attract the best inhabitants to you village, so that it can be the most prosperous of all...<br />
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The Game: Games are composed of a variable number of rounds where players first take turns drafting cards into their hands, and then go around the table playing cards into their tableaus. Cards have different symbols on them representing how many cards a player can draft, how many cards they can play, or how much money they generate during special income phases. There are only two income phases in the entire game, one approximately at the middle of the game's duration, and one at the very end. These two income phases are where the majority of players' money will be generated.<br />
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The Goal: To have the most money at the end (just like in real life).<br />
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==Overview==<br />
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Games are composed of a variable number of rounds focused on expanding tableaus, interspersed by two special income-generating phases.<br />
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===Rounds===<br />
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Each round consists of two basic phases:<br />
* Draft phase<br />
**one-at-a-time, players take turns selecting ("Drafting") either:<br />
*** face-up cards ("Villagers") from the 6 face-up cards (the "Road"), or...<br />
*** blind-drawing face-down cards from one of 6 "Road Stacks"<br />
** The number of cards that a player *must* draft each round is determined by the number of "Food" symbols showing in their tableau<br />
*** each player starts with the minimum of 2 cards drafted per round<br />
*** this can be increased up to a maximum of 5 cards drafter per round<br />
* Build phase<br />
** players play ("Build") cards into their tableaus ("Villages") to improve the available cards in their tableaus<br />
*** these new cards generally increase one or many of the following attributes of the player:<br />
**** the number of cards they will draft (via "Food" symbols) in a round<br />
**** the number of cards they may build (via "Builder" symbols) in a round<br />
**** the amount of money (via "Gold" & "Silver" symbols) they generate in the income phases ("Markets")<br />
** the number of cards that a player *may (but is not required to)* build each round is determined by the number of "Builder" symbols showing in their tableau *at the start of their build phase*<br />
*** each player starts with the minimum of 2 cards that may be built per round<br />
*** this can be increased to a maximum of 5 cards that may be built per round<br />
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===Income===<br />
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In addition to the two basic phases, there are two special events, the Markets, that happen after the Build phase of the round in which they are triggered. These two Markets are the main ways in which money (the central resource and victory point of the game) is generated:<br />
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* First Market - occurs once the first and second Road Stacks are emptied; during this Market, money is generated in two ways:<br />
** players receive income equal to the sum of all gold symbol values visible on their cards<br />
** players also receive income for all money placed on cards that have been used to unlock others (but the money itself on the cards is not removed at this time)<br />
* Second Market - occurs once all of the road supply decks have been emptied; during this Market, money is generated in three ways (two of which are basically the same as in the First Market):<br />
** players receive income again equal the sum of all visible gold symbol values printed on cards<br />
** additionally, players receive income for all visible silver symbol values (which are calculated based on other cards in their tableau)<br />
** players also finally take all the money placed on unlocker cards off of those cards and into their money supply<br />
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After the Second Market is completed, the game is over: the player with the most money in their possession is the winner!<br />
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==Setup==<br />
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* There are always 10 of each "Basic Villager" card available at the start of the game<br />
** These cards are required for building most of the production chains in the game; they will be described in detail in the "Build" phase<br />
* The 6 face-up "Road" cards for drafting are always the same at the start of each game<br />
* The rest of the cards (except for the starting "Founders" and the "Basic Villager" cards) are shuffled together to form the deck<br />
** The deck holds 2 copies of each Villager card, except for the 6 starting "Road" cards, of which there are only 1 each (since the other copy of these cards starts out in the "Road")<br />
* Each player starts with:<br />
** 8 money<br />
** 5 cards in hand, dealt from the shuffled deck<br />
** a "Founders" card showing a gold symbol with a value of 2 in their tableau<br />
* Then, 6 smaller decks, each with twice the number of cards as there are players in the game, are dealt face down to form the "Road Stacks"<br />
** Cards will be taken from these stacks during the Draft phases, either to draw cards directly from them, or to replenish face-up cards drafted during the road<br />
* Finally, the cards remaining in the deck after dealing hands and Road Stacks form a face-down "Reserve" deck<br />
** Cards will only be drawn from here either to cycle out un-drafted cards at the end of each Draft phase or to be used as a Road Stack in the final round of the game, once all cards have been drawn from the 6 original Road Stacks<br />
* One player is randomly chosen as the First Player; they begin the first Draft Phase of the game<br />
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==Draft Phase==<br />
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Going around the table in clockwise order (starting with the current 1st Player), each player must draft one card from the face-up or face-down options on the Road until each has reached their Draft limit.<br />
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===Drafting Actions===<br />
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* There is no "passing" before you've reached your Draft limit; if you are not at your Draft limit, you _must_ draft a card on your turn<br />
** Draft limits start at a minimum of 2 cards/round and increase by 1 with each visible Food symbol, up to a maximum of 5 cards/round<br />
* Drafted cards are _always_ displayed face-up in a player's Village Square (a sort of waiting area for a player's drafted cards in a round), even if one of them was drafted from a face-down stack<br />
** Once a player reaches their Draft limit, they take up all the cards from their Village Square into their hand. (TODO: What if the last card drafted is face-down? Does it remain a secret to the other players?)<br />
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Drafting a card can be done in one of two ways:<br />
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====Drafting Face-up====<br />
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A player may choose to take any 1 of the 6 face-up villagers from the Road on their turn.<br />
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* If the villager has any coins placed on top of them from previous rounds, the player also puts these coins into their money supply<br />
* The drafted card is immediately replaced with the top card of the leftmost Road Stack (which is, of course, flipped face-up)<br />
** If all Road Stacks are empty, replace the taken card with the top card of the Reserve deck<br />
*** If the Reserve deck is also empty, the card is not replaced<br />
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====Drafting Face-down====<br />
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Alternatively, a player can choose to blindly (i.e., without seeing the face value) draft a card from any 1 of the 6 (or fewer) non-empty Road Stacks.<br />
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* This is not an entirely blind draft, though, since the suit of each card is shown on its back<br />
* As the game progresses, stacks will become exhausted, which will restrict the number of face-down choices<br />
** If all Road Stacks are empty, the top card of the Reserve deck may be taken as a face-down draft<br />
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===End of the Draft Phase===<br />
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After all players have reached their Draft limit, certain cards will be discarded from the face-up Road villagers to make space for new ones. These new cards will always be drawn from the Reserve deck (or the leftmost Road Stack, if the Reserve deck has been emptied), but the method for discarding cards differs between 2-player games and those with 3 or more players.<br />
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====Updating the Road: 2 Players====<br />
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* In _reverse player order_, each player is given the option to place a coin from the bank onto 1 card in the Road<br />
** Players may even choose the same card to have a coin placed on it; in that case, the card would get 2 coins placed on it for this round<br />
** Alternatively, a player may choose _not to place a coin_ on any card (TODO: Does this mean the player gets to keep that coin?)<br />
* Once both players have made their choice, all cards in the Road that do _not_ have coins on them are discarded and replaced<br />
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====Updating the Road: 3+ Players====<br />
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* All cards with coins on them are discarded and replaced<br />
* After replacing cards, each of the 6 cards in the Road have 1 coin placed on them<br />
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==Build Phase==<br />
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===Building Actions===<br />
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====Build a Solitary Villager====<br />
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====Build a Villager as part of a Production Chain====<br />
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====Trade for a Basic Villager====<br />
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====Unlock a Villager====<br />
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====Play a Special card====<br />
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===End of the Build Phase===<br />
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==Market Phases==<br />
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===First Market===<br />
<br />
===Second Market===<br />
<br />
==End of the Game==<br />
<br />
Once the Second Market is completed, the game is over. The player with the most money in their Supply is the winner. If there is a tie for the most money, then the player among the tied players who has the fewest cards in their village is the winner.<br />
<br />
==Commonly Overlooked Rules==</div>Panyakali