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==Summary==
==Summary==
You play as a god attempting to gain influence among man in 4 areas, at the end of the game the winner is the person with the highest influence in their lowest category
You play as a god attempting to gain influence among man in 4 areas, at the end of the game the winner is the person with the highest influence in their lowest category.
Your god is a shape not a color (goat/urn/bow/lion)
 
Your god is a shape not a color (goat/urn/bow/lion).
 
The areas of influence are colors
The areas of influence are colors
Religion - Red
Tile / Leader
Commerce - Green
Religion / Priest- Red
Leadership - Black
Commerce / Merchant - Green
Agriculture - Blue
Leadership / King - Black
You have one leader in each sphere of influence (red bow, green bow, etc)
Agriculture / Farmer - Blue
Influence will flow through them
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.


==Actions==
==Actions==
You will get 2 actions on each turn, and there are 4 possible actions.
You will get 2 actions on each turn, and there are 4 possible actions.
Place a tile - Take a tile from your hand and place it anywhere on the board.
* Place a tile - Take a tile from your hand and place it anywhere on the board.
Place a leader - Take a leader from your hand and place it adjacent (no diagonals) to a temple (red tile)
* Place a leader - Take a leader from your hand and place it adjacent (no diagonals) to a temple (red tile)
Pick up a leader - Take one of your leaders from the board back to your hand.
* Pick up a leader - Take one of your leaders from the board back to your hand.
Discard - Discard any number of tiles from your hand and redraw that many.
* Discard - Discard any number of tiles from your hand and redraw that many.
After your two actions you redraw to 6 and the next player goes.
After your two actions you redraw to 6 and the next player goes.


==Kingdoms==
==Kingdoms==
An important concept for the rest of the game are kingdoms
An important concept for the rest of the game are kingdoms.
A kingdom is a set of tiles and leaders that are adjacent to each other, with the exception that only one leader of each color may be in it.
A kingdom is a set of tiles and leaders that are adjacent to each other, with the exception that only one leader of each color may belong to a kingdom.
When a tile is placed in a kingdom, the leader of the color matching that tile, in said kingdom scores a point of influence of that color.
When a tile is placed in a kingdom, the leader of the color matching that tile, in said kingdom scores a point of influence of that color.
e.g.
e.g.
Urn player places a Temple (red) tile in a kingdom containing the Bow Priest (red leader), Bow player would score 1 red influence
Urn player places a Temple (red) tile in a kingdom containing the Bow Priest (red leader), Bow player would score 1 red influence
(this would be a poor play)
(this would be a poor play)
The King (black leader) has a special ability, such that it scores points for colors that do not have a leader in their kingdom.
The King (black leader) has a special ability, such that it scores points for colors that do not have a leader in their kingdom.
i.e.
i.e.
If a kingdom lacks a green leader and a green tile is placed, the owner of a black leader in said kingdom would score a green point
If a kingdom lacks a green leader and a green tile is placed, the owner of a black leader in said kingdom would score a green point


==Conflict==
==Conflict==
There are 2 ways leaders come off the board, Revolts and Wars
There are two types of conflicts, wars and revolts.
If you place a leader in a kingdom containing a leader of the same color, you start a revolt.
If you place a leader in a kingdom containing a leader of the same color, you start a revolt.
Revolts and Wars have an attacking leader and a defending leader
If you place a tile that joins two kingdoms, you start a war.
in the case of a revolt, the new leader is the attacker and the existing is the defender
 
First you could a leaders board support
Revolts and Wars have an attacking leader and a defending leader in the case of a revolt, the new leader is the attacker and the existing is the defender.
during a revolt this is the number of temples (red tiles) they are adjacent to
To determine the winner of a conflict first you count a leader's board strength.
so a number between 1 and 4
During a revolt this is the number of temples (red tiles) they are adjacent to.
then starting with the attacker, both players have the chance to send support
During a war this is the number of tiles matching the color of the leader in their respective kingdom.
during a revolt, support is red tiles
 
so the attacker may play any number of red tiles from their hand
After counting board strength, starting with the attacker, both players have the chance to send support from their hand.
then the defender may to likewise, after they see the number the attacker played
During a revolt support is red tiles and during a war they are the color of the leader.
The attacker plays support first, and after seeing the number the defender plays.
 
total support = board strength + support tiles played
total support = board strength + support tiles played
the loser is removed back to the owners  hand, and the winner scores 1 amulet (wild card scoring)
 
defender always wins ties
Defender always wins ties.
support tiles are discarded
 
The second way leaders are removed, is a war
The loser is removed back to the owners  hand.
A war occurs when a tile is placed that joins two kingdoms that contain matching leaders
If this is a war, then all of the board strength tiles of the loser are also discarded.
first the placed tile is overlayed with a union marker to indicate where the kingdoms touch
 
then the attacking player (phasing player) must select a leader from the opposing colors (if there are multiple) (if that player has no leaders in the opposing colors the next player in turn order does, etc, etc)
In a revolt the winner scores 1 amulet, while in a war the loser scores 1 influence of the leader color for every piece removed.
that leader is the attacker and the defender is the opposing leader
during a war board strength is counted as the number of like colored tiles in your kingdom
and support is played as the color of said leader
defender wins ties again
except in addition to the losing leader being removed
all board strength tiles (like color tiles in the losing kingdom) are also removed
the winning player scores 1 point for each thing removed (aka tiles removed + 1)
in the color of the tiles
this will potentially break apart kingdoms and end future conflicts (edited)
revolts and wars are really crucial and the core of the game
revolt -> leader in existing kingdom, support with red (edited)
war -> tile placed joining kingdoms, support on board and colors


==Monuments==
==Monuments==
whenever a player placed 4 tiles of the same color in a square a monument may be built on the spot
Whenever a player places 4 tiles of the same color in a square a monument may be built on the spot.
the tiles are flipped over and a monument is placed on them
The tiles are flipped over and a monument is placed on them.
the monument has 2 colors, and one of those colors must match the flipped tiles
The monument has 2 colors, and one of those colors must match the flipped tiles.
monuments do not have a color of their own for purposes of supporting leaders
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.
meaning if you build a red monument and the temple your leader was standing next to was just flipped over, your leader falls off the board
Monuments award points at the end of a players turn to the active player's like colored leaders in the monument's kingdom.
monuments award points at the end of a players turn
so a blue/green monument would award a blue and green point if you have a blue and green leader in that monuments kingdom
only the active player scores monument points at the end of a turn
even if they have leaders in those kingdoms
monuments award points every turn for the rest of the game
and can never be removed


==Amulets==
==Amulets==
Amulets are wild points (and thus very useful)
Amulets are wild points.
at the start of the game all temples on the board start with an amulet on them
At the start of the game all temples on the board start with an amulet on them.
at the end of a players turn
At the end of a player's turn if a kingdom contains 2 amulets and a green leader, the leader's owner picks up one of the amulets.
if a kingdom contains 2 amulets and a green leader
Some of the starting temples have an extra border around them, those amulets must be taken first if there is an option.
the leaders owner picks up one of the amulets
some of the starting temples have an extra border around them
those amulets must be taken first if there is an option
The main way the game ends, is if there are ever only 2 amulets remaining on the board
The other way is that the draw pile runs out




==Catastrophe Tiles==
==Catastrophe Tiles==
Each player starts the game with 2 catastrophe tiles
Each player starts the game with 2 catastrophe tiles.
these cannot be discarded, and are the only tiles that may be played on top of other tiles
These cannot be discarded, and are the only tiles that may be played on top of other tiles.
they destroy the tile under them and cannot be part of kingdoms
They destroy the tile under them and cannot be part of kingdoms.
this can remove leaders


==Rivers==
==Rivers==
There are 2 rivers on the board (the Tigris and the Euphrates :wink: )
There are 2 rivers on the board (the Tigris and the Euphrates) only blue tiles may be placed on rivers, and blue tiles can only be placed on rivers
only blue tiles may be placed on rivers, and blue tiles can only be placed on rivers
 
==Game End==
The game ends when only 2 amulets remain on the board, or the draw pile runs out.

Revision as of 23:39, 29 November 2021

Summary

You play as a god attempting to gain influence among man in 4 areas, at the end of the game the winner is the person with the highest influence in their lowest category.

Your god is a shape not a color (goat/urn/bow/lion).

The areas of influence are colors Tile / Leader Religion / Priest- Red Commerce / Merchant - Green Leadership / King - Black Agriculture / Farmer - Blue You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.

Actions

You will get 2 actions on each turn, and there are 4 possible actions.

  • Place a tile - Take a tile from your hand and place it anywhere on the board.
  • Place a leader - Take a leader from your hand and place it adjacent (no diagonals) to a temple (red tile)
  • Pick up a leader - Take one of your leaders from the board back to your hand.
  • Discard - Discard any number of tiles from your hand and redraw that many.

After your two actions you redraw to 6 and the next player goes.

Kingdoms

An important concept for the rest of the game are kingdoms. A kingdom is a set of tiles and leaders that are adjacent to each other, with the exception that only one leader of each color may belong to a kingdom. When a tile is placed in a kingdom, the leader of the color matching that tile, in said kingdom scores a point of influence of that color.

e.g. Urn player places a Temple (red) tile in a kingdom containing the Bow Priest (red leader), Bow player would score 1 red influence (this would be a poor play)

The King (black leader) has a special ability, such that it scores points for colors that do not have a leader in their kingdom.

i.e. If a kingdom lacks a green leader and a green tile is placed, the owner of a black leader in said kingdom would score a green point

Conflict

There are two types of conflicts, wars and revolts. If you place a leader in a kingdom containing a leader of the same color, you start a revolt. If you place a tile that joins two kingdoms, you start a war.

Revolts and Wars have an attacking leader and a defending leader in the case of a revolt, the new leader is the attacker and the existing is the defender. To determine the winner of a conflict first you count a leader's board strength. During a revolt this is the number of temples (red tiles) they are adjacent to. During a war this is the number of tiles matching the color of the leader in their respective kingdom.

After counting board strength, starting with the attacker, both players have the chance to send support from their hand. During a revolt support is red tiles and during a war they are the color of the leader. The attacker plays support first, and after seeing the number the defender plays.

total support = board strength + support tiles played

Defender always wins ties.

The loser is removed back to the owners hand. If this is a war, then all of the board strength tiles of the loser are also discarded.

In a revolt the winner scores 1 amulet, while in a war the loser scores 1 influence of the leader color for every piece removed.

Monuments

Whenever a player places 4 tiles of the same color in a square a monument may be built on the spot. The tiles are flipped over and a monument is placed on them. The monument has 2 colors, and one of those colors must match the flipped tiles. Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength. Monuments award points at the end of a players turn to the active player's like colored leaders in the monument's kingdom.

Amulets

Amulets are wild points. At the start of the game all temples on the board start with an amulet on them. At the end of a player's turn if a kingdom contains 2 amulets and a green leader, the leader's owner picks up one of the amulets. Some of the starting temples have an extra border around them, those amulets must be taken first if there is an option.


Catastrophe Tiles

Each player starts the game with 2 catastrophe tiles. These cannot be discarded, and are the only tiles that may be played on top of other tiles. They destroy the tile under them and cannot be part of kingdoms.

Rivers

There are 2 rivers on the board (the Tigris and the Euphrates) only blue tiles may be placed on rivers, and blue tiles can only be placed on rivers

Game End

The game ends when only 2 amulets remain on the board, or the draw pile runs out.