https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=StephBXL&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T05:49:01ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelpbandido&diff=15769Gamehelpbandido2023-01-20T05:18:36Z<p>StephBXL: Make clear from the start that this is a co-operative game</p>
<hr />
<div>[[Category:Card games]]<br />
Bandido is trying to escape! You need to cooperate with the other players to place your cards so that all tunnels are blocked and Bandido cannot break out of jail.<br />
<br />
After choosing the level of difficulty (middle card with 5 or 6 exits), each player takes three cards.<br />
At your turn, place one of your cards to connect it to one or more cards already on the table. After you have placed your card, take a new card from the draw pile. If you can’t play, you can place your cards under the draw pile and take three new cards. Take care not to place a card that makes it impossible to block off a tunnel (in this case, the game ends and you lose).<br />
<br />
The game ends when you manage to block off all tunnels and you have won the game together. If one tunnel remains open after all cards have been placed, Bandido escapes and you all lose.<br />
<br />
<br />
<br />
==Tile distribution==<br />
<br />
*1 starting tile with 5 exits<br />
*1 starting tile with 6 exits <br />
*69 tunnel tiles:<br />
**2 each basic tunnel tiles in 24 configurations<br />
**3 each end tunnel tiles in 7 configurations (straight, cross, T, left facing corner, right facing corner, left turn, right turn)<br />
*List of tiles: https://imgur.com/XtgLkwO<br />
<br />
<br />
===COVID-19 Edition===<br />
<br />
*1 starting tile with 5 exits<br />
*1 starting tile with 6 exits<br />
*32 tunnel tiles:<br />
**1 each basic tunnel tiles in 22 configurations<br />
**2 each end tunnel tiles in 4 configurations (straight, cross, left facing corner, right facing corner)<br />
**1 each end tunnel tiles in 2 configurations (right turn, left turn)<br />
<br />
<br />
<br />
=== Play Style and Collaborating ===<br />
There is nothing stated in the rules either for or against collaborating with your team, nor whether cards are to be held in hand (closed) or laid on the table (open). How openly you want to work together is entirely up to the group at your table in any game. Some players enjoy a fully open-hand game in which they describe their cards, discuss their options, and decide on the best course of action together. Other players enjoy a more challenging game in which cards are secret and there is no communication at all. And there are many gradations in between, such as telling your team when you have the card needed to resolve a specific situation, or when you have an end. You will quickly find which players' styles suit you and which don't. Just keep in mind that this is a matter of preference; all are valid ways to play.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprollandbump&diff=15169Gamehelprollandbump2022-11-01T05:46:40Z<p>StephBXL: /* End of the Game */ grammar</p>
<hr />
<div>==Setup==<br />
* There are 6 stacks of 6 cards with 2 players, 9 stacks of 4 cards with 3 or 4 players, and 12 stacks of 3 with 5 players. The rest are removed from the game.<br />
* There is also the joker (15 points, 5 of a kind) and the white bonus dice.<br />
* Each player has 5 dice.<br />
<br />
==Gameplay==<br />
* At the start of your turn, if any of your dice are on cards or next to the bonus dice, you gain those cards and dice.<br />
* If this is the first turn of the game, roll 3 dice. If this is the second turn, roll 4 dice. Otherwise roll all 5 dice. You may reroll any of the dice twice.<br />
* After rolling, you can place your dice on any cards with a matching combination. Each dice can be used for only one combination.<br />
* If you roll a combination with a larger total than that of the dice on a card, you can bump those dice and replace them with yours.<br />
* The bonus dice requires no combination and dice can be placed next to it like cards. If you claim the bonus dice, roll it like other dice.<br />
* You can replace one of your dice with the value of the bonus dice when claiming, but you cannot use the bonus dice in combinations. After a turn with a bonus dice, place it back in the centre.<br />
<br />
==End of the Game==<br />
* If a stack becomes empty (not the joker), or 2 stacks with 5 players, the game ends.<br />
* Each player claims all cards and the bonus dice as if they were at the start of their turn.<br />
* Each card is worth the points on the card. If you have the bonus dice, roll it and score its value as points.<br />
* Each card has a colour (red, yellow, blue or black). If you have 2 or more cards of a colour, score 1 point for the first card, 2 points for the second, and so on.<br />
* The player with the most points wins.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&diff=13287Tips rainbow2022-05-17T07:40:33Z<p>StephBXL: Risks</p>
<hr />
<div>While remembering the colors and finding ways to play your cards are both important. At it's core, this is actually a disguised game of [https://en.wikipedia.org/wiki/Nim Nim].<br />
<br />
When you start a fresh rainbow, always make sure to play exactly 2 cards. That way, since your opponent has 4 open spots, they will always have to leave 1, 2, or 3 spots open for your next turn. Allowing you to complete the row. <br />
<br />
Playing only 1 card would allow your opponent to take back the advantage by also playing a single card, leaving you with 4 open spots. Playing 3 cards on a fresh board would leave your opponent free to try to finish the rainbow on their next turn.<br />
<br />
If there are already 2 cards on the table only add one as you would be unable to finish in one go.<br />
<br />
If there are already 3 cards on the table attempt to finish in one go.<br />
<br />
Take into account what colors are revealed to each player.<br />
<br />
* If you play a card flipped, you risk an error or a shadow as you don't know what is on its back, but you gain the advantage of having seen both sides while your opponent has only seen one.<br />
<br />
* If you play a card without flipping, you play it safe, but reveal both sides to your opponent while you have only seen one side.<br />
<br />
Taking risks at the beginning is better than later as you risk loosing fewer cards. The information you thus gain might help you complete a rainbow and the information you hide might lead your opponent to an error.<br />
<br />
Specificaly playing colors that correspond to those you see in your opponent's hand increases their chance to make an error when they later flip those cards.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprainbow&diff=13285Gamehelprainbow2022-05-17T07:18:03Z<p>StephBXL: /* End of game */ conceding</p>
<hr />
<div>= Summary =<br />
<br />
Rainbow is a card game duel for two players using 9 different colored cards. Each card has 2 different colors on its front/back. <br/><br />
Players hold 3 cards in hand and cannot initially see the second color on the back side of their cards, while the opponent can see the backside of your held cards.<br/><br />
Players in turn play cards in the common area (the <i>table</i>). <br/><br />
You can earn cards by completing a rainbow (which are 6 different colors) or causing the opponent to make errors or shadows. <br/><br />
The purpose of the game is to win more cards than your opponent. <br/><br />
<br />
Tactics, combination skills and a good memory are what it takes to win.<br />
<br />
= Play =<br />
<br />
You can play 1 to 3 cards on your turn. <br/><br />
However, if you want to play a second or third card, you must flip a card that is already in play on the table. <br/><br />
You can pass at any time after playing a card from your hand or turning over a card from the table. (Actually, the UI seems to require you to play a card if you flip one over.)<br/> <br/><br />
<br />
White cards are wilds. More than one can be on the board.<br />
<br />
When playing from your hand, you can choose to play as it is or flip it over. After each card played, the turn may end if one of the following conditions are met:<br/> <br/><br />
<br />
'''Error'''︰ If two cards on the table show the same color, your opponent wins the round.<br />
<br />
'''Shadow'''︰ If you reveal a Black card on the table after playing or flipping a card, your opponent wins the round.<br />
<br />
'''Rainbow'''︰ If you complete the rainbow (6 different colors of cards), you win the round. <br /> <br /><br />
<br />
Whoever wins the round takes all the cards in play. <br/><br />
The loser of the previous round begins the next round.<br />
<br/><br />
<br />
= End of game =<br />
<br />
When the deck runs out and the player can no longer replenish their hand, the game ends immediately. <br/><br />
The player with the most cards wins.<br />
<br />
When players lag behind by more than the cards left in play it becomes impossible to catch up and they can concede the game.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&diff=13214Tips rainbow2022-05-15T07:52:58Z<p>StephBXL: </p>
<hr />
<div>While remembering the colors and finding ways to play your cards are both important. At it's core, this is actually a disguised game of [https://en.wikipedia.org/wiki/Nim Nim].<br />
<br />
When you start a fresh rainbow, always make sure to play exactly 2 cards. That way, since your opponent has 4 open spots, they will always have to leave 1, 2, or 3 spots open for your next turn. Allowing you to complete the row. <br />
<br />
Playing only 1 card would allow your opponent to take back the advantage by also playing a single card, leaving you with 4 open spots. Playing 3 cards on a fresh board would leave your opponent free to try to finish the rainbow on their next turn.<br />
<br />
If there are already 2 cards on the table only add one as you would be unable to finish in one go.<br />
<br />
If there are already 3 cards on the table attempt to finish in one go.<br />
<br />
Take into account what colors are revealed to each player.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpwazabi&diff=12346Gamehelpwazabi2022-03-18T20:28:24Z<p>StephBXL: /* Cards List (with Cost) */ dice is already plural (no s)</p>
<hr />
<div>==Objective==<br />
Be the first player to get rid of all of your dice.<br />
<br />
==Gameplay==<br />
* Each player starts with the same number of dice (default 4) and 3 cards. <br />
* On your turn, roll all your dice. Draw 1 card for each card symbol rolled and give all dices with the dice symbol to players of your choice.<br />
* Then, play a card with at most the number of wasabi symbols rolled. Apply its effect. It is not compulsory to play a card each turn.<br />
<br />
==End of the Game==<br />
* The first player to have 0 dice left wins the game.<br />
<br />
==Cards List (with Cost)==<br />
* Miss a turn (0): Choose a player. When it is supposed to be their next turn, skip it and discard this card.<br />
* Reverse: (0): Gain another turn and reverse the game direction.<br />
* Draw (1): Draw 3 cards from the draw pile.<br />
* Hand limit 1 (1): Choose an opponent to discard their hand down to 1.<br />
* Lose a dice (1): Withdraw 1 of your dice from the game. This card cannot be played if 2 dice are given by you this round.<br />
* Steal a card (1): Steal a random card from an opponent's hand. If not possible, draw 1 from the deck.<br />
* Exchange (2): Exchange all your cards with an opponent of your choice.<br />
* Hand limit 2 (2): All opponents must discard their hand down to 2.<br />
* Pass cards (2): Choose a direction. Each player (including you) passes all their cards to the player on their left or right.<br />
* Pass dice (2): Choose a direction. Each player (including you) passes all their dice to the player on their left or right.<br />
* Exchange dice (3): Exchange all your dice with the opponent of your choice.<br />
* Lose 2 dice (3): Withdraw 2 of your dice from the game.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&diff=12345Gamehelpcatan2022-03-18T19:57:04Z<p>StephBXL: /* End of game */ shorten to simplify</p>
<hr />
<div>==Objective==<br />
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.<br />
<br />
==Setup==<br />
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.<br />
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.<br />
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.<br />
<br />
==Gameplay==<br />
'''Rolling for resource production''' (obligatory): On your turn, roll 2 dice and calculate the sum. <br />
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn't blocking them): 1 resource per settlement and 2 per city.<br />
* If you roll a 7, no one gets any resources and players with 7 or more resources must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. <br />
<br />
'''Trading''' (optional): during your turn you can trade resources <br />
* with all other players (''domestic trade'')<br />
* with the bank (''maritime trade'') at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.<br />
<br />
'''Building''' (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.<br />
* '''roads''' must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)<br />
* '''settlements''' must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 wool (worth 1 point)<br />
* '''cities''' replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)<br />
* '''development cards''' cost 1 ore + 1 wool + 1 grain (they include ''knights'' that allow to move the robber to another terrain and steal a resource, ''progress cards'' that help gathering resources or building roads, and ''victory points'')<br />
<br />
You can also '''play a development card''' at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.<br />
<br />
==Scoring==<br />
* '''Settlements''': each is worth '''1 victory point'''.<br />
* '''Cities''': each is worth '''2 victory points'''.<br />
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.<br />
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.<br />
* '''Longest road''': the player with the longest continuous road at any time (at least 5 segments) gets the ''longest road card'' which is worth '''2 points'''.<br />
If there is a tie, the original owner keeps the ''achievement cards''.<br />
<br />
==End of game==<br />
When you have '''10 or more victory points during your turn''' (including victory points cards), reveal them and the game ends with your victory.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&diff=12344Gamehelpcatan2022-03-18T19:51:45Z<p>StephBXL: /* Scoring */ correction of longest road rules</p>
<hr />
<div>==Objective==<br />
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.<br />
<br />
==Setup==<br />
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.<br />
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.<br />
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.<br />
<br />
==Gameplay==<br />
'''Rolling for resource production''' (obligatory): On your turn, roll 2 dice and calculate the sum. <br />
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn't blocking them): 1 resource per settlement and 2 per city.<br />
* If you roll a 7, no one gets any resources and players with 7 or more resources must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. <br />
<br />
'''Trading''' (optional): during your turn you can trade resources <br />
* with all other players (''domestic trade'')<br />
* with the bank (''maritime trade'') at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.<br />
<br />
'''Building''' (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.<br />
* '''roads''' must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)<br />
* '''settlements''' must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 wool (worth 1 point)<br />
* '''cities''' replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)<br />
* '''development cards''' cost 1 ore + 1 wool + 1 grain (they include ''knights'' that allow to move the robber to another terrain and steal a resource, ''progress cards'' that help gathering resources or building roads, and ''victory points'')<br />
<br />
You can also '''play a development card''' at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.<br />
<br />
==Scoring==<br />
* '''Settlements''': each is worth '''1 victory point'''.<br />
* '''Cities''': each is worth '''2 victory points'''.<br />
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.<br />
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.<br />
* '''Longest road''': the player with the longest continuous road at any time (at least 5 segments) gets the ''longest road card'' which is worth '''2 points'''.<br />
If there is a tie, the original owner keeps the ''achievement cards''.<br />
<br />
==End of game==<br />
When you have '''10 or more victory points during your turn''' (including victory points cards), reveal them and the game ends with your victory.<br />
<br />
If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&diff=12343Gamehelpcatan2022-03-18T19:44:27Z<p>StephBXL: /* End of game */</p>
<hr />
<div>==Objective==<br />
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.<br />
<br />
==Setup==<br />
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.<br />
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.<br />
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.<br />
<br />
==Gameplay==<br />
'''Rolling for resource production''' (obligatory): On your turn, roll 2 dice and calculate the sum. <br />
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn't blocking them): 1 resource per settlement and 2 per city.<br />
* If you roll a 7, no one gets any resources and players with 7 or more resources must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. <br />
<br />
'''Trading''' (optional): during your turn you can trade resources <br />
* with all other players (''domestic trade'')<br />
* with the bank (''maritime trade'') at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.<br />
<br />
'''Building''' (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.<br />
* '''roads''' must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)<br />
* '''settlements''' must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 wool (worth 1 point)<br />
* '''cities''' replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)<br />
* '''development cards''' cost 1 ore + 1 wool + 1 grain (they include ''knights'' that allow to move the robber to another terrain and steal a resource, ''progress cards'' that help gathering resources or building roads, and ''victory points'')<br />
<br />
You can also '''play a development card''' at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.<br />
<br />
==Scoring==<br />
* '''Settlements''': each is worth '''1 victory point'''.<br />
* '''Cities''': each is worth '''2 victory points'''.<br />
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.<br />
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.<br />
* '''Longest road''': the player with the longest road at any time (at least 3) gets the ''longest road card'' which is worth '''2 points'''.<br />
If there is a tie, the original owner keeps the ''achievement cards''.<br />
<br />
==End of game==<br />
When you have '''10 or more victory points during your turn''' (including victory points cards), reveal them and the game ends with your victory.<br />
<br />
If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&diff=12342Gamehelpcatan2022-03-18T19:41:26Z<p>StephBXL: /* Gameplay */ more detail</p>
<hr />
<div>==Objective==<br />
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.<br />
<br />
==Setup==<br />
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.<br />
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.<br />
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.<br />
<br />
==Gameplay==<br />
'''Rolling for resource production''' (obligatory): On your turn, roll 2 dice and calculate the sum. <br />
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn't blocking them): 1 resource per settlement and 2 per city.<br />
* If you roll a 7, no one gets any resources and players with 7 or more resources must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. <br />
<br />
'''Trading''' (optional): during your turn you can trade resources <br />
* with all other players (''domestic trade'')<br />
* with the bank (''maritime trade'') at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.<br />
<br />
'''Building''' (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.<br />
* '''roads''' must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)<br />
* '''settlements''' must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 wool (worth 1 point)<br />
* '''cities''' replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)<br />
* '''development cards''' cost 1 ore + 1 wool + 1 grain (they include ''knights'' that allow to move the robber to another terrain and steal a resource, ''progress cards'' that help gathering resources or building roads, and ''victory points'')<br />
<br />
You can also '''play a development card''' at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.<br />
<br />
==Scoring==<br />
* '''Settlements''': each is worth '''1 victory point'''.<br />
* '''Cities''': each is worth '''2 victory points'''.<br />
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.<br />
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.<br />
* '''Longest road''': the player with the longest road at any time (at least 3) gets the ''longest road card'' which is worth '''2 points'''.<br />
If there is a tie, the original owner keeps the ''achievement cards''.<br />
<br />
==End of game==<br />
When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.<br />
<br />
If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&diff=12341Gamehelpcatan2022-03-18T19:25:09Z<p>StephBXL: /* Scoring */ clarification</p>
<hr />
<div>==Objective==<br />
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.<br />
<br />
==Setup==<br />
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.<br />
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.<br />
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.<br />
<br />
==Gameplay==<br />
* On your turn, roll 2 six-sided dice and calculate the results. <br />
* The terrains with that number produces resources and each player who has a settlement next to it gets 1 resource of the terrain's type if the robber isn't on it.<br />
* However, if you roll a 7, no one gets any resources. Every player with 7 or more resources must discard half (rounded down) of their resource cards. You must move the robber to a new terrain and steal 1 random resource from another player who has a settlement or city next to that terrain. Your turn then ends.<br />
* Otherwise, you can trade with all other players but they can only trade with you. <br />
* You can also trade at 4:1 or use a harbour if you have a settlement next to it.<br />
* Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.<br />
* You can also play a development card at any time during your turn if it is not bought during the same turn and it is not a victory card.<br />
<br />
==Scoring==<br />
* '''Settlements''': each is worth '''1 victory point'''.<br />
* '''Cities''': each is worth '''2 victory points'''.<br />
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.<br />
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.<br />
* '''Longest road''': the player with the longest road at any time (at least 3) gets the ''longest road card'' which is worth '''2 points'''.<br />
If there is a tie, the original owner keeps the ''achievement cards''.<br />
<br />
==End of game==<br />
When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.<br />
<br />
If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&diff=12340Gamehelpcatan2022-03-18T19:12:33Z<p>StephBXL: /* Scoring */ typo</p>
<hr />
<div>==Objective==<br />
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.<br />
<br />
==Setup==<br />
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.<br />
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.<br />
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.<br />
<br />
==Gameplay==<br />
* On your turn, roll 2 six-sided dice and calculate the results. <br />
* The terrains with that number produces resources and each player who has a settlement next to it gets 1 resource of the terrain's type if the robber isn't on it.<br />
* However, if you roll a 7, no one gets any resources. Every player with 7 or more resources must discard half (rounded down) of their resource cards. You must move the robber to a new terrain and steal 1 random resource from another player who has a settlement or city next to that terrain. Your turn then ends.<br />
* Otherwise, you can trade with all other players but they can only trade with you. <br />
* You can also trade at 4:1 or use a harbour if you have a settlement next to it.<br />
* Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.<br />
* You can also play a development card at any time during your turn if it is not bought during the same turn and it is not a victory card.<br />
<br />
==Scoring==<br />
* '''Settlements''': each is worth '''1 victory point'''.<br />
* '''Cities''': each is worth '''2 victory points'''.<br />
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.<br />
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.<br />
* '''Longest road''': the player with the longest road at any time (at least 3) gets the ''longest road card'' which is worth '''2 points'''.<br />
* If there is a tie, the original owner keeps the ''achievement cards''.<br />
<br />
* '''End''': When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.<br />
* If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&diff=12339Gamehelpcatan2022-03-18T18:35:51Z<p>StephBXL: /* Setup */ clarify that resources are given for the second settlement</p>
<hr />
<div>==Objective==<br />
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.<br />
<br />
==Setup==<br />
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.<br />
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.<br />
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.<br />
<br />
==Gameplay==<br />
* On your turn, roll 2 six-sided dice and calculate the results. <br />
* The terrains with that number produces resources and each player who has a settlement next to it gets 1 resource of the terrain's type if the robber isn't on it.<br />
* However, if you roll a 7, no one gets any resources. Every player with 7 or more resources must discard half (rounded down) of their resource cards. You must move the robber to a new terrain and steal 1 random resource from another player who has a settlement or city next to that terrain. Your turn then ends.<br />
* Otherwise, you can trade with all other players but they can only trade with you. <br />
* You can also trade at 4:1 or use a harbour if you have a settlement next to it.<br />
* Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.<br />
* You can also play a development card at any time during your turn if it is not bought during the same turn and it is not a victory card.<br />
<br />
==Scoring==<br />
* '''Settlments''': each is worth '''1 victory point'''.<br />
* '''Cities''': each is worth '''2 victory points'''.<br />
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.<br />
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.<br />
* '''Longest road''': the player with the longest road at any time (at least 3) gets the ''longest road card'' which is worth '''2 points'''.<br />
* If there is a tie, the original owner keeps the ''achievement cards''.<br />
<br />
* '''End''': When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.<br />
* If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&diff=12338Gamehelpcatan2022-03-18T18:13:56Z<p>StephBXL: clarify scoring</p>
<hr />
<div>==Objective==<br />
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.<br />
<br />
==Setup==<br />
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.<br />
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.<br />
* Each player place 2 settlements and 2 roads on the board, then receive resources for each terrain around your starting settlements with a white star.<br />
<br />
==Gameplay==<br />
* On your turn, roll 2 six-sided dice and calculate the results. <br />
* The terrains with that number produces resources and each player who has a settlement next to it gets 1 resource of the terrain's type if the robber isn't on it.<br />
* However, if you roll a 7, no one gets any resources. Every player with 7 or more resources must discard half (rounded down) of their resource cards. You must move the robber to a new terrain and steal 1 random resource from another player who has a settlement or city next to that terrain. Your turn then ends.<br />
* Otherwise, you can trade with all other players but they can only trade with you. <br />
* You can also trade at 4:1 or use a harbour if you have a settlement next to it.<br />
* Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.<br />
* You can also play a development card at any time during your turn if it is not bought during the same turn and it is not a victory card.<br />
<br />
==Scoring==<br />
* '''Settlments''': each is worth '''1 victory point'''.<br />
* '''Cities''': each is worth '''2 victory points'''.<br />
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.<br />
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.<br />
* '''Longest road''': the player with the longest road at any time (at least 3) gets the ''longest road card'' which is worth '''2 points'''.<br />
* If there is a tie, the original owner keeps the ''achievement cards''.<br />
<br />
* '''End''': When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.<br />
* If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelplocomomo&diff=12314Gamehelplocomomo2022-03-16T12:53:02Z<p>StephBXL: Explain expansions</p>
<hr />
<div>== Game Play ==<br />
<br />
Pick one of the 16 animal tiles to "move". (See <i>Quick Movement Guide</i> below)<br />
<br />
You will be able to collect all tiles matching the <strong>color</strong> of your animal tile in the destination group, plus the one that you have chosen initially. <br />
<br />
Place these tiles on your board. Tiles can be placed in any of the 5 rows BUT must be placed in the left-most available spot. <br />
<br />
See <i>Quick Scoring Guide</i> for placement guidance.<br />
<br />
Game last for 6 rounds. The player with the highest points wins the game.<br />
<br />
== Quick Movement Guide ==<br />
<br />
<strong>Rabbit</strong> moves one area <i>clockwise</i>.<br />
<br />
<strong>Cat</strong> moves one area <i>anticlockwise</i>.<br />
<br />
<strong>Eagle</strong> moves one area <i>diagonally</i>. <br />
<br />
<strong>Bear</strong> stays in its <i>initial area.</i><br />
<br />
<strong>Duck</strong> moves <i>clockwise to the next area containing at least one other duck</i>. If there are no other duck on the forest board, it stays in its initial area.<br />
<br />
== Quick Scoring Guide ==<br />
<br />
The symbols on the left-hand side of the player board tell you how the row(s) are scored and the points are indicated on the right-hand side. <br />
<br />
Row 1: '''4''' extra points if this animal matches the '''pair''' ''below'' it (in rows 2 & 3).<br />
<br />
Row 2 & 3: Score '''vertical''' pair. '''3''' points for each pair of animals stacked immediately above and below each other.<br />
<br />
Row 4: Scores '''same''' animal species. '''1, 2, 5, 9, 14''' points for 1-5 of the same species, respectively. <br />
<br />
Row 5: Scores '''different''' species. '''1, 2, 5, 9, 14''' points for 1-5 animals different species, respectively. <br />
<br />
Lastly, each '''column''' or '''row''' filled with '''same color''' tokens scores '''5''' points.<br />
<br />
== Expansions ==<br />
<br />
A token is randomly drawn at the beginning and extra points are earned at the end of the game.<br />
<br />
<strong>Expansion A - Animal and protected habitat</strong>: <br />
7 extra points for players with ''fewest tiles matching the animal or color'' of hexagonal token.<br />
<br />
<strong>Expansion B - Acrobatic picture</strong>: <br />
5 extra points for players who placed the ''animal'' of flower-shaped token ''on the last square of the top row''.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&diff=10145Gamehelpcantstopexpress2021-11-11T16:35:19Z<p>StephBXL: /* Gameplay */</p>
<hr />
<div>==Objective==<br />
Players are trying to score the most points, although scoring positive is difficult.<br />
<br />
==Gameplay==<br />
* Each turn, five dice are rolled.<br />
* After that, simultaneously, all players select 2 pairs and a single 5th die.<br />
* For each pair, the sum of the dice is marked by a cross on each players sheet (in column C).<br />
* The single fifth die is marked in the right hand table by a cross. On the first turns, each player uses a new line for each new 5th die value. Once three different 5th die values have been filled in, each player must choose one of these three numbers as 5th die for each subsequent throw if available.<br />
* If a throw does not contain any of these three numbers, they don't have to mark a 5th die, it's a "free throw".<br />
<br />
==End of Game==<br />
* A player goes out if the eighth box for one of the 5th dice values is marked.<br />
* After all players go out, the game ends.<br />
* -200 points are scored for each pair value that is marked 1 to 4 times.<br />
* 0 points are scored for each value that is marked 0 or 5 times.<br />
* For each value that is marked for at least 6 times, score the points in column A for each mark after the fifth.<br />
* The player with the most points wins. If there is a tie, they share the victory.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpfactum&diff=10138Gamehelpfactum2021-11-11T07:45:56Z<p>StephBXL: /* Hints and Tricks */ ponctuation</p>
<hr />
<div>'''Factum - Rules for the online version'''<br />
<br />
[[File:Factum Rules Summary EN v1.jpg|link=https://en.doc.boardgamearena.com/images/b/b5/Factum_Rules_Summary_EN_v1.jpg|100px|thumb|left|1-page summary of how to play]]<br />
<br />
Factum is a board game where you get to tell real stories of your life and connect them with cards illustrating different plots. The other players will be trying to guess these cards. It is a game for 4-12 players that allows players to get to know each other from a new perspective.<br />
<br />
Players are dealt five cards each. Then a volunteer tells a story of their life and associates it with a card. The players are divided into two teams, with different members in each turn. Players from one team put one of their cards to match the story told as much as possible, trying to confuse the players from another team, who are trying to guess which card the storyteller has put.<br />
<br />
The main game cycle has 6 stages.<br />
<br clear=all><br />
== 1. Story telling ==<br />
<br />
a. Volunteering to be a storyteller<br />
<br />
The first player to start the game is the volunteer who remembered a story from their life that fits one of their cards, and the first one to declare this by pressing a corresponding button. This player becomes the storytelling team captain.<br />
<br />
b. Teams split<br />
<br />
After the volunteering storyteller has been chosen, the players (including the storyteller) are automatically split into two teams with equal number of players. If the number of players is odd, then the team of the storyteller has one player more.<br />
<br />
c. Actual telling of a story<br />
<br />
The storytelling captain tells everyone their story. This can be done in different ways:<br />
* Via BGA chat <br />
* By voice via BGA video chat function<br />
* By voice via Zoom / Discord / Skype video chat run in parallel with a BGA game<br />
<br />
After the story is finished, the storyteller formally acknowledges this by pressing a corresponding button.<br />
<br />
== 2. Judging ==<br />
<br />
One of the players of the opposite team, the first one to volunteer, becomes the judge and the captain of this team. The judge looks at the storyteller's card and decides whose team will be guessing this story - the storyteller's or the judge's.<br />
• If the judge thinks that the card is too obvious in relation to the story, it usually makes sense to let the judge's team guess it. The storyteller's team would be trying to confuse the judge's team then<br />
• If the judge thinks that the card would be difficult to guess, it makes sense to leave guessing to the storyteller's team. The judge's team would be trying to confuse the storyteller's team<br />
<br />
== 3. Adding cards ==<br />
<br />
All players of the confusing team (the team that is not guessing) choose one card that best reflects the essence of the story out of their hand and add it to the storyteller's card. If it is the judge's team, the judge also adds their card. If it is the storyteller's team, the storyteller also adds another cards to their own story (the second one in the same turn). The goal of the confusing team is to make the opponent choose their card instead of the storyteller's one. Therefore, they should try to find a card that matches the story as closely as possible. If there are less than 5 cards (including the storyteller's card), some random cards are added from the deck to make it 5 cards.<br />
<br />
== 4. Guessing ==<br />
<br />
All cards are shuffled and laid face up on the table. The guessing team mutually decide which card was that of the storyteller. They have to come to a decision by the majority of votes. The storyteller and the judge must remain silent, but it is Ok for the members of the opposite team to say something and to try to confuse the guessers with their comments.<br />
<br />
== 5. Scoring ==<br />
<br />
If the players in the guessing team guess the storyteller's card correctly, they all win and get 1 point each. If they guess incorrectly, the players of the confusing team win and get 1 point each.<br />
<br />
If you are the captain of the winning team, a storyteller or the judge, you get 1 extra point, i.e. 2 points in total.<br />
<br />
If your card was mistakenly chosen by the guessing team, you get 1 extra point. To sum up:<br />
* You are a player in the winning team: +1 point<br />
* You are the captain of the winning team (storyteller or the judge): +1 point<br />
* You added the card that has confused the guessing team: +1 point<br />
* Your story was chosen as the best story (see next section): +3 points<br />
<br />
So the maximum number of points that can be earned in one turn is 6. For example, you are the storyteller, the guessing was overtaken by the judge's team, you added another card to your own story and this second card was chosen by the guessing (judge's) team. Also, after the voting, your story has beaten a previous story. You get 1 point as a member of the winning (confusing) team; 1 extra point as a captain (the storyteller); 1 point as the one who confused the guessing team with your card; and 3 points as a teller of the best story.<br />
<br />
== 6. Voting for the best story ==<br />
<br />
After the second move and all subsequent moves, the players secretly vote for the best story. They compare the current story with the previous one. It is the quality of the story itself that should be evaluated, not the card or the degree to which the story matches the card. Neither the storyteller of the current story or the storyteller of the previous one participate in the voting. Thus, the current story is always compared to the winning story of all past voting rounds: the second story competes with the first, the winning story between the first two competes with the third, the winning story between the first three competes with the fourth, and so on.<br />
<br />
The storyteller whose story is choses by the majority of votes gets 3 points. If the voting is tie, the previous holder of the title retains it (but does not get additional 3 points). These 3 points are "transferable": if another storyteller's story is chosen, this new storyteller gets 3 points and the previous storyteller has 3 points subtracted from their score.<br />
<br />
== End of turn ==<br />
<br />
The cards played in this turn are discarded into the discard pile. Each player gets new cards to make their hand equal 5 cards. If the deck of cards runs out, the discard pile is shuffled in and used again. A new turn begins and a new volunteer is sought. The same player can't be a storyteller twice in a row, but all other players are welcome.<br />
<br />
== End of game ==<br />
<br />
The player that earns 15 points first is the winner.<br />
<br />
<br />
== Hints and Tricks ==<br />
<br />
* '''The right balance:''' The link between the story and the card should not bee too obvious (otherwise, the judge of the opposite team will "overtake" it). But it shouldn't bee too difficult either. The balance comes with practice.<br />
<br />
* '''Link to emotional summary:''' Usually, it is a bad tactics to link the story to a specific detail on the card. For example if you see a cat in the picture and your story is about cats or mentions them. Although there might be exceptions, this usually leads to the opponent's team winning the scores. Instead, try finding a relation between the "emotional summary" of the story and the "emotional summary" of the card. For example, you story is about the joy of obtaining the driver's license. The bad choice would be a card about cars. The good choice would be a card about a sense of triumph.<br />
<br />
* '''Benefits of being a captain:''' The captain's role allows you to earn additional points - both as a storyteller and as a judge, so whenever possible, try to be the first to volunteer.<br />
<br />
* '''The trick with two similar cards:''' There are some additional tactics how captains can earn extra points:<br />
** As a storyteller, if you have two similar cards, choose the less obvious (but still obvious) card as your main card; if the judge overtakes the guessing to their team, you get a chance to add your second, more matching card to your own story and try to lure the opposite team into choosing your second card, thus losing the turn to your team and bringing you 3 points<br />
** As a judge, if you see that you have in your hand a card that matches the story even better than the storyteller's card, leave guessing to the storyteller's team, add your card and hope that the opponents will choose your card instead of the storyteller's.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpfactum&diff=10137Gamehelpfactum2021-11-11T07:44:01Z<p>StephBXL: /* End of turn */</p>
<hr />
<div>'''Factum - Rules for the online version'''<br />
<br />
[[File:Factum Rules Summary EN v1.jpg|link=https://en.doc.boardgamearena.com/images/b/b5/Factum_Rules_Summary_EN_v1.jpg|100px|thumb|left|1-page summary of how to play]]<br />
<br />
Factum is a board game where you get to tell real stories of your life and connect them with cards illustrating different plots. The other players will be trying to guess these cards. It is a game for 4-12 players that allows players to get to know each other from a new perspective.<br />
<br />
Players are dealt five cards each. Then a volunteer tells a story of their life and associates it with a card. The players are divided into two teams, with different members in each turn. Players from one team put one of their cards to match the story told as much as possible, trying to confuse the players from another team, who are trying to guess which card the storyteller has put.<br />
<br />
The main game cycle has 6 stages.<br />
<br clear=all><br />
== 1. Story telling ==<br />
<br />
a. Volunteering to be a storyteller<br />
<br />
The first player to start the game is the volunteer who remembered a story from their life that fits one of their cards, and the first one to declare this by pressing a corresponding button. This player becomes the storytelling team captain.<br />
<br />
b. Teams split<br />
<br />
After the volunteering storyteller has been chosen, the players (including the storyteller) are automatically split into two teams with equal number of players. If the number of players is odd, then the team of the storyteller has one player more.<br />
<br />
c. Actual telling of a story<br />
<br />
The storytelling captain tells everyone their story. This can be done in different ways:<br />
* Via BGA chat <br />
* By voice via BGA video chat function<br />
* By voice via Zoom / Discord / Skype video chat run in parallel with a BGA game<br />
<br />
After the story is finished, the storyteller formally acknowledges this by pressing a corresponding button.<br />
<br />
== 2. Judging ==<br />
<br />
One of the players of the opposite team, the first one to volunteer, becomes the judge and the captain of this team. The judge looks at the storyteller's card and decides whose team will be guessing this story - the storyteller's or the judge's.<br />
• If the judge thinks that the card is too obvious in relation to the story, it usually makes sense to let the judge's team guess it. The storyteller's team would be trying to confuse the judge's team then<br />
• If the judge thinks that the card would be difficult to guess, it makes sense to leave guessing to the storyteller's team. The judge's team would be trying to confuse the storyteller's team<br />
<br />
== 3. Adding cards ==<br />
<br />
All players of the confusing team (the team that is not guessing) choose one card that best reflects the essence of the story out of their hand and add it to the storyteller's card. If it is the judge's team, the judge also adds their card. If it is the storyteller's team, the storyteller also adds another cards to their own story (the second one in the same turn). The goal of the confusing team is to make the opponent choose their card instead of the storyteller's one. Therefore, they should try to find a card that matches the story as closely as possible. If there are less than 5 cards (including the storyteller's card), some random cards are added from the deck to make it 5 cards.<br />
<br />
== 4. Guessing ==<br />
<br />
All cards are shuffled and laid face up on the table. The guessing team mutually decide which card was that of the storyteller. They have to come to a decision by the majority of votes. The storyteller and the judge must remain silent, but it is Ok for the members of the opposite team to say something and to try to confuse the guessers with their comments.<br />
<br />
== 5. Scoring ==<br />
<br />
If the players in the guessing team guess the storyteller's card correctly, they all win and get 1 point each. If they guess incorrectly, the players of the confusing team win and get 1 point each.<br />
<br />
If you are the captain of the winning team, a storyteller or the judge, you get 1 extra point, i.e. 2 points in total.<br />
<br />
If your card was mistakenly chosen by the guessing team, you get 1 extra point. To sum up:<br />
* You are a player in the winning team: +1 point<br />
* You are the captain of the winning team (storyteller or the judge): +1 point<br />
* You added the card that has confused the guessing team: +1 point<br />
* Your story was chosen as the best story (see next section): +3 points<br />
<br />
So the maximum number of points that can be earned in one turn is 6. For example, you are the storyteller, the guessing was overtaken by the judge's team, you added another card to your own story and this second card was chosen by the guessing (judge's) team. Also, after the voting, your story has beaten a previous story. You get 1 point as a member of the winning (confusing) team; 1 extra point as a captain (the storyteller); 1 point as the one who confused the guessing team with your card; and 3 points as a teller of the best story.<br />
<br />
== 6. Voting for the best story ==<br />
<br />
After the second move and all subsequent moves, the players secretly vote for the best story. They compare the current story with the previous one. It is the quality of the story itself that should be evaluated, not the card or the degree to which the story matches the card. Neither the storyteller of the current story or the storyteller of the previous one participate in the voting. Thus, the current story is always compared to the winning story of all past voting rounds: the second story competes with the first, the winning story between the first two competes with the third, the winning story between the first three competes with the fourth, and so on.<br />
<br />
The storyteller whose story is choses by the majority of votes gets 3 points. If the voting is tie, the previous holder of the title retains it (but does not get additional 3 points). These 3 points are "transferable": if another storyteller's story is chosen, this new storyteller gets 3 points and the previous storyteller has 3 points subtracted from their score.<br />
<br />
== End of turn ==<br />
<br />
The cards played in this turn are discarded into the discard pile. Each player gets new cards to make their hand equal 5 cards. If the deck of cards runs out, the discard pile is shuffled in and used again. A new turn begins and a new volunteer is sought. The same player can't be a storyteller twice in a row, but all other players are welcome.<br />
<br />
== End of game ==<br />
<br />
The player that earns 15 points first is the winner.<br />
<br />
<br />
== Hints and Tricks ==<br />
<br />
* '''The right balance:''' The link between the story and the card should not bee too obvious (otherwise, the judge of the opposite team will "overtake" it). But it shouldn't bee too difficult either. The balance comes with practice<br />
<br />
* '''Link to emotional summary:''' Usually, it is a bad tactics to link the story to a specific detail on the card. For example if you see a cat in the picture and your story is about cats or mentions them. Although there might be exceptions, this usually leads to the opponent's team winning the scores. Instead, try finding a relation between the "emotional summary" of the story and the "emotional summary" of the card. For example, you story is about the joy of obtaining the driver's license. The bad choice would be a card about cars. The good choice would be a card about a sense of triumph.<br />
<br />
* '''Benefits of being a captain:''' The captain's role allows you to earn additional points - both as a storyteller and as a judge, so whenever possible, try to be the first to volunteer<br />
<br />
* '''The trick with two similar cards:''' There are some additional tactics how captains can earn extra points:<br />
** As a storyteller, if you have two similar cards, choose the less obvious (but still obvious) card as your main card; if the judge overtakes the guessing to their team, you get a chance to add your second, more matching card to your own story and try to lure the opposite team into choosing your second card, thus losing the turn to your team and bringing you 3 points<br />
** As a judge, if you see that you have in your hand a card that matches the story even better than the storyteller's card, leave guessing to the storyteller's team, add your card and hope that the opponents will choose your card instead of the storyteller's</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpfactum&diff=10136Gamehelpfactum2021-11-11T07:42:54Z<p>StephBXL: /* 5. Scoring */ grammar</p>
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<div>'''Factum - Rules for the online version'''<br />
<br />
[[File:Factum Rules Summary EN v1.jpg|link=https://en.doc.boardgamearena.com/images/b/b5/Factum_Rules_Summary_EN_v1.jpg|100px|thumb|left|1-page summary of how to play]]<br />
<br />
Factum is a board game where you get to tell real stories of your life and connect them with cards illustrating different plots. The other players will be trying to guess these cards. It is a game for 4-12 players that allows players to get to know each other from a new perspective.<br />
<br />
Players are dealt five cards each. Then a volunteer tells a story of their life and associates it with a card. The players are divided into two teams, with different members in each turn. Players from one team put one of their cards to match the story told as much as possible, trying to confuse the players from another team, who are trying to guess which card the storyteller has put.<br />
<br />
The main game cycle has 6 stages.<br />
<br clear=all><br />
== 1. Story telling ==<br />
<br />
a. Volunteering to be a storyteller<br />
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The first player to start the game is the volunteer who remembered a story from their life that fits one of their cards, and the first one to declare this by pressing a corresponding button. This player becomes the storytelling team captain.<br />
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b. Teams split<br />
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After the volunteering storyteller has been chosen, the players (including the storyteller) are automatically split into two teams with equal number of players. If the number of players is odd, then the team of the storyteller has one player more.<br />
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c. Actual telling of a story<br />
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The storytelling captain tells everyone their story. This can be done in different ways:<br />
* Via BGA chat <br />
* By voice via BGA video chat function<br />
* By voice via Zoom / Discord / Skype video chat run in parallel with a BGA game<br />
<br />
After the story is finished, the storyteller formally acknowledges this by pressing a corresponding button.<br />
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== 2. Judging ==<br />
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One of the players of the opposite team, the first one to volunteer, becomes the judge and the captain of this team. The judge looks at the storyteller's card and decides whose team will be guessing this story - the storyteller's or the judge's.<br />
• If the judge thinks that the card is too obvious in relation to the story, it usually makes sense to let the judge's team guess it. The storyteller's team would be trying to confuse the judge's team then<br />
• If the judge thinks that the card would be difficult to guess, it makes sense to leave guessing to the storyteller's team. The judge's team would be trying to confuse the storyteller's team<br />
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== 3. Adding cards ==<br />
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All players of the confusing team (the team that is not guessing) choose one card that best reflects the essence of the story out of their hand and add it to the storyteller's card. If it is the judge's team, the judge also adds their card. If it is the storyteller's team, the storyteller also adds another cards to their own story (the second one in the same turn). The goal of the confusing team is to make the opponent choose their card instead of the storyteller's one. Therefore, they should try to find a card that matches the story as closely as possible. If there are less than 5 cards (including the storyteller's card), some random cards are added from the deck to make it 5 cards.<br />
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== 4. Guessing ==<br />
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All cards are shuffled and laid face up on the table. The guessing team mutually decide which card was that of the storyteller. They have to come to a decision by the majority of votes. The storyteller and the judge must remain silent, but it is Ok for the members of the opposite team to say something and to try to confuse the guessers with their comments.<br />
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== 5. Scoring ==<br />
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If the players in the guessing team guess the storyteller's card correctly, they all win and get 1 point each. If they guess incorrectly, the players of the confusing team win and get 1 point each.<br />
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If you are the captain of the winning team, a storyteller or the judge, you get 1 extra point, i.e. 2 points in total.<br />
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If your card was mistakenly chosen by the guessing team, you get 1 extra point. To sum up:<br />
* You are a player in the winning team: +1 point<br />
* You are the captain of the winning team (storyteller or the judge): +1 point<br />
* You added the card that has confused the guessing team: +1 point<br />
* Your story was chosen as the best story (see next section): +3 points<br />
<br />
So the maximum number of points that can be earned in one turn is 6. For example, you are the storyteller, the guessing was overtaken by the judge's team, you added another card to your own story and this second card was chosen by the guessing (judge's) team. Also, after the voting, your story has beaten a previous story. You get 1 point as a member of the winning (confusing) team; 1 extra point as a captain (the storyteller); 1 point as the one who confused the guessing team with your card; and 3 points as a teller of the best story.<br />
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== 6. Voting for the best story ==<br />
<br />
After the second move and all subsequent moves, the players secretly vote for the best story. They compare the current story with the previous one. It is the quality of the story itself that should be evaluated, not the card or the degree to which the story matches the card. Neither the storyteller of the current story or the storyteller of the previous one participate in the voting. Thus, the current story is always compared to the winning story of all past voting rounds: the second story competes with the first, the winning story between the first two competes with the third, the winning story between the first three competes with the fourth, and so on.<br />
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The storyteller whose story is choses by the majority of votes gets 3 points. If the voting is tie, the previous holder of the title retains it (but does not get additional 3 points). These 3 points are "transferable": if another storyteller's story is chosen, this new storyteller gets 3 points and the previous storyteller has 3 points subtracted from their score.<br />
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== End of turn ==<br />
<br />
The cards played in this turn are discarded into the discard pile. Each player gets new cards to make their hand equal 5 cards. If the deck of cards runs out, the discard pile is shuffled in and used again. A new turn begins and a new volunteer is sought. The same player can't be a storyteller two times in a row, but all other players are welcome.<br />
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== End of game ==<br />
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The player that earns 15 points first is the winner.<br />
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<br />
== Hints and Tricks ==<br />
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* '''The right balance:''' The link between the story and the card should not bee too obvious (otherwise, the judge of the opposite team will "overtake" it). But it shouldn't bee too difficult either. The balance comes with practice<br />
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* '''Link to emotional summary:''' Usually, it is a bad tactics to link the story to a specific detail on the card. For example if you see a cat in the picture and your story is about cats or mentions them. Although there might be exceptions, this usually leads to the opponent's team winning the scores. Instead, try finding a relation between the "emotional summary" of the story and the "emotional summary" of the card. For example, you story is about the joy of obtaining the driver's license. The bad choice would be a card about cars. The good choice would be a card about a sense of triumph.<br />
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* '''Benefits of being a captain:''' The captain's role allows you to earn additional points - both as a storyteller and as a judge, so whenever possible, try to be the first to volunteer<br />
<br />
* '''The trick with two similar cards:''' There are some additional tactics how captains can earn extra points:<br />
** As a storyteller, if you have two similar cards, choose the less obvious (but still obvious) card as your main card; if the judge overtakes the guessing to their team, you get a chance to add your second, more matching card to your own story and try to lure the opposite team into choosing your second card, thus losing the turn to your team and bringing you 3 points<br />
** As a judge, if you see that you have in your hand a card that matches the story even better than the storyteller's card, leave guessing to the storyteller's team, add your card and hope that the opponents will choose your card instead of the storyteller's</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&diff=10126Gamehelpcantstopexpress2021-11-10T22:00:00Z<p>StephBXL: /* Gameplay */</p>
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<div>==Objective==<br />
Players are trying to score the most points, although scoring positive is difficult.<br />
<br />
==Gameplay==<br />
* Each turn, five dice are rolled.<br />
* After that, simultaneously, all players select 2 pairs and a single 5th die.<br />
* For each pair, the sum of the dice is marked by a cross on each players sheet (in column C).<br />
* The single fifth die is marked in the right hand table by a cross. On the first turns, each player uses a new line for each new 5th die value. Once three different 5th dice values have been filled in, each player must choose one of these three numbers as 5th die for each subsequent throw if available.<br />
* If a throw does not contain any of these three numbers, they don't have to mark a 5th dice, it's a "free throw".<br />
<br />
==End of Game==<br />
* A player goes out if the eighth box for one of the 5th dice values is marked.<br />
* After all players go out, the game ends.<br />
* -200 points are scored for each pair value that is marked 1 to 4 times.<br />
* 0 points are scored for each value that is marked 0 or 5 times.<br />
* For each value that is marked for at least 6 times, score the points in column A for each mark after the fifth.<br />
* The player with the most points wins. If there is a tie, they share the victory.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&diff=10125Gamehelpcantstopexpress2021-11-10T21:58:40Z<p>StephBXL: /* Gameplay */</p>
<hr />
<div>==Objective==<br />
Players are trying to score the most points, although scoring positive is difficult.<br />
<br />
==Gameplay==<br />
* Each turn, five dice are rolled.<br />
* After that, simultaneously, all players select 2 pairs and a single 5th die.<br />
* For each pair, the sum of the dice is marked by a cross on each players sheet (in column C).<br />
* The single fifth die is marked in the right hand table by a cross. On the first turns, each player uses a new line for each new 5th die number. Once three different 5th dice numbers have been filled in, each player must choose one of these three numbers as 5th die for each subsequent throw if one of those numbers is available.<br />
* If a throw does not contain any of these three numbers, they don't have to mark a 5th dice, it's a "free throw".<br />
<br />
==End of Game==<br />
* A player goes out if the eighth box for one of the 5th dice values is marked.<br />
* After all players go out, the game ends.<br />
* -200 points are scored for each pair value that is marked 1 to 4 times.<br />
* 0 points are scored for each value that is marked 0 or 5 times.<br />
* For each value that is marked for at least 6 times, score the points in column A for each mark after the fifth.<br />
* The player with the most points wins. If there is a tie, they share the victory.</div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpepizodiak&diff=10115Gamehelpepizodiak2021-11-09T08:17:24Z<p>StephBXL: </p>
<hr />
<div>The game consists of 48 tiles (four times each tile numbered 1 to 12).<br><br />
The goal is to play all one's tiles (empty one's hand) to score points.<br><br />
The player who empties his or her hand scores one point for each set he or she discards during the game.<br><br />
The first player to reach or exceed 7 points (or 13 optional points) wins the game.<br><br />
<br><br />
<mark><br />
[Note: With the single round option, each player scores the number of points equivalent to the number of sets heor she discarded during the game. The player who empties his or her hand is awarded a bonus of three additional points. The final classification is made according to points.]<br />
</mark><br />
<h2>Course of the game: </h2><br />
<br />
The tiles are dealt: 12 to each player, the remaining 12 forming a common draw pile.<br><br />
The first tile from the draw pile is turned over and placed on the board. Each player will play in turn, always in the same order. <br><br />
The dial can only have one tile of each value; these will be positioned at the planned locations (marked with the number concerned). <br><br />
<br><br />
When the dial is full its tiles are shuffled (with the remaining draw pile if there is one) to form a new draw pile. A new turn of the dial then begins, which will take place in the same way as the previous one (but without the set of sets).<br><br />
When a player empties hisor her hand, the points are scored and a new deal is made as at the start of the first round.<br><br />
<br />
<h2>Authorized shots: </h2><br />
<br />
<h4>1 - When there is a draw pile</h4><br />
<br />
Place a tile or a series of tiles on the dial in the continuity of the one(s) already placed, clockwise or anti-clockwise (as desired and regardless of the moves played previously).<br><br />
Or discard a set (the remaining tile of the same value will be called unique tile).<br><br />
Or draw a random tile from the draw pile.<br><br />
The player who can neither pose nor discard must necessarily draw.<br><br />
<br><br />
It is possible to play or discard or pass after having drawn (as desired and independently of the tile drawn). If the player has neither of these possibilities, the turn automatically passes. <br><br />
<br><br />
It is possible to pick up the last tile that has just been placed by the previous player, but this must be followed by a valid move (to put down or to discard: it is not possible to draw, it is not either possible to put back the tile that has just been picked up).<br><br />
<br />
<h4>2 - When there is no more draw pile</h4><br />
<br />
The conditions for placing, discard or picking up remain the same. However, instead of drawing, players can choose to skip their turn (even if they have a playable tile or a set in hand).<br><br />
It is impossible to pass with a single immediately playable tile: players must play a valid move (place a tile or series of tiles, on one side or the other of the dial, or discard a set).<br><br />
<br><br />
When two players have consecutively passed their turn, if the third player does not have one of the immediately playable tiles, he or she may contest the move. If the player does not have any of the tiles corresponding to the two playable positions on the dial, he or she will choose which of the two values to challenge.<br><br />
<br><br />
When the player disputes a value, the four tiles will be removed from the hands of the other two players. The set is discarded from the game (valuable for one point) and the unique tile comes into the possession of the player who contested, he or she must then play (according to the usual conditions given above).<br><br />
<br><br />
If no one has the opportunity to challenge, it is impossible for players to skip their turns more than three times in a row. In this case, when the turn goes to the first player to pass, that player will be forced to place a non-unique tile from their hand (or a straight if they wish).<br></div>StephBXLhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpepizodiak&diff=10114Gamehelpepizodiak2021-11-09T08:16:51Z<p>StephBXL: He or she</p>
<hr />
<div>The game consists of 48 tiles (four times each tile numbered 1 to 12).<br><br />
The goal is to play all one's tiles (empty one's hand) to score points.<br><br />
The player who empties his or her hand scores one point for each set e or she discards during the game.<br><br />
The first player to reach or exceed 7 points (or 13 optional points) wins the game.<br><br />
<br><br />
<mark><br />
[Note: With the single round option, each player scores the number of points equivalent to the number of sets heor she discarded during the game. The player who empties his or her hand is awarded a bonus of three additional points. The final classification is made according to points.]<br />
</mark><br />
<h2>Course of the game: </h2><br />
<br />
The tiles are dealt: 12 to each player, the remaining 12 forming a common draw pile.<br><br />
The first tile from the draw pile is turned over and placed on the board. Each player will play in turn, always in the same order. <br><br />
The dial can only have one tile of each value; these will be positioned at the planned locations (marked with the number concerned). <br><br />
<br><br />
When the dial is full its tiles are shuffled (with the remaining draw pile if there is one) to form a new draw pile. A new turn of the dial then begins, which will take place in the same way as the previous one (but without the set of sets).<br><br />
When a player empties hisor her hand, the points are scored and a new deal is made as at the start of the first round.<br><br />
<br />
<h2>Authorized shots: </h2><br />
<br />
<h4>1 - When there is a draw pile</h4><br />
<br />
Place a tile or a series of tiles on the dial in the continuity of the one(s) already placed, clockwise or anti-clockwise (as desired and regardless of the moves played previously).<br><br />
Or discard a set (the remaining tile of the same value will be called unique tile).<br><br />
Or draw a random tile from the draw pile.<br><br />
The player who can neither pose nor discard must necessarily draw.<br><br />
<br><br />
It is possible to play or discard or pass after having drawn (as desired and independently of the tile drawn). If the player has neither of these possibilities, the turn automatically passes. <br><br />
<br><br />
It is possible to pick up the last tile that has just been placed by the previous player, but this must be followed by a valid move (to put down or to discard: it is not possible to draw, it is not either possible to put back the tile that has just been picked up).<br><br />
<br />
<h4>2 - When there is no more draw pile</h4><br />
<br />
The conditions for placing, discard or picking up remain the same. However, instead of drawing, players can choose to skip their turn (even if they have a playable tile or a set in hand).<br><br />
It is impossible to pass with a single immediately playable tile: players must play a valid move (place a tile or series of tiles, on one side or the other of the dial, or discard a set).<br><br />
<br><br />
When two players have consecutively passed their turn, if the third player does not have one of the immediately playable tiles, he or she may contest the move. If the player does not have any of the tiles corresponding to the two playable positions on the dial, he or she will choose which of the two values to challenge.<br><br />
<br><br />
When the player disputes a value, the four tiles will be removed from the hands of the other two players. The set is discarded from the game (valuable for one point) and the unique tile comes into the possession of the player who contested, he or she must then play (according to the usual conditions given above).<br><br />
<br><br />
If no one has the opportunity to challenge, it is impossible for players to skip their turns more than three times in a row. In this case, when the turn goes to the first player to pass, that player will be forced to place a non-unique tile from their hand (or a straight if they wish).<br></div>StephBXL