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[[Category:Card games]]
== Summary of the game ==


== Summary of the game ==
=== GAME TURN ===
==== Farming====
# Sowing: the first player draws 5 Food cards twice and places them in order<br>
# Harvest: in turn order, each player chooses one of the 2-card columns<br>
# New turn order: depending on the columns that are chosen, a new turn order arises<br>
==== Expansion====  
Each player, in turn order, performs all of the actions below.<br>
# New huts: the player places a number of huts corresponding to the value of the Expansion of the current turn<br>
# Resupplying:
## Using their cards, the player resupplies their huts<br>
## Famine: unsupplied huts are removed from the board<br>
# Wells: the player may place wells on the intersection of 3 hexagons on which they have huts. New wells earn 6/5/4 VP in 1st/2nd/3rd Reign.
## You can’t build a well next to a ziggurat.
## Wells can’t be placed between the two rivers.
## Wells can’t be placed on top of other wells.
## Building a well is not mandatory.
## A player may build several wells in the same turn.
## Once a well is built, it remains in place until the end of the game.
## The stock of wells is limited, so you cannot build more wells than what the stock contains.
# Earn Victory Points for villages and for constructed ziggurat levels:
## 1 VP if Above/Below River Hex
## 2 VP if Between River Hex
## 1 VP/Constructed Ziggurat Level
# Collect Camels (max 10 total):
## 3 for 1st hut on each river
## 2 per each additional river hut


'''GAME TURN'''<br>
==== Actions====
I - Farming:<br>
Each player, in turn order, spends their camels (totally or in part)<br>
: A) Sowing: the first player draws 5 Food cards twice and places them in order<br>
# Build / extend a ziggurat ''(Cannot build on rivers or next to wells)''<br>
: B) Harvest: in turn order, each player chooses one of the 2-card columns<br>
# Create intrigue in Assur<br>
: C) New turn order: depending on the columns that are chosen, a new turn order arises<br>
# Make an offering to the gods ''(Up to 3 camels)''<br>
II - Expansion: each player, in turn order, performs all of the actions below.<br>
# Buy a Plow or Food card ''(You may never hold more than 1 Plow card. Only 1 Food card may be bought each turn)''<br>
: A) New huts: the player places a number of huts corresponding to the value of the Expansion of the current turn<br>
==== End of turn ====
: B) Resupplying: using their cards, the player resupplies their huts<br>
If this is not the end of a Reign, place a new Expansion card. Otherwise, a Flood takes place.<br>
: C) Famine: unsupplied huts are removed from the board<br>
: D) Wells: the player may place wells on the intersection of 3 hexagons on which they have huts<br>
: E) Revenue & prestige: the player earns camels and scores points<br>
III - Actions: each player, in turn order, spends their camels (totally or in part)<br>
: A) Build / extend a ziggurat<br>
: B) Create intrigue in Assur<br>
: C) Make an offering to the gods<br>
: D) Buy a Plow or Food card<br>
End of turn: If this is not the end of a Reign, place a new Expansion card. Otherwise, a Flood takes place.<br>


'''FLOOD'''<br>
=== FLOOD ===
Flood
Floods mark the end of a Reign. The first Reign ends after 2 game turns. The second and third Reigns end after 3 turns.
Floods mark the end of a Reign. The first Reign ends after 2 game turns. The second and third Reigns end after 3 turns.
:I) Flooding: each hut located on the river is removed<br>
# Flooding: each hut located on the river is removed<br>
:II) Assur: the players count their influence and score points depending on the Expansion cards of the current Reign<br>
# Assur: the players count their influence and score points depending on the Expansion cards of the current Reign ''(If tied, most huts wins. If still tied, higher hut wins)''<br>
:III) Dignitaries: the players score bonuses depending on the dignitaries on whose spaces they are placed<br>
# Dignitaries: the players score bonuses depending on the dignitaries on whose spaces they are placed ''(Higher: 1 to 8 points / Middle: a plow card / Lower: 1 camel per hut)''<br>
:IV) Offerings: the players multiply their position on the offerings tracks with the number of ziggurats they own on the board<br>
# Offerings: the players multiply their position on the offerings tracks with the number of ziggurats they own on the board<br>
:V) Next reign : place the Bonus card (4-players); place a new Expansion card.<br>
# Next reign : place the Bonus card (4-players); place a new Expansion card.<br>


'''END OF GAME'''<br>
=== END OF GAME ===
At the end of the 3rd Reign, players score 1 point per ziggurat tile, 1 point per Plow card and 1 point for each group of 2
At the end of the 3rd Reign, players score 1 point per ziggurat tile, 1 point per Plow card and 1 point for each group of 2
remaining camels.
remaining camels. ''(In case of a tie for first place, all tied players share victory)''
 
=== WITH 2 PLAYERS ===
Influence in Assur: the player with the most influence wins all points from Expansion cards. The second player wins nothing in the 1st Reign, and the value of the lowest card in the other 2 Reigns.

Latest revision as of 11:49, 24 December 2021

Summary of the game

GAME TURN

Farming

  1. Sowing: the first player draws 5 Food cards twice and places them in order
  2. Harvest: in turn order, each player chooses one of the 2-card columns
  3. New turn order: depending on the columns that are chosen, a new turn order arises

Expansion

Each player, in turn order, performs all of the actions below.

  1. New huts: the player places a number of huts corresponding to the value of the Expansion of the current turn
  2. Resupplying:
    1. Using their cards, the player resupplies their huts
    2. Famine: unsupplied huts are removed from the board
  3. Wells: the player may place wells on the intersection of 3 hexagons on which they have huts. New wells earn 6/5/4 VP in 1st/2nd/3rd Reign.
    1. You can’t build a well next to a ziggurat.
    2. Wells can’t be placed between the two rivers.
    3. Wells can’t be placed on top of other wells.
    4. Building a well is not mandatory.
    5. A player may build several wells in the same turn.
    6. Once a well is built, it remains in place until the end of the game.
    7. The stock of wells is limited, so you cannot build more wells than what the stock contains.
  4. Earn Victory Points for villages and for constructed ziggurat levels:
    1. 1 VP if Above/Below River Hex
    2. 2 VP if Between River Hex
    3. 1 VP/Constructed Ziggurat Level
  5. Collect Camels (max 10 total):
    1. 3 for 1st hut on each river
    2. 2 per each additional river hut

Actions

Each player, in turn order, spends their camels (totally or in part)

  1. Build / extend a ziggurat (Cannot build on rivers or next to wells)
  2. Create intrigue in Assur
  3. Make an offering to the gods (Up to 3 camels)
  4. Buy a Plow or Food card (You may never hold more than 1 Plow card. Only 1 Food card may be bought each turn)

End of turn

If this is not the end of a Reign, place a new Expansion card. Otherwise, a Flood takes place.

FLOOD

Floods mark the end of a Reign. The first Reign ends after 2 game turns. The second and third Reigns end after 3 turns.

  1. Flooding: each hut located on the river is removed
  2. Assur: the players count their influence and score points depending on the Expansion cards of the current Reign (If tied, most huts wins. If still tied, higher hut wins)
  3. Dignitaries: the players score bonuses depending on the dignitaries on whose spaces they are placed (Higher: 1 to 8 points / Middle: a plow card / Lower: 1 camel per hut)
  4. Offerings: the players multiply their position on the offerings tracks with the number of ziggurats they own on the board
  5. Next reign : place the Bonus card (4-players); place a new Expansion card.

END OF GAME

At the end of the 3rd Reign, players score 1 point per ziggurat tile, 1 point per Plow card and 1 point for each group of 2 remaining camels. (In case of a tie for first place, all tied players share victory)

WITH 2 PLAYERS

Influence in Assur: the player with the most influence wins all points from Expansion cards. The second player wins nothing in the 1st Reign, and the value of the lowest card in the other 2 Reigns.