https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Talzaroff&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T05:23:43ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelparknova&diff=18574Gamehelparknova2023-10-29T08:39:08Z<p>Talzaroff: Small correction in the Game End section</p>
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<div>Welcome to Ark Nova! In this game, you'll manage a modern zoo. In addition to building enclosures and putting popular and well-liked animals into them, you'll also gain sponsors and support conservation projects. You'll do this by taking one of five actions each turn, with each of them having strength related to their position in the line - the longer it's been since the last time you took that action, the more powerful it'll be. Your score is measured by both your Appeal (ticket icon) and Conservation (green shield icon), and when they cross each other on the scoring track, the endgame is triggered. After one more round the player with the most points, as measured by how far apart these two trackers are from each other, wins the game!<br />
<br />
==What To Do On Your Turn==<br />
When it's your turn, you'll choose one of the five action cards in front of you. This action has a strength associated with it, based on its position along the bottom of your board, ranging from 1 to 5. You'll be able to add to this value by spending X-tokens. After performing that action, it moves to the far left position, at strength 1, pushing all other action cards one space to the right.<br />
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Upon achieving certain conditions, you'll be able to upgrade these action cards as well by flipping them to the pink side, where they will remain for the rest of the game. These upgraded actions will allow you to use these actions more efficiently, but otherwise follow the same rules as their basic form.<br />
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===The Build Action===<br />
The basic Build action allows you to build one new enclosure or special building 1 to 5 tiles in size. You need to build enclosures in order to place animals in your zoo. To do this, you'll pay 2 money per hex (for example, you would pay 6 money for a size 3 enclosure or for a Petting Zoo special building). All enclosures and buildings must be placed touching already-existing enclosures or buildings in your zoo. Enclosures and buildings cannot overlap, and no tiles can be placed on top of the rock or water spaces already printed on your zoo map. <br />
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Some spaces have a purple shovel and a "II" - these cannot be built upon until you upgrade your Build action. <br />
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Tiles with other icons on them are "placement bonuses" - upon building on these spaces, you gain the bonuses pictured on them.<br />
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At any point, you can see all the possible basic enclosure and building shapes in a tab by clicking the little shovel icon near the top right corner of your map.<br />
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====== Special buildings ======<br />
A Kiosk is a dark gray building of size 1. A Kiosk gives you money each break during the income phase -- 1 money for each adjacent building or occupied enclosure.<br />
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A Pavilion is a pink building of size 1. Upon placing a Pavilion, you gain 1 appeal.<br />
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A Petting Zoo is a special enclosure of size 3. Some animals must be placed in a Petting Zoo, but multiple animals can coexist in the building. You can only build one Petting Zoo.<br />
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===== The Upgraded Build Action: =====<br />
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# Allows you to build multiple '''different''' enclosures and/or buildings with a total size no more than the action strength - for example at strength 5, you could build a size 3 enclosure, size 1 enclosure, and a kiosk all at once (but not a size 3 enclosure and two kiosks; they must all be different);<br />
# Allows you to build on spaces requiring the upgraded Build action;<br />
# Allows you to build a Reptile House and a Large Bird Aviary. Much like the Petting Zoo, these buildings can house multiple animals of a particular type. When you build a Reptile House or Large Bird Aviary, if you have an animal that could be housed in one of these special buildings, you may immediately move it to the building, freeing up that enclosure for another animal.<br />
===The Cards Action===<br />
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The Cards action allows you to draw more cards. Depending on the strength of this action, you'll draw one or more cards from the top of the deck and possibly discard cards from your hand (possibly including ones you just drew). At strength 5, you may instead "snap" one card from the board directly to your hand. Keep in mind that the hand limit (3, or 5 if you've acquired the appropriate University) will be enforced during Breaks. Additionally note that using the Cards action moves the Break counter up by 2.<br />
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==== The Upgraded Cards Action ====<br />
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# Allows you to draw cards directly from the board within your reputation range (to the left of your reputation marker);<br />
# Allows you to "snap" cards from the board at strength 3 or more;<br />
# Allows your reputation range to reach levels higher than 9, with associated bonuses;<br />
# Allows you to draw more cards overall at a given strength and discard fewer cards.<br />
===The Animals Action===<br />
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The Animals action allows you to play animal cards into your zoo. Each animal has a money cost and also requires an enclosure of a specific size or higher. Some may also need to border the rocks/or water. Be sure to note any other prerequisites which are listed on the left side, such as having a particular icon (e.g. Australia, Predators, or Research) in your zoo. Prerequisites for playing the card will always be on its left edge. <br />
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When you play a new animal card, you gain the bonuses listed on the bottom edge of the card. The most common things this gives are<br />
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# Appeal points (ticket icon)<br />
# Conservation points (green shield icon)<br />
# Reputation points (black mortarboard cap icon)<br />
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Most animal cards will have at least one animal type - Reptiles, Birds, Bears, etc. - and a region - Americas, Africa, Europe, etc. (Petting Zoo animals do not have a region.) These icons are very important for deciding which Conservation Projects you can score later.<br />
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==== The Upgraded Animals Action ====<br />
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# Allows you to play multiple animal cards at a lower strength;<br />
# Allows you to play animals from your reputation range (to the left of your reputation marker) and not just your hand;<br />
# Allows you to play certain animals that list Animals (II) as a prerequisite on their left edge.<br />
===The Sponsors Action===<br />
The basic Sponsors action allows you to play a sponsor (blue) card from your hand. The minimum action strength required for each Sponsor card is listed at its top-left corner. These typically don't cost any money to play, but may have other requirements. Sponsor cards are color-coded to tell you whether they will give you benefits now, later, and/or at the end of the game:<br />
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# A yellow box lists what you get immediately when the card is played;<br />
# A purple box lists what you get on each break;<br />
# A blue box lists what you get upon another condition such as playing or getting certain icons;<br />
# A brown box lists what you will get at the end of the game.<br />
If you don't have any Sponsor cards you want to play, you can also use the Sponsors action to both gain money and move the Break up by an amount equal to the action's strength.<br />
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==== The Upgraded Sponsors Action ====<br />
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# Allows you to play sponsors from the board within reputation range (to the left of your reputation marker) instead of from your hand;<br />
# Allows you to, instead of playing a Sponsor card, gain money equal to the twice the action's strength (and Break equal to the action's strength);<br />
# Allows you to play sponsors that list Sponsors (II) as a requirement;<br />
# Allows you to play multiple sponsors with a single action;<br />
# Allows you to play sponsors of 1 greater strength than the strength of the action.<br />
===The Association Action===<br />
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The Association action allows you to send your worker(s) to the association board to take actions there. You start with just one worker, but can gain more workers as the game progresses. Workers return to your supply only at Breaks. When you use the Association action, you may do one of four things depending on the strength of the action:<br />
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* Strength 2: Gain 2 reputation (one of the most straightforward ways to get reputation);<br />
* Strength 3: Gain a partner zoo (handshake icon). Playing animals from that continent permanently costs 3 less money, and you gain an icon of that type. Place this on the right side of your board (starting at the bottom) -- you gain any bonus this covers up.<br />
* Strength 4: Gain a partner university (gray monument icon) -- these will give reputation, research icons, or an improved hand size limit;<br />
* Strength 5: You can support a conservation project (existing or from hand) -- these will typically be some milestone, for example requiring a number of Africa icons or Reptile icons.<br />
Other players' workers do not affect your ability to place your workers; there is unlimited space on each section of the Association board. However, choosing the same Association action a second time before the Break will cost you two workers instead of one (for a total of three). All the partner zoo and university tiles will be replenished at each Break.<br />
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==== Conservation Projects ====<br />
Typically conservation projects will give you all-important conservation points, and possibly other benefits. To score a conservation project, your Association action must be at 5 strength. When you take the action, take one of the cubes from the left side of your player board and place it on the conservation project. Whatever space the cube comes off is the benefit you'll get. If it comes from the yellow section, you'll get the benefit immediately but only once, and if it comes from the purple/yellow section, you get the bonus immediately and also at each Break. Note that you typically can't claim more than one level of a particular conservation project, so you'll have to judge when it's time to take the action vs waiting until you have more of the appropriate icons.<br />
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If a conservation project requires you to "release an animal", you'll be discarding a previously played animal, losing its appeal points and icons, as well as emptying an enclosure of the same size as the animal required. However you'll still have the conservation points and can reuse the enclosure. Therefore, it can be beneficial to release animals with icons for which you've already scored the relevant conservation project.<br />
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Base conservation cards are drawn at the beginning of the game and known to every player. They involve collection species or habitat icons. There are additional conversation project cards in the cards deck that can be played from your hand when performing supporting a conservation project with the Association action.<br />
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==== The Upgraded Association Action: ====<br />
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* Allows you to split the actions' strength between multiple actions;<br />
* Allows you to have more partner zoos;<br />
* Allows you to donate money directly to get conservation points! The first person who uses this pays only 2 money for a conservation point, but every person who uses it thereafter must pay more and more, to a maximum of 12 money for a conservation point;<br />
* Allows you to play conservation project cards from the board within reputation range (to the left of your reputation marker).<br />
===The X-Token action===<br />
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If you can't or don't want to take any of the other actions, you may take one X-Token from the supply. Recall that you can spend X-tokens to increase the strength of any action by 1 (per token). After taking the X-token, move any action card to strength 1 of your board, pushing the other cards to the right. This is not usually an efficient choice, but can be a good way to gain X-tokens.<br />
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== Upgrading Action cards ==<br />
There are four ways to upgrade an action card. Since there are five actions cards, at least one will not be upgraded each game. The four ways to upgrade a card are:<br />
# Advancing your conservation score to 2 (this gives the option of either upgrading a card ''or'' gaining an additional association worker);<br />
# Advancing your reputation to 5;<br />
# Playing a second university;<br />
# Playing a second partner zoo.<br />
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== Gaining additional Association workers ==<br />
Recall that each association action requires an association worker, and if you have already taken that association action since the last break, it requires two association workers. Your association workers are returned to you when the Break occurs. You start the game with one worker, and can gain up to three more. Depending on which map you are using, there also may be a conservation point bonus for obtaining your fourth conservation worker.<br />
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The ways to obtain additional conservation workers are:<br />
# Advancing your conservation score to 2 (this gives a choice between getting an association worker ''or'' upgrading a card);<br />
# Advancing your reputation score to 8;<br />
# If an association worker is one of the bonuses that may be chosen when you support a conservation project (except when using map 0, where instead a conservation worker may be obtained by covering a specific spot on your zoo map)<br />
# Gaining a third partner zoo (this requires that the association action has been upgraded)<br />
# Certain animals (usually bears) and sponsors have the ''Full-Throated'' ability, which gains you an association worker when played.<br />
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== Tracks ==<br />
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=== Break Track ===<br />
Players continue taking actions, some of which generate Break, until the Break track meets or exceeds 15. The player who triggered the Break receives one X-token. Then, the following steps happen:<br />
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# All players discard down to their hand limit (starting hand limit is 3, but having the relevant University ups it to 5);<br />
# Take any multiplier tokens off action cards, and any venom/constriction tokens off cards, if any exist;<br />
# Return all Association workers to the players and replenish the partner zoos and partner universities;<br />
# Discard the two leftmost cards of the card display, slide the remaining cards left, and replenishing the display;<br />
# All players receive income from base zoo appeal, kiosks, sponsors, and possibly spaces on the left side of the board from which cubes have been removed to contribute to conservation projects.<br />
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Then the Break track marker resets and the next player can take their turn as normal.<br />
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=== Appeal Track and Conservation Track ===<br />
To track how many Appeal points and Conservation points players have, you have two tokens that start from opposite ends of a long track. (On boardgamearena, you can click the appeal + conservation icon in the top right to see this.) Note that conservation points are more valuable than appeal (one conservation is roughly equal to three appeal), but also more difficult to gain.<br />
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Moving your marker further on the appeal (tickets icon) track increases the amount of income you get per turn.<br />
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Moving your marker to certain key points on the Conservation track (green shield icon) gives the effects in pentagons:<br />
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* (At 2 points) You may either upgrade an action or gain an Association worker;<br />
* (At 5 and 8 points) You may gain a benefit chosen for that particular game, each shown in a yellow pentagon. (Everyone can get the 5 money bonus, but only one player can get each of the others);<br />
* (At 10 points) '''All players''' discard one of their bonus cards from the game start. (This only happens the first time this is reached.)<br />
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=== Reputation Track ===<br />
The Reputation track is largely used for drawing and playing cards from within reputation range. By playing directly from the display, players can more efficiently play animals, sponsors, and conservation projects. Note that playing directly from reputation range has an additional cost equal to the card's location in the display -- playing an animal at the 6th folder would cost 6 additional money.<br />
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As with the conservation track, there are bonus effects when crossing certain levels on the Reputation track, most of which are near the end of the track. Keep in mind players will need the upgraded Cards action to gain more than 9 reputation.<br />
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==Game End==<br />
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If at the end of your turn or during a break your Conservation counter and Appeal counter are ever in the same scoring area, or if they have passed one another, the end of the game is triggered. If a player triggers the end during their turn, all '''other''' players will take one more turn. If the end of the game is triggered during a Break, '''all''' players will take one more turn.<br />
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At the end of the game, you still get conservation points or appeal from your Final Scoring card(s), as well as from all your cards with end-of-game scoring (generally the brown section on Sponsors cards).<br />
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==Score==<br />
Scoring is different to the original game: All conservation point spaces feature a small number. To determine your score, you must add your appeal to the number of the space with your conservation point marker on it. No more calculating the distance between your 2 markers. The numbers are calculated in such a way that having your 2 markers reach each other will score you exactly 100 points. If your markers cross, your score will be above 100; if they don't, it will be below. Therefore, 100 is the point threshold to end the game. In case of a tie, the tied player who supported the most Conservation Projects wins the game.<br />
==Maps==<br />
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'''Map 1 (Observation Tower):''' The enclosure must be adjacent to the space with the tower, not merely to any one of the other 3 rock spaces. The platform has no effect on special enclosures. If you release an animal into the wild (and thus flip an occupied enclosure back to the empty side) and then accommodate a new animal in this enclosure, you gain the 2 appeal again. The Observation Tower itself does not count as a building (e. g. for kiosks). <br />
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'''Map 2 (Outdoor Areas):''' The enclosure must be adjacent to the space with the Outdoor Area, not merely to any one of the other 4 water spaces. The Outdoor Area has no effect on special enclosures. Treat any standard enclosure adjacent to the Outdoor Areas as if it were 2 spaces larger (after it is placed there). The Outdoor Area itself is not considered a building (e. g. for kiosks). Example: If you have built a standard 1-space enclosure adjacent to the Outdoor Area, you may accommodate an animal there that requires an enclosure of 1, 2, or 3 spaces. <br />
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'''Map 4 (Commercial Harbor):''' The Commercial Harbor is considered to be connected as soon as you have placed a building on the adjacent building space. You may build your first building directly adjacent to the Commercial Harbor, but you do not have to. You may use the ability at any time during your turn, before, after, or during an action. However, you may only discard 1 card with the Commercial Harbor per turn. You may not use the ability during a break or someone else’s turn. The Commercial Harbor itself does not count as a building (e. g. for kiosks). <br />
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'''Map 5 (Park Restaurant):''' During the break, you gain income of 1 money for each space adjacent to the Park Restaurant with a building on it. It does not matter if these are single buildings or if several spaces belong to the same building. It also doesn’t matter what kind of buildings you build there and whether enclosures are occupied or not. The Park Restaurant itself does not count as a building.<br />
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'''Map 6 (Research Institute):''' The Research Institute is considered connected as soon as you have placed a building on the adjacent building space. You may build your first building directly adjacent to the Research Institute, but you do not have to. Once active, you can play Animal cards even when you are 1 condition short; you must still fulfill all other conditions. You cannot ignore rock or water requirements. <br />
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'''Map 7 (Ice Cream Parlors):''' If you have covered all bonus spots granting kiosks, you gain 1 additional money for each kiosk on your zoo map as income during the break. It does not matter if these kiosks were built as placement bonuses or by other means. It also does not matter if they generate income without this bonus or not. <br />
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'''Map 8 (Hollywood Hills):''' Spaces with an 'H' may be covered like any other space. This is similar to a placement bonus, but does not count as one (e. g. for card 221). Every time you place a building on an H, reveal cards from the deck one by one until you reveal a Sponsor card. Add this card to your hand and put all other revealed cards onto the discard pile. Once you have covered all 3 spaces, the level of each Sponsor card you play is 1 lower.</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&diff=17872Gamehelpteotihuacan2023-08-24T09:21:42Z<p>Talzaroff: added clarification for some cocoa cost calculations</p>
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<div>===Basics===<br />
Your Workers are Dice. Don't roll them! The numbers show their level.<br />
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On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.<br />
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===Actions===<br />
On each board, you can choose from three actions:<br />
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# '''Collect Cocoa:''' gain cocoa equal to the number of unlocked dice colours present '''before you place your die,''' plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.<br />
# '''Main action:''' pay Cocoa equal to the number of the dice colours present '''before you place your die''', then activate the benefit of the location (collect resources, build the pyramid, etc., check the "?" on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).<br />
# '''Worship:''' place your Worker in the coloured box to one side on each board. If another Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn't count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. <br />
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===Unlocking Workers===<br />
Two methods:<br />
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free<br />
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2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.<br />
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===Ascension===<br />
When a Worker levels up to six pips, it immediately "ascends". Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.<br />
===Eclipse===<br />
The Eclipse counter (white disc) moves one step after each player has played once (and also when Ascending).<br />
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When the white disc reaches the black disc on the turn counter, this triggers an Eclipse. This triggers a VP count according to multiple parameters after everyone has played once. <br />
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Players must then pay 1 cocoa per worker plus 1 additional for each worker of power 4 or 5. Each cocoa a player cannot/will not pay costs them 3 VP. <br />
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This is not the game end (yet).<br />
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Mask Scoring:<br />
Set of 1/2/3/4/5/6/7 different masks, <br />
Scores 1/3/6/10/15/21/28 points.<br />
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Each player also scores victory points based on their position on the Avenue of the Dead and the Pyramid track.<br />
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===Game End===<br />
The game ends after three eclipses or after the pyramid is completed, with each player getting (at least) one final turn.<br />
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===External links===<br />
[https://boardgamegeek.com/filepage/166248/official-rules Official Rules (via BGG)]<p><br />
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]<p><br />
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceathlon&diff=17853Gamehelpdiceathlon2023-08-22T09:01:53Z<p>Talzaroff: Added Quick Mode explanation</p>
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<div>== Game Overview ==<br />
<br />
==== Turn Order ====<br />
# The First Player rolls the dice.<br />
# They choose and remove one die and write the number into one of the valid boxes for any sport.<br />
# The player on their right chooses a die from the remaining dice and writes the number into one of the valid boxes for any sport.<br />
#This is repeated until the first player chooses a second die.<br />
# The player on the right of the first player becomes the first player for the next round.<br />
If a player cannot write a number on their game sheet, they must pass and the game is now over for them.<br />
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==== Coaches ====<br />
Each player has 3 coaches which they can use before they choose a die.<br />
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# Re-Roll - This re-rolls all the dice that are left in the dice pool.<br />
# Flip a Die - This changes the selected die to the number on the opposite side (eg from a 6 to 1).<br />
# Add 1 to a Die - This increases the selected die's value by 1.<br />
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==== Game End ====<br />
Once all players have passed the game is over and medals are then awarded for 1st, 2nd and 3rd place in each sport. Each medal is worth Victory Points (gold is 5 points, silver is 3 points and bronze is 1 point). The player with the most points at the end of the game wins.<br />
<br />
<br />
'''(Quick Mode)'''<br />
<br />
If Quick Mode is activated when the table is created, the turn order is handled differently. Quick Mode means that every player rolls 6 dice and chooses one from these dice. They then pass the remaining dice to next player. This will be repeated to the end of available dice, then every player rolls again. This will be repeated 7 times, then the game is over.<br />
<br />
== Sports Overview ==<br />
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==== Sport Climbing ====<br />
Sport Climbing is a race to the top. On their turn players may cross off the lowest number on the climbing wall. The first player to cross off the 6 is the winner. If the game ends with nobody reaching the top, whoever made it the furthest wins.<br />
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==== Golf ====<br />
In Golf players must complete the course using the fewest dice. To complete a hole the sum of the dice used must add up to greater than or equal to the number in the flag. Holes must be completed in order. The winner is whoever finished the course with the least amount of dice used. In case of a tie, lowest sum of dice wins.<br />
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In the case no player finished the course, the player with more holes completed is considered the winner.<br />
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==== Rowing ====<br />
In rowing, each rowboat must have a matching pair (top and bottom). Players must also complete the first boat before filling in the next boat. At the end of the game the highest total from completed boats wins. In case of a tie, the least boats used wins.<br />
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==== Hurdles ====<br />
In Hurdles the sheet must be filled from left to right. Any dice over hurdles must be greater than 3. The course must be filled to score. Lowest total sum wins.<br />
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==== Skateboarding ====<br />
Skateboarding is made up of 3 different tricks. You may begin filling in any trick you wish and they don't need to be completely filled to score. Highest total wins.<br />
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<u>Kickflip</u> - Muiltply both numbers.<br />
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<u>Frontside 5-0 Grind</u> - Numbers must be in consecutive descending order (e.g. 5 - 4 - 3) Starting from the left.<br />
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<u>Handplant</u> - All numbers must be equal.<br />
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==== Triple Jump ====<br />
In the Triple Jump, players start by filling in the first 3 numbers. These must be in consecutive ascending order (e.g. 4 - 5 - 6). The following numbers must be equal. <br />
<br />
Score by mulitplying the 3rd box (x) by number of equal dice. In case of a tie, highest number in equal box wins. It is not required to completely fill all boxes to score.<br />
<br />
== Solo Variant ==<br />
In the Solo variant, you will roll two dice and write them one at a time on your score sheet. Earning medals in each sport is dependent on your performance.<br />
<br />
==== Sport Climbing ====<br />
Gold Medal: Complete the course in 16 dice or less.<br />
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Silver Medal: Complete the course in between 17 and 26 dice.<br />
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Bronze Medal: Complete the course in 27 dice or more.<br />
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==== Golf ====<br />
Gold Medal: Complete all three holes in 6 dice.<br />
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Silver Medal: Complete all three holes in 7, 8 or 9 dice.<br />
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Bronze Medal: Complete all three holes in 10 dice.<br />
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==== Rowing ====<br />
Gold Medal: Score 32 points or more.<br />
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Silver Medal: Score between 26 and 31 points.<br />
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Bronze Medal: Score between 20 and 25 points.<br />
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==== Hurdles ====<br />
Gold Medal: Score 16 points.<br />
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Silver Medal: Score 17 or 18 points.<br />
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Bronze Medal: Score between 19 and 22 points.<br />
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==== Skateboarding ====<br />
Gold Medal: Score 55 points or more.<br />
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Silver Medal: Score beween 45 and 54 points.<br />
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Bronze Medal: Score between 35 and 44 points.<br />
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==== Triple Jump ====<br />
Gold Medal: Score 24 or more points.<br />
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Silver Medal: Score between 16 and 23 points.<br />
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Bronze Medal: Score between 9 and 15 points.</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpdraculahelsing&diff=17789Gamehelpdraculahelsing2023-08-14T13:00:37Z<p>Talzaroff: spelling</p>
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<div>Each player plays the role of a different character, either Van Helsing or Dracula.<br />
<br />
Van Helsing wins the game if he manages to kill Dracula by removing all his Health Points (HP). Dracula wins the game by either turning all 4 inhabitants of the same District into vampires or surviving until the end of the 5th round.<br />
<br />
== Round Setup ==<br />
The deck (4 suits, each from 1 to 8) is shuffled and each player receives 5 cards.<br />
<br />
'''Each card faces a District. Cards cannot be swapped or rearranged unless a game effect allows you to do so. This is very important, as each card will affect the District that it faces at the end of the round.'''<br />
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The color tokens, associated with the 4 suits, are randomly ranked at the begining of the game. They then can be manipulated with card effects.<br />
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Dracula always goes first.<br />
<br />
== Gameplay ==<br />
The game is played in a maximum of 5 rounds. Each round, players alternate taking turns, drawing a card and discarding a card to trigger its effect.<br />
<br />
On your turn, the topmost card is drawn from the deck. Then, you can either discard this card, or swap it with any of your 5 cards and discard the chosen card. The effect of the discarded card is then triggered.<br />
<br />
Instead of drawing (and discarding) a card, a player can call the end of the round. You can only choose this action if there are at least 6 cards in the discard pile. Your opponent takes their last turn, then the round ends.<br />
<br />
=== Card Effects ===<br />
<br />
# Reveal one of your cards<br />
# Reveal the topmost card of the deck<br />
# Reveal one of your opponent's cards<br />
# Swap two of your cards<br />
# Immediately play another turn<br />
# Swap one of your card with your opponent's card from the same District<br />
# Swap the Trump color token with another color token<br />
# Immediately ends the round (can only be discarded after 6 cards are in the discard). You opponent doesn't play another turn.<br />
<br />
Cards effects must be triggered if possible.<br />
<br />
== End of the Round ==<br />
A round ends when a player uses their turn to call it or when the deck is empty.<br />
<br />
Then, all Districts are resolved one by one, from left to right in the direction the weathervane is pointing. For each District, your card is compared with the opponent’s card:<br />
<br />
- If one of the two cards is a Trump Card, it wins;<br />
<br />
- If both cards are Trump Cards, the highest value wins;<br />
<br />
- If neither of the two cards is a Trump Card, the highest value wins. If both values are tied, the higher color (on the Color Ranking Board) wins.<br />
<br />
Whenever Dracula wins a District, he turns one Human Token into a Vampire in that District.<br />
<br />
Whenever Van Helsing wins a District, he removes one of Dracula’s Health Points.<br />
<br />
If one of the end game conditions (4 Vampires in the same District or 0 HP for Dracula) is met during the resolution of a District, the game ends immediately.<br />
<br />
== End of the Game ==<br />
If Dracula loses his last HP, Van Helsing wins the game.<br />
<br />
If Dracula turns all 4 inhabitants of the same District into vampires, or if the game reaches the end of the fifth round, Dracula wins the game.</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpobsession&diff=17759Gamehelpobsession2023-08-09T07:57:57Z<p>Talzaroff: /* Special rounds */ Extended Game rounds added</p>
<hr />
<div>== Overview ==<br />
<br />
Each player has a number of Servant meeples, a set of Improvement tiles in front of them (representing areas of their estate's house and grounds), and a hand of Gentry cards. They also have a Reputation value, starting at 1.1; an amount of Money starting at £0; and a number of Objective Cards (some of which will be discarded as the game progresses).<br />
<br />
Your Servant meeples are:<br />
<br />
{| class="wikitable" style="width:auto;text-align:center;" border="2"<br />
! Meeple<br />
! Name<br />
! Effect<br />
|-<br />
|{{meeple|blue}}||<b style="color:blue">Butler</b>||Supports prestigious events and can hire new servants.<br />
|-<br />
|{{meeple|green}}||<b style="color:green">Valet</b>||Supports male guests.<br />
|-<br />
|{{meeple|purple}}||<b style="color:purple">Lady's Maid</b>||Supports female guests.<br />
|-<br />
|{{meeple|red}}||<b style="color:red">Housekeeper</b>||Supports dining events and may also serve as a Lady's Maid.<br />
|-<br />
|{{meeple|white}}||<b style="color:grey">Footman</b>||Supports outdoor events.<br />
|-<br />
|{{meeple|black}}||<b style="color:black">Underbutler</b>||Can serve as a <b style="color:blue">Butler</b>, <b style="color:green">Valet</b> or <b style="color:grey">Footman</b>.<br />
|}<br />
<br />
The game consists of players taking turns to host events at locations on their estate: each event requires a number of Servants to attend, and a number of Gentry to be played from the hand as guests to it. The outcome of an event will be a gain (or loss) of Reputation and/or Money, and/or the acquisition of new Gentry cards. After hosting an event, you may optionally buy one Improvement from the Builder's Market.<br />
<br />
When your hand is running low, you can pass your turn to pick your discard pile back up - optionally taking either £200 or refreshing the Builder's Market.<br />
<br />
== Each turn ==<br />
<br />
On your turn you can either:<br />
<br />
==== Take a standard turn ====<br />
<br />
A standard turn consists of the following steps:<br />
<br />
*1. '''Rotate service''': Move all your Servants one box to the right. (Only those in the "Available Service" box will be available for use on your turn.)<br />
*2. '''Host activity''': Choose tile from your estate to use this turn. Its bottom-left number must be equal to or lower than your family's Reputation.<br />
*3. '''Invite guests''': Play a number of Gentry cards from your hand that match the event.<br />
*4. '''Provide service''': Expend Servants to satisfy the event's Estate tile and Gentry cards. (If you do not have sufficient servants, you must go back and choose a different Estate/Gentry combination, or give up and pass your turn.)<br />
*5. '''Enjoy favours''' given by the event tile and the played gentry cards. These are all compulsory, with the exception of "Dismissing".<br />
*6. Optionally '''buy an Improvement tile from Builders' Market'''<br />
*7. '''Clean up'''<br />
<br />
==== Pass ====<br />
<br />
When you choose to pass:<br />
*• All of your servants move into the "available" box<br />
*• You take your discard pile of Gentry cards back into your hard<br />
*• You may either collect £200 ''or'' refresh the Builders' Market<br />
*• You may optionally buy from the Builders' Market<br />
<br />
== Special rounds ==<br />
<br />
Rounds 3 and 9 ''(Extended Game: 4, 9 and 16)'' are '''Village Fairs''': players who have flipped the Study tile receive £300 and 2 Reputation at the starts of these rounds.<br />
<br />
Round 11 ''(Extended Game: 13)'' is the '''Builder's Holiday''': players may buy any number of Improvement tiles during this round.<br />
<br />
Round 14 ''(Extended Game: 11)'' is a '''National Holiday''': player Reptutation does not limit actions this round. Players may host any event and invite any guest, irrespective of their Reputation.<br />
<br />
Rounds 4, 8, 12 and 16 ''(Extended Game: 5, 10, 15 and 20)''are '''Courtship''' rounds. No regular turns are taken: instead, whoever has the highest score for that courtship's current Theme colour (shown by the most recent upturned card at the top of the board) may take either the Charles or Elizabeth Fairchild card into their hand, and draw a Victory Point Card. The '''final Courtship round''' is scored on the total for ''all four'' Theme colours, rather than just the fourth. (If a colour appears multiple times, it is counted multiple times.)<br />
<br />
== End Game Scoring ==<br />
<br />
Add up:<br />
*• Improvement Tile VP<br />
*• Gentry Card VP<br />
*• Objective Card VP<br />
*• Service VP: 2 VP per servant<br />
*• Wealth VP: 1 VP per £200<br />
*• VP Cards<br />
*• Reputation VP<br />
<br />
{| class="wikitable" style="width:auto;text-align:center;" border="2"<br />
! Reputation<br />
! VP<br />
|-<br />
|Level 1<br />
|1<br />
|-<br />
|Level 2<br />
|3<br />
|-<br />
|Level 3<br />
|6<br />
|-<br />
|Level 4<br />
|10<br />
|-<br />
|Level 5<br />
|15<br />
|-<br />
|Level 6<br />
|21<br />
|-<br />
|Level 7<br/><small>(Max in Standard Play)</small><br />
|28<br />
|-<br />
|Level 8<br />
|36<br />
|-<br />
|Level Max<br />
|45<br />
|}</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpbarenpark&diff=15076Gamehelpbarenpark2022-10-16T07:06:47Z<p>Talzaroff: minor punctuation</p>
<hr />
<div>== Playing Turns ==<br />
<br />
To start: Place your initial tile on your park area. (It must fit on the board and not cover a pit.)<br />
<br />
In later turns, place any tile you have obtained on your park area, touching at least one edge of a previously placed tile. It still must fit on the board and not cover a pit.<br />
<br />
If you do not have any tiles, you must pass. After passing, you must take a Green Area of your choice, and then end your turn.<br />
<br />
== Covering icons ==<br />
<br />
When any portion of a tile covers an icon on the park board, you get a reward from the group supply.<br />
<br />
* Green wheelbarrow: Gain a Green Area (1 to 3 squares) of your choice.<br />
* White cement truck: Gain an Animal House tile (4 squares) or a Green Area (1 to 3 squares) to your supply. Animal Houses earn victory points when placed.<br />
* Orange excavator: Gain an Enclosure tile (5 squares) to your supply. Enclosures earn victory points when placed.<br />
* Construction crew: Gain a new park area and place it immediately. It must border an existing area and not be at a level lower than your entrance.<br />
<br />
When you fill any park area completely, you earn a bear statue worth victory points. Finishing a park area earlier is worth more victory points.<br />
<br />
The game end is triggered when a player completes all four of their Park Areas. Each other player gets one more turn and then counts up their points. Most points wins!<br />
<br />
== Achievements ==<br />
Most experienced Bärenpark players like to play with achievements. 3 random achievements are placed under the supply area. Hover over the achievements to see what is required to earn them. (Long press on mobile). Completing achievements earlier is worth more victory points.<br />
<br />
== End of game ==<br />
The player with the most points wins. In case of a tie, the tied players total the point values on the tiles left in their supply (which they did not place)-the highest-value total breaks the tie. If still tied, there are multiple winners.<br />
<br />
== Pit variant ==<br />
As an expert variant, you can cover up pits on your last turn, though you won't get the bear bonus for a tile with its pit covered up.</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&diff=14466Gamehelprollforthegalaxy2022-08-23T14:46:36Z<p>Talzaroff: spelling</p>
<hr />
<div>== Basics ==<br />
Use your dice (workers/citizens) to complete various actions with the goal of building the best civilisation. <br />
<br />
<br/><br />
<br />
You start the game with:<br />
*a player mat with the credit marker starting on 1<br />
*one faction token <br />
*one home world<br />
*one development zone card <br />
*one construction zone card <br />
*three white dice in your cup<br />
*two white dice in your citizenry<br />
*extra dice as shown on your home planet card <br />
<br />
<br />
<br/><br />
Warning: the BGA version is coded to play fast. It will do a lot of actions automatically when they do not require choices. So you might be surprised the first times...<br />
<br />
== The 5 Actions ==<br />
<br />
The game has five phases that everyone does at the same time until the end game condition reached. <br />
<br />
*roll<br />
*assign <br />
*reveal <br />
*resolve <br />
*manage <br />
<br />
<br/><br />
<br />
You start by rolling all your *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.<br />
<br />
<br/><br />
<br />
All dice with the * symbol are wild. <br />
<br />
<br/><br />
<br />
Choose one of the dice and put it on the black phase strip of the phase you want to play. Only phases that you or one of your opponents select to activate will happen this round. (in a two player game an extra third phase is selected randomly). The dice you use to select a phase doesn't have to match the phase you want to play. The dice underneath the phase strip will be used as resources for that phase. <br />
<br />
<br/><br />
<br />
Dictate <br />
*return one worker to the cup to reassign another worker to a different phase <br />
<br />
<br/><br />
<br />
Some cards may also let you reassign. <br />
<br />
<br/><br />
<br />
Each reassign action can only be used once per turn.<br />
<br />
<br/><br />
<br />
== Perform actions ==<br />
<br />
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase's action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.<br />
<br />
{| cellpadding=5 |<br />
|-<br />
| '''Face/Phase'''<br />
| '''Action'''<br />
| '''Description'''<br />
| '''Notes'''<br />
|-<br />
|Explore<br />
|Scout<br />
|Discard 0 or more tiles, then draw that many plus 1.<br />
|Repeated for each die spent.<br />
|-<br />
|<br />
|Stock<br />
|Get 2 Money <br />
|(max 10 money)<br />
|-<br />
|Develop<br />
|Develop<br />
|Add a die to a development. Automatically built if it has enough dice during develop.<br />
|(Possibly several developments per round.)<br />
|-<br />
|Settle<br />
|Settle<br />
|Add a die to a world. Automatically built if it has enough dice during settle.<br />
|(Possibly several world per round.)<br />
|-<br />
|Produce<br />
|Produce<br />
|Add a die to a settled, non-gray world.<br />
|Maximum of 1 die on each world. See "Consume" for importance of color.<br />
|-<br />
|Ship<br />
|Trade<br />
|Remove another die on a settled world; gain money equal to the '''world color''' it is on.<br />
|Blue = 3, Brown = 4, Green = 5, Yellow = 6<br />
|-<br />
|<br />
|Consume<br />
|Remove another die on a settled world. Get 1 VP.<br />
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet's color.<br />
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet's color<br />
|}<br />
<br />
== End of turn: manage and recruit citizens ==<br />
<br />
All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die.<br />
This is the only use of your money, so you rarely need to keep money.<br />
If you spend all your money, you get 1 money at the end of the round.<br />
<br />
You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.<br />
<br />
<br />
== Game setup ==<br />
<br />
Each player receives a random double tile with a special ability, and a random starter tile next to it.<br />
Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which. <br />
<br />
You also start with 5 white dice.<br />
<br />
== Game end ==<br />
When anyone has 12 tiles built, or if all VP chips are used up.<br />
<br />
== Watch out! ==<br />
<br />
If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.<br />
<br />
== Die Side Summary ==<br />
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]<br />
<br />
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]<br />
<br />
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]<br />
<br />
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]<br />
<br />
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]<br />
<br />
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]<br />
<br />
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]<br />
<br />
== Strategy Tips ==<br />
[[Tips_rollforthegalaxy | Strategy Tips]]</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&diff=10483Gamehelpbuttons2021-12-10T07:20:14Z<p>Talzaroff: Minor layout edit</p>
<hr />
<div>The game ends when one player has a connected line of 5 stars either horizontally or vertically (not diagonally) or when a player reaches 12 stars.<br />
<br />
'''Setup''':<br />
<br />
Each player begins with one designated bonus colour (or 2 colours for 2 player games) and an individual player board (all different). <br />
<br />
'''Each round''':<br />
<br />
With the exception of the first round the players will pass their designated bonus colour token to the next person in a clockwise order <br />
<br />
Each player will then take their turn in clockwise order starting with the player that has the red designated bonus colour token<br />
<br />
* On their turn the current player can either roll the one white die with gold pips and 5 black dice (one with gold pips) or if they have placed at least one button on their board they can choose to opt out<br />
* if the current player opts out they take one of the black dice (without the gold pips) and forfeit placing buttons for the remainder of the round, any remaining players will have 1 less black die available to roll.<br />
* If the current player rolls then if possible the player combines the white die for the row and a black die for the column and places a button on the corresponding intersection on their board IF there is NO button, star, or a button orthogonal to this intersection on their player board <br />
* if there is no valid intersection to place a button then the player "busts out", all buttons they placed this round are removed from their player board, forfeits placing more buttons, and takes one of the black dice (without the gold pips) until the end of the round. Any remaining players will have 1 less black die available to roll.<br />
* The other players MAY use the combination of the white die for the row and the black die with the gold pip for the column to place a button on the corresponding intersection as long as there is NO button, star, or a button orthogonal to this intersection on their player board.<br />
* Once every player has made their placement decisions, the dice are handed to the next player in clockwise order start their turn. <br />
<br />
<br />
'''End of each round''':<br />
<br />
When all of the players have either busted out or opted out, stars are awarded from the supply.<br />
<br />
(1) A star is awarded for successfully opting out<br />
<br />
(2) A star is awarded for each colour that you covered with at least 3 buttons during your turn ''(N.B. more than 3 buttons do not provide any further points)''<br />
<br />
(3) A bonus star is awarded for each of your bonus colours that you covered with at least 3 buttons during your turn<br />
<br />
Stars can be placed to replace any of the buttons placed during this round. After stars are placed, any remaining buttons are returned to the supply and the next round is started. <br />
<br />
Strategy Tip: Each button you place on the board 'blocks' horizontally and vertically adjacent locations from being available for buttons on future turns during the round. Thus, the more buttons you have, the more locations are blocked for placement.<br />
<br />
Strategy Tip: Since there is only a single white die, aiming to make a horizontal line can set you up for more frequent bust outs compared to vertical lines.<br />
<br />
<br />
'''Ending and Winning the Game''':<br />
<br />
The game ends when a player connects a line of 5 stars horizontally or vertically (not diagonally). If 2 or more players connect a line of 5 stars at the end of the same round, the player with the most stars wins the tie.breaker. There is no further tie-break.<br />
<br />
If no one connects a line of 5 stars, a player who places 12 stars triggers the end of the game. The player with the most stars wins the game. There is no further tie-break.<br />
<br />
<br />
'''In the BGA implementation: 100 points are awarded for connecting 5 stars in a row, so the game simply ends when someone has 12 or more points.'''</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptroyes&diff=10354Gamehelptroyes2021-11-23T08:55:18Z<p>Talzaroff: /* Actions */</p>
<hr />
<div><br />
== Goal ==<br />
<br />
Be the player with the most victory points at the end of the game.<br />
<br />
== Rules summary ==<br />
<br />
(This rules summary is based on the game help written by [http://boardgamegeek.com/user/pregremlin Andrew Agard] for Board Game Geek, under Creative Commons license. Please see [http://boardgamegeek.com/filepage/66976/complete-rules-reference-1-page-fold-in-half original file] here for details. Thank you Andrew !)<br />
<br />
===Initial Placement===<br />
<br />
* In clockwise order place a citizen in empty space of one building<br />
* Continue in counter clockwise order from last player and so on until all citizens placed<br />
<br />
===Game play===<br />
<br />
====Phase 0: Reveal the Activity cards====<br />
<br />
Reveal activity card for each color corresponding to current round (first 3 rounds only)<br />
<br />
====Phase 1: Income and salaries====<br />
<br />
Receive 10 deniers and pay 1 per Bishopric and 2 per Palace citizen or lose 2 VP<br />
<br />
====Phase 2: Assembling the workforce====<br />
<br />
Roll yellow/white/red die per citizen in City Hall/Bishopric/Palace and place in district<br />
<br />
====Phase 3: Events====<br />
<br />
Reveal top red and white or yellow Event and place to right of queue (unlimited Events)<br />
<br />
Events take effect from left to right<br />
<br />
* Military: start player takes 1 black die per die symbol<br />
<br />
* Other events: see annex (can’t execute: execute as much as possible and lose 2 VP)<br />
<br />
After Events, roll black dice and counter:<br />
<br />
* Start player must counter highest-value with one or more dice form district. Total value must be >= die. Discard dice. May counter several dice at once<br />
<br />
* Gain 1 influence per dice countered (can’t counter: discard die and lose 2 VP)<br />
<br />
* In order players must counter highest remaining until all countered<br />
<br />
* Use any color dice. Double red dice. Can’t buy dice or use activity cubes<br />
<br />
====Phase 4: Actions====<br />
<br />
See below.<br />
<br />
====Phase 5: End of the round====<br />
<br />
Receive deniers from district<br />
<br />
Return citizens lying on buildings to personal supplies<br />
<br />
Return unused dice to general supply<br />
<br />
Pass start player card left.<br />
<br />
===Actions===<br />
<br />
In order each player can use 1-3 dice of the same color for one action or pass.<br />
The round ends when no dice available or all players have passed. <br />
May pay player or bank (gray) to use their dice. If using 1/2/3 total dice, you pay 2/4/6 deniers per die.<br />
<br />
====Activate Activity Card====<br />
<br />
Must have tradesman. Hire if necessary by paying indicated amount in deniers. Place<br />
citizen on free space (or illustration if full) from personal supply, any board location or pay two influence to take one from the general supply.<br />
<br />
* 1 tradesman per player per card<br />
* Must activate at least once if tradesman hired<br />
* Citizens on card cannot be moved to newly freed space<br />
<br />
Immediate effect: activation cost (round down) determines color and use of dice<br />
<br />
Delayed effect: place cubes equal to activation cost. Use later (one cube per action)<br />
<br />
====Construct Cathedral====<br />
<br />
* Use 1-3 white dice to place 1-3 cubes on same-numbered construction site<br />
* Must place on lower levels before placing in higher levels for each set of valued spaces<br />
* Gain 1 VP and 1 or 2 Influence for each cube placed in spaces 1-3 or 4-6<br />
<br />
====Combat Events====<br />
<br />
* Activation cost (round down) defines dice and number of cubes to place on card<br />
* Place cubes on small banner starting with upper left. Gain 1 influence for each. Only place on a single card each action and can’t place more cubes than banners<br />
<br />
Event countered when banners filled<br />
* Most cubes earns higher reward (tied: total rounded down, 2nd earns nothing). If only 1 player on card earn both rewards.<br />
* 2nd most cubes earns smaller reward (tied: total rounded down)<br />
* Most cubes takes card (tied: player who placed first). Discard if neutral has most<br />
* Marauding: rewards given, cubes removed, and then event is available again<br />
<br />
====Place a citizen on building====<br />
<br />
* Use exactly one die to place one citizen from personal supply or any board location on first space of matching building row or space corresponding to die color and value<br />
<br />
* Shift existing citizens to right. Citizens pushed off are laid on building illustration<br />
<br />
* If already have expelled citizen nobody can expel your citizens from that building<br />
<br />
====Use Agriculture====<br />
<br />
* Gain number of deniers equal to total value divided by 2 (round down)<br />
<br />
===Pass===<br />
<br />
* If dice still in any city square, pass and receive 2 deniers which are placed in district<br />
<br />
* Each turn add another denier to district<br />
<br />
===End of Game Scoring===<br />
<br />
Sum of:<br />
<br />
* VP token gained during the game<br />
<br />
* 1 VP per un-resolved event card that you have a presence<br />
<br />
* VP on activity cards as occupied by each of your tradesman<br />
<br />
* -2 VP per row in cathedral that you do not have a cube on<br />
<br />
* Once revealed, gain VP per character cards. Note: you gain VP from ALL character cards in play, not just your own.<br />
<br />
==Characters scoring==<br />
===Chretien de Troyes===<br />
Awards citizens placed on the 3 principal buildings<br />
* 1 VP for 3+ (4+ with 2 players)<br />
* 3 VP for 5+ (6+ with 2 players)<br />
* 6 VP for 7+ (8+ with 2 players) <br />
===Urbain IV===<br />
Awards cubes placed on the cathedral<br />
* 1 VP for 3+ (4+ with 2 players)<br />
* 3 VP for 5+ (6+ with 2 players)<br />
* 6 VP for 7+ (8+ with 2 players) <br />
===Thibaut II===<br />
Awards deniers<br />
* 1 VP for 6+ <br />
* 3 VP for 12+ <br />
* 6 VP for 18+ <br />
===Hugues de Payns===<br />
Awards influence<br />
* 1 VP for 5+ <br />
* 3 VP for 10+ <br />
* 6 VP for 15+ <br />
===Le Florentin===<br />
Awards tradesman on the activity cards<br />
* 1 VP for 2+ <br />
* 3 VP for 4+ <br />
* 6 VP for 6+ <br />
===Henry I===<br />
Awards event cards<br />
* 1 VP for 1+ <br />
* 3 VP for 3+ <br />
* 6 VP for 5+</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptroyes&diff=10353Gamehelptroyes2021-11-23T08:36:38Z<p>Talzaroff: /* Actions */</p>
<hr />
<div><br />
== Goal ==<br />
<br />
Be the player with the most victory points at the end of the game.<br />
<br />
== Rules summary ==<br />
<br />
(This rules summary is based on the game help written by [http://boardgamegeek.com/user/pregremlin Andrew Agard] for Board Game Geek, under Creative Commons license. Please see [http://boardgamegeek.com/filepage/66976/complete-rules-reference-1-page-fold-in-half original file] here for details. Thank you Andrew !)<br />
<br />
===Initial Placement===<br />
<br />
* In clockwise order place a citizen in empty space of one building<br />
* Continue in counter clockwise order from last player and so on until all citizens placed<br />
<br />
===Game play===<br />
<br />
====Phase 0: Reveal the Activity cards====<br />
<br />
Reveal activity card for each color corresponding to current round (first 3 rounds only)<br />
<br />
====Phase 1: Income and salaries====<br />
<br />
Receive 10 deniers and pay 1 per Bishopric and 2 per Palace citizen or lose 2 VP<br />
<br />
====Phase 2: Assembling the workforce====<br />
<br />
Roll yellow/white/red die per citizen in City Hall/Bishopric/Palace and place in district<br />
<br />
====Phase 3: Events====<br />
<br />
Reveal top red and white or yellow Event and place to right of queue (unlimited Events)<br />
<br />
Events take effect from left to right<br />
<br />
* Military: start player takes 1 black die per die symbol<br />
<br />
* Other events: see annex (can’t execute: execute as much as possible and lose 2 VP)<br />
<br />
After Events, roll black dice and counter:<br />
<br />
* Start player must counter highest-value with one or more dice form district. Total value must be >= die. Discard dice. May counter several dice at once<br />
<br />
* Gain 1 influence per dice countered (can’t counter: discard die and lose 2 VP)<br />
<br />
* In order players must counter highest remaining until all countered<br />
<br />
* Use any color dice. Double red dice. Can’t buy dice or use activity cubes<br />
<br />
====Phase 4: Actions====<br />
<br />
See below.<br />
<br />
====Phase 5: End of the round====<br />
<br />
Receive deniers from district<br />
<br />
Return citizens lying on buildings to personal supplies<br />
<br />
Return unused dice to general supply<br />
<br />
Pass start player card left.<br />
<br />
===Actions===<br />
<br />
In order each player can use 1-3 dice of the same color for one action or pass.<br />
Round ends when no dice available or all players have passed<br />
May pay player or bank (gray) to use dice. If using 1/2/3 dice pay 2/4/6 deniers per dice<br />
<br />
====Activate Activity Card====<br />
<br />
Must have tradesman. Hire if necessary by paying indicated amount in deniers. Place<br />
citizen on free space (or illustration if full) from personal supply or any board location<br />
<br />
* 1 tradesman per player per card<br />
* Must activate at least once if tradesman hired<br />
* Citizens on card cannot be moved to newly freed space<br />
<br />
Immediate effect: activation cost (round down) determines color and use of dice<br />
<br />
Delayed effect: place cubes equal to activation cost. Use later (one cube per action)<br />
<br />
====Construct Cathedral====<br />
<br />
* Use 1-3 white dice to place 1-3 cubes on same-numbered construction site<br />
* Must place on lower levels before placing in higher levels for each set of valued spaces<br />
* Gain 1 VP and 1 or 2 Influence for each cube placed in spaces 1-3 or 4-6<br />
<br />
====Combat Events====<br />
<br />
* Activation cost (round down) defines dice and number of cubes to place on card<br />
* Place cubes on small banner starting with upper left. Gain 1 influence for each. Only place on a single card each action and can’t place more cubes than banners<br />
<br />
Event countered when banners filled<br />
* Most cubes earns higher reward (tied: total rounded down, 2nd earns nothing). If only 1 player on card earn both rewards.<br />
* 2nd most cubes earns smaller reward (tied: total rounded down)<br />
* Most cubes takes card (tied: player who placed first). Discard if neutral has most<br />
* Marauding: rewards given, cubes removed, and then event is available again<br />
<br />
====Place a citizen on building====<br />
<br />
* Use exactly one die to place one citizen from personal supply or any board location on first space of matching building row or space corresponding to die color and value<br />
<br />
* Shift existing citizens to right. Citizens pushed off are laid on building illustration<br />
<br />
* If already have expelled citizen nobody can expel your citizens from that building<br />
<br />
====Use Agriculture====<br />
<br />
* Gain number of deniers equal to total value divided by 2 (round down)<br />
<br />
===Pass===<br />
<br />
* If dice still in any city square, pass and receive 2 deniers which are placed in district<br />
<br />
* Each turn add another denier to district<br />
<br />
===End of Game Scoring===<br />
<br />
Sum of:<br />
<br />
* VP token gained during the game<br />
<br />
* 1 VP per un-resolved event card that you have a presence<br />
<br />
* VP on activity cards as occupied by each of your tradesman<br />
<br />
* -2 VP per row in cathedral that you do not have a cube on<br />
<br />
* Once revealed, gain VP per character cards. Note: you gain VP from ALL character cards in play, not just your own.<br />
<br />
==Characters scoring==<br />
===Chretien de Troyes===<br />
Awards citizens placed on the 3 principal buildings<br />
* 1 VP for 3+ (4+ with 2 players)<br />
* 3 VP for 5+ (6+ with 2 players)<br />
* 6 VP for 7+ (8+ with 2 players) <br />
===Urbain IV===<br />
Awards cubes placed on the cathedral<br />
* 1 VP for 3+ (4+ with 2 players)<br />
* 3 VP for 5+ (6+ with 2 players)<br />
* 6 VP for 7+ (8+ with 2 players) <br />
===Thibaut II===<br />
Awards deniers<br />
* 1 VP for 6+ <br />
* 3 VP for 12+ <br />
* 6 VP for 18+ <br />
===Hugues de Payns===<br />
Awards influence<br />
* 1 VP for 5+ <br />
* 3 VP for 10+ <br />
* 6 VP for 15+ <br />
===Le Florentin===<br />
Awards tradesman on the activity cards<br />
* 1 VP for 2+ <br />
* 3 VP for 4+ <br />
* 6 VP for 6+ <br />
===Henry I===<br />
Awards event cards<br />
* 1 VP for 1+ <br />
* 3 VP for 3+ <br />
* 6 VP for 5+</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&diff=9748Gamehelpkingoftokyo2021-10-16T21:03:36Z<p>Talzaroff: /* Roll Dice */ typo</p>
<hr />
<div>= For translators =<br />
<nowiki>Please don't touch the <strong>, <i>, and text between [] (brackets). </nowiki><br />
<br />
For cards name, brackets contained hexa-decimal color of names. This will specify the color from this tag until the end, or until color is redefined. You probably don't need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code on HEX field here : https://www.google.com/search?q=color+picker<br />
<br />
= Rules =<br />
<br />
== Overview and Goal ==<br />
<br />
You are a gigantic Monster willing to do anything to become King of Tokyo.<br />
Your rampage brings you glory in the form of Victory Points (blue stars). To win, be the first Monster to gain 20 Victory Points.<br />
Or, get your claws out and eliminate your enemies. The last one standing claims victory!<br />
<br />
== Turn Overview ==<br />
# Roll Dice<br />
# Resolve Dice<br />
# Enter Tokyo<br />
# Buy Power cards<br />
# End of turn<br />
<br />
=== Roll Dice ===<br />
'''On your turn, you can roll the dice up to three times. You can stop rolling any time.'''<br />
<br />
On the first Roll, 6 dice are rolled. For your second Roll, if you like some of your results, you can set them aside (click on them to lock them) and only roll the ones you don’t like again.<br />
<br />
For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.<br />
<br />
After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.<br />
<br />
== Resolve Dice ==<br />
Symbols rolled at the end of your last die Roll represent the actions of your turn.<br />
<br />
=== Victory points (dices 1, 2 and 3) ===<br />
If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.<br />
<br />
Each additional die rolled with the same face gains you 1 additional point.<br />
<br />
=== Energy (lightning bolt die) ===<br />
Gain 1 energy from the pool for each energy die.<br />
<br />
=== Heal (heart die) ===<br />
If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.<br />
<br />
If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).<br />
<br />
=== Smash (hand die) ===<br />
Monsters that are not in the same place as you lose 1 for each smash die rolled.<br />
<br />
If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll any smash dice, you wound all Monsters outside of Tokyo.<br />
<br />
If you are outside of Tokyo and you roll smash any dice, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay). <br />
These Monsters can then decide to Yield and leave Tokyo or stay. Monsters who Yield Tokyo still lose hearts.<br />
Each smash die results in losing one Life Point.<br />
If a Monster loses their last Life Point, they are eliminated.<br />
<br />
If a Monster yields Tokyo, the attacker must enter Tokyo.<br />
<br />
'''Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dices.'''<br />
<br />
Note: Losing hearts from a Power card effect is different than being attacked with smash dice. A Monster can only yield Tokyo when losing hearts from smash dice.<br />
<br />
== Enter Tokyo ==<br />
<br />
If no one is in Tokyo, you must enter and place your Monster in Tokyo City.<br />
You can only Yield when you lose heart from smashes rolled by a Monster.<br />
<br />
No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.<br />
<br />
=== 5/6 players ===<br />
With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay. Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”. Tokyo Bay has the same effects as Tokyo City.<br />
<br />
Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).<br />
<br />
=== Being in Tokyo (Tokyo City or Tokyo Bay) ===<br />
has some advantages and disadvantages:<br />
* You gain 1 victory point when you enter Tokyo.<br />
* You gain 2 victory points if you start your turn in Tokyo.<br />
* Monsters in Tokyo cannot use heart dice to heal<br />
<br />
== Buy Power cards ==<br />
<br />
You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card. <br />
'''Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.'''<br />
<br />
You can also spend 2 energy to sweep all three face-up cards to the discard. Then reveal three new Power cards from the deck. They are immediately available for purchase.<br />
<br />
'''As long as you have enough energy, you can continue to buy or sweep cards.'''<br />
<br />
<br />
Power cards can be one of two different types:<br />
<br />
'''Keep:''' Keep these cards face-up in front of you until the end of the game (unless something tells you to do otherwise).<br />
<br />
'''Discard:''' Resolve these cards immediately, then discard them.<br />
<br />
== End of turn ==<br />
Certain Power card effects activate at the end of your turn.<br />
<br />
Once you’re done, pass the dice to the player on your left.<br />
<br />
== Power card clarifications ==<br />
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win. If all Monsters are eliminated at the same time… everyone loses!<br />
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.<br />
<br />
=== Opportunist ===<br />
If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.<br />
<br />
=== Fire Breathing ===<br />
The Monsters of the players seated to your left and right each lose 1 heart. They lose this heart even if they are in the same place as you. If there are only 2 players, your opponent only loses 1 heart.<br />
<br />
=== Mimic ===<br />
Mimic copies the effects of a card as if it had just been played (with tokens, for example). If the copied card is discarded, Mimic no longer has an effect and you take back the associated token. You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.<br />
<br />
=== Poison Spit & Shrink Ray ===<br />
Poison and Shrink tokens stay even if their associated cards are discarded. You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.<br />
<br />
=== Metamorph ===<br />
Discarding your Keep cards happens in the End of Turn step. You get back the full cost of the card as printed, even if you bought it at a discount.<br />
<br />
= 2 players variant =<br />
''This option is activated by default.''<br />
<br />
* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.<br />
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.<br />
<br />
All other rules remain unchanged.<br />
<br />
= Cards combinations =<br />
If you have a doubt about some cards combinations, you can check answers listed here : https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM.</div>Talzaroffhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&diff=9489Gamehelpteotihuacan2021-09-28T16:21:49Z<p>Talzaroff: typo</p>
<hr />
<div>===Basics===<br />
Your Workers are Dice. Don't roll them! The numbers show their level.<br />
<br />
On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.<br />
<br />
===Actions===<br />
On each board, you can choose from three actions:<br />
<br />
# '''Collect Cocoa:''' gain cocoa equal to the number of dice colours present plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.<br />
# '''Main action:''' pay Cocoa equal to the number of the dice colours present, then activate the benefit of the location (collect resources, build the pyramid, etc., check the "?" on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).<br />
# '''Worship:''' place your Worker in the coloured box to one side on each board. If another Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn't count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. <br />
<br />
===Unlocking Workers===<br />
Two methods:<br />
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free<br />
<br />
2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.<br />
<br />
===Ascension===<br />
When a Worker levels up to six pips, it immediately "ascends". Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.<br />
===Eclipse===<br />
The Eclipse counter (white disc) moves one step after each player has played once (and also when Ascending).<br />
When the white disc reaches the black disc on the turn counter, this triggers an Eclipse. This triggers a VP count according to multiple parameters after everyone has played once. <br />
<br />
Players must then pay 1 cocoa per worker plus 1 additional for each worker of power 4 or 5. Each cocoa a player cannot/will not pay costs them 3 VP. <br />
<br />
This is not the game end (yet).<br />
<br />
===Game End===<br />
The game ends after three eclipses or after the pyramid is completed, with each player getting (at least) one final turn.<br />
<br />
===External links===<br />
[https://boardgamegeek.com/filepage/166248/official-rules Official Rules (via BGG)]<p><br />
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]<p><br />
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]</div>Talzaroff