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(Added missing "BLOCK activation" section from official documentation to phase 4. Without this, the wiki-based documentation was incomplete as you didn't know how a BLOCK would get circled.) |
Sammy McSam (talk | contribs) m (Tips_numberdrop link, formatting) |
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For tips on how to play number drop, see <b>[[Tips_numberdrop]]</b> | |||
== Goal of the Game == | |||
* Drop shapes in the right places to create combinations of identical or consecutive numbers on the grid. | |||
* Be the most efficient and drop penalties onto your opponents! | |||
* As soon as a player reaches the Game Over line, the game ends and whoever has the most points is the winner. | |||
* Will you reach the ultimate score of 100? | |||
== | == Game turn == | ||
=== Phase 1: Roll the dice === | |||
* The first player rolls the 5 dice. | |||
=== Phase 2: Block others === | |||
* Check all the circled | * A '''block''' is a penalty shape that will hinder the opponents. | ||
* All the players that have not circled that | * Its activation is described on '''[[#Phase_4:_Create_a_combo|phase 4]]'''. | ||
* Once the shape is placed, it is circled. It cannot be used for combinations but can complete lines | * Phase 2 occurs only if: | ||
* Then, all players cross off the penalty | ** There are active '''blocks''' and | ||
* The turn is over. The player to the left of the first player becomes the new first player and starts a new turn on phase 1. | *** ''Circled but not crossed off'' | ||
** There is at least one star on the dice roll. | |||
** Otherwise, go to '''[[#Phase_3:_Drop_a_shape|phase 3]]'''. | |||
* Check all the circled '''blocks''' of all the players. | |||
** If there are several circled '''blocks''', only take into account the one (not crossed off) on the higher line. | |||
*** ''A, then B, then C...'' | |||
** The other active '''blocks''' will be taken into account the next time there is a star in the dice results. | |||
* All the players that have not circled that '''block''' must then drop the corresponding shape on the board into their grid. | |||
** The shape is composed of X's. | |||
** It can be rotated or flipped freely, and it follows the shape '''[[#Phase_3:_Drop_a_shape|placement rules]]'''. | |||
* Once the shape is placed, it is circled. | |||
** It cannot be used for combinations but can '''[[#Phase_5:_End_the_turn|complete lines]]'''. | |||
* Then, all players cross off the penalty block on their score sheets and the tile is removed from the board. | |||
** It cannot be used again. | |||
** ''Players can still create the matching combinations for scoring purposes.'' | |||
* The turn is over. | |||
* The player to the left of the first player becomes the new first player and starts a new turn on '''[[#Phase_1:_Roll_the_dice|phase 1]]'''. | |||
===Phase 3: Drop a shape=== | === Phase 3: Drop a shape === | ||
* They must use the 4 numerical dice for their value. | * Each player, simultaneously, chooses the way they want to combine the dice (in their head) before writing down the result on their sheet: | ||
* They must use those values by placing them in the shape indicated by the shape die, in any orientation. The shape can be turned and flipped: | ** They must use the 4 numerical dice for their value. | ||
** They must use those values by placing them in the shape indicated by the shape die, in any orientation. The shape can be turned and flipped: | |||
<!-- Image of all rotations of a shape goes here --> | <!-- Image of all rotations of a shape goes here --> | ||
* The stars are wilds : on a numerical die, each player can pick any number between 0 and 9. On the shape die, each player can choose the shape they want among the shapes present on the die. | ** The stars are wilds: on a numerical die, each player can pick any number between 0 and 9. | ||
** On the shape die, each player can choose the shape they want among the shapes present on the die. | |||
===Phase 4: Create a combo=== | === Phase 4: Create a combo === | ||
There are 3 types of combinations one can create: | * Every player can create only one combination each turn, starting from the first player. | ||
* A combo of 3 to 7 identical numbers. | * There are 3 types of combinations one can create: | ||
* A combo of 3 to 7 consecutive numbers. | ** A combo of 3 to 7 identical numbers. | ||
* A bonus combo of either 8 consecutive numbers or 8 identical numbers. | ** A combo of 3 to 7 consecutive numbers. | ||
* Combinations are composed of adjacent numbers on the players grid. These numbers must be connected without using diagonals. Numbers already used in other combos (and thus circled) cannot be used again. Consecutive numbers must be in ascending / descending order, with any starting value (not just 1). | ** A bonus combo of either 8 consecutive numbers or 8 identical numbers. | ||
* Players can only create one combination during each round : | ** Combinations are composed of adjacent numbers on the players grid. | ||
*** These numbers must be connected without using diagonals. | |||
*** Numbers already used in other combos (and thus circled) cannot be used again. | |||
*** Consecutive numbers must be in ascending / descending order, with any starting value (not just 1). | |||
** Players can only create one combination during each round: | |||
*** They circle the combination on the grid and on the score track. | |||
*** The value of a combination is equal to the total of numbers used in the combination. | |||
**** ''e.g. combination of 6 identical numbers is worth 6 points.'' | |||
==== Block activation ==== | |||
* If a player creates both combos of the same size (for example 3 consecutive & 3 identical numbers), they can circle the '''block''' letter, on the right of the corresponding combinations. | |||
* | ** ''If it hasn’t been crossed off before.'' | ||
* | * That will activate a '''[[#Phase_2:_Block_others|potential penalty]]''' for their opponents. | ||
==End | === Phase 5: End the turn === | ||
* Each player checks if they completed one or more lines with any number or X's. | |||
** In that case, they can circle the "+2" box at the right end of each line. | |||
** They cannot circle the "+2" box if there is a hole in the line. | |||
* Then each player checks if they have crossed the Game Over line. | |||
** In that case, they circle the "-5" box of each line with at least one number on it. | |||
* The game ends immediately. | |||
* Otherwise, the player to the left of the first player becomes the new first player and a new turn begins at '''[[#Phase_1:_Roll_the_dice|phase 1]]'''. | |||
== End of the game == | |||
In case of a tie, players share a well-deserved victory | * The game ends when one or more players have crossed the Game Over line. | ||
* After the turn ends: | |||
** If a player has managed to fill an entire column of identical or consecutive number combinations, they earn a bonus of 10 points for each of these columns. | |||
** Players add up their points for each of their combinations and their column & line bonuses. | |||
*** ''Each completed line is worth 2 points.'' | |||
** The player with the most points is the winner. | |||
* In case of a tie, players share a well-deserved victory! |
Revision as of 16:16, 26 December 2021
For tips on how to play number drop, see Tips_numberdrop
Goal of the Game
- Drop shapes in the right places to create combinations of identical or consecutive numbers on the grid.
- Be the most efficient and drop penalties onto your opponents!
- As soon as a player reaches the Game Over line, the game ends and whoever has the most points is the winner.
- Will you reach the ultimate score of 100?
Game turn
Phase 1: Roll the dice
- The first player rolls the 5 dice.
Phase 2: Block others
- A block is a penalty shape that will hinder the opponents.
- Its activation is described on phase 4.
- Phase 2 occurs only if:
- There are active blocks and
- Circled but not crossed off
- There is at least one star on the dice roll.
- Otherwise, go to phase 3.
- There are active blocks and
- Check all the circled blocks of all the players.
- If there are several circled blocks, only take into account the one (not crossed off) on the higher line.
- A, then B, then C...
- The other active blocks will be taken into account the next time there is a star in the dice results.
- If there are several circled blocks, only take into account the one (not crossed off) on the higher line.
- All the players that have not circled that block must then drop the corresponding shape on the board into their grid.
- The shape is composed of X's.
- It can be rotated or flipped freely, and it follows the shape placement rules.
- Once the shape is placed, it is circled.
- It cannot be used for combinations but can complete lines.
- Then, all players cross off the penalty block on their score sheets and the tile is removed from the board.
- It cannot be used again.
- Players can still create the matching combinations for scoring purposes.
- The turn is over.
- The player to the left of the first player becomes the new first player and starts a new turn on phase 1.
Phase 3: Drop a shape
- Each player, simultaneously, chooses the way they want to combine the dice (in their head) before writing down the result on their sheet:
- They must use the 4 numerical dice for their value.
- They must use those values by placing them in the shape indicated by the shape die, in any orientation. The shape can be turned and flipped:
- The stars are wilds: on a numerical die, each player can pick any number between 0 and 9.
- On the shape die, each player can choose the shape they want among the shapes present on the die.
Phase 4: Create a combo
- Every player can create only one combination each turn, starting from the first player.
- There are 3 types of combinations one can create:
- A combo of 3 to 7 identical numbers.
- A combo of 3 to 7 consecutive numbers.
- A bonus combo of either 8 consecutive numbers or 8 identical numbers.
- Combinations are composed of adjacent numbers on the players grid.
- These numbers must be connected without using diagonals.
- Numbers already used in other combos (and thus circled) cannot be used again.
- Consecutive numbers must be in ascending / descending order, with any starting value (not just 1).
- Players can only create one combination during each round:
- They circle the combination on the grid and on the score track.
- The value of a combination is equal to the total of numbers used in the combination.
- e.g. combination of 6 identical numbers is worth 6 points.
Block activation
- If a player creates both combos of the same size (for example 3 consecutive & 3 identical numbers), they can circle the block letter, on the right of the corresponding combinations.
- If it hasn’t been crossed off before.
- That will activate a potential penalty for their opponents.
Phase 5: End the turn
- Each player checks if they completed one or more lines with any number or X's.
- In that case, they can circle the "+2" box at the right end of each line.
- They cannot circle the "+2" box if there is a hole in the line.
- Then each player checks if they have crossed the Game Over line.
- In that case, they circle the "-5" box of each line with at least one number on it.
- The game ends immediately.
- Otherwise, the player to the left of the first player becomes the new first player and a new turn begins at phase 1.
End of the game
- The game ends when one or more players have crossed the Game Over line.
- After the turn ends:
- If a player has managed to fill an entire column of identical or consecutive number combinations, they earn a bonus of 10 points for each of these columns.
- Players add up their points for each of their combinations and their column & line bonuses.
- Each completed line is worth 2 points.
- The player with the most points is the winner.
- In case of a tie, players share a well-deserved victory!