https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=RicardoRix&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T14:58:57ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelpauntiemildred&diff=20183Gamehelpauntiemildred2024-02-23T00:08:51Z<p>RicardoRix: </p>
<hr />
<div><h3>Overview</h3><br />
<p><br />
This is a competitive 1-versus-1, dice placement game for 2 players. <br />
<br /><br />
The aim of the game is to score 3 Victory Dice before your opponent. <br />
<br /><br />
Players take turns performing actions with their dice trying to score points and improve their position by gaining special abilities on the task cards.<br /><br />
</p><br />
<br />
<h3>Mechanism: Cookie Points Scoring, Victory Dice and Winning.</h3><br />
<p>There are a few different ways you may score cookies. When doing so, you should increase the value of the black cookie die as much as possible but not beyond 6.<br />
If the cookie die reaches 6 you score a Victory Die, the player must take any one of their dice (usually a die that has just been used to score) and place the die into a victory die space. Afterwards<br />
reset the black cookie die to 1. If a player places their 3rd die into a victory point space then they win the game immediately.<br /><br />
<i>Clarification:</i><br /><br />
Excess points scored that take the cookie die beyond 6 are lost.<br /><br />
Some card abilities allow a player to directly score a victory point dice, if so the black cookie die remains untouched.<br /><br />
</p><br />
<br />
<h3>Mechanism: Dice spots and scallywags</h3><br />
<p>All cards have square spots to place your dice. These are worker placement spots and always have a border of the player colour to match the colour of your dice. <br />
The Indulgency cards require multiple dice. The player ability cards have multiple spots but maybe used<br />
one-at-a-time.<br /><br />
You may place a die onto a set of task cards, and later activate this scallywag die by sliding the die to the grey square 'spot' which is rotated 45 degrees. You gain the associated reward as printed on the card.<br /><br />
</p><br />
<br />
<h3>Mechanism: Tasks: Always, Wakeup and Reward effects</h3><br />
<p><br />
If you have a die on a task card then you can use the effect during your turn.<br /><br />
ALWAYS: This type of effect occurs when appropriate, the die does not need to be activated (put into the used position) <br /><br />
WAKEUP: Activate this die during the WAKEUP phase to use this ability. e.g. use LAUNDRY#4 and place all LAUNDRY dice into the used position.<br /><br />
REWARD. Activate this ability during the ACTION phase. Place all the dice into the used position for this chore. e.g. use DIY#3 and place all DIY dice into the used position.<br /><br />
</p><br />
<br />
<!--div style="margin-top:1200px; display: block;" / --><br />
<br />
<h3>How to Play</h3><br />
<p><br />
To decide which player goes first, each player shakes their dice, the player with the lowest total value starts on their first Player Round at Phase3:ACTION.<br />
For the player starting last on their first turn only, they may choose to keep these dice values or shake for their Phase2:SHAKE.<br /><br />
One player will be the active player for a complete Player Round, performing all of the phases detailed below.<br /><br />
Once the player has completed all the phases their opponent then starts a new Player Round and becomes the active player.<br /><br />
A player wins immediately when they score their 3rd Victory Dice.<br /><br />
</p><br />
<br />
<br />
<h3>Player Round</h3><br />
<h4>Phase1: WAKEUP</h4><br />
<p>Perform all the steps below in any order, if required you may also repeat any step more than once. This is to stop a player being penalised for forgetting a particular step or playing them in the wrong order.<br /><br />
Whenever you remove dice, then place them into your dice pool ready to be later rolled and used in the action phase.<br /><br />
Each step is optional, unless stated as mandatory.<br />
</p><br />
<ol type="A"><br />
<br />
<li>MANDATORY: Remove all your dodge dice.</li><br />
<br />
<li> <br />
Resolve Combat by evaluating the number slot on your PRANK card versus the number slot on your opponent's DODGE card.<br /><br />
If the PRANK is higher, then the opponent must lose 1 point on their black cookie die. Note, it's not possible to go below 1. <br /><br />
If the player has a die on a LAUNDRY task card, then the opponent must defend in this situation due to the ALWAYS effect and having only 1 point on their black cookie die. Failure to lose a cookie point, means they lose a victory point die instead. Failure to do that, you automatically win the game.<br /><br />
If instead the active player has the same prank or lower then nothing happens. The opponent successfully dodges.<br /><br />
Afterwards simply remove the PRANK dice and place them in your used dice pool.<br /><br />
This action is optional, you may leave your prank dice alone, ready for the next round.<br /><br />
</li><br />
<br />
<li>Score Indulgency dice: You remove dice from an Indulgency card and place the dice into your used dice pool. You may only score cookies if your dice are greater in value than any dice your opponent may have on the same card, otherwise you do not score any cookies.<br /><br />
To clarify for the full house card, first compare the value of the row of 3, followed by the row of 2. e.g. 44422 beats 33366. The same is true for the 2 rows of 3 indulgency.<br /><br />
With LAUNDRY#1 ALWAYS effect you may also score when you have exactly tied values with your opponent.<br /><br />
You may repeat this action for other dice you may have on Indulgency cards.<br /><br />
</li><br />
<br />
<li><br />
Remove all your task card scallywag dice, if each set is on or beyond the 'GOAL LINE', you gain 2 Victory dice.<br /><br />
</li><br />
<br />
<li>You may only perform this step once per turn:<br /> <br />
Straighten all your scallywag dice on Task cards. Place them back onto your player colour spots.<br /><br />
Afterwards you may perform any WAKEUP abilities, REWARD actions require the player to place the die back into the used position.<br /><br />
The WAKEUP ALWAYS ability on COOK#1 does not require the die to become used.<br />
</li><br />
<br />
<li>Collect as many of your dice as you wish from around the table and place them into your dice pool. You may only have 1 scallywag die left on a particular set of Task cards. For example, <br />
on a previous turn you may have placed 4 dice, a 1,2,3 and 4 onto the DIY tasks, you must now collect the 1,2,3 dice and place them into your dice pool. This is mandatory.<br /><br />
For all the other dice you have, it's NOT mandatory you take back the dice into your dice pool, but it's almost always beneficial to do so. <br />
For example, the player may wish to block an indulgency card by not scoring and leaving the dice there, or if the player cannot score they may want to try and wait until the next round to do so.<br />
</li><br />
<br />
</ol><br />
<br />
<h4>Phase2: SHAKE</h4><br />
<p>Shake all of your dice in the dice pool. You may now use them 1 at a time or as part of a group in the following action phase.<br />
</p><br />
<br />
<h4>Phase3: ACTION</h4><br />
<p>Each die or group of dice may perform an action, a player may also activate their scallywag dice on task cards to gain rewards. The player is not limited to the order in which they can take the following actions.<br /><br />
The player may take these actions for as many times as they have available dice and action spots before they end their turn and pass to the opponent.<br />
</p><br />
<br />
<h5>ACTION: Player Abilities.</h5><br />
<p><br />
There are 2 modify spots on your dice pool card. Place a die into a free spot, and change a different die value in your pool by plus or minus 1. You may change a 1 value into a 6 or a 6 into a 1.<br />
</p><br />
<br />
<h5>ACTION: Prank / Dodge.</h5><br />
<p><br />
You may place <b>ANY</b> valued die into these spots. Place the first die into the 1 slot, the 2nd die into the 2 slot, etc. <i>You do not place a 4 straight into the slot 4 postion.</i><br /> <br />
Other abilities may add dice, this is only possible if you already have at least 1 actual die here. Simply move the die into the next appropriate available slot.<br /> <br />
E.G. Task LAUNDRY#3 allows the player to add 1 prank die. The player moves a previously placed die in the 1 slot and moves it into the 2 slot.<br /> <br />
For visual clarity, you may change the value of the die to match its slot position.<br />
</p><br />
<br />
<br />
<h5>ACTION: Indulgency Cards.</h5><br />
<p><br />
Place a group of dice on an Indulgency card that match the requirements. <br />E.G. The 'Full House' requires 5 dice comprising of 3 dice of the same value and a further 2 dice of a different value.<br />
</p><br />
<br />
<h5>ACTION: Scallywagging, doing new tasks.</h5><br />
<p><br />
Place a die onto one of the task cards. You must match the value with level of the card. The first die to be placed must have a value of 1, and subsequent dice must be a value 1 higher than previously played.<br /> <br />
If this is the first scallywag die with a value of 1 on a set of task cards then place it in the straightened position.<br/><br />
These dice are referred to as scallywag dice.<br /><br />
E.G. A player already has a 3 die value placed on the Clean#3 task card. They repeat this action twice and the player places a 4 value die onto the Clean#4 and a 5 value die onto the Clean#5 task card.<br /> <br />
When placing a die of value 2 or higher, place the new die in the same orientation as the die 1 lower, either straightened or used.<br />
</p><br />
<br />
<h5>ACTION: Doing a task and getting a reward.</h5><br />
<p><br />
A player will normally only be able to perform one task from each set.<br /><br />
A Player may move a previously placed scallywag die on a task card, and move it from the straightened position to the used position, repeat this for all other dice on task cards of this set.<br /><br />
Afterwards take the reward from that set on a task card of equal or lesser value.<br />
<br /> <br />
E.G. A player takes the 5 valued scallywag die on the Cook#5, rotates the die 45 degrees and slides it over to the grey box on the card into the used position. They also have a die that were previously placed on Cook#4 which also now becomes rotated.<br /><br />
As a reward, they select the Cook#3 reward and re-roll 2 of their other dice that are yet to be used.<br />
</p><br />
<br />
<h5>ACTION: Pass.</h5><br />
<p><br />
When you choose to pass, restart the Player Round with your opponent now being the active player. <br />
</p><br />
<br /><br />
<br /><br />
</div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpauntiemildred&diff=20174Gamehelpauntiemildred2024-02-21T22:51:12Z<p>RicardoRix: Created page with "<h3>Overview</h3> <p> This is a competitive 1-versus-1, dice placement game for 2 players. <br /> The aim of the game is to score 3 Victory Dice before your opponent. <br /> Players take turns performing actions with their dice trying to score points and improve their position by gaining special abilities on the task cards.<br /> </p> <h3>Introduction</h3> <p>Your mad as a box of frogs Auntie Mildred has just passed away. This is devastating news as she made the best..."</p>
<hr />
<div><h3>Overview</h3><br />
<p><br />
This is a competitive 1-versus-1, dice placement game for 2 players. <br />
<br /><br />
The aim of the game is to score 3 Victory Dice before your opponent. <br />
<br /><br />
Players take turns performing actions with their dice trying to score points and improve their position by gaining special abilities on the task cards.<br /><br />
</p><br />
<br />
<h3>Introduction</h3><br />
<p>Your mad as a box of frogs Auntie Mildred has just passed away. This is devastating news as she made the best cookies this side of Shrewsbury. <br />
Her inheritance includes a long list of random tasks.<br />
You need to perform these tasks to get your grubby little hands on her ingredients, recipe and instructions for the oven.<br />
Put it all together and you can bake the best batch of cookies in the galaxy to win over Beatrice - the girl of your dreams, secure the job of a lifetime and save your soul from eternal damnation.<br />
<br /><br />
This may sound stupid, because all board game themes are stupid. This is no dragons and wizards fighting over which train to take gold to the land of victory points. No, heavenly cookies and hugs from grandma are infinitely more important. And it's time you found out.<br />
</p><br />
<br />
<h3>Mechanism: Cookie Points Scoring, Victory Dice and Winning.</h3><br />
<p>There are a few different ways you may score cookies. When doing so, you should increase the value of the black cookie die as much as possible but not beyond 6.<br />
If the cookie die reaches 6 you score a Victory Die, the player must take any one of their dice (usually a die that has just been used to score) and place the die into a victory die space. Afterwards<br />
reset the black cookie die to 1. If a player places their 3rd die into a victory points space then they win the game immediately.<br /><br />
<i>Clarification:</i><br /><br />
Excess points scored that take the cookie die beyond 6 are lost.<br /><br />
Some card abilities allow a player to directly score a victory point dice, if so the black cookie die remains untouched.<br /><br />
</p><br />
<br />
<h3>Mechanism: Dice spots and scallywags</h3><br />
<p>All cards have square spots to place your dice. These are worker placement spots and always have a border of the player colour to match the colour of your dice. <br />
The Indulgency cards require multiple dice. The player ability cards have multilple spots but maybe used<br />
one-at-a-time.<br /><br />
You may place a die onto a set of task cards, and later activate this scallywag die by sliding the die to the grey square 'spot' which is rotated 45 degrees. You gain the associated reward as printed on the card.<br /><br />
</p><br />
<br />
<h3>Mechanism: Tasks: Always, Wakeup and Reward effects</h3><br />
<p><br />
If you have a die on a task card then you can use the effect during your turn.<br /><br />
ALWAYS: This type of effect occurs when approripate, the die does not need to be activated (put into the used position) <br /><br />
WAKEUP: Actiavte this die during the WAKEUP phase to use this ability. e.g. use LAUNDRY#4 and place all LAUNDRY dice into the used position.<br /><br />
REWARD. Actiavte this ability during the ACTION phase. Place all the dice into the used poistion for this chore. e.g. use DIY#3 and place all DIY dice into the used position.<br /><br />
</p><br />
<br />
<!--div style="margin-top:1200px; display: block;" / --><br />
<br />
<h3>How to Play</h3><br />
<p><br />
To decide which player goes first, each player shakes their dice, the player with the lowest total value starts on their first Player Round at Phase3:ACTION.<br />
For the player starting last on their first turn only, they may choose to keep these dice values or shake for their Phase2:SHAKE.<br /><br />
One player will be the active player for a complete Player Round, performing all of the phases detailed below.<br /><br />
Once the player has completed all the phases their opponent then starts a new Player Round and becomes the active player.<br /><br />
A player wins immediately when they score their 3rd Victory Dice.<br /><br />
</p><br />
<br />
<br />
<h3>Player Round</h3><br />
<h4>Phase1: WAKEUP</h4><br />
<p>Perform all the steps below in any order, if required you may also repeat any step more than once. This is to stop a player being penalised for forgetting a particular step or playing them in the wrong order.<br /><br />
</p><br />
<ol type="A"><br />
<br />
<li><br />
Resolve Combat by evaluating the number of dice on your PRANK card versus the number of dice on your opponent's DODGE card.<br /><br />
If the PRANK has higher slot position than the oppoents DODGE, then the opponent must lose 1 point on their black cookie die. Note, it's not possible to go below 1. <br /><br />
If the player has a die on a LAUNDRY task card, then the opponent must defend in this situation due to the ALWAYS effect and having only 1 point on their black cookie die. Failure to lose a cookie point, means they lose a victory point die instead. Failure to do that, you automatically win the game.<br /><br />
If the active player has the same or fewer dice then nothing happens.<br /><br />
Afterwards simply remove the PRANK dice and place them in your used dice pool.<br /><br />
This action is optional, you may leave your prank dice alone, ready for the next round.<br /><br />
</li><br />
<br />
<li>Score Indulgency dice. You MAY remove dice from an Indulgency card and place the dice into your used dice pool. You may only score cookies if your dice are greater in value than any dice your opponent may have on the same card.<br /><br />
With LAUNDRY#1 always effect you may also score when you have tied values with your opponent.<br /><br />
You may repeat this action for other dice you many have on Indulgency cards.<br />
</li><br />
<br />
<li><br />
Remove all you task card scallywag dice, if each set is on or beyond the 'GOAL LINE', you gain 2 Victory dice.<br /><br />
</li><br />
<br />
<li>Straighten all your scallywag dice on Task cards. Place them back onto your player colour spots. Perform any WAKEUP abilities, these require the player to place the die into the used position and some of the abilities may require the dice to be removed.<br />
(You may only perform this step once per turn).<br />
</li><br />
<br />
<li>Collect as many of your dice as you wish from around the table and place them into your dice pool. You may only have 1 scallywag die left on a particular set of Task cards. For example, <br />
on a previous turn you may have placed 4 dice, a 1,2,3 and 4 onto the DIY tasks, you must now collect the 1,2,3 dice and place them into your dice pool.<br /><br />
For all the other dice you have, it's NOT mandatory you take back the dice into your dice pool, but it's almost always beneficial to do so. <br />
For example, the player may wish to block an indulgency card by not scoring and leaving the dice there, or if the player cannot score they may want to try and wait until the next round to do so.<br />
</li><br />
<br />
</ol><br />
<br />
<h4>Phase2: SHAKE</h4><br />
<p>Shake all of your dice in the dice pool. You may now use them 1 at a time or as part of a group in the following action phase.<br />
</p><br />
<br />
<h4>Phase3: ACTION</h4><br />
<p>Each die or group of dice may perform an action, a player may also activate their scallywag dice on task cards to gain rewards. The player is not limited to the order in which they can take the following actions.<br /><br />
The player may take these actions for as many times as they have available dice and action spots before they end their turn and pass to the opponent.<br />
</p><br />
<br />
<h5>ACTION: Player Abilities.</h5><br />
<p><br />
There are 2 modify spots on your dice pool card. Place a die into a free spot, and change a different die value in your pool by plus or minus 1. You may change a 1 value into a 6 or a 6 into a 1.<br />
</p><br />
<br />
<h5>ACTION: Prank / Dodge.</h5><br />
<p><br />
You may place <b>ANY</b> valued die into these spots. Place the first die into the 1 slot, the 2nd die into the 2 slot, etc. <i>You do not place a 4 straight into the slot 4 postion.</i><br /> <br />
Other abilities may add dice, this is only possible if you already have at least 1 actual die here. Simply move the die into the next appropriate available slot.<br /> <br />
E.G. Task LAUNDRY#3 allows the player to add 1 prank die. The player moves a previously placed die in the 1 slot and moves it into the 2 slot.<br /> <br />
For visual calirity, you may change the value of the die to match it's slot position.<br />
</p><br />
<br />
<br />
<h5>ACTION: Indulgency Cards.</h5><br />
<p><br />
Place a group of dice on an Indulgency card that match the requirements. <br />E.G. The 'Full House' requires 5 dice comprising of 3 dice of the same value and a further 2 dice of a different value.<br />
</p><br />
<br />
<h5>ACTION: Scallywagging, doing new tasks.</h5><br />
<p><br />
Place a die onto one of the task cards. You must match the value with level of the card. The first die to be placed must have a value of 1, and subsequent dice must be a value 1 higher than previously played.<br /> <br />
If this is the first scallywag die with a value of 1 on a set of taks cards then place it in the straightened position.<br/><br />
These dice are referred to as scallywag dice.<br /><br />
E.G. A player already has a 3 die value placed on the Clean#3 task card. They repeat this action twice and the player places a 4 value die onto the Clean#4 and a 5 value die onto the Clean#5 task card.<br /> <br />
When placing a die of value 2 or higher, place the new die in the same orientation as the die 1 lower, either straighetned or used.<br />
</p><br />
<br />
<h5>ACTION: Doing a task and getting a reward.</h5><br />
<p><br />
A player will normally only be able to perform one task from each set.<br /><br />
A Player may move a previously placed scallywag die on a task card, and move it from the straightened position to the used position, repeat this for all other dice on task cards of this set.<br /><br />
Afterwards take the reward from that set on a task card of equal or lesser value.<br />
<br /> <br />
E.G. A player takes the 5 valued scallywag die on the Cook#5, rotates the die 45 degrees and slides it over to the grey box on the card into the used position. They also have a die that were previously placed on Cook#4 which also now becomes rotated.<br /><br />
As a reward, they select the Cook#3 reward and re-roll 2 of their other dice that are yet to be used.<br />
</p><br />
<br />
<h5>ACTION: Pass.</h5><br />
<p><br />
When you choose to pass, restart the Player Round with your opponent now being the active player. <br />
</p></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&diff=18026Gamehelprolledwest2023-09-12T15:39:39Z<p>RicardoRix: /* AREAS: */</p>
<hr />
<div>Resources are first spent from the rolled resources then the banked resources.<br />
<br />
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.<br />
<br />
=== AREAS: ===<br />
Boomtown - (Top Left) - 3x3 grid of special bonus. Use only once per turn.<br />
<br />
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot. The higher (top) bonus is available only to the player that first reaches this place. The lower bonus goes to all other players reaching this point.<br />
<br />
Contracts - (Middle Row) - Spend various copper, silver, gold. 5 Gold for 15 points being the highest. All contracts are unique so only can be claimed by 1 player in the whole game.<br />
<br />
Claims - (Bottom) - Spend wood to make camp/settlement. 1 Extra wood (camp), 2 Extra wood (settlement). The far right of this track show bonus for coming 1st (top) and 2nd (bottom). Numbers on the track denote an immediate score.<br />
<br />
=== TURN: ===<br />
Roll 4 dice.<br />
<br />
Choose Terrain: Select 1 dice as the terrain for a possible advancement on the 'Claims' track using additional wood. 1 Extra wood (camp), 2 Extra wood (settlement).<br />
<br />
Main Phase where you can use your dice and any previously banked resources.<br />
<br />
-- You may bank at most 1 dice in this phase to add to your banked resources.<br />
<br />
=== OPPONENTS TURN: ===<br />
- You get to bank 1 of the dice to add to your banked resources. Either copy a dice from the player to your left, or from your right, but just 1 dice total per round. There is an automated UI feature for this, if you prefer to automatically make this decision.</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&diff=17994Gamehelprolledwest2023-09-09T20:25:51Z<p>RicardoRix: </p>
<hr />
<div>Resources are first spent from the rolled resources then the banked resources.<br />
<br />
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.<br />
<br />
=== AREAS: ===<br />
Boomtown - (Top Left) - 3x3 grid of special bonus.<br />
<br />
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot. The higher (top) bonus is available only to the player that first reaches this place. The lower bonus goes to all other players reaching this point.<br />
<br />
Contracts - (Middle Row) - Spend various copper, silver, gold. 5 Gold for 15 points being the highest. All contracts are unique so only can be claimed by 1 player in the whole game.<br />
<br />
Claims - (Bottom) - Spend wood to make camp/settlement. 1 Extra wood (camp), 2 Extra wood (settlement). The far right of this track show bonus for coming 1st (top) and 2nd (bottom). Numbers on the track denote an immediate score.<br />
<br />
=== TURN: ===<br />
Roll 4 dice.<br />
<br />
Choose Terrain: Select 1 dice as the terrain for a possible advancement on the 'Claims' track using additional wood. 1 Extra wood (camp), 2 Extra wood (settlement).<br />
<br />
Main Phase where you can use your dice and any previously banked resources.<br />
<br />
-- You may bank at most 1 dice in this phase to add to your banked resources.<br />
<br />
=== OPPONENTS TURN: ===<br />
- You get to bank 1 of the dice to add to your banked resources. Either copy a dice from the player to your left, or from your right, but just 1 dice total per round. There is an automated UI feature for this, if you prefer to automatically make this decision.</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&diff=17952Gamehelprolledwest2023-09-04T10:09:34Z<p>RicardoRix: </p>
<hr />
<div>Resources are first spent from the rolled resources then the banked resources.<br />
<br />
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.<br />
<br />
=== AREAS: ===<br />
Boomtown - (Top Left) - 3x3 grid of special bonus.<br />
<br />
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot. The higher (top) bonus is available only to the player that first reaches this place. The lower bonus goes to all other players reaching this point.<br />
<br />
Contracts - (Middle Row) - Spend various copper, silver, gold. 5 Gold for 15 points being the highest. All contracts are unique so only can be claimed by 1 player in the whole game.<br />
<br />
Claims - (Bottom) - Spend wood to make camp/settlement. 1 Extra wood (camp), 2 Extra wood (settlement). The far right of this track show bonus for coming 1st (top) and 2nd (bottom). Numbers on the track denote an immediate score.<br />
<br />
=== TURN: ===<br />
- Roll 4 dice.<br />
<br />
- Choose Terrain: Select 1 dice as the terrain for a possible advancement on the 'Claims' track using additional wood. 1 Extra wood (camp), 2 Extra wood (settlement).<br />
<br />
- Main Phase where you can use your dice and any previously banked resources.<br />
<br />
-- You may bank at most 1 dice in this phase to add to your banked resources.<br />
<br />
=== OPPONENTS TURN: ===<br />
- You get to bank 1 of the dice to add to your banked resources. There is an automated UI feature for this, if you prefer to automatically make this decision.</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&diff=17951Gamehelprolledwest2023-09-04T10:09:10Z<p>RicardoRix: AREAS and TURN description.</p>
<hr />
<div>Resources are first spent from the rolled resources then the banked resources.<br />
<br />
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.<br />
<br />
=== AREAS: ===<br />
Boomtown - (Top Left) - 3x3 grid of special bonus.<br />
<br />
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot. The higher (top) bonus is available only to the player that first reaches this place. The lower bonus goes to all other players reaching this point.<br />
<br />
Contracts - (Middle Row) - Spend various copper, silver, gold. 5 Gold for 15 points being the highest. All contracts are unique so only can be claimed by 1 player in the whole game.<br />
<br />
Claims - (Bottom) - Spend wood to make camp/settlement. 1 Extra wood (camp), 2 Extra wood (settlement). The far right of this track show bonus for coming 1st (top) and 2nd (bottom). Numbers on the track denote an immediate score.<br />
<br />
=== TURN: ===<br />
- Roll 4 dice.<br />
<br />
- Choose Terrain: Select 1 dice as the terrain for a possible advancement on the 'Claims' track using additional wood. 1 Extra wood (camp), 2 Extra wood (settlement).<br />
<br />
- Main Phase where you can use your dice and any previously banked resources.<br />
<br />
-- You may bank at most 1 dice in this phase to add to your banked resources.<br />
<br />
OPPONENTS TURN:<br />
<br />
- You get to bank 1 of the dice to add to your banked resources. There is an automated UI feature for this, if you prefer to automatically make this decision.</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&diff=17950Gamehelprolledwest2023-09-04T09:19:57Z<p>RicardoRix: </p>
<hr />
<div>Resources are first spent from the rolled resources then the banked resources.<br />
<br />
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.<br />
<br />
<br />
AREAS:<br />
<br />
Boomtown - (Top Left) - 3x3 grid of special bonus.<br />
<br />
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot.<br />
<br />
Contracts - (Middle Row) - Spend various copper,silver, gold. 5 Gold for 15 points being the highest.<br />
<br />
Claims - (Bottom) - Spend wood to make camp/settlement.</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&diff=17710Gamehelpgaiaproject2023-08-02T21:06:32Z<p>RicardoRix: /* Auctions for Drafting Factions */</p>
<hr />
<div>== Factions ==<br />
{| class="wikitable" <br />
|- style="font-weight:bold; vertical-align:bottom;"<br />
! '''Faction'''<br />
! '''Planet Type'''<br />
! '''Ability'''<br />
! '''Planetary Institute'''<br />
! '''Starting Research'''<br />
! '''Basic Income'''<br />
|-<br />
| style="vertical-align:bottom;" | Terrans<br />
| style="vertical-align:bottom;" | Terra<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During the Gaia phase, move the power tokens in your Gaia area to area II of your power cycle instead of to area I.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During the Gaia phase, when you move power tokens from your Gaia area to area II of your power cycle, you may gain resources as if you were spending that much power to take free actions.<br />
| style="vertical-align:bottom;" | Gaia Project<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Lantids<br />
| style="vertical-align:bottom;" | Terra<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | When you take the “Build a Mine” action, you may build a mine on a planet colonized by an opponent (including the Lost Planet). Place your mine next to the opponent’s structure. You do not have to pay for terraforming, but you must still pay the mine’s cost. This mine counts as a normal mine in all ways except the following: this mine cannot be upgraded, and it does not count for any effects that relate to how many planet types or Gaia planets you have colonized.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Each time you build a mine on a planet colonized by an opponent, gain two knowledge.<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Xenos<br />
| style="vertical-align:bottom;" | Desert<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You place a third starting mine after all other starting mines have been placed.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can form federations with a total power value of six instead of seven. You gain one Q.I.C. as income instead of one power token.<br />
| style="vertical-align:bottom;" | Artificial Intelligence<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Gleens<br />
| style="vertical-align:bottom;" | Desert<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | If you would ever gain Q.I.C., gain that much ore instead; once you have upgraded to the indicated academy, this effect no longer applies. To make a Gaia Planet habitable, pay one ore instead of one Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | When you upgrade to the planetary institute, immediately gain the Gleens’ federation token (gaining the resources shown as normal). Gaining this tile counts as forming a federation. The planetary institute itself can still be part of a federation on the board.<br />
| style="vertical-align:bottom;" | Navigation<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Taklons<br />
| style="vertical-align:bottom;" | Swamp<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The Brainstone counts as one power token (when starting a Gaia Project, building satellites, etc.), but you can spend it as if it were three power.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Each time you would charge power from “Passive Action: Charge Power,” you gain one power token. You can choose to gain the power before or after charging.<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Ambas<br />
| style="vertical-align:bottom;" | Swamp<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Once per round, as an action, you can swap your planetary institute with one of your mines on the game board (this can help you form a new federation). This has no impact on existing federations, even if their power value becomes less than seven. The swap does not count as a build or upgrade action; no VP or power can be gained from it.<br />
| style="vertical-align:bottom;" | Navigation<br />
| style="vertical-align:bottom;" | 1 Knowledge, 2 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Hadsch Hallas<br />
| style="vertical-align:bottom;" | Oxide<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can spend credits instead of power to take free actions that allow you to gain resources. Example: You can spend 3 credits to take the free action that allows you to gain one ore.<br />
| style="vertical-align:bottom;" | Economy<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore, 3 Credits<br />
|-<br />
| style="vertical-align:bottom;" | Ivits<br />
| style="vertical-align:bottom;" | Oxide<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During setup, do not place mines. Instead, after all other players have placed mines (including the Xenos’ third mine), place your planetary institute on any red planet. You can only have one federation, but each time the power value of your federation becomes a multiple of 7, you may take the "Form A Federation" action again. You must discard Q.I.C. instead of power tokens to make satellites.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | As a special action, place a space station on an accessible space that does not contain a planet or another space station. The accessibility of a space follows the same rules as the “Build a Mine” action.<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore, 1 QIC<br />
|-<br />
| style="vertical-align:bottom;" | Geodens<br />
| style="vertical-align:bottom;" | Volcanic<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The first time you build a mine on each planet type, gain 3 knowledge. (You do not gain knowledge for planet types you colonized before upgrading to your planetary institute.)<br />
| style="vertical-align:bottom;" | Terraforming<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Bal T'aks<br />
| style="vertical-align:bottom;" | Volcanic<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You cannot advance in the “Navigation” research area, even if you take the tech tile below the “Navigation” research area. If you do take that tech tile, no advancement occurs. As a free action, you can move a Gaiaformer from a Gaiaformer space on your faction board to your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not available until the next Gaia phase. In the next Gaia phase, move any Gaiaformer in your Gaia area back to its Gaiaformer space.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can now advance in the “Navigation” research area.<br />
| style="vertical-align:bottom;" | Gaia Project<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Firaks<br />
| style="vertical-align:bottom;" | Titanium<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | As an action, you can “downgrade” a research lab into a trading station and immediately advance one level in a research area of your choice. Advancing in a research area is explained on page 15. This counts as an “Upgrade to a Trading Station” action. You can later upgrade the trading station back into a research lab using the normal rules (including gaining a new tech tile).<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 2 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Bescods<br />
| style="vertical-align:bottom;" | Titanium<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The positions of your planetary institute and academies are swapped on your faction board, as is the income you gain for trading stations and research labs. As with the other factions, upgrading to an academy or a research lab allows you to gain a tech tile. Once per round, as an action, you can advance your lowest-level token in a research area (without paying knowledge). If multiple of your tokens are tied for the lowest level, choose which of the tied tokens to advance. To advance to level 5 this way, you must still flip a federation token as normal. Remember, only one player can reach level 5 of each research area.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The power value of your structures on gray planets (your home type) is increased by one (in addition to any other effects that increase their power value).<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Nevlas<br />
| style="vertical-align:bottom;" | Ice<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | As a free action, you can move one power token from area III of your power cycle to your Gaia area to gain one knowledge (these power tokens follow the normal Gaia phase rules). This does not count as spending power.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can spend power tokens in area III of your power cycle as if they were each two power. Otherwise, they count as one power token (when starting a Gaia Project, building satellites, etc.). When paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent power is lost.<br />
| style="vertical-align:bottom;" | Science<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Itars<br />
| style="vertical-align:bottom;" | Ice<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Each time you discard a power token from area II of your power cycle to move another power token to area III, place the discarded power token in your Gaia area instead of returning it to the supply.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During the Gaia phase, you can discard 4 power tokens from your Gaia area to immediately gain a tech tile (standard or advanced).<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore, 1 Power in Bowl I<br />
|}<br />
<br />
== Rules to Remember ==<br />
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3<br />
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15<br />
<br />
==Actions==<br />
# '''Build a Mine''' - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it's a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it's some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.<br />
# '''Start a Gaia Project''' - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you'll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are "reserved" for you until then).<br />
# '''Upgrade Existing Structure''' - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it's at most two units away from an opponent's structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).<br />
# '''Form a Federation''' - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.<br />
# '''Research Progress''' - Spend 4 knowledge to advance on any track. The tracks are <br />
##Terraforming, which improves your ability to terraform planets<br />
##Navigation, which increases the range at which you can build structures <br />
##Artificial Intelligence, which gives you more QIC<br />
##Gaia Project, which allows you to start Gaia Projects on Transdim planets<br />
##Economy, which increase your ore, credits, power charge income<br />
##Science, which increases your knowledge income. <br />
# '''Power and Q.I.C. Actions''' - Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.<br />
# '''Special Actions''' - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.<br />
# '''Pass''' - Select a new booster tile. Wait until all other players have passed too.<br />
# '''Free Actions''' - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).<br />
[[Image:Gaia_Project_Free_Actions.JPG]]<br />
# '''Passive Action''' - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.<br />
<br />
== Auctions for Drafting Factions ==<br />
<br />
Each player submits the maximum amount they are willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids '''on the faction with the greatest difference between the faction's current bid and that player's maximum possible bid.'''<br />
<br />
<br />
<br />
A typical '''automatic''' auction might look like this behind the scenes.<br />
<br />
1) The first player bids zero VP on the faction that has their highest maximum bid (i.e. the faction they wanted most)<br />
<br />
2) If the second player submitted the same top bid for two different factions, they'll automatically bid zero on the faction no one has picked yet. If they had placed a higher bid on the same faction as player 1, they would have increased that bid to one VP instead.<br />
<br />
3) The third player looks at the current bids and compares those to their maximum bid. They'll automatically bid one higher on the faction with the greatest difference between their maximum bid and the current bid of that faction.<br />
<br />
<br />
This is all resolved quickly and automatically behind the scenes. It's not uncommon for players to get factions for free if no one outbids them.<br />
<br />
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.<br />
<br />
<br />
'''Here is a game log auction example for a 3 player game:'''<br />
<br />
<u>In summary</u>:<br />
<br />
PLAYER_A wins IVITS for 11, their maximum bid was 27 for IVITS, <br />
<br />
PLAYER_B wins AMBAS for 0, their maximum bid was 10 for IVITS, 8 for AMBAS.<br />
<br />
PLAYER_C wins TERRANS for 6, their maximum bid was16 for IVITS, 12 for AMBAS, 6 for TERRANS.<br />
<br />
<u>some notable example lines from the log are:</u><br />
<br />
''<code>bids for factions start at 0, so a faction that haven't been bid on yet are essentially at -1VP for the calculation.</code>''<br />
<br />
''**PLAYER_B switches from [IVITS] to [AMBAS] when the bid reaches 3 on IVITS, because 9>7 : AMBAS:8--1= '''9''' > IVITS:10-3='''7'''.''<br />
<br />
<small><code>explanation: AMBAS: 8(PlayerB max bid for Ambas) - -1(current bid for Ambas) = 9 > IVITS: 10(PlayerB max bid for Ivits) - 3 (current bid for Ivits) =11</code></small><br />
<br />
''++PLAYER_C switches from [IVITS] to [AMBAS] when the bid reaches 5 on IVITS, because 12>11 : AMBAS:12-0='''12''' > IVITS:16-5='''11'''.''<br />
<br />
<code><small>explanation: AMBAS: 12(PlayerC max bid for Ambas) - 0(current bid for Ambas) = 12 > IVITS: 16(PlayerC max bid for Ivits) - 5 (current bid for Ivits) =11</small></code><br />
<br />
<u>Actual Log:</u><br />
<br />
Players will automatically bid on the faction with the greatest gap between its current bid and the player's maximum bid<br />
<br />
PLAYER_A bids 0 on [IVITS] (and is willing to bid up to 27 if needed)<br />
<br />
PLAYER_B bids 1 on [IVITS], outbidding PLAYER_A. (The bid was 10 away from PLAYER_B's max bid of 10.)<br />
<br />
PLAYER_C bids 2 on [IVITS], outbidding PLAYER_B. (The bid was 15 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 3 on [IVITS], outbidding PLAYER_C. (The bid was 25 away from PLAYER_A's max bid of 27.)<br />
<br />
<nowiki>**</nowiki>PLAYER_B bids 0 on [AMBAS] (and is willing to bid up to 8 if needed)<br />
<br />
PLAYER_C bids 4 on [IVITS], outbidding PLAYER_A. (The bid was 13 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 5 on [IVITS], outbidding PLAYER_C. (The bid was 23 away from PLAYER_A's max bid of 27.)<br />
<br />
++PLAYER_C bids 1 on [AMBAS], outbidding PLAYER_B. (The bid was 12 away from PLAYER_C's max bid of 12.)<br />
<br />
PLAYER_B bids 2 on [AMBAS], outbidding PLAYER_C. (The bid was 7 away from PLAYER_B's max bid of 8.)<br />
<br />
PLAYER_C bids 6 on [IVITS], outbidding PLAYER_A. (The bid was 11 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 7 on [IVITS], outbidding PLAYER_C. (The bid was 21 away from PLAYER_A's max bid of 27.)<br />
<br />
PLAYER_C bids 3 on [AMBAS], outbidding PLAYER_B. (The bid was 10 away from PLAYER_C's max bid of 12.)<br />
<br />
PLAYER_B bids 4 on [AMBAS], outbidding PLAYER_C. (The bid was 5 away from PLAYER_B's max bid of 8.)<br />
<br />
PLAYER_C bids 8 on [IVITS], outbidding PLAYER_A. (The bid was 9 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 9 on [IVITS], outbidding PLAYER_C. (The bid was 19 away from PLAYER_A's max bid of 27.)<br />
<br />
PLAYER_C bids 5 on [AMBAS], outbidding PLAYER_B. (The bid was 8 away from PLAYER_C's max bid of 12.)<br />
<br />
PLAYER_B bids 6 on [AMBAS], outbidding PLAYER_C. (The bid was 3 away from PLAYER_B's max bid of 8.)<br />
<br />
PLAYER_C bids 10 on [IVITS], outbidding PLAYER_A. (The bid was 7 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 11 on [IVITS], outbidding PLAYER_C. (The bid was 17 away from PLAYER_A's max bid of 27.)<br />
<br />
PLAYER_C bids 0 on [TERRANS] (and is willing to bid up to 6 if needed)<br />
<br />
PLAYER_A wins the auction for [IVITS], spending [VP11]<br />
<br />
PLAYER_C wins the auction for [TERRANS], spending [VP0]<br />
<br />
PLAYER_B wins the auction for [AMBAS], spending [VP6]<br />
<br />
All players receive [VP11] to ensure every player starts with at least 10 VP<br />
<br />
== FAQ: General ==<br />
Q: The booster tile is covering the conversions pane!<br />
<br />
A: Check the preferences for other options for the booster tile.<br />
<br />
<br />
Q: On iOS/Mac, the game is unresponsive.<br />
<br />
A: The rendering engine on Apple devices deals very poorly with shadows. You'll get much better performance by setting the "Structure outlines" user preference to "No outlines." This is true regardless of which browser you're using.<br />
<br />
<br />
Q: The game isn't allowing me to gain an advanced tech!<br />
<br />
Q: The game isn't allowing me to advance to level 5 in a research track!<br />
<br />
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.<br />
<br />
<br />
Q: Why can't I upgrade?<br />
<br />
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it's because you lack the structures (because they are already on the board).<br />
<br />
<br />
Q: Is there an option to undo my entire turn?<br />
<br />
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].<br />
<br />
== FAQ: Conversions/Power ==<br />
Q: Why do I only get one credit when I convert the Brainstone to credits?<br />
<br />
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.<br />
<br />
<br />
Q: Why don't I get a chance to convert resources at the end of my turn?<br />
<br />
Q: I should get the option to charge before or after gaining power!<br />
<br />
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.<br />
<br />
<br />
Q: I have enough power to perform a power action, but it doesn't show up as available!<br />
<br />
A: There are two possible reasons:<br />
- You're lacking something else that would be required to perform that action. For example, if you don't have a mine and enough resources to build a mine, the terraforming actions won't show as available.<br />
- Someone else has taken that action this round.<br />
<br />
<br />
== FAQ: Federations ==<br />
<br />
Q: Why can't I form this federation?<br />
<br />
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.<br />
<br />
Xenos: note that 7 power is required if you have not built your PI.<br />
<br />
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.<br />
<br />
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don't forget that Ivits spend QICs for satellites!<br />
<br />
<br />
<br />
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it's nearly impossible to piece together exactly what's happening and when.<br />
<br />
<br />
== FAQ: Faction-specific ==<br />
<br />
Q: As Hadsch Hallas, how do I use my PI ability?<br />
<br />
A: Once you've built your PI, the new conversion options will be available under the Convert menu.<br />
<br />
<br />
Q: My faction's ability isn't working!<br />
<br />
A: Make sure you're not confusing your passive ability with the ability granted by your Planetary Institute. If it's the PI ability, you'll need to have built your PI.<br />
<br />
<br />
Q: As Nevlas, what happens to the remaining half a power when I convert?<br />
<br />
A: Any "half power" not used is lost. Make sure you select all desired conversions before clicking confirm.<br />
<br />
<br />
Q: How do I form a second federation as Ivits?<br />
<br />
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don't forget that Ivits spend QICs for satellites!</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&diff=17709Gamehelpgaiaproject2023-08-02T21:02:39Z<p>RicardoRix: /* Auctions for Drafting Factions */</p>
<hr />
<div>== Factions ==<br />
{| class="wikitable" <br />
|- style="font-weight:bold; vertical-align:bottom;"<br />
! '''Faction'''<br />
! '''Planet Type'''<br />
! '''Ability'''<br />
! '''Planetary Institute'''<br />
! '''Starting Research'''<br />
! '''Basic Income'''<br />
|-<br />
| style="vertical-align:bottom;" | Terrans<br />
| style="vertical-align:bottom;" | Terra<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During the Gaia phase, move the power tokens in your Gaia area to area II of your power cycle instead of to area I.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During the Gaia phase, when you move power tokens from your Gaia area to area II of your power cycle, you may gain resources as if you were spending that much power to take free actions.<br />
| style="vertical-align:bottom;" | Gaia Project<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Lantids<br />
| style="vertical-align:bottom;" | Terra<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | When you take the “Build a Mine” action, you may build a mine on a planet colonized by an opponent (including the Lost Planet). Place your mine next to the opponent’s structure. You do not have to pay for terraforming, but you must still pay the mine’s cost. This mine counts as a normal mine in all ways except the following: this mine cannot be upgraded, and it does not count for any effects that relate to how many planet types or Gaia planets you have colonized.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Each time you build a mine on a planet colonized by an opponent, gain two knowledge.<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Xenos<br />
| style="vertical-align:bottom;" | Desert<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You place a third starting mine after all other starting mines have been placed.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can form federations with a total power value of six instead of seven. You gain one Q.I.C. as income instead of one power token.<br />
| style="vertical-align:bottom;" | Artificial Intelligence<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Gleens<br />
| style="vertical-align:bottom;" | Desert<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | If you would ever gain Q.I.C., gain that much ore instead; once you have upgraded to the indicated academy, this effect no longer applies. To make a Gaia Planet habitable, pay one ore instead of one Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | When you upgrade to the planetary institute, immediately gain the Gleens’ federation token (gaining the resources shown as normal). Gaining this tile counts as forming a federation. The planetary institute itself can still be part of a federation on the board.<br />
| style="vertical-align:bottom;" | Navigation<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Taklons<br />
| style="vertical-align:bottom;" | Swamp<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The Brainstone counts as one power token (when starting a Gaia Project, building satellites, etc.), but you can spend it as if it were three power.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Each time you would charge power from “Passive Action: Charge Power,” you gain one power token. You can choose to gain the power before or after charging.<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Ambas<br />
| style="vertical-align:bottom;" | Swamp<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Once per round, as an action, you can swap your planetary institute with one of your mines on the game board (this can help you form a new federation). This has no impact on existing federations, even if their power value becomes less than seven. The swap does not count as a build or upgrade action; no VP or power can be gained from it.<br />
| style="vertical-align:bottom;" | Navigation<br />
| style="vertical-align:bottom;" | 1 Knowledge, 2 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Hadsch Hallas<br />
| style="vertical-align:bottom;" | Oxide<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can spend credits instead of power to take free actions that allow you to gain resources. Example: You can spend 3 credits to take the free action that allows you to gain one ore.<br />
| style="vertical-align:bottom;" | Economy<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore, 3 Credits<br />
|-<br />
| style="vertical-align:bottom;" | Ivits<br />
| style="vertical-align:bottom;" | Oxide<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During setup, do not place mines. Instead, after all other players have placed mines (including the Xenos’ third mine), place your planetary institute on any red planet. You can only have one federation, but each time the power value of your federation becomes a multiple of 7, you may take the "Form A Federation" action again. You must discard Q.I.C. instead of power tokens to make satellites.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | As a special action, place a space station on an accessible space that does not contain a planet or another space station. The accessibility of a space follows the same rules as the “Build a Mine” action.<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore, 1 QIC<br />
|-<br />
| style="vertical-align:bottom;" | Geodens<br />
| style="vertical-align:bottom;" | Volcanic<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The first time you build a mine on each planet type, gain 3 knowledge. (You do not gain knowledge for planet types you colonized before upgrading to your planetary institute.)<br />
| style="vertical-align:bottom;" | Terraforming<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Bal T'aks<br />
| style="vertical-align:bottom;" | Volcanic<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You cannot advance in the “Navigation” research area, even if you take the tech tile below the “Navigation” research area. If you do take that tech tile, no advancement occurs. As a free action, you can move a Gaiaformer from a Gaiaformer space on your faction board to your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not available until the next Gaia phase. In the next Gaia phase, move any Gaiaformer in your Gaia area back to its Gaiaformer space.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can now advance in the “Navigation” research area.<br />
| style="vertical-align:bottom;" | Gaia Project<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Firaks<br />
| style="vertical-align:bottom;" | Titanium<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | As an action, you can “downgrade” a research lab into a trading station and immediately advance one level in a research area of your choice. Advancing in a research area is explained on page 15. This counts as an “Upgrade to a Trading Station” action. You can later upgrade the trading station back into a research lab using the normal rules (including gaining a new tech tile).<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 2 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Bescods<br />
| style="vertical-align:bottom;" | Titanium<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The positions of your planetary institute and academies are swapped on your faction board, as is the income you gain for trading stations and research labs. As with the other factions, upgrading to an academy or a research lab allows you to gain a tech tile. Once per round, as an action, you can advance your lowest-level token in a research area (without paying knowledge). If multiple of your tokens are tied for the lowest level, choose which of the tied tokens to advance. To advance to level 5 this way, you must still flip a federation token as normal. Remember, only one player can reach level 5 of each research area.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The power value of your structures on gray planets (your home type) is increased by one (in addition to any other effects that increase their power value).<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Nevlas<br />
| style="vertical-align:bottom;" | Ice<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | As a free action, you can move one power token from area III of your power cycle to your Gaia area to gain one knowledge (these power tokens follow the normal Gaia phase rules). This does not count as spending power.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can spend power tokens in area III of your power cycle as if they were each two power. Otherwise, they count as one power token (when starting a Gaia Project, building satellites, etc.). When paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent power is lost.<br />
| style="vertical-align:bottom;" | Science<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Itars<br />
| style="vertical-align:bottom;" | Ice<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Each time you discard a power token from area II of your power cycle to move another power token to area III, place the discarded power token in your Gaia area instead of returning it to the supply.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During the Gaia phase, you can discard 4 power tokens from your Gaia area to immediately gain a tech tile (standard or advanced).<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore, 1 Power in Bowl I<br />
|}<br />
<br />
== Rules to Remember ==<br />
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3<br />
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15<br />
<br />
==Actions==<br />
# '''Build a Mine''' - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it's a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it's some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.<br />
# '''Start a Gaia Project''' - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you'll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are "reserved" for you until then).<br />
# '''Upgrade Existing Structure''' - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it's at most two units away from an opponent's structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).<br />
# '''Form a Federation''' - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.<br />
# '''Research Progress''' - Spend 4 knowledge to advance on any track. The tracks are <br />
##Terraforming, which improves your ability to terraform planets<br />
##Navigation, which increases the range at which you can build structures <br />
##Artificial Intelligence, which gives you more QIC<br />
##Gaia Project, which allows you to start Gaia Projects on Transdim planets<br />
##Economy, which increase your ore, credits, power charge income<br />
##Science, which increases your knowledge income. <br />
# '''Power and Q.I.C. Actions''' - Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.<br />
# '''Special Actions''' - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.<br />
# '''Pass''' - Select a new booster tile. Wait until all other players have passed too.<br />
# '''Free Actions''' - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).<br />
[[Image:Gaia_Project_Free_Actions.JPG]]<br />
# '''Passive Action''' - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.<br />
<br />
== Auctions for Drafting Factions ==<br />
<br />
Each player submits the maximum amount they are willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids '''on the faction with the greatest difference between the faction's current bid and that player's maximum possible bid.'''<br />
<br />
<br />
<br />
A typical '''automatic''' auction might look like this behind the scenes.<br />
<br />
1) The first player bids zero VP on the faction that has their highest maximum bid (i.e. the faction they wanted most)<br />
<br />
2) If the second player submitted the same top bid for two different factions, they'll automatically bid zero on the faction no one has picked yet. If they had placed a higher bid on the same faction as player 1, they would have increased that bid to one VP instead.<br />
<br />
3) The third player looks at the current bids and compares those to their maximum bid. They'll automatically bid one higher on the faction with the greatest difference between their maximum bid and the current bid of that faction.<br />
<br />
<br />
This is all resolved quickly and automatically behind the scenes. It's not uncommon for players to get factions for free if no one outbids them.<br />
<br />
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.<br />
<br />
<br />
'''Here is a game log auction example for a 3 player game:'''<br />
<br />
<u>In summary</u>:<br />
<br />
PLAYER_A wins IVITS for 11, their maximum bid was 27 for IVITS, <br />
<br />
PLAYER_B wins AMBAS for 0, their maximum bid was 10 for IVITS, 8 for AMBAS.<br />
<br />
PLAYER_C wins TERRANS for 6, their maximum bid was16 for IVITS, 12 for AMBAS, 6 for TERRANS.<br />
<br />
<u>some notable example lines from the log are:</u><br />
<br />
''bids for factions start at 0, so a faction that haven't been bid on yet are essentially at -1VP for the calculation.''<br />
<br />
''**PLAYER_B switches from [IVITS] to [AMBAS] when the bid reaches 3 on IVITS, because AMBAS:8--1= '''9''' > IVITS:10-3='''7'''.''<br />
<br />
''AMBAS: 8(PlayerB max bid for Ambas) - -1(current bid for Ambas) = 9 > IVITS: 10(PlayerB max bid for Ivits) - 3 (current bid for Ivits) =11''<br />
<br />
''++PLAYER_C switches from [IVITS] to [AMBAS] when the bid reaches 5 on IVITS, because AMBAS:12-0='''12''' > IVITS:16-5='''11'''.''<br />
<br />
''AMBAS: 12(PlayerC max bid for Ambas) - 0(current bid for Ambas) = '''12''' > IVITS: 16(PlayerC max bid for Ivits) - 5 (current bid for Ivits) ='''11'''''<br />
<br />
<u>Actual Log:</u><br />
<br />
Players will automatically bid on the faction with the greatest gap between its current bid and the player's maximum bid<br />
<br />
PLAYER_A bids 0 on [IVITS] (and is willing to bid up to 27 if needed)<br />
<br />
PLAYER_B bids 1 on [IVITS], outbidding PLAYER_A. (The bid was 10 away from PLAYER_B's max bid of 10.)<br />
<br />
PLAYER_C bids 2 on [IVITS], outbidding PLAYER_B. (The bid was 15 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 3 on [IVITS], outbidding PLAYER_C. (The bid was 25 away from PLAYER_A's max bid of 27.)<br />
<br />
<nowiki>**</nowiki>PLAYER_B bids 0 on [AMBAS] (and is willing to bid up to 8 if needed)<br />
<br />
PLAYER_C bids 4 on [IVITS], outbidding PLAYER_A. (The bid was 13 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 5 on [IVITS], outbidding PLAYER_C. (The bid was 23 away from PLAYER_A's max bid of 27.)<br />
<br />
++PLAYER_C bids 1 on [AMBAS], outbidding PLAYER_B. (The bid was 12 away from PLAYER_C's max bid of 12.)<br />
<br />
PLAYER_B bids 2 on [AMBAS], outbidding PLAYER_C. (The bid was 7 away from PLAYER_B's max bid of 8.)<br />
<br />
PLAYER_C bids 6 on [IVITS], outbidding PLAYER_A. (The bid was 11 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 7 on [IVITS], outbidding PLAYER_C. (The bid was 21 away from PLAYER_A's max bid of 27.)<br />
<br />
PLAYER_C bids 3 on [AMBAS], outbidding PLAYER_B. (The bid was 10 away from PLAYER_C's max bid of 12.)<br />
<br />
PLAYER_B bids 4 on [AMBAS], outbidding PLAYER_C. (The bid was 5 away from PLAYER_B's max bid of 8.)<br />
<br />
PLAYER_C bids 8 on [IVITS], outbidding PLAYER_A. (The bid was 9 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 9 on [IVITS], outbidding PLAYER_C. (The bid was 19 away from PLAYER_A's max bid of 27.)<br />
<br />
PLAYER_C bids 5 on [AMBAS], outbidding PLAYER_B. (The bid was 8 away from PLAYER_C's max bid of 12.)<br />
<br />
PLAYER_B bids 6 on [AMBAS], outbidding PLAYER_C. (The bid was 3 away from PLAYER_B's max bid of 8.)<br />
<br />
PLAYER_C bids 10 on [IVITS], outbidding PLAYER_A. (The bid was 7 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 11 on [IVITS], outbidding PLAYER_C. (The bid was 17 away from PLAYER_A's max bid of 27.)<br />
<br />
PLAYER_C bids 0 on [TERRANS] (and is willing to bid up to 6 if needed)<br />
<br />
PLAYER_A wins the auction for [IVITS], spending [VP11]<br />
<br />
PLAYER_C wins the auction for [TERRANS], spending [VP0]<br />
<br />
PLAYER_B wins the auction for [AMBAS], spending [VP6]<br />
<br />
All players receive [VP11] to ensure every player starts with at least 10 VP<br />
<br />
== FAQ: General ==<br />
Q: The booster tile is covering the conversions pane!<br />
<br />
A: Check the preferences for other options for the booster tile.<br />
<br />
<br />
Q: On iOS/Mac, the game is unresponsive.<br />
<br />
A: The rendering engine on Apple devices deals very poorly with shadows. You'll get much better performance by setting the "Structure outlines" user preference to "No outlines." This is true regardless of which browser you're using.<br />
<br />
<br />
Q: The game isn't allowing me to gain an advanced tech!<br />
<br />
Q: The game isn't allowing me to advance to level 5 in a research track!<br />
<br />
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.<br />
<br />
<br />
Q: Why can't I upgrade?<br />
<br />
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it's because you lack the structures (because they are already on the board).<br />
<br />
<br />
Q: Is there an option to undo my entire turn?<br />
<br />
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].<br />
<br />
== FAQ: Conversions/Power ==<br />
Q: Why do I only get one credit when I convert the Brainstone to credits?<br />
<br />
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.<br />
<br />
<br />
Q: Why don't I get a chance to convert resources at the end of my turn?<br />
<br />
Q: I should get the option to charge before or after gaining power!<br />
<br />
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.<br />
<br />
<br />
Q: I have enough power to perform a power action, but it doesn't show up as available!<br />
<br />
A: There are two possible reasons:<br />
- You're lacking something else that would be required to perform that action. For example, if you don't have a mine and enough resources to build a mine, the terraforming actions won't show as available.<br />
- Someone else has taken that action this round.<br />
<br />
<br />
== FAQ: Federations ==<br />
<br />
Q: Why can't I form this federation?<br />
<br />
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.<br />
<br />
Xenos: note that 7 power is required if you have not built your PI.<br />
<br />
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.<br />
<br />
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don't forget that Ivits spend QICs for satellites!<br />
<br />
<br />
<br />
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it's nearly impossible to piece together exactly what's happening and when.<br />
<br />
<br />
== FAQ: Faction-specific ==<br />
<br />
Q: As Hadsch Hallas, how do I use my PI ability?<br />
<br />
A: Once you've built your PI, the new conversion options will be available under the Convert menu.<br />
<br />
<br />
Q: My faction's ability isn't working!<br />
<br />
A: Make sure you're not confusing your passive ability with the ability granted by your Planetary Institute. If it's the PI ability, you'll need to have built your PI.<br />
<br />
<br />
Q: As Nevlas, what happens to the remaining half a power when I convert?<br />
<br />
A: Any "half power" not used is lost. Make sure you select all desired conversions before clicking confirm.<br />
<br />
<br />
Q: How do I form a second federation as Ivits?<br />
<br />
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don't forget that Ivits spend QICs for satellites!</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&diff=17708Gamehelpgaiaproject2023-08-02T20:40:05Z<p>RicardoRix: /* Auctions for Drafting Factions */</p>
<hr />
<div>== Factions ==<br />
{| class="wikitable" <br />
|- style="font-weight:bold; vertical-align:bottom;"<br />
! '''Faction'''<br />
! '''Planet Type'''<br />
! '''Ability'''<br />
! '''Planetary Institute'''<br />
! '''Starting Research'''<br />
! '''Basic Income'''<br />
|-<br />
| style="vertical-align:bottom;" | Terrans<br />
| style="vertical-align:bottom;" | Terra<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During the Gaia phase, move the power tokens in your Gaia area to area II of your power cycle instead of to area I.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During the Gaia phase, when you move power tokens from your Gaia area to area II of your power cycle, you may gain resources as if you were spending that much power to take free actions.<br />
| style="vertical-align:bottom;" | Gaia Project<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Lantids<br />
| style="vertical-align:bottom;" | Terra<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | When you take the “Build a Mine” action, you may build a mine on a planet colonized by an opponent (including the Lost Planet). Place your mine next to the opponent’s structure. You do not have to pay for terraforming, but you must still pay the mine’s cost. This mine counts as a normal mine in all ways except the following: this mine cannot be upgraded, and it does not count for any effects that relate to how many planet types or Gaia planets you have colonized.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Each time you build a mine on a planet colonized by an opponent, gain two knowledge.<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Xenos<br />
| style="vertical-align:bottom;" | Desert<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You place a third starting mine after all other starting mines have been placed.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can form federations with a total power value of six instead of seven. You gain one Q.I.C. as income instead of one power token.<br />
| style="vertical-align:bottom;" | Artificial Intelligence<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Gleens<br />
| style="vertical-align:bottom;" | Desert<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | If you would ever gain Q.I.C., gain that much ore instead; once you have upgraded to the indicated academy, this effect no longer applies. To make a Gaia Planet habitable, pay one ore instead of one Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | When you upgrade to the planetary institute, immediately gain the Gleens’ federation token (gaining the resources shown as normal). Gaining this tile counts as forming a federation. The planetary institute itself can still be part of a federation on the board.<br />
| style="vertical-align:bottom;" | Navigation<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Taklons<br />
| style="vertical-align:bottom;" | Swamp<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The Brainstone counts as one power token (when starting a Gaia Project, building satellites, etc.), but you can spend it as if it were three power.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Each time you would charge power from “Passive Action: Charge Power,” you gain one power token. You can choose to gain the power before or after charging.<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Ambas<br />
| style="vertical-align:bottom;" | Swamp<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Once per round, as an action, you can swap your planetary institute with one of your mines on the game board (this can help you form a new federation). This has no impact on existing federations, even if their power value becomes less than seven. The swap does not count as a build or upgrade action; no VP or power can be gained from it.<br />
| style="vertical-align:bottom;" | Navigation<br />
| style="vertical-align:bottom;" | 1 Knowledge, 2 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Hadsch Hallas<br />
| style="vertical-align:bottom;" | Oxide<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can spend credits instead of power to take free actions that allow you to gain resources. Example: You can spend 3 credits to take the free action that allows you to gain one ore.<br />
| style="vertical-align:bottom;" | Economy<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore, 3 Credits<br />
|-<br />
| style="vertical-align:bottom;" | Ivits<br />
| style="vertical-align:bottom;" | Oxide<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During setup, do not place mines. Instead, after all other players have placed mines (including the Xenos’ third mine), place your planetary institute on any red planet. You can only have one federation, but each time the power value of your federation becomes a multiple of 7, you may take the "Form A Federation" action again. You must discard Q.I.C. instead of power tokens to make satellites.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | As a special action, place a space station on an accessible space that does not contain a planet or another space station. The accessibility of a space follows the same rules as the “Build a Mine” action.<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore, 1 QIC<br />
|-<br />
| style="vertical-align:bottom;" | Geodens<br />
| style="vertical-align:bottom;" | Volcanic<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The first time you build a mine on each planet type, gain 3 knowledge. (You do not gain knowledge for planet types you colonized before upgrading to your planetary institute.)<br />
| style="vertical-align:bottom;" | Terraforming<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Bal T'aks<br />
| style="vertical-align:bottom;" | Volcanic<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You cannot advance in the “Navigation” research area, even if you take the tech tile below the “Navigation” research area. If you do take that tech tile, no advancement occurs. As a free action, you can move a Gaiaformer from a Gaiaformer space on your faction board to your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not available until the next Gaia phase. In the next Gaia phase, move any Gaiaformer in your Gaia area back to its Gaiaformer space.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can now advance in the “Navigation” research area.<br />
| style="vertical-align:bottom;" | Gaia Project<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Firaks<br />
| style="vertical-align:bottom;" | Titanium<br />
| style="vertical-align:bottom;" | NA<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | As an action, you can “downgrade” a research lab into a trading station and immediately advance one level in a research area of your choice. Advancing in a research area is explained on page 15. This counts as an “Upgrade to a Trading Station” action. You can later upgrade the trading station back into a research lab using the normal rules (including gaining a new tech tile).<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 2 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Bescods<br />
| style="vertical-align:bottom;" | Titanium<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The positions of your planetary institute and academies are swapped on your faction board, as is the income you gain for trading stations and research labs. As with the other factions, upgrading to an academy or a research lab allows you to gain a tech tile. Once per round, as an action, you can advance your lowest-level token in a research area (without paying knowledge). If multiple of your tokens are tied for the lowest level, choose which of the tied tokens to advance. To advance to level 5 this way, you must still flip a federation token as normal. Remember, only one player can reach level 5 of each research area.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | The power value of your structures on gray planets (your home type) is increased by one (in addition to any other effects that increase their power value).<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Nevlas<br />
| style="vertical-align:bottom;" | Ice<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | As a free action, you can move one power token from area III of your power cycle to your Gaia area to gain one knowledge (these power tokens follow the normal Gaia phase rules). This does not count as spending power.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | You can spend power tokens in area III of your power cycle as if they were each two power. Otherwise, they count as one power token (when starting a Gaia Project, building satellites, etc.). When paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent power is lost.<br />
| style="vertical-align:bottom;" | Science<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore<br />
|-<br />
| style="vertical-align:bottom;" | Itars<br />
| style="vertical-align:bottom;" | Ice<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | Each time you discard a power token from area II of your power cycle to move another power token to area III, place the discarded power token in your Gaia area instead of returning it to the supply.<br />
| style="background-color:rgba(255, 255, 255, 0.85);" | During the Gaia phase, you can discard 4 power tokens from your Gaia area to immediately gain a tech tile (standard or advanced).<br />
| style="vertical-align:bottom;" | NA<br />
| style="vertical-align:bottom;" | 1 Knowledge, 1 Ore, 1 Power in Bowl I<br />
|}<br />
<br />
== Rules to Remember ==<br />
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3<br />
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15<br />
<br />
==Actions==<br />
# '''Build a Mine''' - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it's a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it's some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.<br />
# '''Start a Gaia Project''' - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you'll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are "reserved" for you until then).<br />
# '''Upgrade Existing Structure''' - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it's at most two units away from an opponent's structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).<br />
# '''Form a Federation''' - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.<br />
# '''Research Progress''' - Spend 4 knowledge to advance on any track. The tracks are <br />
##Terraforming, which improves your ability to terraform planets<br />
##Navigation, which increases the range at which you can build structures <br />
##Artificial Intelligence, which gives you more QIC<br />
##Gaia Project, which allows you to start Gaia Projects on Transdim planets<br />
##Economy, which increase your ore, credits, power charge income<br />
##Science, which increases your knowledge income. <br />
# '''Power and Q.I.C. Actions''' - Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.<br />
# '''Special Actions''' - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.<br />
# '''Pass''' - Select a new booster tile. Wait until all other players have passed too.<br />
# '''Free Actions''' - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).<br />
[[Image:Gaia_Project_Free_Actions.JPG]]<br />
# '''Passive Action''' - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.<br />
<br />
== Auctions for Drafting Factions ==<br />
<br />
Each player submits the maximum amount they are willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids '''on the faction with the greatest difference between the faction's current bid and that player's maximum possible bid.'''<br />
<br />
<br />
<br />
A typical '''automatic''' auction might look like this behind the scenes.<br />
<br />
1) The first player bids zero VP on the faction that has their highest maximum bid (i.e. the faction they wanted most)<br />
<br />
2) If the second player submitted the same top bid for two different factions, they'll automatically bid zero on the faction no one has picked yet. If they had placed a higher bid on the same faction as player 1, they would have increased that bid to one VP instead.<br />
<br />
3) The third player looks at the current bids and compares those to their maximum bid. They'll automatically bid one higher on the faction with the greatest difference between their maximum bid and the current bid of that faction.<br />
<br />
<br />
This is all resolved quickly and automatically behind the scenes. It's not uncommon for players to get factions for free if no one outbids them.<br />
<br />
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.<br />
<br />
<br />
'''Here is a game log auction example for a 3 player game:'''<br />
<br />
<u>In summary</u>:<br />
<br />
PLAYER_A wins IVITS for 11, their maximum bid was 27 for IVITS, <br />
<br />
PLAYER_B wins AMBAS for 0, their maximum bid was 10 for IVITS, 8 for AMBAS.<br />
<br />
PLAYER_C wins TERRANS for 6, their maximum bid was16 for IVITS, 12 for AMBAS, 6 for TERRANS.<br />
<br />
<u>some notable example lines from the log are:</u><br />
<br />
''**PLAYER_B switches from [IVITS] to [AMBAS] when the bid reaches 3 on IVITS (needs a bid of 4 to win), because AMBAS:8-0=8 > IVITS:10-4=6.''<br />
<br />
''++PLAYER_C switches from [IVITS] to [AMBAS] when the bid reaches 5 on IVITS (needs a bid of 6 to win), because AMBAS:12-1=11 > IVITS:16-6=10.''<br />
<br />
<u>Actual Log:</u><br />
<br />
Players will automatically bid on the faction with the greatest gap between its current bid and the player's maximum bid<br />
<br />
PLAYER_A bids 0 on [IVITS] (and is willing to bid up to 27 if needed)<br />
<br />
PLAYER_B bids 1 on [IVITS], outbidding PLAYER_A. (The bid was 10 away from PLAYER_B's max bid of 10.)<br />
<br />
PLAYER_C bids 2 on [IVITS], outbidding PLAYER_B. (The bid was 15 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 3 on [IVITS], outbidding PLAYER_C. (The bid was 25 away from PLAYER_A's max bid of 27.)<br />
<br />
<nowiki>**</nowiki>PLAYER_B bids 0 on [AMBAS] (and is willing to bid up to 8 if needed)<br />
<br />
PLAYER_C bids 4 on [IVITS], outbidding PLAYER_A. (The bid was 13 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 5 on [IVITS], outbidding PLAYER_C. (The bid was 23 away from PLAYER_A's max bid of 27.)<br />
<br />
++PLAYER_C bids 1 on [AMBAS], outbidding PLAYER_B. (The bid was 12 away from PLAYER_C's max bid of 12.)<br />
<br />
PLAYER_B bids 2 on [AMBAS], outbidding PLAYER_C. (The bid was 7 away from PLAYER_B's max bid of 8.)<br />
<br />
PLAYER_C bids 6 on [IVITS], outbidding PLAYER_A. (The bid was 11 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 7 on [IVITS], outbidding PLAYER_C. (The bid was 21 away from PLAYER_A's max bid of 27.)<br />
<br />
PLAYER_C bids 3 on [AMBAS], outbidding PLAYER_B. (The bid was 10 away from PLAYER_C's max bid of 12.)<br />
<br />
PLAYER_B bids 4 on [AMBAS], outbidding PLAYER_C. (The bid was 5 away from PLAYER_B's max bid of 8.)<br />
<br />
PLAYER_C bids 8 on [IVITS], outbidding PLAYER_A. (The bid was 9 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 9 on [IVITS], outbidding PLAYER_C. (The bid was 19 away from PLAYER_A's max bid of 27.)<br />
<br />
PLAYER_C bids 5 on [AMBAS], outbidding PLAYER_B. (The bid was 8 away from PLAYER_C's max bid of 12.)<br />
<br />
PLAYER_B bids 6 on [AMBAS], outbidding PLAYER_C. (The bid was 3 away from PLAYER_B's max bid of 8.)<br />
<br />
PLAYER_C bids 10 on [IVITS], outbidding PLAYER_A. (The bid was 7 away from PLAYER_C's max bid of 16.)<br />
<br />
PLAYER_A bids 11 on [IVITS], outbidding PLAYER_C. (The bid was 17 away from PLAYER_A's max bid of 27.)<br />
<br />
PLAYER_C bids 0 on [TERRANS] (and is willing to bid up to 6 if needed)<br />
<br />
PLAYER_A wins the auction for [IVITS], spending [VP11]<br />
<br />
PLAYER_C wins the auction for [TERRANS], spending [VP0]<br />
<br />
PLAYER_B wins the auction for [AMBAS], spending [VP6]<br />
<br />
All players receive [VP11] to ensure every player starts with at least 10 VP<br />
<br />
== FAQ: General ==<br />
Q: The booster tile is covering the conversions pane!<br />
<br />
A: Check the preferences for other options for the booster tile.<br />
<br />
<br />
Q: On iOS/Mac, the game is unresponsive.<br />
<br />
A: The rendering engine on Apple devices deals very poorly with shadows. You'll get much better performance by setting the "Structure outlines" user preference to "No outlines." This is true regardless of which browser you're using.<br />
<br />
<br />
Q: The game isn't allowing me to gain an advanced tech!<br />
<br />
Q: The game isn't allowing me to advance to level 5 in a research track!<br />
<br />
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.<br />
<br />
<br />
Q: Why can't I upgrade?<br />
<br />
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it's because you lack the structures (because they are already on the board).<br />
<br />
<br />
Q: Is there an option to undo my entire turn?<br />
<br />
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].<br />
<br />
== FAQ: Conversions/Power ==<br />
Q: Why do I only get one credit when I convert the Brainstone to credits?<br />
<br />
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.<br />
<br />
<br />
Q: Why don't I get a chance to convert resources at the end of my turn?<br />
<br />
Q: I should get the option to charge before or after gaining power!<br />
<br />
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.<br />
<br />
<br />
Q: I have enough power to perform a power action, but it doesn't show up as available!<br />
<br />
A: There are two possible reasons:<br />
- You're lacking something else that would be required to perform that action. For example, if you don't have a mine and enough resources to build a mine, the terraforming actions won't show as available.<br />
- Someone else has taken that action this round.<br />
<br />
<br />
== FAQ: Federations ==<br />
<br />
Q: Why can't I form this federation?<br />
<br />
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.<br />
<br />
Xenos: note that 7 power is required if you have not built your PI.<br />
<br />
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.<br />
<br />
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don't forget that Ivits spend QICs for satellites!<br />
<br />
<br />
<br />
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it's nearly impossible to piece together exactly what's happening and when.<br />
<br />
<br />
== FAQ: Faction-specific ==<br />
<br />
Q: As Hadsch Hallas, how do I use my PI ability?<br />
<br />
A: Once you've built your PI, the new conversion options will be available under the Convert menu.<br />
<br />
<br />
Q: My faction's ability isn't working!<br />
<br />
A: Make sure you're not confusing your passive ability with the ability granted by your Planetary Institute. If it's the PI ability, you'll need to have built your PI.<br />
<br />
<br />
Q: As Nevlas, what happens to the remaining half a power when I convert?<br />
<br />
A: Any "half power" not used is lost. Make sure you select all desired conversions before clicking confirm.<br />
<br />
<br />
Q: How do I form a second federation as Ivits?<br />
<br />
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don't forget that Ivits spend QICs for satellites!</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptinyfarms&diff=15747Gamehelptinyfarms2023-01-16T14:34:23Z<p>RicardoRix: /* Animals */</p>
<hr />
<div>==Objective==<br />
Each player places animals in their two farms, red and blue, over 10 rounds to gain the most points.<br />
<br />
==Gameplay==<br />
During a round, dice (equal to the number of players +1) are rolled. On your turn pick a die and move a farmer meeple clockwise that number of spaces and collect the two animals depicted on the space that you land on. If you move the red farmer, you place the animals on your red farm. If you move the blue farmer, you place the animals on your blue farm.<br />
<br />
Farmers may not share the same space. If the number on the chosen die would land you on the other farmer's spot, you land one space farther.<br />
<br />
A round ends once each player has placed two animals. With the remaining die, rotate the top wheel clockwise the number of spaces equal to the die value.<br />
<br />
==Milk==<br />
You have the option to spend milk to change the number on the die to be a lower or higher number. Each player starts with 3 milk cartons and any milk remaining by the end of the game is 1 point each.<br />
<br />
==Scoring==<br />
===Milk===<br />
1 point per milk remaining<br />
===Balance===<br />
Aim to have an equal number of animals across your farms. Any difference in numbers is minus points. For example if you have 10 animals on your red farm and 8 animals on your blue farm, you will get -2 points.<br />
===Animals===<br />
Some animals are scored per farm:<br />
<br />
*1 pig = 1 point<br />
*2 pigs = 6 points (orthogonally adjacent)<br />
*1 sheep = 0 points<br />
*2 sheep = 2 points (orthogonally adjacent)<br />
*3 sheep = 12 points (orthogonally adjacent)<br />
*Each chicken = 2 points<br />
*Cows and calves (orthogonally adjacent) are multiplied, e.g. 2 cows x 4 calves = 8 points. (N.B. Calf tiles have 2 calves on them!), so this example is 2 cow tokens and 2 calf tokens.<br />
<br />
Other animals are scored across both farms:<br />
<br />
*Whoever has most horses gets 10 points. The player with the second most gets 6 points (0 points in a 2-player game). In the case of a draw both players get 10 points and second place points do not apply.<br />
*Forest friends (all other animals) give you 1/4/8/12/18 points per set of unique animals</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpyoxii&diff=15605Gamehelpyoxii2022-12-24T16:51:00Z<p>RicardoRix: Created page with "===YOXII=== (2 players, from 8 years old) ===COMPONENTS=== 1 board with 37 squares 18 «White» pieces with values 1, 2, 3 and 4 18 «Red» pieces with values 1, 2, 3 and 4 1 «Totem» piece ===GAME PURPOSE=== To encircle the Totem and get more points than your opponent in the final count. ===SET UP=== Place the board between the two players and place the Totem on the center square. Players choose 18 pieces of one color and place them in front of them. ===HOW TO PLAY..."</p>
<hr />
<div>===YOXII===<br />
(2 players, from 8 years old)<br />
<br />
===COMPONENTS===<br />
1 board with 37 squares<br />
18 «White» pieces with values 1, 2, 3 and 4<br />
18 «Red» pieces with values 1, 2, 3 and 4<br />
1 «Totem» piece<br />
<br />
===GAME PURPOSE===<br />
To encircle the Totem and get more points<br />
than your opponent in the final count.<br />
<br />
===SET UP===<br />
Place the board between the two players and<br />
place the Totem on the center square. Players<br />
choose 18 pieces of one color and place them<br />
in front of them.<br />
<br />
===HOW TO PLAY===<br />
The player with the white pieces plays first.<br />
Players take turns moving the Totem on the<br />
board and then placing one of their pieces<br />
around it until it is completely surrounded and<br />
immobilized.<br />
<br />
===MOVING WITH THE TOTEM===<br />
Each player in turn moves the Totem one<br />
square directly around it in any direction as<br />
long as the destination square is free.<br />
Then they place one of their pieces on another<br />
free square around the new position of the<br />
Totem before handing over to the opponent.<br />
Players can move the Totem several squares<br />
by jumping over their own pieces, only if<br />
they form a continuous line (diagonal or<br />
orthogonal) leading to a free square (it is<br />
therefore also possible to jump over only one<br />
piece further if it leads to a free square).<br />
It is forbidden to jump over the pieces of the<br />
opponent’s color.<br />
<br />
===POSITIONING OF PIECES===<br />
Each time a player has moved the Totem, they<br />
must place one of their pieces (of any value)<br />
on one of the free squares directly around it (8<br />
squares maximum).<br />
The value of the pieces played is chosen by the<br />
players according to the strategy they choose<br />
to adopt.<br />
<br />
===SPECIAL CASE===<br />
When a player has just moved the Totem and<br />
all the squares around it are occupied, they<br />
must play one of their pieces on any other<br />
available square of the board.<br />
<br />
===END OF THE GAME===<br />
The game ends when a player can no<br />
longer move the Totem (at this point, the<br />
Totem must be encircled). Each player<br />
then calculates the total value of the pieces<br />
surrounding the Totem (8 pieces in total).<br />
The player with the most points wins the<br />
game.<br />
<br />
===GAME ENDS IN A TIE===<br />
If both players have the same score when<br />
the Totem is encircled, the player with the<br />
most pawns of his color wins the game.<br />
If both score and color are equal, the game<br />
ends in a tie.</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpagricola&diff=15064Gamehelpagricola2022-10-13T13:46:34Z<p>RicardoRix: /* Harvest */</p>
<hr />
<div>[[Category:Card games]]<br />
== Overview ==<br />
Welcome to the farm! In Agricola, you'll play as a family of farmers over the course of 14 rounds, steadily building up a mostly empty space into a vibrant farm full of grains, vegetables, and animals, as well as improve the living conditions of your family. Players assign their workers to various spaces on the action board to perform various actions to gather resources or improve your farm, most of which will be used to score points, but periodically, players need to pay food to support the family. The player with the most points after 14 rounds wins!<br />
<br />
== Game Anatomy ==<br />
Each player has access to various resources, including:<br />
* Food, needed to feed your family periodically<br />
* Wood, needed to build fences, stables, and many improvements<br />
* Clay, needed to build most major improvements<br />
* Stone, needed to build other major improvements<br />
* Reed, needed for some improvements and home renovations<br />
* Grain and vegetables, which can be planted in your farm<br />
* A hand of cards, consisting of 7 minor improvements and 7 occupations<br />
* Workers, represented by meeples. You start the game with 2 of these - the rest can be earned during the game.<br />
<br />
Each player also has a board representing their farm, which contains:<br />
* Your home, represented by different tiles. Your home size and what material it's made of limits the size of your family and scores you additional points at the end of the game.<br />
* Fields. Grains and vegetables can be planted on these and are picked up during the harvest phase.<br />
* Pastures and the animals housing them. Pastures are separated by fences, and animals inside them can be cooked for food or held onto for points.<br />
* Any played improvements or occupations, most of which give various abilities, actions, or scoring opportunities as described on them.<br />
<br />
The central board contains the following:<br />
* The actions players can take. Note that each round, a new action will be added to this, in a loose order.<br />
* The available major improvements. There are 10 improvement cards that can be built by different players, most of which center on collecting or converting food.<br />
<br />
== Game Flow ==<br />
Agricola takes place over the course of 14 rounds. At the beginning of each round, some spaces are stocked with resources, even if they already had resources from a previous round. A new action is added to the board - these new actions are loosely randomized by being sorted into 6 phases, then randomized within each phase. Then each player, starting with whoever has the first player token and proceeding clockwise around the table, takes a turn by placing one of their family members on a particular space, then immediately performing that action. Players can also, as a free action, organize their farm or make certain conversions as described on various improvements. Once they have finished resolving this action, it's the next player's turn. Players continue doing this until all players have placed all available workers. After certain rounds, a harvest phase happens. Then, a new round starts.<br />
<br />
=== Starting Actions ===<br />
These actions are available from the start of the game:<br />
* Farm Expansion: Pay 2 reed and 5 of whatever material your house is currently made of (wood by default, to build a new room to your home. This new room must be connected to an existing room. Additionally, you can build a stable on any unoccupied space or a pasture. This stable can hold one animal, or doubles the capacity of an existing pasture.<br />
* Meeting Place: Take the starting player token. This means you will be the first player to take actions in the next round. This is the only way this token moves - if no one takes this action in a particular round, the same player remains the first player again. Additionally, you may play one minor improvement card from your hand by paying the cost on it.<br />
* Grain Seeds: Gain 1 grain.<br />
* Farmland: Add one field to your farm. This field must be adjacent to at least one other field (if any exist).<br />
* Lessons: Play an occupation card from your hand. The first of these cards is free, but all others cost 1 food.<br />
* Day Laborer: Gain 2 food.<br />
* Forest: This space accumulates 3 wood at the beginning of each round. Gain all wood on it.<br />
* Clay Pit: This space accumulates 1 clay at the beginning of each round. Gain all clay on it.<br />
* Reed Bank: This space accumulates 1 reed at the beginning of each round. Gain all reed on it.<br />
* Fishing: This space accumulates 1 food at the beginning of each round. Gain all food on it.<br />
(Other spaces may be available based on the player count.)<br />
<br />
=== Actions In Phase 1 ===<br />
These actions will be added at some point in rounds 1 through 4, but the exact order they appear will be random.<br />
* Improvements: Gain 1 major or minor improvement by paying its cost.<br />
* Fencing: Pay any number of wood to build the same number of fences, thus giving you pastures to house animals. You must completely enclose all spaces to be used as pastures this way.<br />
* Sheep Market: This space accumulates 1 sheep at the beginning of each round. Gain all sheep on it.<br />
* Grain Utilization: Sow any number of grains or vegetables in any empty fields. If you place a grain in a field, immediately add two more grains on the same field; you will receive one of them each harvest phase. Vegetables work the same way, except you only add one more vegetable to each field. Additionally, you may bake bread by converting grain to food; any cards that allow you to do this will tell you how much food you get this way.<br />
<br />
=== Actions in Phase 2 ===<br />
These actions will be added at some point in rounds 5 through 7, also in a random order.<br />
* Western Quarry: This space accumulates 1 stone at the beginning of each round. Gain all stone on it.<br />
* House Redevelopment: Upgrade a wooden house to a clay house, or a clay house to a stone house. To do this, pay 1 reed and 1 of whatever material you are upgrading to per room in your house. You must be able to upgrade the entire house - you can't upgrade individual rooms. Additionally, you may build a major or minor improvement after completing this.<br />
* Wish For Children: Add a new worker to your family. This can't cause you to have more family members than rooms in your house. This worker will be able to take actions in the following round.<br />
<br />
=== Actions in Phase 3 ===<br />
These actions will be added at some point in rounds 8 and 9, in a random order.<br />
* Vegetable Seeds: Gain 1 vegetable.<br />
* Pig Market: This space accumulates 1 pig at the beginning of each round. Gain all pigs on it.<br />
<br />
=== Actions in Phase 4 ===<br />
These actions will be added at some point in round 10 and 11, in a random order.<br />
* Eastern Quarry: This space accumulates 1 stone at the beginning of each round. Gain all stone on it.<br />
* Cattle Market: This space accumulates 1 cow at the beginning of each round. Gain all cows on it.<br />
<br />
=== Actions in Phase 5 ===<br />
These actions will be added at some point in round 12 and 13, in a random order.<br />
* Cultivation: Place one field in your farm, then sow any number of fields as you would have in Grain Utilization.<br />
* Urgent Wish For Children: Add a new worker to your family. This works the same way as Wish For Children, except that the requirement about rooms in your house is ignored.<br />
<br />
=== Actions in Phase 6 ===<br />
This action will be added in round 14.<br />
* Farm Redevelopment: Upgrade your house, then build fences. All rules House Redevelopment and Fencing apply.<br />
<br />
=== Harvest ===<br />
A harvest phase happens immediately after each phase (that is, after rounds 4, 7, 9, 11, 13, and 14). In each harvest, the following things happen in order:<br />
* FIELD PHASE: Each player takes one grain or vegetable from each field.<br />
* FEEDING PHASE: Each player pays 2 food for each worker (3 in the solo game, or just 1 if the worker was just added this round and never took an action). Players may freely perform any free actions or exchanges to meet this cost. For each food players are unable to pay, they take a Beggar card, worth -3 points at the end of the game.<br />
* BREEDING PHASE: If you have at least 2 sheep, pigs, or cows, you gain a new animal of that type. You may immediately rearrange any animals in your farm to place these, but may not convert these to food.<br />
<br />
== End Of The Game ==<br />
The game ends after the 14th round and its attached harvest phase. After that, players score for their farm.<br />
<br />
The player with the most points wins!<br />
<br />
==Scoring==<br />
<br />
-1 point 1 point 2 points 3 points 4 points <br />
|----------|----------|----------|----------|----------| <br />
Field Tiles | 0-1 | 2 | 3 | 4 | 5+ |<br />
Pastures | 0 | 1 | 2 | 3 | 4+ |<br />
|----------|----------|----------|----------|----------| <br />
Grain | 0 | 1-3 | 4-5 | 6-7 | 8+ |<br />
Vegetables | 0 | 1 | 2 | 3 | 4+ |<br />
|----------|----------|----------|----------|----------| <br />
Sheep | 0 | 1-3 | 4-5 | 6-7 | 8+ |<br />
Wild Boar | 0 | 1-2 | 3-4 | 5-6 | 7+ |<br />
Cattle | 0 | 1 | 2-3 | 4-5 | 6+ |<br />
|----------|----------|----------|----------|----------| <br />
<br />
_________________________________________________<br />
| |<br />
| -1 point per unused space in the Farmyard | <br />
| 1 point per fenced stable & per Clay hut room |<br />
| 2 points per Stone house room |<br />
| 3 points per family member |<br />
| |<br />
| -3 points per begging token |<br />
| _ points printed on cards |<br />
| _ bonus points |<br />
| |<br />
-------------------------------------------------</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Stock&diff=13983Stock2022-07-14T14:22:22Z<p>RicardoRix: /* Layout */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
== Overview ==<br />
<br />
<br />
'''Stock''' is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.<br />
<br />
Stock is very flexible and is the most used component in BGA games.<br />
<br />
Examples of stock use cases:<br />
<br />
* Display a set of cards, typically hands (examples: ''Hearts'', ''Seasons'', ''The Boss'', ''Race for the Galaxy'').<br />
* Display items in player panels (examples: ''Takenoko'', ''Amyitis'', ...)<br />
* ... Many other situations. For example, black dice and cubes on cards in ''Troyes'' are displayed with stock components.<br />
<br />
Using stock:<br />
<br />
* Your items are arranged nicely and sorted by type.<br />
* When adding or removing items to a set, all items slide smoothly to their new position in the set.<br />
* Selecting and unselecting items are built-in functions.<br />
* You don't have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.<br />
<br />
== Using stock: a simple example ==<br />
<br />
Let's have a look on how the stock is used in the game ''Hearts'' to display a hand of standard cards.<br />
<br />
First, don't forget to add "ebg/stock" as a dependency in your js file:<br />
<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/stock" /// <==== HERE<br />
],<br />
</pre><br />
<br />
The stock is initialized in the Javascript "setup" method like this:<br />
<br />
<pre><br />
// Player hand<br />
this.playerHand = new ebg.stock();<br />
this.playerHand.create( this, $('myhand'), this.cardwidth, this.cardheight );<br />
</pre><br />
<br />
Explanations:<br />
* We create a new stock object for the player hand.<br />
* As parameters of the "create" method, we provide the width/height of an item (a card), and the div container "myhand" - which is a simple empty "div" element defined in our HTML template (.tpl).<br />
<br />
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a "CSS sprite" image named "cards.jpg" with the cards arranged in 4 rows and 13 columns.<br />
<br />
Here's how we tell stock what items to display:<br />
<br />
<pre><br />
// Specify that there are 13 images per row in the CSS sprite image<br />
this.playerHand.image_items_per_row = 13;<br />
<br />
// Create card types:<br />
for( var color=1;color<=4;color++ )<br />
{<br />
for( var value=2;value<=14;value++ )<br />
{<br />
// Build card type id<br />
var card_type_id = this.getCardUniqueId( color, value );<br />
this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+'img/cards.jpg', card_type_id );<br />
}<br />
}<br />
</pre><br />
<br />
Explanation:<br />
<br />
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.<br />
* Then for the 4x13 cards, we call the "addItemType" method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.<br />
<br />
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of "getCardUniqueId".<br />
<br />
From now on, if we need to add a card - for example, the 5 of Hearts - to a player's hand, we can do this:<br />
<br />
<pre><br />
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );<br />
</pre><br />
<br />
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using "addToStockWithId" instead:<br />
<br />
<pre><br />
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );<br />
</pre><br />
<br />
If afterwards we want to remove this card from the stock:<br />
<br />
<pre><br />
this.playerHand.removeFromStockById( my_card_id );<br />
</pre><br />
<br />
== Complete stock component reference ==<br />
<br />
=== Creation ===<br />
<br />
'''create( page, container_div, item_width, item_height ):'''<br />
<br />
With create, you create a new stock component.<br />
<br />
Parameters:<br />
* page: the container page. Usually: "this".<br />
* container_div: the container "div" element (an empty div element in your template, with an id).<br />
* width and height (in pixels) for the stock component.<br />
<br />
(See ''Hearts'' example above).<br />
<br />
'''addItemType( type, weight, image, image_position ):'''<br />
<br />
Define a new type of item and add it to the stock.<br />
<br />
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).<br />
<br />
Parameters:<br />
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.<br />
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.<br />
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.<br />
<br />
Be careful: you must specify the image url as this:<br />
<br />
<pre><br />
g_gamethemeurl+'img/yourimage.png'<br />
</pre><br />
<br />
* image_position: if "image" specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify "0" for the first cube image, 1 for the second, 2 for the third.<br />
<br />
''Important'': if there is more than one line of items in your CSS sprite, you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:<br />
<br />
<br />
'''image_items_per_row'''<br />
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.<br />
<pre><br />
// Specify that there are 10 image items per row in images used in "myStockObject" control.<br />
this.myStockObject.image_items_per_row = 4;<br />
</pre><br />
<br />
=== Add/Remove items ===<br />
<br />
<br />
'''addToStock( type, from )'''<br />
<br />
Add an item to the stock, with the specified type, but without a unique ID.<br />
<br />
To make your life easier, in most cases we suggest you use '''addToStockWithId''' in order to give an ID to the item added. '''addToStock''' is suitable when you are using a stock to control items that are generic game materials that don't need to be tracked individually (example: a bunch of money tokens).<br />
<br />
Parameters:<br />
* type: ID of the item type to use (as specified in "addItemType")<br />
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.<br />
<br />
Example:<br />
<pre><br />
// Add a money token to the "player money" stock.<br />
// The money token will appear on "player_id" player panel and will move to its position.<br />
this.playerMoney.addToStock( MONEY_TOKEN, 'overall_player_board_'+player_id );<br />
</pre><br />
<br />
Important: for a given stock control, you must use either '''addToStock''' or '''addToStockWithId''', but NEVER BOTH OF THEM.<br />
<br />
'''addToStockWithId( type, id, from )'''<br />
<br />
This is the same method as '''addToStock''', except that it also associates an ID with the newly created item.<br />
<br />
This is especially useful:<br />
<br />
* When you need to know which item(s) have been selected by the user (see '''getSelectedItems''').<br />
* When you need to remove a specific item from the stock with '''removeFromStockById'''.<br />
<br />
'''removeFromStock( type, to, noupdate )'''<br />
<br />
Remove an item of the specific type from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeFromStockById( id, to, noupdate )'''<br />
<br />
Remove an item with a specific ID from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeAll()'''<br />
<br />
Remove all items from the stock.<br />
<br />
'''removeAllTo( to )'''<br />
<br />
Remove all items from the stock. If "to" contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.<br />
<br />
<br />
<br />
=== Getters ===<br />
<br />
'''getPresentTypeList()'''<br />
<br />
Return an array with all the types of items present in the stock right now.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.removeAll();<br />
this.myStockControl.addToStock( 65 );<br />
this.myStockControl.addToStock( 34 );<br />
this.myStockControl.addToStock( 89 );<br />
this.myStockControl.addToStock( 65 );<br />
<br />
// The following returns: { 34:1, 65:1, 89:1 }<br />
var item_types = this.myStockControl.getPresentTypeList();<br />
</pre><br />
<br />
'''count():'''<br />
<br />
Return the total number of items in the stock right now.<br />
<br />
'''getAllItems()'''<br />
<br />
Get all items (same format as getSelectedItems and getUnselectedItems).<br />
<br />
'''getItemDivId(id)'''<br />
<br />
Get the div id using the stock item id (to manipulate element properties directly).<br />
<br />
'''getItemById(id)'''<br />
<br />
Get the Stock item with the id in parameter<br />
ex : return the object { type:1, id: 1001 }<br />
<br />
<br />
=== Selection ===<br />
<br />
'''setSelectionMode( mode )'''<br />
<br />
For each stock control, you can specify a selection mode:<br />
* 0: no item can be selected by the player.<br />
* 1: a maximum of one item can be selected by the player at a time.<br />
* 2 (default): multiple items can be selected by the player at the same time.<br />
<br />
'''setSelectionAppearance( type )'''<br />
<br />
For each stock control, you can specify a selection highlighting type:<br />
* 'border': there will be a red border around selected items (this is the default). The attribute 'apparenceBorderWidth' can be used to manage the width of the border (in pixels).<br />
* 'disappear': the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.<br />
* 'class': there will be an extra '''stockitem_selected''' css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the '''selectionClass''' attribute. You can also override the default class in the css file for your game but beware of the '''!important''' keyword.<br />
<br />
By default this class definition is:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid red ! important;<br />
}<br />
</pre><br />
<br />
If you want to override it (for example, to change the border color) add this in your <game>.css file:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid orange ! important;<br />
}<br />
</pre><br />
<br />
'''isSelected( id )'''<br />
<br />
Return a boolean indicating whether the specified item id has been selected.<br />
<br />
'''selectItem( id )'''<br />
<br />
Select the specified item.<br />
<br />
'''unselectItem( id )'''<br />
<br />
Unselect the specified item.<br />
<br />
'''unselectAll()'''<br />
<br />
Unselect all items of the stock.<br />
<br />
'''onChangeSelection'''<br />
<br />
This callback method is called when the player selects/unselects an item of the stock.<br />
<br />
You can connect this to one of your methods like this:<br />
<br />
<pre><br />
dojo.connect( this.myStockControl, 'onChangeSelection', this, 'onMyMethodToCall' );<br />
<br />
(...)<br />
<br />
onMyMethodToCall: function( control_name, item_id )<br />
{<br />
// This method is called when myStockControl selected items changed<br />
var items = this.myStockControl.getSelectedItems();<br />
<br />
// (do something)<br />
},<br />
</pre><br />
<br />
Nota bene: <br />
- The "control_name" argument is the ID (the "DOM" id) of the "div" container of your stock control. Using "control_name", you can use the same callback method for different Stock control and see which one trigger the method.<br />
- The "item_id" argument is the stock ID (index) of the stock item that has just been selected/unselected.<br />
<br />
'''getSelectedItems()'''<br />
<br />
Return the list of selected items, as an array with the following format:<br />
<pre><br />
[<br />
{ type:1, id: 1001 },<br />
{ type:1, id: 1002 },<br />
{ type:3, id: 1003 }<br />
...<br />
]<br />
</pre><br />
<br />
'''getUnselectedItems()'''<br />
<br />
Same as the previous one, but return unselected item instead of seleted ones.<br />
<br />
=== Layout ===<br />
<br />
<br />
'''resetItemsPosition()'''<br />
<br />
If you moved an item from the stock control manually (ex: after a drag'n'drop) and want to reset their positions to their original ones, you can call this method.<br />
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.<br />
<br />
<br />
<br />
'''updateDisplay(from)'''<br />
Update the display completely (if 'from' is defined: moves new items from this location).<br />
<br />
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:<br />
<pre><br />
this.myStockControl.updateDisplay();<br />
</pre><br />
<br />
'''item_margin'''<br />
<br />
By default, there is a margin of 5px between the items of a stock. You can change the member variable "item_margin" to change this.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.item_margin=5;<br />
</pre><br />
<br />
'''changeItemsWeight( newWeights )'''<br />
<br />
With this method you can change dynamically the weight of the item types in a stock control.<br />
<br />
Items are immediately re-sorted with the new weight.<br />
<br />
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.<br />
<br />
newWeights is an associative array: item type id => new weight.<br />
<br />
Example:<br />
<pre><br />
// Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.<br />
this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );<br />
</pre><br />
<br />
Example2:<br />
<pre><br />
// Be careful with object initialisers with variables, use the bracket notation.<br />
// Item type 1 gets a new weight of 10<br />
var card_type = 1;<br />
this.myStockControl.changeItemsWeight( { [card_type]: 10 } );<br />
</pre><br />
<br />
<br />
'''centerItems'''<br />
<br />
Center the stock items in the middle of the stock container.<br />
e.g. this.myStock.centerItems = true; <br />
<br />
'''setOverlap( horizontal_percent, vertical_percent )'''<br />
<br />
Make items of the stock control "overlap" each other, to save space.<br />
<br />
By default, horizontal_overlap and vertical_overlap are 0.<br />
<br />
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can't be greater than 100.<br />
<br />
vertical_overlap works differently: one items on two are shifted up.<br />
<br />
See the games "Jaipur" or "Koryŏ" to see examples of use of this function.<br />
<br />
<br />
'''autowidth'''<br />
<br />
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly<br />
mystock.autowidth = true;<br />
<br />
'''resizeItems( width, height, background_width, background_height )'''<br />
<br />
background_width is an optional argument.<br />
<br />
background_height is an optional argument.<br />
<br />
<pre> stock.resizeItems(100, 120, 150, 170);</pre><br />
<br />
=== Customize apperance ===<br />
<br />
'''extraClasses'''<br />
<br />
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.<br />
<br />
this.playerHand.extraClasses='mycard';<br />
<br />
Note that it is the same list for all items.<br />
<br />
'''onItemCreate'''<br />
<br />
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.<br />
<br />
Complete example:<br />
<pre><br />
// During "setup" phase, we associate our method "setupNewCard" with the creation of a new stock item:<br />
this.myStockItem.onItemCreate = dojo.hitch( this, 'setupNewCard' ); <br />
<br />
<br />
// And here is our "setupNewCard":<br />
setupNewCard: function( card_div, card_type_id, card_id )<br />
{<br />
// Add a special tooltip on the card:<br />
this.addTooltip( card_div.id, _("Some nice tooltip for this item"), '' );<br />
<br />
// Note that "card_type_id" contains the type of the item, so you can do special actions depending on the item type<br />
<br />
// Add some custom HTML content INSIDE the Stock item:<br />
dojo.place( this.format_block( 'jstpl_my_card_content', {<br />
....<br />
} ), card_div.id );<br />
}<br />
<br />
</pre><br />
<br />
'''onItemDelete'''<br />
<br />
Function handler called when div is removed<br />
<br />
this.myStock.onItemDelete = (card_div, card_type_id, card_id) => { console.log("card deleted from myStock: "+card_id); };<br />
<br />
== Tips when adding/removing items to/from Stock components ==<br />
<br />
Most cases will be one of the following situations:<br />
<br />
'''Situation A''':<br />
<br />
When you add a card to a stock item, and this card is '''not''' coming from another stock:<br />
<br />
* Use '''addToStockWithId''' with a "from" argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to "reveal" card from player hand and it is not an interface element you can set from to be 'player_board_'+activePlayerId (where activePlayerId is player who played that card).<br />
<br />
'''Situation B''':<br />
<br />
When you add a card to a stock item, and this card is coming from another stock:<br />
<br />
* On the destination Stock, use '''addToStockWithId''' with a "from" argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is "myHand", then the HTML id of card 48 is "myHand_item_48".<br />
* Then, remove the source item with '''removeFromStockById'''. Note: do NOT set the 'to' argument in this call, otherwise you'll get two animations.<br />
<br />
(Note that it's important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)<br />
<br />
'''Situation C''':<br />
<br />
When you move a card from a stock item to something that is not a stock item:<br />
<br />
* Insert the card as a classic HTML template (dojo.place / this.format_block).<br />
* Place it on the Stock item with '''this.placeOnObject''', using the Stock item HTML id (see above).<br />
* Slide it to its new position with '''this.slideToObject'''.<br />
* Remove the card from the Stock item with '''removeFromStockById'''.<br />
<br />
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.<br />
<br />
<br />
You can customize this (showing the default value):<br />
<pre><br />
<br />
this.mystock.jstpl_stock_item= "<div id=\"${id}\" class=\"stockitem\" style=\"top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url('${image}');\"></div>";<br />
</pre><br />
To produce a different type of stock item<br />
<br />
== Known issues ==<br />
<br />
==== Incorrectly displayed sprites on Safari ====<br />
<br />
As mentioned above, stock displays its images using "sprites" consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.<br />
<br />
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of 'game_interface_width' is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.<br />
<br />
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify "background-size: 2800% 500%;"<br />
<br />
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.<br />
<br />
<br />
[[Category:Studio]]</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Stock&diff=13982Stock2022-07-14T14:21:55Z<p>RicardoRix: /* Layout */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
== Overview ==<br />
<br />
<br />
'''Stock''' is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.<br />
<br />
Stock is very flexible and is the most used component in BGA games.<br />
<br />
Examples of stock use cases:<br />
<br />
* Display a set of cards, typically hands (examples: ''Hearts'', ''Seasons'', ''The Boss'', ''Race for the Galaxy'').<br />
* Display items in player panels (examples: ''Takenoko'', ''Amyitis'', ...)<br />
* ... Many other situations. For example, black dice and cubes on cards in ''Troyes'' are displayed with stock components.<br />
<br />
Using stock:<br />
<br />
* Your items are arranged nicely and sorted by type.<br />
* When adding or removing items to a set, all items slide smoothly to their new position in the set.<br />
* Selecting and unselecting items are built-in functions.<br />
* You don't have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.<br />
<br />
== Using stock: a simple example ==<br />
<br />
Let's have a look on how the stock is used in the game ''Hearts'' to display a hand of standard cards.<br />
<br />
First, don't forget to add "ebg/stock" as a dependency in your js file:<br />
<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/stock" /// <==== HERE<br />
],<br />
</pre><br />
<br />
The stock is initialized in the Javascript "setup" method like this:<br />
<br />
<pre><br />
// Player hand<br />
this.playerHand = new ebg.stock();<br />
this.playerHand.create( this, $('myhand'), this.cardwidth, this.cardheight );<br />
</pre><br />
<br />
Explanations:<br />
* We create a new stock object for the player hand.<br />
* As parameters of the "create" method, we provide the width/height of an item (a card), and the div container "myhand" - which is a simple empty "div" element defined in our HTML template (.tpl).<br />
<br />
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a "CSS sprite" image named "cards.jpg" with the cards arranged in 4 rows and 13 columns.<br />
<br />
Here's how we tell stock what items to display:<br />
<br />
<pre><br />
// Specify that there are 13 images per row in the CSS sprite image<br />
this.playerHand.image_items_per_row = 13;<br />
<br />
// Create card types:<br />
for( var color=1;color<=4;color++ )<br />
{<br />
for( var value=2;value<=14;value++ )<br />
{<br />
// Build card type id<br />
var card_type_id = this.getCardUniqueId( color, value );<br />
this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+'img/cards.jpg', card_type_id );<br />
}<br />
}<br />
</pre><br />
<br />
Explanation:<br />
<br />
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.<br />
* Then for the 4x13 cards, we call the "addItemType" method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.<br />
<br />
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of "getCardUniqueId".<br />
<br />
From now on, if we need to add a card - for example, the 5 of Hearts - to a player's hand, we can do this:<br />
<br />
<pre><br />
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );<br />
</pre><br />
<br />
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using "addToStockWithId" instead:<br />
<br />
<pre><br />
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );<br />
</pre><br />
<br />
If afterwards we want to remove this card from the stock:<br />
<br />
<pre><br />
this.playerHand.removeFromStockById( my_card_id );<br />
</pre><br />
<br />
== Complete stock component reference ==<br />
<br />
=== Creation ===<br />
<br />
'''create( page, container_div, item_width, item_height ):'''<br />
<br />
With create, you create a new stock component.<br />
<br />
Parameters:<br />
* page: the container page. Usually: "this".<br />
* container_div: the container "div" element (an empty div element in your template, with an id).<br />
* width and height (in pixels) for the stock component.<br />
<br />
(See ''Hearts'' example above).<br />
<br />
'''addItemType( type, weight, image, image_position ):'''<br />
<br />
Define a new type of item and add it to the stock.<br />
<br />
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).<br />
<br />
Parameters:<br />
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.<br />
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.<br />
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.<br />
<br />
Be careful: you must specify the image url as this:<br />
<br />
<pre><br />
g_gamethemeurl+'img/yourimage.png'<br />
</pre><br />
<br />
* image_position: if "image" specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify "0" for the first cube image, 1 for the second, 2 for the third.<br />
<br />
''Important'': if there is more than one line of items in your CSS sprite, you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:<br />
<br />
<br />
'''image_items_per_row'''<br />
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.<br />
<pre><br />
// Specify that there are 10 image items per row in images used in "myStockObject" control.<br />
this.myStockObject.image_items_per_row = 4;<br />
</pre><br />
<br />
=== Add/Remove items ===<br />
<br />
<br />
'''addToStock( type, from )'''<br />
<br />
Add an item to the stock, with the specified type, but without a unique ID.<br />
<br />
To make your life easier, in most cases we suggest you use '''addToStockWithId''' in order to give an ID to the item added. '''addToStock''' is suitable when you are using a stock to control items that are generic game materials that don't need to be tracked individually (example: a bunch of money tokens).<br />
<br />
Parameters:<br />
* type: ID of the item type to use (as specified in "addItemType")<br />
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.<br />
<br />
Example:<br />
<pre><br />
// Add a money token to the "player money" stock.<br />
// The money token will appear on "player_id" player panel and will move to its position.<br />
this.playerMoney.addToStock( MONEY_TOKEN, 'overall_player_board_'+player_id );<br />
</pre><br />
<br />
Important: for a given stock control, you must use either '''addToStock''' or '''addToStockWithId''', but NEVER BOTH OF THEM.<br />
<br />
'''addToStockWithId( type, id, from )'''<br />
<br />
This is the same method as '''addToStock''', except that it also associates an ID with the newly created item.<br />
<br />
This is especially useful:<br />
<br />
* When you need to know which item(s) have been selected by the user (see '''getSelectedItems''').<br />
* When you need to remove a specific item from the stock with '''removeFromStockById'''.<br />
<br />
'''removeFromStock( type, to, noupdate )'''<br />
<br />
Remove an item of the specific type from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeFromStockById( id, to, noupdate )'''<br />
<br />
Remove an item with a specific ID from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeAll()'''<br />
<br />
Remove all items from the stock.<br />
<br />
'''removeAllTo( to )'''<br />
<br />
Remove all items from the stock. If "to" contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.<br />
<br />
<br />
<br />
=== Getters ===<br />
<br />
'''getPresentTypeList()'''<br />
<br />
Return an array with all the types of items present in the stock right now.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.removeAll();<br />
this.myStockControl.addToStock( 65 );<br />
this.myStockControl.addToStock( 34 );<br />
this.myStockControl.addToStock( 89 );<br />
this.myStockControl.addToStock( 65 );<br />
<br />
// The following returns: { 34:1, 65:1, 89:1 }<br />
var item_types = this.myStockControl.getPresentTypeList();<br />
</pre><br />
<br />
'''count():'''<br />
<br />
Return the total number of items in the stock right now.<br />
<br />
'''getAllItems()'''<br />
<br />
Get all items (same format as getSelectedItems and getUnselectedItems).<br />
<br />
'''getItemDivId(id)'''<br />
<br />
Get the div id using the stock item id (to manipulate element properties directly).<br />
<br />
'''getItemById(id)'''<br />
<br />
Get the Stock item with the id in parameter<br />
ex : return the object { type:1, id: 1001 }<br />
<br />
<br />
=== Selection ===<br />
<br />
'''setSelectionMode( mode )'''<br />
<br />
For each stock control, you can specify a selection mode:<br />
* 0: no item can be selected by the player.<br />
* 1: a maximum of one item can be selected by the player at a time.<br />
* 2 (default): multiple items can be selected by the player at the same time.<br />
<br />
'''setSelectionAppearance( type )'''<br />
<br />
For each stock control, you can specify a selection highlighting type:<br />
* 'border': there will be a red border around selected items (this is the default). The attribute 'apparenceBorderWidth' can be used to manage the width of the border (in pixels).<br />
* 'disappear': the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.<br />
* 'class': there will be an extra '''stockitem_selected''' css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the '''selectionClass''' attribute. You can also override the default class in the css file for your game but beware of the '''!important''' keyword.<br />
<br />
By default this class definition is:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid red ! important;<br />
}<br />
</pre><br />
<br />
If you want to override it (for example, to change the border color) add this in your <game>.css file:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid orange ! important;<br />
}<br />
</pre><br />
<br />
'''isSelected( id )'''<br />
<br />
Return a boolean indicating whether the specified item id has been selected.<br />
<br />
'''selectItem( id )'''<br />
<br />
Select the specified item.<br />
<br />
'''unselectItem( id )'''<br />
<br />
Unselect the specified item.<br />
<br />
'''unselectAll()'''<br />
<br />
Unselect all items of the stock.<br />
<br />
'''onChangeSelection'''<br />
<br />
This callback method is called when the player selects/unselects an item of the stock.<br />
<br />
You can connect this to one of your methods like this:<br />
<br />
<pre><br />
dojo.connect( this.myStockControl, 'onChangeSelection', this, 'onMyMethodToCall' );<br />
<br />
(...)<br />
<br />
onMyMethodToCall: function( control_name, item_id )<br />
{<br />
// This method is called when myStockControl selected items changed<br />
var items = this.myStockControl.getSelectedItems();<br />
<br />
// (do something)<br />
},<br />
</pre><br />
<br />
Nota bene: <br />
- The "control_name" argument is the ID (the "DOM" id) of the "div" container of your stock control. Using "control_name", you can use the same callback method for different Stock control and see which one trigger the method.<br />
- The "item_id" argument is the stock ID (index) of the stock item that has just been selected/unselected.<br />
<br />
'''getSelectedItems()'''<br />
<br />
Return the list of selected items, as an array with the following format:<br />
<pre><br />
[<br />
{ type:1, id: 1001 },<br />
{ type:1, id: 1002 },<br />
{ type:3, id: 1003 }<br />
...<br />
]<br />
</pre><br />
<br />
'''getUnselectedItems()'''<br />
<br />
Same as the previous one, but return unselected item instead of seleted ones.<br />
<br />
=== Layout ===<br />
<br />
<br />
'''resetItemsPosition()'''<br />
<br />
If you moved an item from the stock control manually (ex: after a drag'n'drop) and want to reset their positions to their original ones, you can call this method.<br />
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.<br />
<br />
<br />
<br />
'''updateDisplay(from)'''<br />
Update the display completely (if 'from' is defined: moves new items from this location).<br />
<br />
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:<br />
<pre><br />
this.myStockControl.updateDisplay();<br />
</pre><br />
<br />
'''item_margin'''<br />
<br />
By default, there is a margin of 5px between the items of a stock. You can change the member variable "item_margin" to change this.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.item_margin=5;<br />
</pre><br />
<br />
'''changeItemsWeight( newWeights )'''<br />
<br />
With this method you can change dynamically the weight of the item types in a stock control.<br />
<br />
Items are immediately re-sorted with the new weight.<br />
<br />
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.<br />
<br />
newWeights is an associative array: item type id => new weight.<br />
<br />
Example:<br />
<pre><br />
// Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.<br />
this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );<br />
</pre><br />
<br />
Example2:<br />
<pre><br />
// Be careful with object initialisers with variables, use the bracket notation.<br />
// Item type 1 gets a new weight of 10<br />
var card_type = 1;<br />
this.myStockControl.changeItemsWeight( { [card_type]: 10 } );<br />
</pre><br />
<br />
<br />
'''centerItems'''<br />
<br />
Center the stock items in the middle of the stock container.<br />
e.g. this.myStock.centerItems = true; <br />
<br />
'''setOverlap( horizontal_percent, vertical_percent )'''<br />
<br />
Make items of the stock control "overlap" each other, to save space.<br />
<br />
By default, horizontal_overlap and vertical_overlap are 0.<br />
<br />
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can't be greater than 100.<br />
<br />
vertical_overlap works differently: one items on two are shifted up.<br />
<br />
See the games "Jaipur" or "Koryŏ" to see examples of use of this function.<br />
<br />
<br />
'''autowidth'''<br />
<br />
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly<br />
mystock.autowidth = true;<br />
<br />
'''resizeItems( width, height, background_width, background_height )'''<br />
<br />
background_width is an optional argument.<br />
background_height is an optional argument.<br />
<pre> stock.resizeItems(100, 120, 150, 170);</pre><br />
<br />
=== Customize apperance ===<br />
<br />
'''extraClasses'''<br />
<br />
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.<br />
<br />
this.playerHand.extraClasses='mycard';<br />
<br />
Note that it is the same list for all items.<br />
<br />
'''onItemCreate'''<br />
<br />
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.<br />
<br />
Complete example:<br />
<pre><br />
// During "setup" phase, we associate our method "setupNewCard" with the creation of a new stock item:<br />
this.myStockItem.onItemCreate = dojo.hitch( this, 'setupNewCard' ); <br />
<br />
<br />
// And here is our "setupNewCard":<br />
setupNewCard: function( card_div, card_type_id, card_id )<br />
{<br />
// Add a special tooltip on the card:<br />
this.addTooltip( card_div.id, _("Some nice tooltip for this item"), '' );<br />
<br />
// Note that "card_type_id" contains the type of the item, so you can do special actions depending on the item type<br />
<br />
// Add some custom HTML content INSIDE the Stock item:<br />
dojo.place( this.format_block( 'jstpl_my_card_content', {<br />
....<br />
} ), card_div.id );<br />
}<br />
<br />
</pre><br />
<br />
'''onItemDelete'''<br />
<br />
Function handler called when div is removed<br />
<br />
this.myStock.onItemDelete = (card_div, card_type_id, card_id) => { console.log("card deleted from myStock: "+card_id); };<br />
<br />
== Tips when adding/removing items to/from Stock components ==<br />
<br />
Most cases will be one of the following situations:<br />
<br />
'''Situation A''':<br />
<br />
When you add a card to a stock item, and this card is '''not''' coming from another stock:<br />
<br />
* Use '''addToStockWithId''' with a "from" argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to "reveal" card from player hand and it is not an interface element you can set from to be 'player_board_'+activePlayerId (where activePlayerId is player who played that card).<br />
<br />
'''Situation B''':<br />
<br />
When you add a card to a stock item, and this card is coming from another stock:<br />
<br />
* On the destination Stock, use '''addToStockWithId''' with a "from" argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is "myHand", then the HTML id of card 48 is "myHand_item_48".<br />
* Then, remove the source item with '''removeFromStockById'''. Note: do NOT set the 'to' argument in this call, otherwise you'll get two animations.<br />
<br />
(Note that it's important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)<br />
<br />
'''Situation C''':<br />
<br />
When you move a card from a stock item to something that is not a stock item:<br />
<br />
* Insert the card as a classic HTML template (dojo.place / this.format_block).<br />
* Place it on the Stock item with '''this.placeOnObject''', using the Stock item HTML id (see above).<br />
* Slide it to its new position with '''this.slideToObject'''.<br />
* Remove the card from the Stock item with '''removeFromStockById'''.<br />
<br />
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.<br />
<br />
<br />
You can customize this (showing the default value):<br />
<pre><br />
<br />
this.mystock.jstpl_stock_item= "<div id=\"${id}\" class=\"stockitem\" style=\"top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url('${image}');\"></div>";<br />
</pre><br />
To produce a different type of stock item<br />
<br />
== Known issues ==<br />
<br />
==== Incorrectly displayed sprites on Safari ====<br />
<br />
As mentioned above, stock displays its images using "sprites" consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.<br />
<br />
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of 'game_interface_width' is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.<br />
<br />
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify "background-size: 2800% 500%;"<br />
<br />
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.<br />
<br />
<br />
[[Category:Studio]]</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Stock&diff=13981Stock2022-07-14T14:20:49Z<p>RicardoRix: /* Layout */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
== Overview ==<br />
<br />
<br />
'''Stock''' is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.<br />
<br />
Stock is very flexible and is the most used component in BGA games.<br />
<br />
Examples of stock use cases:<br />
<br />
* Display a set of cards, typically hands (examples: ''Hearts'', ''Seasons'', ''The Boss'', ''Race for the Galaxy'').<br />
* Display items in player panels (examples: ''Takenoko'', ''Amyitis'', ...)<br />
* ... Many other situations. For example, black dice and cubes on cards in ''Troyes'' are displayed with stock components.<br />
<br />
Using stock:<br />
<br />
* Your items are arranged nicely and sorted by type.<br />
* When adding or removing items to a set, all items slide smoothly to their new position in the set.<br />
* Selecting and unselecting items are built-in functions.<br />
* You don't have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.<br />
<br />
== Using stock: a simple example ==<br />
<br />
Let's have a look on how the stock is used in the game ''Hearts'' to display a hand of standard cards.<br />
<br />
First, don't forget to add "ebg/stock" as a dependency in your js file:<br />
<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/stock" /// <==== HERE<br />
],<br />
</pre><br />
<br />
The stock is initialized in the Javascript "setup" method like this:<br />
<br />
<pre><br />
// Player hand<br />
this.playerHand = new ebg.stock();<br />
this.playerHand.create( this, $('myhand'), this.cardwidth, this.cardheight );<br />
</pre><br />
<br />
Explanations:<br />
* We create a new stock object for the player hand.<br />
* As parameters of the "create" method, we provide the width/height of an item (a card), and the div container "myhand" - which is a simple empty "div" element defined in our HTML template (.tpl).<br />
<br />
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a "CSS sprite" image named "cards.jpg" with the cards arranged in 4 rows and 13 columns.<br />
<br />
Here's how we tell stock what items to display:<br />
<br />
<pre><br />
// Specify that there are 13 images per row in the CSS sprite image<br />
this.playerHand.image_items_per_row = 13;<br />
<br />
// Create card types:<br />
for( var color=1;color<=4;color++ )<br />
{<br />
for( var value=2;value<=14;value++ )<br />
{<br />
// Build card type id<br />
var card_type_id = this.getCardUniqueId( color, value );<br />
this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+'img/cards.jpg', card_type_id );<br />
}<br />
}<br />
</pre><br />
<br />
Explanation:<br />
<br />
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.<br />
* Then for the 4x13 cards, we call the "addItemType" method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.<br />
<br />
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of "getCardUniqueId".<br />
<br />
From now on, if we need to add a card - for example, the 5 of Hearts - to a player's hand, we can do this:<br />
<br />
<pre><br />
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );<br />
</pre><br />
<br />
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using "addToStockWithId" instead:<br />
<br />
<pre><br />
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );<br />
</pre><br />
<br />
If afterwards we want to remove this card from the stock:<br />
<br />
<pre><br />
this.playerHand.removeFromStockById( my_card_id );<br />
</pre><br />
<br />
== Complete stock component reference ==<br />
<br />
=== Creation ===<br />
<br />
'''create( page, container_div, item_width, item_height ):'''<br />
<br />
With create, you create a new stock component.<br />
<br />
Parameters:<br />
* page: the container page. Usually: "this".<br />
* container_div: the container "div" element (an empty div element in your template, with an id).<br />
* width and height (in pixels) for the stock component.<br />
<br />
(See ''Hearts'' example above).<br />
<br />
'''addItemType( type, weight, image, image_position ):'''<br />
<br />
Define a new type of item and add it to the stock.<br />
<br />
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).<br />
<br />
Parameters:<br />
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.<br />
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.<br />
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.<br />
<br />
Be careful: you must specify the image url as this:<br />
<br />
<pre><br />
g_gamethemeurl+'img/yourimage.png'<br />
</pre><br />
<br />
* image_position: if "image" specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify "0" for the first cube image, 1 for the second, 2 for the third.<br />
<br />
''Important'': if there is more than one line of items in your CSS sprite, you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:<br />
<br />
<br />
'''image_items_per_row'''<br />
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.<br />
<pre><br />
// Specify that there are 10 image items per row in images used in "myStockObject" control.<br />
this.myStockObject.image_items_per_row = 4;<br />
</pre><br />
<br />
=== Add/Remove items ===<br />
<br />
<br />
'''addToStock( type, from )'''<br />
<br />
Add an item to the stock, with the specified type, but without a unique ID.<br />
<br />
To make your life easier, in most cases we suggest you use '''addToStockWithId''' in order to give an ID to the item added. '''addToStock''' is suitable when you are using a stock to control items that are generic game materials that don't need to be tracked individually (example: a bunch of money tokens).<br />
<br />
Parameters:<br />
* type: ID of the item type to use (as specified in "addItemType")<br />
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.<br />
<br />
Example:<br />
<pre><br />
// Add a money token to the "player money" stock.<br />
// The money token will appear on "player_id" player panel and will move to its position.<br />
this.playerMoney.addToStock( MONEY_TOKEN, 'overall_player_board_'+player_id );<br />
</pre><br />
<br />
Important: for a given stock control, you must use either '''addToStock''' or '''addToStockWithId''', but NEVER BOTH OF THEM.<br />
<br />
'''addToStockWithId( type, id, from )'''<br />
<br />
This is the same method as '''addToStock''', except that it also associates an ID with the newly created item.<br />
<br />
This is especially useful:<br />
<br />
* When you need to know which item(s) have been selected by the user (see '''getSelectedItems''').<br />
* When you need to remove a specific item from the stock with '''removeFromStockById'''.<br />
<br />
'''removeFromStock( type, to, noupdate )'''<br />
<br />
Remove an item of the specific type from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeFromStockById( id, to, noupdate )'''<br />
<br />
Remove an item with a specific ID from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeAll()'''<br />
<br />
Remove all items from the stock.<br />
<br />
'''removeAllTo( to )'''<br />
<br />
Remove all items from the stock. If "to" contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.<br />
<br />
<br />
<br />
=== Getters ===<br />
<br />
'''getPresentTypeList()'''<br />
<br />
Return an array with all the types of items present in the stock right now.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.removeAll();<br />
this.myStockControl.addToStock( 65 );<br />
this.myStockControl.addToStock( 34 );<br />
this.myStockControl.addToStock( 89 );<br />
this.myStockControl.addToStock( 65 );<br />
<br />
// The following returns: { 34:1, 65:1, 89:1 }<br />
var item_types = this.myStockControl.getPresentTypeList();<br />
</pre><br />
<br />
'''count():'''<br />
<br />
Return the total number of items in the stock right now.<br />
<br />
'''getAllItems()'''<br />
<br />
Get all items (same format as getSelectedItems and getUnselectedItems).<br />
<br />
'''getItemDivId(id)'''<br />
<br />
Get the div id using the stock item id (to manipulate element properties directly).<br />
<br />
'''getItemById(id)'''<br />
<br />
Get the Stock item with the id in parameter<br />
ex : return the object { type:1, id: 1001 }<br />
<br />
<br />
=== Selection ===<br />
<br />
'''setSelectionMode( mode )'''<br />
<br />
For each stock control, you can specify a selection mode:<br />
* 0: no item can be selected by the player.<br />
* 1: a maximum of one item can be selected by the player at a time.<br />
* 2 (default): multiple items can be selected by the player at the same time.<br />
<br />
'''setSelectionAppearance( type )'''<br />
<br />
For each stock control, you can specify a selection highlighting type:<br />
* 'border': there will be a red border around selected items (this is the default). The attribute 'apparenceBorderWidth' can be used to manage the width of the border (in pixels).<br />
* 'disappear': the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.<br />
* 'class': there will be an extra '''stockitem_selected''' css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the '''selectionClass''' attribute. You can also override the default class in the css file for your game but beware of the '''!important''' keyword.<br />
<br />
By default this class definition is:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid red ! important;<br />
}<br />
</pre><br />
<br />
If you want to override it (for example, to change the border color) add this in your <game>.css file:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid orange ! important;<br />
}<br />
</pre><br />
<br />
'''isSelected( id )'''<br />
<br />
Return a boolean indicating whether the specified item id has been selected.<br />
<br />
'''selectItem( id )'''<br />
<br />
Select the specified item.<br />
<br />
'''unselectItem( id )'''<br />
<br />
Unselect the specified item.<br />
<br />
'''unselectAll()'''<br />
<br />
Unselect all items of the stock.<br />
<br />
'''onChangeSelection'''<br />
<br />
This callback method is called when the player selects/unselects an item of the stock.<br />
<br />
You can connect this to one of your methods like this:<br />
<br />
<pre><br />
dojo.connect( this.myStockControl, 'onChangeSelection', this, 'onMyMethodToCall' );<br />
<br />
(...)<br />
<br />
onMyMethodToCall: function( control_name, item_id )<br />
{<br />
// This method is called when myStockControl selected items changed<br />
var items = this.myStockControl.getSelectedItems();<br />
<br />
// (do something)<br />
},<br />
</pre><br />
<br />
Nota bene: <br />
- The "control_name" argument is the ID (the "DOM" id) of the "div" container of your stock control. Using "control_name", you can use the same callback method for different Stock control and see which one trigger the method.<br />
- The "item_id" argument is the stock ID (index) of the stock item that has just been selected/unselected.<br />
<br />
'''getSelectedItems()'''<br />
<br />
Return the list of selected items, as an array with the following format:<br />
<pre><br />
[<br />
{ type:1, id: 1001 },<br />
{ type:1, id: 1002 },<br />
{ type:3, id: 1003 }<br />
...<br />
]<br />
</pre><br />
<br />
'''getUnselectedItems()'''<br />
<br />
Same as the previous one, but return unselected item instead of seleted ones.<br />
<br />
=== Layout ===<br />
<br />
<br />
'''resetItemsPosition()'''<br />
<br />
If you moved an item from the stock control manually (ex: after a drag'n'drop) and want to reset their positions to their original ones, you can call this method.<br />
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.<br />
<br />
<br />
<br />
'''updateDisplay(from)'''<br />
Update the display completely (if 'from' is defined: moves new items from this location).<br />
<br />
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:<br />
<pre><br />
this.myStockControl.updateDisplay();<br />
</pre><br />
<br />
'''item_margin'''<br />
<br />
By default, there is a margin of 5px between the items of a stock. You can change the member variable "item_margin" to change this.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.item_margin=5;<br />
</pre><br />
<br />
'''changeItemsWeight( newWeights )'''<br />
<br />
With this method you can change dynamically the weight of the item types in a stock control.<br />
<br />
Items are immediately re-sorted with the new weight.<br />
<br />
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.<br />
<br />
newWeights is an associative array: item type id => new weight.<br />
<br />
Example:<br />
<pre><br />
// Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.<br />
this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );<br />
</pre><br />
<br />
Example2:<br />
<pre><br />
// Be careful with object initialisers with variables, use the bracket notation.<br />
// Item type 1 gets a new weight of 10<br />
var card_type = 1;<br />
this.myStockControl.changeItemsWeight( { [card_type]: 10 } );<br />
</pre><br />
<br />
<br />
'''centerItems'''<br />
<br />
Center the stock items in the middle of the stock container.<br />
e.g. this.myStock.centerItems = true; <br />
<br />
'''setOverlap( horizontal_percent, vertical_percent )'''<br />
<br />
Make items of the stock control "overlap" each other, to save space.<br />
<br />
By default, horizontal_overlap and vertical_overlap are 0.<br />
<br />
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can't be greater than 100.<br />
<br />
vertical_overlap works differently: one items on two are shifted up.<br />
<br />
See the games "Jaipur" or "Koryŏ" to see examples of use of this function.<br />
<br />
<br />
'''autowidth'''<br />
<br />
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly<br />
mystock.autowidth = true;<br />
<br />
'''resizeItems( width, height, background_width, background_height )'''<br />
<br />
<pre> stock.resizeItems(100, 120, 150, 170);</pre><br />
<br />
background_width, background_height are optional arguments.<br />
<br />
=== Customize apperance ===<br />
<br />
'''extraClasses'''<br />
<br />
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.<br />
<br />
this.playerHand.extraClasses='mycard';<br />
<br />
Note that it is the same list for all items.<br />
<br />
'''onItemCreate'''<br />
<br />
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.<br />
<br />
Complete example:<br />
<pre><br />
// During "setup" phase, we associate our method "setupNewCard" with the creation of a new stock item:<br />
this.myStockItem.onItemCreate = dojo.hitch( this, 'setupNewCard' ); <br />
<br />
<br />
// And here is our "setupNewCard":<br />
setupNewCard: function( card_div, card_type_id, card_id )<br />
{<br />
// Add a special tooltip on the card:<br />
this.addTooltip( card_div.id, _("Some nice tooltip for this item"), '' );<br />
<br />
// Note that "card_type_id" contains the type of the item, so you can do special actions depending on the item type<br />
<br />
// Add some custom HTML content INSIDE the Stock item:<br />
dojo.place( this.format_block( 'jstpl_my_card_content', {<br />
....<br />
} ), card_div.id );<br />
}<br />
<br />
</pre><br />
<br />
'''onItemDelete'''<br />
<br />
Function handler called when div is removed<br />
<br />
this.myStock.onItemDelete = (card_div, card_type_id, card_id) => { console.log("card deleted from myStock: "+card_id); };<br />
<br />
== Tips when adding/removing items to/from Stock components ==<br />
<br />
Most cases will be one of the following situations:<br />
<br />
'''Situation A''':<br />
<br />
When you add a card to a stock item, and this card is '''not''' coming from another stock:<br />
<br />
* Use '''addToStockWithId''' with a "from" argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to "reveal" card from player hand and it is not an interface element you can set from to be 'player_board_'+activePlayerId (where activePlayerId is player who played that card).<br />
<br />
'''Situation B''':<br />
<br />
When you add a card to a stock item, and this card is coming from another stock:<br />
<br />
* On the destination Stock, use '''addToStockWithId''' with a "from" argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is "myHand", then the HTML id of card 48 is "myHand_item_48".<br />
* Then, remove the source item with '''removeFromStockById'''. Note: do NOT set the 'to' argument in this call, otherwise you'll get two animations.<br />
<br />
(Note that it's important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)<br />
<br />
'''Situation C''':<br />
<br />
When you move a card from a stock item to something that is not a stock item:<br />
<br />
* Insert the card as a classic HTML template (dojo.place / this.format_block).<br />
* Place it on the Stock item with '''this.placeOnObject''', using the Stock item HTML id (see above).<br />
* Slide it to its new position with '''this.slideToObject'''.<br />
* Remove the card from the Stock item with '''removeFromStockById'''.<br />
<br />
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.<br />
<br />
<br />
You can customize this (showing the default value):<br />
<pre><br />
<br />
this.mystock.jstpl_stock_item= "<div id=\"${id}\" class=\"stockitem\" style=\"top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url('${image}');\"></div>";<br />
</pre><br />
To produce a different type of stock item<br />
<br />
== Known issues ==<br />
<br />
==== Incorrectly displayed sprites on Safari ====<br />
<br />
As mentioned above, stock displays its images using "sprites" consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.<br />
<br />
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of 'game_interface_width' is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.<br />
<br />
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify "background-size: 2800% 500%;"<br />
<br />
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.<br />
<br />
<br />
[[Category:Studio]]</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Stock&diff=13980Stock2022-07-14T14:16:52Z<p>RicardoRix: /* Layout */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
== Overview ==<br />
<br />
<br />
'''Stock''' is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.<br />
<br />
Stock is very flexible and is the most used component in BGA games.<br />
<br />
Examples of stock use cases:<br />
<br />
* Display a set of cards, typically hands (examples: ''Hearts'', ''Seasons'', ''The Boss'', ''Race for the Galaxy'').<br />
* Display items in player panels (examples: ''Takenoko'', ''Amyitis'', ...)<br />
* ... Many other situations. For example, black dice and cubes on cards in ''Troyes'' are displayed with stock components.<br />
<br />
Using stock:<br />
<br />
* Your items are arranged nicely and sorted by type.<br />
* When adding or removing items to a set, all items slide smoothly to their new position in the set.<br />
* Selecting and unselecting items are built-in functions.<br />
* You don't have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.<br />
<br />
== Using stock: a simple example ==<br />
<br />
Let's have a look on how the stock is used in the game ''Hearts'' to display a hand of standard cards.<br />
<br />
First, don't forget to add "ebg/stock" as a dependency in your js file:<br />
<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/stock" /// <==== HERE<br />
],<br />
</pre><br />
<br />
The stock is initialized in the Javascript "setup" method like this:<br />
<br />
<pre><br />
// Player hand<br />
this.playerHand = new ebg.stock();<br />
this.playerHand.create( this, $('myhand'), this.cardwidth, this.cardheight );<br />
</pre><br />
<br />
Explanations:<br />
* We create a new stock object for the player hand.<br />
* As parameters of the "create" method, we provide the width/height of an item (a card), and the div container "myhand" - which is a simple empty "div" element defined in our HTML template (.tpl).<br />
<br />
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a "CSS sprite" image named "cards.jpg" with the cards arranged in 4 rows and 13 columns.<br />
<br />
Here's how we tell stock what items to display:<br />
<br />
<pre><br />
// Specify that there are 13 images per row in the CSS sprite image<br />
this.playerHand.image_items_per_row = 13;<br />
<br />
// Create card types:<br />
for( var color=1;color<=4;color++ )<br />
{<br />
for( var value=2;value<=14;value++ )<br />
{<br />
// Build card type id<br />
var card_type_id = this.getCardUniqueId( color, value );<br />
this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+'img/cards.jpg', card_type_id );<br />
}<br />
}<br />
</pre><br />
<br />
Explanation:<br />
<br />
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.<br />
* Then for the 4x13 cards, we call the "addItemType" method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.<br />
<br />
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of "getCardUniqueId".<br />
<br />
From now on, if we need to add a card - for example, the 5 of Hearts - to a player's hand, we can do this:<br />
<br />
<pre><br />
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );<br />
</pre><br />
<br />
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using "addToStockWithId" instead:<br />
<br />
<pre><br />
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );<br />
</pre><br />
<br />
If afterwards we want to remove this card from the stock:<br />
<br />
<pre><br />
this.playerHand.removeFromStockById( my_card_id );<br />
</pre><br />
<br />
== Complete stock component reference ==<br />
<br />
=== Creation ===<br />
<br />
'''create( page, container_div, item_width, item_height ):'''<br />
<br />
With create, you create a new stock component.<br />
<br />
Parameters:<br />
* page: the container page. Usually: "this".<br />
* container_div: the container "div" element (an empty div element in your template, with an id).<br />
* width and height (in pixels) for the stock component.<br />
<br />
(See ''Hearts'' example above).<br />
<br />
'''addItemType( type, weight, image, image_position ):'''<br />
<br />
Define a new type of item and add it to the stock.<br />
<br />
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).<br />
<br />
Parameters:<br />
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.<br />
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.<br />
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.<br />
<br />
Be careful: you must specify the image url as this:<br />
<br />
<pre><br />
g_gamethemeurl+'img/yourimage.png'<br />
</pre><br />
<br />
* image_position: if "image" specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify "0" for the first cube image, 1 for the second, 2 for the third.<br />
<br />
''Important'': if there is more than one line of items in your CSS sprite, you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:<br />
<br />
<br />
'''image_items_per_row'''<br />
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.<br />
<pre><br />
// Specify that there are 10 image items per row in images used in "myStockObject" control.<br />
this.myStockObject.image_items_per_row = 4;<br />
</pre><br />
<br />
=== Add/Remove items ===<br />
<br />
<br />
'''addToStock( type, from )'''<br />
<br />
Add an item to the stock, with the specified type, but without a unique ID.<br />
<br />
To make your life easier, in most cases we suggest you use '''addToStockWithId''' in order to give an ID to the item added. '''addToStock''' is suitable when you are using a stock to control items that are generic game materials that don't need to be tracked individually (example: a bunch of money tokens).<br />
<br />
Parameters:<br />
* type: ID of the item type to use (as specified in "addItemType")<br />
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.<br />
<br />
Example:<br />
<pre><br />
// Add a money token to the "player money" stock.<br />
// The money token will appear on "player_id" player panel and will move to its position.<br />
this.playerMoney.addToStock( MONEY_TOKEN, 'overall_player_board_'+player_id );<br />
</pre><br />
<br />
Important: for a given stock control, you must use either '''addToStock''' or '''addToStockWithId''', but NEVER BOTH OF THEM.<br />
<br />
'''addToStockWithId( type, id, from )'''<br />
<br />
This is the same method as '''addToStock''', except that it also associates an ID with the newly created item.<br />
<br />
This is especially useful:<br />
<br />
* When you need to know which item(s) have been selected by the user (see '''getSelectedItems''').<br />
* When you need to remove a specific item from the stock with '''removeFromStockById'''.<br />
<br />
'''removeFromStock( type, to, noupdate )'''<br />
<br />
Remove an item of the specific type from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeFromStockById( id, to, noupdate )'''<br />
<br />
Remove an item with a specific ID from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeAll()'''<br />
<br />
Remove all items from the stock.<br />
<br />
'''removeAllTo( to )'''<br />
<br />
Remove all items from the stock. If "to" contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.<br />
<br />
<br />
<br />
=== Getters ===<br />
<br />
'''getPresentTypeList()'''<br />
<br />
Return an array with all the types of items present in the stock right now.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.removeAll();<br />
this.myStockControl.addToStock( 65 );<br />
this.myStockControl.addToStock( 34 );<br />
this.myStockControl.addToStock( 89 );<br />
this.myStockControl.addToStock( 65 );<br />
<br />
// The following returns: { 34:1, 65:1, 89:1 }<br />
var item_types = this.myStockControl.getPresentTypeList();<br />
</pre><br />
<br />
'''count():'''<br />
<br />
Return the total number of items in the stock right now.<br />
<br />
'''getAllItems()'''<br />
<br />
Get all items (same format as getSelectedItems and getUnselectedItems).<br />
<br />
'''getItemDivId(id)'''<br />
<br />
Get the div id using the stock item id (to manipulate element properties directly).<br />
<br />
'''getItemById(id)'''<br />
<br />
Get the Stock item with the id in parameter<br />
ex : return the object { type:1, id: 1001 }<br />
<br />
<br />
=== Selection ===<br />
<br />
'''setSelectionMode( mode )'''<br />
<br />
For each stock control, you can specify a selection mode:<br />
* 0: no item can be selected by the player.<br />
* 1: a maximum of one item can be selected by the player at a time.<br />
* 2 (default): multiple items can be selected by the player at the same time.<br />
<br />
'''setSelectionAppearance( type )'''<br />
<br />
For each stock control, you can specify a selection highlighting type:<br />
* 'border': there will be a red border around selected items (this is the default). The attribute 'apparenceBorderWidth' can be used to manage the width of the border (in pixels).<br />
* 'disappear': the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.<br />
* 'class': there will be an extra '''stockitem_selected''' css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the '''selectionClass''' attribute. You can also override the default class in the css file for your game but beware of the '''!important''' keyword.<br />
<br />
By default this class definition is:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid red ! important;<br />
}<br />
</pre><br />
<br />
If you want to override it (for example, to change the border color) add this in your <game>.css file:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid orange ! important;<br />
}<br />
</pre><br />
<br />
'''isSelected( id )'''<br />
<br />
Return a boolean indicating whether the specified item id has been selected.<br />
<br />
'''selectItem( id )'''<br />
<br />
Select the specified item.<br />
<br />
'''unselectItem( id )'''<br />
<br />
Unselect the specified item.<br />
<br />
'''unselectAll()'''<br />
<br />
Unselect all items of the stock.<br />
<br />
'''onChangeSelection'''<br />
<br />
This callback method is called when the player selects/unselects an item of the stock.<br />
<br />
You can connect this to one of your methods like this:<br />
<br />
<pre><br />
dojo.connect( this.myStockControl, 'onChangeSelection', this, 'onMyMethodToCall' );<br />
<br />
(...)<br />
<br />
onMyMethodToCall: function( control_name, item_id )<br />
{<br />
// This method is called when myStockControl selected items changed<br />
var items = this.myStockControl.getSelectedItems();<br />
<br />
// (do something)<br />
},<br />
</pre><br />
<br />
Nota bene: <br />
- The "control_name" argument is the ID (the "DOM" id) of the "div" container of your stock control. Using "control_name", you can use the same callback method for different Stock control and see which one trigger the method.<br />
- The "item_id" argument is the stock ID (index) of the stock item that has just been selected/unselected.<br />
<br />
'''getSelectedItems()'''<br />
<br />
Return the list of selected items, as an array with the following format:<br />
<pre><br />
[<br />
{ type:1, id: 1001 },<br />
{ type:1, id: 1002 },<br />
{ type:3, id: 1003 }<br />
...<br />
]<br />
</pre><br />
<br />
'''getUnselectedItems()'''<br />
<br />
Same as the previous one, but return unselected item instead of seleted ones.<br />
<br />
=== Layout ===<br />
<br />
<br />
'''resetItemsPosition()'''<br />
<br />
If you moved an item from the stock control manually (ex: after a drag'n'drop) and want to reset their positions to their original ones, you can call this method.<br />
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.<br />
<br />
<br />
<br />
'''updateDisplay(from)'''<br />
Update the display completely (if 'from' is defined: moves new items from this location).<br />
<br />
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:<br />
<pre><br />
this.myStockControl.updateDisplay();<br />
</pre><br />
<br />
'''item_margin'''<br />
<br />
By default, there is a margin of 5px between the items of a stock. You can change the member variable "item_margin" to change this.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.item_margin=5;<br />
</pre><br />
<br />
'''changeItemsWeight( newWeights )'''<br />
<br />
With this method you can change dynamically the weight of the item types in a stock control.<br />
<br />
Items are immediately re-sorted with the new weight.<br />
<br />
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.<br />
<br />
newWeights is an associative array: item type id => new weight.<br />
<br />
Example:<br />
<pre><br />
// Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.<br />
this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );<br />
</pre><br />
<br />
Example2:<br />
<pre><br />
// Be careful with object initialisers with variables, use the bracket notation.<br />
// Item type 1 gets a new weight of 10<br />
var card_type = 1;<br />
this.myStockControl.changeItemsWeight( { [card_type]: 10 } );<br />
</pre><br />
<br />
<br />
'''centerItems'''<br />
<br />
Center the stock items in the middle of the stock container.<br />
e.g. this.myStock.centerItems = true; <br />
<br />
'''setOverlap( horizontal_percent, vertical_percent )'''<br />
<br />
Make items of the stock control "overlap" each other, to save space.<br />
<br />
By default, horizontal_overlap and vertical_overlap are 0.<br />
<br />
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can't be greater than 100.<br />
<br />
vertical_overlap works differently: one items on two are shifted up.<br />
<br />
See the games "Jaipur" or "Koryŏ" to see examples of use of this function.<br />
<br />
<br />
'''autowidth'''<br />
<br />
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly<br />
mystock.autowidth = true;<br />
<br />
'''resizeItems( width, height, background-width, background-height )'''<br />
<br />
<pre> stock.resizeItems(100, 120, 150, 170);</pre><br />
<br />
=== Customize apperance ===<br />
<br />
'''extraClasses'''<br />
<br />
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.<br />
<br />
this.playerHand.extraClasses='mycard';<br />
<br />
Note that it is the same list for all items.<br />
<br />
'''onItemCreate'''<br />
<br />
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.<br />
<br />
Complete example:<br />
<pre><br />
// During "setup" phase, we associate our method "setupNewCard" with the creation of a new stock item:<br />
this.myStockItem.onItemCreate = dojo.hitch( this, 'setupNewCard' ); <br />
<br />
<br />
// And here is our "setupNewCard":<br />
setupNewCard: function( card_div, card_type_id, card_id )<br />
{<br />
// Add a special tooltip on the card:<br />
this.addTooltip( card_div.id, _("Some nice tooltip for this item"), '' );<br />
<br />
// Note that "card_type_id" contains the type of the item, so you can do special actions depending on the item type<br />
<br />
// Add some custom HTML content INSIDE the Stock item:<br />
dojo.place( this.format_block( 'jstpl_my_card_content', {<br />
....<br />
} ), card_div.id );<br />
}<br />
<br />
</pre><br />
<br />
'''onItemDelete'''<br />
<br />
Function handler called when div is removed<br />
<br />
this.myStock.onItemDelete = (card_div, card_type_id, card_id) => { console.log("card deleted from myStock: "+card_id); };<br />
<br />
== Tips when adding/removing items to/from Stock components ==<br />
<br />
Most cases will be one of the following situations:<br />
<br />
'''Situation A''':<br />
<br />
When you add a card to a stock item, and this card is '''not''' coming from another stock:<br />
<br />
* Use '''addToStockWithId''' with a "from" argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to "reveal" card from player hand and it is not an interface element you can set from to be 'player_board_'+activePlayerId (where activePlayerId is player who played that card).<br />
<br />
'''Situation B''':<br />
<br />
When you add a card to a stock item, and this card is coming from another stock:<br />
<br />
* On the destination Stock, use '''addToStockWithId''' with a "from" argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is "myHand", then the HTML id of card 48 is "myHand_item_48".<br />
* Then, remove the source item with '''removeFromStockById'''. Note: do NOT set the 'to' argument in this call, otherwise you'll get two animations.<br />
<br />
(Note that it's important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)<br />
<br />
'''Situation C''':<br />
<br />
When you move a card from a stock item to something that is not a stock item:<br />
<br />
* Insert the card as a classic HTML template (dojo.place / this.format_block).<br />
* Place it on the Stock item with '''this.placeOnObject''', using the Stock item HTML id (see above).<br />
* Slide it to its new position with '''this.slideToObject'''.<br />
* Remove the card from the Stock item with '''removeFromStockById'''.<br />
<br />
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.<br />
<br />
<br />
You can customize this (showing the default value):<br />
<pre><br />
<br />
this.mystock.jstpl_stock_item= "<div id=\"${id}\" class=\"stockitem\" style=\"top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url('${image}');\"></div>";<br />
</pre><br />
To produce a different type of stock item<br />
<br />
== Known issues ==<br />
<br />
==== Incorrectly displayed sprites on Safari ====<br />
<br />
As mentioned above, stock displays its images using "sprites" consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.<br />
<br />
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of 'game_interface_width' is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.<br />
<br />
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify "background-size: 2800% 500%;"<br />
<br />
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.<br />
<br />
<br />
[[Category:Studio]]</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Stock&diff=13979Stock2022-07-14T14:15:15Z<p>RicardoRix: /* Layout */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
== Overview ==<br />
<br />
<br />
'''Stock''' is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.<br />
<br />
Stock is very flexible and is the most used component in BGA games.<br />
<br />
Examples of stock use cases:<br />
<br />
* Display a set of cards, typically hands (examples: ''Hearts'', ''Seasons'', ''The Boss'', ''Race for the Galaxy'').<br />
* Display items in player panels (examples: ''Takenoko'', ''Amyitis'', ...)<br />
* ... Many other situations. For example, black dice and cubes on cards in ''Troyes'' are displayed with stock components.<br />
<br />
Using stock:<br />
<br />
* Your items are arranged nicely and sorted by type.<br />
* When adding or removing items to a set, all items slide smoothly to their new position in the set.<br />
* Selecting and unselecting items are built-in functions.<br />
* You don't have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.<br />
<br />
== Using stock: a simple example ==<br />
<br />
Let's have a look on how the stock is used in the game ''Hearts'' to display a hand of standard cards.<br />
<br />
First, don't forget to add "ebg/stock" as a dependency in your js file:<br />
<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/stock" /// <==== HERE<br />
],<br />
</pre><br />
<br />
The stock is initialized in the Javascript "setup" method like this:<br />
<br />
<pre><br />
// Player hand<br />
this.playerHand = new ebg.stock();<br />
this.playerHand.create( this, $('myhand'), this.cardwidth, this.cardheight );<br />
</pre><br />
<br />
Explanations:<br />
* We create a new stock object for the player hand.<br />
* As parameters of the "create" method, we provide the width/height of an item (a card), and the div container "myhand" - which is a simple empty "div" element defined in our HTML template (.tpl).<br />
<br />
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a "CSS sprite" image named "cards.jpg" with the cards arranged in 4 rows and 13 columns.<br />
<br />
Here's how we tell stock what items to display:<br />
<br />
<pre><br />
// Specify that there are 13 images per row in the CSS sprite image<br />
this.playerHand.image_items_per_row = 13;<br />
<br />
// Create card types:<br />
for( var color=1;color<=4;color++ )<br />
{<br />
for( var value=2;value<=14;value++ )<br />
{<br />
// Build card type id<br />
var card_type_id = this.getCardUniqueId( color, value );<br />
this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+'img/cards.jpg', card_type_id );<br />
}<br />
}<br />
</pre><br />
<br />
Explanation:<br />
<br />
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.<br />
* Then for the 4x13 cards, we call the "addItemType" method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.<br />
<br />
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of "getCardUniqueId".<br />
<br />
From now on, if we need to add a card - for example, the 5 of Hearts - to a player's hand, we can do this:<br />
<br />
<pre><br />
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );<br />
</pre><br />
<br />
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using "addToStockWithId" instead:<br />
<br />
<pre><br />
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );<br />
</pre><br />
<br />
If afterwards we want to remove this card from the stock:<br />
<br />
<pre><br />
this.playerHand.removeFromStockById( my_card_id );<br />
</pre><br />
<br />
== Complete stock component reference ==<br />
<br />
=== Creation ===<br />
<br />
'''create( page, container_div, item_width, item_height ):'''<br />
<br />
With create, you create a new stock component.<br />
<br />
Parameters:<br />
* page: the container page. Usually: "this".<br />
* container_div: the container "div" element (an empty div element in your template, with an id).<br />
* width and height (in pixels) for the stock component.<br />
<br />
(See ''Hearts'' example above).<br />
<br />
'''addItemType( type, weight, image, image_position ):'''<br />
<br />
Define a new type of item and add it to the stock.<br />
<br />
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).<br />
<br />
Parameters:<br />
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.<br />
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.<br />
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.<br />
<br />
Be careful: you must specify the image url as this:<br />
<br />
<pre><br />
g_gamethemeurl+'img/yourimage.png'<br />
</pre><br />
<br />
* image_position: if "image" specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify "0" for the first cube image, 1 for the second, 2 for the third.<br />
<br />
''Important'': if there is more than one line of items in your CSS sprite, you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:<br />
<br />
<br />
'''image_items_per_row'''<br />
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.<br />
<pre><br />
// Specify that there are 10 image items per row in images used in "myStockObject" control.<br />
this.myStockObject.image_items_per_row = 4;<br />
</pre><br />
<br />
=== Add/Remove items ===<br />
<br />
<br />
'''addToStock( type, from )'''<br />
<br />
Add an item to the stock, with the specified type, but without a unique ID.<br />
<br />
To make your life easier, in most cases we suggest you use '''addToStockWithId''' in order to give an ID to the item added. '''addToStock''' is suitable when you are using a stock to control items that are generic game materials that don't need to be tracked individually (example: a bunch of money tokens).<br />
<br />
Parameters:<br />
* type: ID of the item type to use (as specified in "addItemType")<br />
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.<br />
<br />
Example:<br />
<pre><br />
// Add a money token to the "player money" stock.<br />
// The money token will appear on "player_id" player panel and will move to its position.<br />
this.playerMoney.addToStock( MONEY_TOKEN, 'overall_player_board_'+player_id );<br />
</pre><br />
<br />
Important: for a given stock control, you must use either '''addToStock''' or '''addToStockWithId''', but NEVER BOTH OF THEM.<br />
<br />
'''addToStockWithId( type, id, from )'''<br />
<br />
This is the same method as '''addToStock''', except that it also associates an ID with the newly created item.<br />
<br />
This is especially useful:<br />
<br />
* When you need to know which item(s) have been selected by the user (see '''getSelectedItems''').<br />
* When you need to remove a specific item from the stock with '''removeFromStockById'''.<br />
<br />
'''removeFromStock( type, to, noupdate )'''<br />
<br />
Remove an item of the specific type from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeFromStockById( id, to, noupdate )'''<br />
<br />
Remove an item with a specific ID from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeAll()'''<br />
<br />
Remove all items from the stock.<br />
<br />
'''removeAllTo( to )'''<br />
<br />
Remove all items from the stock. If "to" contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.<br />
<br />
<br />
<br />
=== Getters ===<br />
<br />
'''getPresentTypeList()'''<br />
<br />
Return an array with all the types of items present in the stock right now.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.removeAll();<br />
this.myStockControl.addToStock( 65 );<br />
this.myStockControl.addToStock( 34 );<br />
this.myStockControl.addToStock( 89 );<br />
this.myStockControl.addToStock( 65 );<br />
<br />
// The following returns: { 34:1, 65:1, 89:1 }<br />
var item_types = this.myStockControl.getPresentTypeList();<br />
</pre><br />
<br />
'''count():'''<br />
<br />
Return the total number of items in the stock right now.<br />
<br />
'''getAllItems()'''<br />
<br />
Get all items (same format as getSelectedItems and getUnselectedItems).<br />
<br />
'''getItemDivId(id)'''<br />
<br />
Get the div id using the stock item id (to manipulate element properties directly).<br />
<br />
'''getItemById(id)'''<br />
<br />
Get the Stock item with the id in parameter<br />
ex : return the object { type:1, id: 1001 }<br />
<br />
<br />
=== Selection ===<br />
<br />
'''setSelectionMode( mode )'''<br />
<br />
For each stock control, you can specify a selection mode:<br />
* 0: no item can be selected by the player.<br />
* 1: a maximum of one item can be selected by the player at a time.<br />
* 2 (default): multiple items can be selected by the player at the same time.<br />
<br />
'''setSelectionAppearance( type )'''<br />
<br />
For each stock control, you can specify a selection highlighting type:<br />
* 'border': there will be a red border around selected items (this is the default). The attribute 'apparenceBorderWidth' can be used to manage the width of the border (in pixels).<br />
* 'disappear': the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.<br />
* 'class': there will be an extra '''stockitem_selected''' css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the '''selectionClass''' attribute. You can also override the default class in the css file for your game but beware of the '''!important''' keyword.<br />
<br />
By default this class definition is:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid red ! important;<br />
}<br />
</pre><br />
<br />
If you want to override it (for example, to change the border color) add this in your <game>.css file:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid orange ! important;<br />
}<br />
</pre><br />
<br />
'''isSelected( id )'''<br />
<br />
Return a boolean indicating whether the specified item id has been selected.<br />
<br />
'''selectItem( id )'''<br />
<br />
Select the specified item.<br />
<br />
'''unselectItem( id )'''<br />
<br />
Unselect the specified item.<br />
<br />
'''unselectAll()'''<br />
<br />
Unselect all items of the stock.<br />
<br />
'''onChangeSelection'''<br />
<br />
This callback method is called when the player selects/unselects an item of the stock.<br />
<br />
You can connect this to one of your methods like this:<br />
<br />
<pre><br />
dojo.connect( this.myStockControl, 'onChangeSelection', this, 'onMyMethodToCall' );<br />
<br />
(...)<br />
<br />
onMyMethodToCall: function( control_name, item_id )<br />
{<br />
// This method is called when myStockControl selected items changed<br />
var items = this.myStockControl.getSelectedItems();<br />
<br />
// (do something)<br />
},<br />
</pre><br />
<br />
Nota bene: <br />
- The "control_name" argument is the ID (the "DOM" id) of the "div" container of your stock control. Using "control_name", you can use the same callback method for different Stock control and see which one trigger the method.<br />
- The "item_id" argument is the stock ID (index) of the stock item that has just been selected/unselected.<br />
<br />
'''getSelectedItems()'''<br />
<br />
Return the list of selected items, as an array with the following format:<br />
<pre><br />
[<br />
{ type:1, id: 1001 },<br />
{ type:1, id: 1002 },<br />
{ type:3, id: 1003 }<br />
...<br />
]<br />
</pre><br />
<br />
'''getUnselectedItems()'''<br />
<br />
Same as the previous one, but return unselected item instead of seleted ones.<br />
<br />
=== Layout ===<br />
<br />
<br />
'''resetItemsPosition()'''<br />
<br />
If you moved an item from the stock control manually (ex: after a drag'n'drop) and want to reset their positions to their original ones, you can call this method.<br />
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.<br />
<br />
<br />
<br />
'''updateDisplay(from)'''<br />
Update the display completely (if 'from' is defined: moves new items from this location).<br />
<br />
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:<br />
<pre><br />
this.myStockControl.updateDisplay();<br />
</pre><br />
<br />
'''item_margin'''<br />
<br />
By default, there is a margin of 5px between the items of a stock. You can change the member variable "item_margin" to change this.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.item_margin=5;<br />
</pre><br />
<br />
'''changeItemsWeight( newWeights )'''<br />
<br />
With this method you can change dynamically the weight of the item types in a stock control.<br />
<br />
Items are immediately re-sorted with the new weight.<br />
<br />
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.<br />
<br />
newWeights is an associative array: item type id => new weight.<br />
<br />
Example:<br />
<pre><br />
// Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.<br />
this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );<br />
</pre><br />
<br />
Example2:<br />
<pre><br />
// Be careful with object initialisers with variables, use the bracket notation.<br />
// Item type 1 gets a new weight of 10<br />
var card_type = 1;<br />
this.myStockControl.changeItemsWeight( { [card_type]: 10 } );<br />
</pre><br />
<br />
<br />
'''centerItems'''<br />
<br />
Center the stock items in the middle of the stock container.<br />
e.g. this.myStock.centerItems = true; <br />
<br />
'''setOverlap( horizontal_percent, vertical_percent )'''<br />
<br />
Make items of the stock control "overlap" each other, to save space.<br />
<br />
By default, horizontal_overlap and vertical_overlap are 0.<br />
<br />
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can't be greater than 100.<br />
<br />
vertical_overlap works differently: one items on two are shifted up.<br />
<br />
See the games "Jaipur" or "Koryŏ" to see examples of use of this function.<br />
<br />
<br />
'''autowidth'''<br />
<br />
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly<br />
mystock.autowidth = true;<br />
<br />
'''resizeItems'''<br />
<br />
<pre> stock.resizeItems(width, height, background-width, background-height);</pre><br />
<br />
=== Customize apperance ===<br />
<br />
'''extraClasses'''<br />
<br />
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.<br />
<br />
this.playerHand.extraClasses='mycard';<br />
<br />
Note that it is the same list for all items.<br />
<br />
'''onItemCreate'''<br />
<br />
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.<br />
<br />
Complete example:<br />
<pre><br />
// During "setup" phase, we associate our method "setupNewCard" with the creation of a new stock item:<br />
this.myStockItem.onItemCreate = dojo.hitch( this, 'setupNewCard' ); <br />
<br />
<br />
// And here is our "setupNewCard":<br />
setupNewCard: function( card_div, card_type_id, card_id )<br />
{<br />
// Add a special tooltip on the card:<br />
this.addTooltip( card_div.id, _("Some nice tooltip for this item"), '' );<br />
<br />
// Note that "card_type_id" contains the type of the item, so you can do special actions depending on the item type<br />
<br />
// Add some custom HTML content INSIDE the Stock item:<br />
dojo.place( this.format_block( 'jstpl_my_card_content', {<br />
....<br />
} ), card_div.id );<br />
}<br />
<br />
</pre><br />
<br />
'''onItemDelete'''<br />
<br />
Function handler called when div is removed<br />
<br />
this.myStock.onItemDelete = (card_div, card_type_id, card_id) => { console.log("card deleted from myStock: "+card_id); };<br />
<br />
== Tips when adding/removing items to/from Stock components ==<br />
<br />
Most cases will be one of the following situations:<br />
<br />
'''Situation A''':<br />
<br />
When you add a card to a stock item, and this card is '''not''' coming from another stock:<br />
<br />
* Use '''addToStockWithId''' with a "from" argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to "reveal" card from player hand and it is not an interface element you can set from to be 'player_board_'+activePlayerId (where activePlayerId is player who played that card).<br />
<br />
'''Situation B''':<br />
<br />
When you add a card to a stock item, and this card is coming from another stock:<br />
<br />
* On the destination Stock, use '''addToStockWithId''' with a "from" argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is "myHand", then the HTML id of card 48 is "myHand_item_48".<br />
* Then, remove the source item with '''removeFromStockById'''. Note: do NOT set the 'to' argument in this call, otherwise you'll get two animations.<br />
<br />
(Note that it's important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)<br />
<br />
'''Situation C''':<br />
<br />
When you move a card from a stock item to something that is not a stock item:<br />
<br />
* Insert the card as a classic HTML template (dojo.place / this.format_block).<br />
* Place it on the Stock item with '''this.placeOnObject''', using the Stock item HTML id (see above).<br />
* Slide it to its new position with '''this.slideToObject'''.<br />
* Remove the card from the Stock item with '''removeFromStockById'''.<br />
<br />
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.<br />
<br />
<br />
You can customize this (showing the default value):<br />
<pre><br />
<br />
this.mystock.jstpl_stock_item= "<div id=\"${id}\" class=\"stockitem\" style=\"top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url('${image}');\"></div>";<br />
</pre><br />
To produce a different type of stock item<br />
<br />
== Known issues ==<br />
<br />
==== Incorrectly displayed sprites on Safari ====<br />
<br />
As mentioned above, stock displays its images using "sprites" consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.<br />
<br />
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of 'game_interface_width' is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.<br />
<br />
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify "background-size: 2800% 500%;"<br />
<br />
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.<br />
<br />
<br />
[[Category:Studio]]</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Stock&diff=13978Stock2022-07-14T14:13:32Z<p>RicardoRix: /* Layout */</p>
<hr />
<div>{{Studio_Framework_Navigation}}<br />
<br />
== Overview ==<br />
<br />
<br />
'''Stock''' is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.<br />
<br />
Stock is very flexible and is the most used component in BGA games.<br />
<br />
Examples of stock use cases:<br />
<br />
* Display a set of cards, typically hands (examples: ''Hearts'', ''Seasons'', ''The Boss'', ''Race for the Galaxy'').<br />
* Display items in player panels (examples: ''Takenoko'', ''Amyitis'', ...)<br />
* ... Many other situations. For example, black dice and cubes on cards in ''Troyes'' are displayed with stock components.<br />
<br />
Using stock:<br />
<br />
* Your items are arranged nicely and sorted by type.<br />
* When adding or removing items to a set, all items slide smoothly to their new position in the set.<br />
* Selecting and unselecting items are built-in functions.<br />
* You don't have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.<br />
<br />
== Using stock: a simple example ==<br />
<br />
Let's have a look on how the stock is used in the game ''Hearts'' to display a hand of standard cards.<br />
<br />
First, don't forget to add "ebg/stock" as a dependency in your js file:<br />
<br />
<pre><br />
define([<br />
"dojo","dojo/_base/declare",<br />
"ebg/core/gamegui",<br />
"ebg/counter",<br />
"ebg/stock" /// <==== HERE<br />
],<br />
</pre><br />
<br />
The stock is initialized in the Javascript "setup" method like this:<br />
<br />
<pre><br />
// Player hand<br />
this.playerHand = new ebg.stock();<br />
this.playerHand.create( this, $('myhand'), this.cardwidth, this.cardheight );<br />
</pre><br />
<br />
Explanations:<br />
* We create a new stock object for the player hand.<br />
* As parameters of the "create" method, we provide the width/height of an item (a card), and the div container "myhand" - which is a simple empty "div" element defined in our HTML template (.tpl).<br />
<br />
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a "CSS sprite" image named "cards.jpg" with the cards arranged in 4 rows and 13 columns.<br />
<br />
Here's how we tell stock what items to display:<br />
<br />
<pre><br />
// Specify that there are 13 images per row in the CSS sprite image<br />
this.playerHand.image_items_per_row = 13;<br />
<br />
// Create card types:<br />
for( var color=1;color<=4;color++ )<br />
{<br />
for( var value=2;value<=14;value++ )<br />
{<br />
// Build card type id<br />
var card_type_id = this.getCardUniqueId( color, value );<br />
this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+'img/cards.jpg', card_type_id );<br />
}<br />
}<br />
</pre><br />
<br />
Explanation:<br />
<br />
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.<br />
* Then for the 4x13 cards, we call the "addItemType" method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.<br />
<br />
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of "getCardUniqueId".<br />
<br />
From now on, if we need to add a card - for example, the 5 of Hearts - to a player's hand, we can do this:<br />
<br />
<pre><br />
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );<br />
</pre><br />
<br />
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using "addToStockWithId" instead:<br />
<br />
<pre><br />
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );<br />
</pre><br />
<br />
If afterwards we want to remove this card from the stock:<br />
<br />
<pre><br />
this.playerHand.removeFromStockById( my_card_id );<br />
</pre><br />
<br />
== Complete stock component reference ==<br />
<br />
=== Creation ===<br />
<br />
'''create( page, container_div, item_width, item_height ):'''<br />
<br />
With create, you create a new stock component.<br />
<br />
Parameters:<br />
* page: the container page. Usually: "this".<br />
* container_div: the container "div" element (an empty div element in your template, with an id).<br />
* width and height (in pixels) for the stock component.<br />
<br />
(See ''Hearts'' example above).<br />
<br />
'''addItemType( type, weight, image, image_position ):'''<br />
<br />
Define a new type of item and add it to the stock.<br />
<br />
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).<br />
<br />
Parameters:<br />
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.<br />
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.<br />
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.<br />
<br />
Be careful: you must specify the image url as this:<br />
<br />
<pre><br />
g_gamethemeurl+'img/yourimage.png'<br />
</pre><br />
<br />
* image_position: if "image" specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify "0" for the first cube image, 1 for the second, 2 for the third.<br />
<br />
''Important'': if there is more than one line of items in your CSS sprite, you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:<br />
<br />
<br />
'''image_items_per_row'''<br />
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.<br />
<pre><br />
// Specify that there are 10 image items per row in images used in "myStockObject" control.<br />
this.myStockObject.image_items_per_row = 4;<br />
</pre><br />
<br />
=== Add/Remove items ===<br />
<br />
<br />
'''addToStock( type, from )'''<br />
<br />
Add an item to the stock, with the specified type, but without a unique ID.<br />
<br />
To make your life easier, in most cases we suggest you use '''addToStockWithId''' in order to give an ID to the item added. '''addToStock''' is suitable when you are using a stock to control items that are generic game materials that don't need to be tracked individually (example: a bunch of money tokens).<br />
<br />
Parameters:<br />
* type: ID of the item type to use (as specified in "addItemType")<br />
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.<br />
<br />
Example:<br />
<pre><br />
// Add a money token to the "player money" stock.<br />
// The money token will appear on "player_id" player panel and will move to its position.<br />
this.playerMoney.addToStock( MONEY_TOKEN, 'overall_player_board_'+player_id );<br />
</pre><br />
<br />
Important: for a given stock control, you must use either '''addToStock''' or '''addToStockWithId''', but NEVER BOTH OF THEM.<br />
<br />
'''addToStockWithId( type, id, from )'''<br />
<br />
This is the same method as '''addToStock''', except that it also associates an ID with the newly created item.<br />
<br />
This is especially useful:<br />
<br />
* When you need to know which item(s) have been selected by the user (see '''getSelectedItems''').<br />
* When you need to remove a specific item from the stock with '''removeFromStockById'''.<br />
<br />
'''removeFromStock( type, to, noupdate )'''<br />
<br />
Remove an item of the specific type from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeFromStockById( id, to, noupdate )'''<br />
<br />
Remove an item with a specific ID from the stock.<br />
<br />
'to' is an optional parameter. If "to" contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it's not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo's slideToObject() instead.<br />
<br />
'noupdate' is an optional parameter. If set to "true" it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.<br />
<br />
'''removeAll()'''<br />
<br />
Remove all items from the stock.<br />
<br />
'''removeAllTo( to )'''<br />
<br />
Remove all items from the stock. If "to" contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.<br />
<br />
<br />
<br />
=== Getters ===<br />
<br />
'''getPresentTypeList()'''<br />
<br />
Return an array with all the types of items present in the stock right now.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.removeAll();<br />
this.myStockControl.addToStock( 65 );<br />
this.myStockControl.addToStock( 34 );<br />
this.myStockControl.addToStock( 89 );<br />
this.myStockControl.addToStock( 65 );<br />
<br />
// The following returns: { 34:1, 65:1, 89:1 }<br />
var item_types = this.myStockControl.getPresentTypeList();<br />
</pre><br />
<br />
'''count():'''<br />
<br />
Return the total number of items in the stock right now.<br />
<br />
'''getAllItems()'''<br />
<br />
Get all items (same format as getSelectedItems and getUnselectedItems).<br />
<br />
'''getItemDivId(id)'''<br />
<br />
Get the div id using the stock item id (to manipulate element properties directly).<br />
<br />
'''getItemById(id)'''<br />
<br />
Get the Stock item with the id in parameter<br />
ex : return the object { type:1, id: 1001 }<br />
<br />
<br />
=== Selection ===<br />
<br />
'''setSelectionMode( mode )'''<br />
<br />
For each stock control, you can specify a selection mode:<br />
* 0: no item can be selected by the player.<br />
* 1: a maximum of one item can be selected by the player at a time.<br />
* 2 (default): multiple items can be selected by the player at the same time.<br />
<br />
'''setSelectionAppearance( type )'''<br />
<br />
For each stock control, you can specify a selection highlighting type:<br />
* 'border': there will be a red border around selected items (this is the default). The attribute 'apparenceBorderWidth' can be used to manage the width of the border (in pixels).<br />
* 'disappear': the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.<br />
* 'class': there will be an extra '''stockitem_selected''' css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the '''selectionClass''' attribute. You can also override the default class in the css file for your game but beware of the '''!important''' keyword.<br />
<br />
By default this class definition is:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid red ! important;<br />
}<br />
</pre><br />
<br />
If you want to override it (for example, to change the border color) add this in your <game>.css file:<br />
<pre><br />
.stockitem_selected {<br />
border: 2px solid orange ! important;<br />
}<br />
</pre><br />
<br />
'''isSelected( id )'''<br />
<br />
Return a boolean indicating whether the specified item id has been selected.<br />
<br />
'''selectItem( id )'''<br />
<br />
Select the specified item.<br />
<br />
'''unselectItem( id )'''<br />
<br />
Unselect the specified item.<br />
<br />
'''unselectAll()'''<br />
<br />
Unselect all items of the stock.<br />
<br />
'''onChangeSelection'''<br />
<br />
This callback method is called when the player selects/unselects an item of the stock.<br />
<br />
You can connect this to one of your methods like this:<br />
<br />
<pre><br />
dojo.connect( this.myStockControl, 'onChangeSelection', this, 'onMyMethodToCall' );<br />
<br />
(...)<br />
<br />
onMyMethodToCall: function( control_name, item_id )<br />
{<br />
// This method is called when myStockControl selected items changed<br />
var items = this.myStockControl.getSelectedItems();<br />
<br />
// (do something)<br />
},<br />
</pre><br />
<br />
Nota bene: <br />
- The "control_name" argument is the ID (the "DOM" id) of the "div" container of your stock control. Using "control_name", you can use the same callback method for different Stock control and see which one trigger the method.<br />
- The "item_id" argument is the stock ID (index) of the stock item that has just been selected/unselected.<br />
<br />
'''getSelectedItems()'''<br />
<br />
Return the list of selected items, as an array with the following format:<br />
<pre><br />
[<br />
{ type:1, id: 1001 },<br />
{ type:1, id: 1002 },<br />
{ type:3, id: 1003 }<br />
...<br />
]<br />
</pre><br />
<br />
'''getUnselectedItems()'''<br />
<br />
Same as the previous one, but return unselected item instead of seleted ones.<br />
<br />
=== Layout ===<br />
<br />
<br />
'''resetItemsPosition()'''<br />
<br />
If you moved an item from the stock control manually (ex: after a drag'n'drop) and want to reset their positions to their original ones, you can call this method.<br />
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.<br />
<br />
<br />
<br />
'''updateDisplay(from)'''<br />
Update the display completely (if 'from' is defined: moves new items from this location).<br />
<br />
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:<br />
<pre><br />
this.myStockControl.updateDisplay();<br />
</pre><br />
<br />
'''item_margin'''<br />
<br />
By default, there is a margin of 5px between the items of a stock. You can change the member variable "item_margin" to change this.<br />
<br />
Example:<br />
<pre><br />
this.myStockControl.item_margin=5;<br />
</pre><br />
<br />
'''changeItemsWeight( newWeights )'''<br />
<br />
With this method you can change dynamically the weight of the item types in a stock control.<br />
<br />
Items are immediately re-sorted with the new weight.<br />
<br />
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.<br />
<br />
newWeights is an associative array: item type id => new weight.<br />
<br />
Example:<br />
<pre><br />
// Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.<br />
this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );<br />
</pre><br />
<br />
Example2:<br />
<pre><br />
// Be careful with object initialisers with variables, use the bracket notation.<br />
// Item type 1 gets a new weight of 10<br />
var card_type = 1;<br />
this.myStockControl.changeItemsWeight( { [card_type]: 10 } );<br />
</pre><br />
<br />
<br />
'''centerItems'''<br />
<br />
Center the stock items in the middle of the stock container.<br />
e.g. this.myStock.centerItems = true; <br />
<br />
'''setOverlap( horizontal_percent, vertical_percent )'''<br />
<br />
Make items of the stock control "overlap" each other, to save space.<br />
<br />
By default, horizontal_overlap and vertical_overlap are 0.<br />
<br />
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can't be greater than 100.<br />
<br />
vertical_overlap works differently: one items on two are shifted up.<br />
<br />
See the games "Jaipur" or "Koryŏ" to see examples of use of this function.<br />
<br />
<br />
'''autowidth'''<br />
<br />
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly<br />
mystock.autowidth = true;<br />
<br />
'''resizeItems'''<br />
<br />
resizeItems(width, height, <background-width>, <background-height>);<br />
<br />
=== Customize apperance ===<br />
<br />
'''extraClasses'''<br />
<br />
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.<br />
<br />
this.playerHand.extraClasses='mycard';<br />
<br />
Note that it is the same list for all items.<br />
<br />
'''onItemCreate'''<br />
<br />
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.<br />
<br />
Complete example:<br />
<pre><br />
// During "setup" phase, we associate our method "setupNewCard" with the creation of a new stock item:<br />
this.myStockItem.onItemCreate = dojo.hitch( this, 'setupNewCard' ); <br />
<br />
<br />
// And here is our "setupNewCard":<br />
setupNewCard: function( card_div, card_type_id, card_id )<br />
{<br />
// Add a special tooltip on the card:<br />
this.addTooltip( card_div.id, _("Some nice tooltip for this item"), '' );<br />
<br />
// Note that "card_type_id" contains the type of the item, so you can do special actions depending on the item type<br />
<br />
// Add some custom HTML content INSIDE the Stock item:<br />
dojo.place( this.format_block( 'jstpl_my_card_content', {<br />
....<br />
} ), card_div.id );<br />
}<br />
<br />
</pre><br />
<br />
'''onItemDelete'''<br />
<br />
Function handler called when div is removed<br />
<br />
this.myStock.onItemDelete = (card_div, card_type_id, card_id) => { console.log("card deleted from myStock: "+card_id); };<br />
<br />
== Tips when adding/removing items to/from Stock components ==<br />
<br />
Most cases will be one of the following situations:<br />
<br />
'''Situation A''':<br />
<br />
When you add a card to a stock item, and this card is '''not''' coming from another stock:<br />
<br />
* Use '''addToStockWithId''' with a "from" argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to "reveal" card from player hand and it is not an interface element you can set from to be 'player_board_'+activePlayerId (where activePlayerId is player who played that card).<br />
<br />
'''Situation B''':<br />
<br />
When you add a card to a stock item, and this card is coming from another stock:<br />
<br />
* On the destination Stock, use '''addToStockWithId''' with a "from" argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is "myHand", then the HTML id of card 48 is "myHand_item_48".<br />
* Then, remove the source item with '''removeFromStockById'''. Note: do NOT set the 'to' argument in this call, otherwise you'll get two animations.<br />
<br />
(Note that it's important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)<br />
<br />
'''Situation C''':<br />
<br />
When you move a card from a stock item to something that is not a stock item:<br />
<br />
* Insert the card as a classic HTML template (dojo.place / this.format_block).<br />
* Place it on the Stock item with '''this.placeOnObject''', using the Stock item HTML id (see above).<br />
* Slide it to its new position with '''this.slideToObject'''.<br />
* Remove the card from the Stock item with '''removeFromStockById'''.<br />
<br />
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.<br />
<br />
<br />
You can customize this (showing the default value):<br />
<pre><br />
<br />
this.mystock.jstpl_stock_item= "<div id=\"${id}\" class=\"stockitem\" style=\"top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url('${image}');\"></div>";<br />
</pre><br />
To produce a different type of stock item<br />
<br />
== Known issues ==<br />
<br />
==== Incorrectly displayed sprites on Safari ====<br />
<br />
As mentioned above, stock displays its images using "sprites" consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.<br />
<br />
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of 'game_interface_width' is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.<br />
<br />
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify "background-size: 2800% 500%;"<br />
<br />
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.<br />
<br />
<br />
[[Category:Studio]]</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=13663Gamehelpcommanderchess2022-06-20T09:21:35Z<p>RicardoRix: </p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| E <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.<br />
<br />
[[File:4planes.png]]<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
When a land piece captures a '''[N]'''Navy at sea (not the coast), it must stay where it is. <br />
When a '''[N]'''Navy captures a land piece in-land (not the coast), it must stay where it is. <br />
If navy/land piece capture is at coast position, then the captured piece is replaced as usual. <br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=13662Gamehelpcommanderchess2022-06-20T09:17:59Z<p>RicardoRix: </p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| E <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.<br />
<br />
[[File:4planes.png]]<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
When a land piece captures a '''[N]'''Navy, it must stay where it is. When a '''[N]'''Navy captures a land piece, in-land they can stay where they are. But if navy captures a land piece at coast position, it must be most there and replace the captured piece. <br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=13661Gamehelpcommanderchess2022-06-20T09:14:26Z<p>RicardoRix: </p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| E <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.<br />
<br />
[[File:4planes.png]]<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
When a land piece captures a '''[N]'''Navy, it must stay where it is. When a '''[N]'''Navy captures a land piece, in-land they can stay where they are. But if navy captures a land piece at coast position, it must be most there and replace the captured piece. <br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12581Gamehelpcommanderchess2022-04-09T12:26:20Z<p>RicardoRix: /* Airspace */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| E <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.<br />
<br />
[[File:4planes.png]]<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:4planes.png&diff=12580File:4planes.png2022-04-09T12:25:16Z<p>RicardoRix: </p>
<hr />
<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12579Gamehelpcommanderchess2022-04-09T12:22:39Z<p>RicardoRix: </p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| E <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.<br />
[[File:4planes.png]]<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12578Gamehelpcommanderchess2022-04-09T12:21:20Z<p>RicardoRix: /* Airspace */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| E <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12300Gamehelpcommanderchess2022-03-15T11:19:17Z<p>RicardoRix: /* Examples of unusual play */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| E <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12299Gamehelpcommanderchess2022-03-15T11:13:19Z<p>RicardoRix: /* Pieces and movement */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| E <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| E <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12298Gamehelpcommanderchess2022-03-15T11:09:13Z<p>RicardoRix: /* Examples of unusual play */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12297Gamehelpcommanderchess2022-03-15T11:07:43Z<p>RicardoRix: /* Pieces and movement */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| A, Aa, Ms <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12296Gamehelpcommanderchess2022-03-15T11:03:34Z<p>RicardoRix: /* Pieces and movement */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.<br />
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See 'Stack moves'.<br />
* Anti-Aircraft pieces provide a Ring-of-fire range. See 'Airspace' for more details. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| All <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12295Gamehelpcommanderchess2022-03-15T10:57:58Z<p>RicardoRix: </p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| All <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12294Gamehelpcommanderchess2022-03-15T10:56:26Z<p>RicardoRix: </p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| All <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| Af,T,In,M<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12283Gamehelpcommanderchess2022-03-14T14:46:18Z<p>RicardoRix: /* User Interface */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| All <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| T,N,Af<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).<br />
<br />
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12282Gamehelpcommanderchess2022-03-14T14:37:38Z<p>RicardoRix: /* Pieces and movement */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| All <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| T,N,Af<br />
| -<br />
| yes <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12281Gamehelpcommanderchess2022-03-14T14:32:43Z<p>RicardoRix: /* Pieces and movement */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| All <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| to capture<br />
| restriction <br />
| -<br />
| May jump over other pieces to capture.<br />
May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| yes <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| T,N,Af<br />
| -<br />
| - <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.<br />
May move into the river but may not move onto or passed the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12280Gamehelpcommanderchess2022-03-14T13:11:10Z<p>RicardoRix: /* Pieces and movement */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| All <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| - <br />
| restriction <br />
| -<br />
| May only cross the river at 2 BANK positions, but can capture and move across the sea.<br />
May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| yes <br />
| restriction <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| restriction <br />
| 2<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
May only cross the river at 2 BANK positions.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| - <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| T,N,Af<br />
| -<br />
| - <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land. Has a gun, range 3 to shoot in-land land pieces, stays still when capturing in-land, but will replace a land piece standing on the coast.<br />
May move into the river but may not pass the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&diff=12268Gamehelpcommanderchess2022-03-14T10:59:16Z<p>RicardoRix: /* Pieces and movement */</p>
<hr />
<div>== Description == <br />
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.<br />
<br />
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.<br />
<br />
== Object of the game ==<br />
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army:<br />
*Sea - Both Navy ships. 2 pieces total.<br />
*Land - Artillery, Tanks, Infantry. 6 pieces total.<br />
*Air - Both Planes. 2 pieces total.<br />
*Commander - 1 piece total.<br />
<br />
== Pieces and movement ==<br />
<br />
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.<br />
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
|-<br />
| Commander <br />
| [[File:commander.png|50px]] <br />
| C <br />
| Land <br />
| 10<br />
| - <br />
| - <br />
| T,N,Af,HQ<br />
| -<br />
| -<br />
| -<br />
| If captured you lose. <br />
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. <br />
If opponents pieces place the commander in check they gain 'hero' status. <br />
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].<br />
|-<br />
<br />
| Infantry <br />
| [[File:infantry.png|50px]] <br />
| I <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| T,N,Af<br />
| - <br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Tank<br />
| [[File:tank.png|50px]] <br />
| I <br />
| Land <br />
| 2 <br />
| - <br />
| C,In,M <br />
| N,Af<br />
| -<br />
| - <br />
| -<br />
| Only 1 tank maybe carried by a Navy on Plane. <br />
May only carry 1 Infantry.<br />
<br />
|-<br />
| Militia<br />
| [[File:militia.png|50px]] <br />
| M <br />
| Land <br />
| 1 <br />
| yes <br />
| - <br />
| T,N,Af<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
| Engineer<br />
| [[File:engineer.png|50px]] <br />
| E <br />
| Land <br />
| 1 <br />
| - <br />
| All <br />
| - <br />
| -<br />
| - <br />
| -<br />
| May carry all pieces, but only the single space across the river.<br />
<br />
|-<br />
| Artillery<br />
| [[File:artillery.png|50px]] <br />
| A<br />
| Land <br />
| 3 <br />
| yes <br />
| - <br />
| - <br />
| - <br />
| YES <br />
| -<br />
| May capture and move across the sea, otherwise it may only cross the river at 2 BANK positions. May cross the sea if being carried.<br />
<br />
|-<br />
! Piece <br />
! Image <br />
! Letter <br />
! Type <br />
! Range <br />
! Diagonal <br />
! Carry <br />
! Embark <br />
! Jump <br />
! River Bank<br />
! ROF Range<br />
! Special<br />
<br />
|-<br />
| Anti-Aircraft<br />
| [[File:aa.png|50px]] <br />
| Aa<br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| yes <br />
| - <br />
| 1<br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
<br />
|-<br />
| Missile <br />
| [[File:missile.png|50px]] <br />
| Ms <br />
| Land <br />
| 1 <br />
| - <br />
| - <br />
| - <br />
| -<br />
| - <br />
| 2 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
<br />
|-<br />
| Headquaters<br />
| [[File:hq.png|50px]] <br />
| HQ <br />
| Land <br />
| 0 <br />
| - <br />
| C <br />
| - <br />
| - <br />
| -<br />
| - <br />
| Doesn't move. Protects commander against [In,M,Aa,Ms]<br />
<br />
|-<br />
| Airforce<br />
| [[File:plane.png|50px]] <br />
| Af <br />
| Air <br />
| 4 <br />
| yes <br />
| T,In,M <br />
| N<br />
| - <br />
| - <br />
| shot down<br />
| May perform 'bombing' on an opponents land and sea pieces (not Af) and return to original position. See 'Airspace' for more details about being shot-down.<br />
<br />
|-<br />
| Navy<br />
| [[File:navy.png|50px]] <br />
| N <br />
| Sea <br />
| 4 (3)<br />
| yes <br />
| T,N,Af<br />
| -<br />
| - <br />
| -<br />
| 1 <br />
| Anti-aircraft. May shoot down opponents plane. See 'Airspace' for more details.<br />
Cannot diagonally move across land. Has a gun, range 3 to shoot in-land land pieces, stays still when capturing in-land, but will replace a land piece standing on the coast.<br />
May move into the river but may not pass the bank.<br />
<br />
|}<br />
<br />
==Airspace==<br />
When moving Planes'''[Af]''' may be shot down by the opponents anti-aircraft pieces.<br />
<br />
Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). <br />
''''Note'''': this range a circular radius.<br />
<br />
Pieces join together to form a single ring-of-fire(ROF).<br />
<br />
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it's target then it will be shot down, and will be unsuccessful in performing kamikaze.<br />
<br />
The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down.<br />
<br />
A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.<br />
<br />
==General rules==<br />
Pieces capture as they move, and never jump, unless noted.<br />
<br />
Pieces can cross the river but not occupy sea points unless noted.<br />
<br />
'''[N]'''Navy piece may not cut across land when moving diagonally.<br />
<br />
Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.<br />
<br />
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft.<br />
<br />
== Stack: Pieces that can carry other pieces ==<br />
<br />
'''Stacks''' are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. <br />
<br />
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.<br />
<br />
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:<br />
<br />
'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces)<br />
* '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane.<br />
* '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''.<br />
* '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia.<br />
<br />
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece):<br />
* '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move'''<br />
* '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.'''<br />
<br />
<br />
<br />
== Examples of unusual play ==<br />
Both navy and land pieces may be placed on the coast. A '''[N]''' Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the '''[N]'''Navy piece will remain still and capture.<br />
<br />
'''[E]'''Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.<br />
<br />
'''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.<br />
<br />
'''[A]''' Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. <br />
<br />
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.<br />
<br />
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).<br />
<br />
Pieces that can jump and are not blocked by ANY piece. '''[Af]''' Plane, '''[N]''' Navy and the Navy gun. '''[A]''' Artillery(but only when capturing),<br />
<br />
Without Enforce Check, it's possible to move into check, if you do this with your commander, then the opponents piece will become heroic.<br />
<br />
== User Interface ==<br />
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.<br />
By selecting a box you will see the colour of the box change and the text. <br />
<br />
GREEN means this is the selected piece and the piece you are currently moving. <br />
<br />
RED means this piece is being carried and will not move separately.<br />
<br />
GREY means this piece will move later after you have moved the current GREEN (selected) piece.<br />
<br />
'Stay' will mean that the carried piece will disembark and stay in its current position.<br />
<br />
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.<br />
<br />
* There are various 'confirm' options available from the context menu (3 lines, burger menu).</div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Tank.png&diff=12267File:Tank.png2022-03-14T08:36:32Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Plane.png&diff=12266File:Plane.png2022-03-14T08:36:15Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Navy.png&diff=12265File:Navy.png2022-03-14T08:35:55Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Missile.png&diff=12264File:Missile.png2022-03-14T08:35:39Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Militia.png&diff=12263File:Militia.png2022-03-14T08:35:25Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Infantry.png&diff=12262File:Infantry.png2022-03-14T08:35:05Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Hq.png&diff=12261File:Hq.png2022-03-14T08:34:49Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Engineer.png&diff=12260File:Engineer.png2022-03-14T08:34:34Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Commander.png&diff=12259File:Commander.png2022-03-14T08:34:20Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Artillery.png&diff=12258File:Artillery.png2022-03-14T08:34:06Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=File:Aa.png&diff=12257File:Aa.png2022-03-14T08:33:27Z<p>RicardoRix: </p>
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<div></div>RicardoRixhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpstella&diff=12254Gamehelpstella2022-03-13T18:54:24Z<p>RicardoRix: /* Gameplay */</p>
<hr />
<div>==Objective==<br />
Score the most points by guessing what others associate with the clue word.<br />
<br />
==Gameplay==<br />
* The game consists of 4 rounds.<br />
* At the start of each round, reveal a new clue word. <br />
* Each player chooses 1 to 10 cards that they think are related to the clue word, marking each chosen card with a checkmark at the bottom left.<br />
* Everyone reveals how many cards they chose, and the one who chose the most goes in the dark (ties don't count).<br />
* Starting from the scout, each player chooses 1 of their cards to reveal.<br />
* If more than 2 players chose the same card, they all get a spark and score 2 points.<br />
* If exactly 2 players chose that card, they each get a super-spark and score 3 points.<br />
* If only that player chose that card, that player falls and cannot score any more sparks or super-sparks this round. <br />
* The round ends when all players either fall or have no cards remaining to reveal. <br />
* During scoring if you are in the dark (chose most cards) AND you fell, then deduct 1 point for each spark and super-spark.<br />
* After each round, 5 cards from a row are replaced and the scout goes to the next player.<br />
<br />
==End of the Game==<br />
The game ends after 4 rounds. The player with the most points wins. If there is a tie, they share the victory.</div>RicardoRix