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For tips on how to play ponte del diavolo, see <b>[[Tips_pontedeldiavolo|Tips_PonteDelDiavolo]]</b>


== Introduction ==
== Overview ==


The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank.
* The object of the game is to form groups of islands linked by bridges.
;Island:Four orthogonally adjacent tiles of the same colour.
;Sandbank:Fewer than four orthogonally adjacent tiles of the same colour.
;Bridge:Game piece that connects two tiles of the same colour.
;Water:Empty space on the board.


== Game start ==
== Game start ==


The first player places two light tiles anywhere on the board. They may be adjacent or separate.
# The first player places two light tiles anywhere on the board.
# The second player chooses to play as the light tile or the dark tile player.
# Play resumes with the dark tile player.


The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.
== Each Turn ==
 
* Each player takes turns to place either:
*# Two tiles of their own colour, '''or'''
*# One bridge.


== Each Turn ==
=== Placing two tiles ===


Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.
* Tiles can be placed anywhere on the board except:
*# Under bridges, or
*# Adjacent to an '''island''' of the same colour, even diagonally.


(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:
=== Placing a bridge ===
* they are not placed under bridges
* no tile is adjacent to an island of the same colour, even diagonally


(ii) A bridge can be placed between two tiles of the player's colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight's move.
* A bridge can be placed between two tiles of the player's colour that are two spaces from each other in any direction orthogonally or diagonally, or at a '''[[Gamehelpchess#Knight|knight's move]]'''.
* the centre of the bridge must be over water (knight's bridge needs both water spaces), not a tile
** The centre of a bridge must be over an empty (water) space (knight's bridge needs both water spaces), not a tile
* each tile can have a maximum of one bridge connection
* Each tile can have a maximum of one bridge connection.
* bridges may not cross each other
* Bridges may not cross each other.


== Game End ==
== Game End ==


Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).
* Game end is triggered when either player:
'''Note:''' unlike the printed rules, in the BGA implementation, there is an infinite supply of tiles and bridges. Thus, the game will only end when a player has fewer than two valid squares available for tiles.
*# Is unable to place two tiles, and
*# Chooses not to (or is unable to) place a bridge.
** ''The player using dark tiles gets the opportunity to take an equal number of turns.''
* '''Note:''' unlike the printed rules, in the BGA implementation, there is an infinite supply of tiles and bridges.
** Thus, the game will only end when a player has fewer than two valid squares available for tiles.


The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:
=== Scoring ===


{| class="wikitable" border="1"
* The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:
|-
{| class="wikitable" style="text-align:center;"
! align="center" width="150" | Number of connected islands
|+
! align="center" width="125" | Score
!style="width:9rem;|# connected islands
|-
|style="width:1rem;|1
| align="center" | 1
|style="width:1rem;|2
| align="center" | 1
|style="width:1rem;|3
|-
|style="width:1rem;|4
| align="center" | 2
|style="width:1rem;|5
| align="center" | 3
|style="width:1rem;|6
|-
|style="width:1rem;|7
| align="center" | 3
|style="width:1rem;|8
| align="center" | 6
|style="width:1rem;|9
|-
|style="width:1rem;|10
| align="center" | 4
|11
| align="center" | 10
|style="width:1rem;|12
|-
| align="center" | 5
| align="center" | 15
|-
| align="center" | 6
| align="center" | 21
|-
| align="center" | 7
| align="center" | 28
|-
| align="center" | 8
| align="center" | 36
|-
| align="center" | 9
| align="center" | 45
|-
| align="center" | 10
| align="center" | 55
|-
| align="center" | 11
| align="center" | 66
|-
| align="center" | 12
| align="center" | 78
|-
|-
!Score
|1
|3
|6
|10
|15
|21
|28
|36
|45
|55
|66
|78
|}
|}


=== Tiebreaks ===


In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.
# Most islands.
# Most bridges.

Revision as of 14:09, 31 December 2021

For tips on how to play ponte del diavolo, see Tips_PonteDelDiavolo

Overview

  • The object of the game is to form groups of islands linked by bridges.
Island
Four orthogonally adjacent tiles of the same colour.
Sandbank
Fewer than four orthogonally adjacent tiles of the same colour.
Bridge
Game piece that connects two tiles of the same colour.
Water
Empty space on the board.

Game start

  1. The first player places two light tiles anywhere on the board.
  2. The second player chooses to play as the light tile or the dark tile player.
  3. Play resumes with the dark tile player.

Each Turn

  • Each player takes turns to place either:
    1. Two tiles of their own colour, or
    2. One bridge.

Placing two tiles

  • Tiles can be placed anywhere on the board except:
    1. Under bridges, or
    2. Adjacent to an island of the same colour, even diagonally.

Placing a bridge

  • A bridge can be placed between two tiles of the player's colour that are two spaces from each other in any direction orthogonally or diagonally, or at a knight's move.
    • The centre of a bridge must be over an empty (water) space (knight's bridge needs both water spaces), not a tile
  • Each tile can have a maximum of one bridge connection.
  • Bridges may not cross each other.

Game End

  • Game end is triggered when either player:
    1. Is unable to place two tiles, and
    2. Chooses not to (or is unable to) place a bridge.
    • The player using dark tiles gets the opportunity to take an equal number of turns.
  • Note: unlike the printed rules, in the BGA implementation, there is an infinite supply of tiles and bridges.
    • Thus, the game will only end when a player has fewer than two valid squares available for tiles.

Scoring

  • The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:
# connected islands 1 2 3 4 5 6 7 8 9 10 11 12
Score 1 3 6 10 15 21 28 36 45 55 66 78

Tiebreaks

  1. Most islands.
  2. Most bridges.