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For tips on how to play polis, see <b>[[Tips_polis]]</b>


== Development Actions ==
== Game play ==


'''# Create Hoplites:''' Only in one polis per turn; pay 1 metal (or silver) per hoplite
=== Development Actions ===
'''# Create Galleys:''' Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).
'''# Create Merchants:''' Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.


== Military Actions (cost 1 Prestige) ==
==== Create Hoplites ====


'''5. Move Hoplites:''' Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.
* Only in one polis per turn.
'''6. Move Galleys:''' Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.
* Pay 1 metal (or silver) per hoplite.
'''7. Besiege Polis:''' Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:
• If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).
• If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.
'''8. Collection:''' Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.


== Political Actions ==
==== Create Galleys ====


'''9. Trade:''' Move one merchant via free trade route to Foreign Market and place it on available shipload:
* Only in one polis per turn.
• Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).
* Pay 1 wood (or silver) per galley.
• Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).
* Place galleys in an adjacent sea territory (see arrow).
'''10. Move Proxenos:''' Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).
'''11. Redeem Proxenos:''' Pay 2 silver to opponent; place Proxenos in capital.
'''12. Instigate Civil War:''' Proxenos needed; action costs 2 Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).


== Battle ==
==== Create Merchants ====


If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:
* Only in one commercial city per turn
• not matching: defender loses 1 unit, attacker gains Prestige on card.
* Pay 1 wood (or silver) per merchant.
• matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).
* Place merchants in Trade Port.


The battle ends if:
=== Military Actions (cost 1 Prestige) ===
1. not enough cards are left in the Combat Card deck.
2. one player retreats (and pays 1 Prestige to opponent).
3. one player has less than 2 units left.


== End of the Round ==
==== Move Hoplites ====


'''1. Projects:''' all are completed, and award immediate Prestige.
* Destination territory of all hoplites has to be the same.
'''2. Supply:''' player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.
* Each unit is moved separately (via land or sea territories, but not both).
'''3. Growth:''' increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.
* Territories controlled by opponent (with greater number of units) block movement.
'''4. Megalopolis:''' 1 Prestige awarded for every polis exceeding Base Population.
'''5. Storage:''' halve amount of oil, wine, and wheat in storage (rounded up)
'''6. Phoros:''' exchange Prestige for silver (1:1). Optional.


== Preparations for the next Round ==
==== Move Galleys ====


Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.
* Destination territory of all galleys must be the same.
* Each unit is moved separately (only sea territories).
* Territories controlled by opponent block movement.
 
==== Besiege Polis ====
 
* Player has to control territory with at least as many hoplites as polis has Fortification.
* Throw the die:
** If the result is higher than/equal to Fortification:
**# Take Polis Tile (with all projects).
**# Receive Prestige (= Fortification).
** If the result is lower than Fortification:
*** Attacker loses 1 hoplite.
*** If polis is owned by opponent, it loses 1 Population Cube.
 
==== Collection ====
 
* Must own polis in region.
* Take resources corresponding to the number of hoplites from the region placed in the Tribute Box.
* Place disc to show the region exhausted and return hoplites. No Prestige cost for action in home region.
 
=== Political Actions ===
 
==== Trade ====
 
* Move one merchant via free trade route to a Foreign Market and place it on available shipload:
** Goods exchange (goods for wheat / silver).
** Then increase market value.
**# Roll die.
**# Move the marker right.
** Purchase (silver paid for wheat).
** Then decrease market value.
**# Roll die twice.
**# Use the higher result to move the marker left.
 
==== Move Proxenos ====
 
* Movement via land or sea territories.
* Must bribe each enemy unit with 1 silver (not to the opponent).
 
==== Redeem Proxenos ====
 
* Pay 2 silver to opponent.
* Place Proxenos in capital.
 
==== Instigate Civil War ====
 
* Proxenos needed;
* Action costs 2x Base Population (neutral polis) or 3x current Population (owned by opponent).
* Receive Prestige (= Population bribed, not amount of money spent).
 
=== Battle ===
 
* If 8 or more units are in a territory after player's turn:
** Attacker plays 2 cards, defender tries to match formations.
* Card pairs are then compared:
** Not matching:
*** Defender loses 1 unit,
*** Attacker gains Prestige on card.
** Matching:
*** No loss for defender
*** Attacker gains Prestige difference if their value is higher.
*** Attacker draws 2 cards;
*** Defender draws one less card for each loss suffered (maximum 2).
* The battle ends if:
*# There are not enough cards are left in the Combat Card deck.
*# One player retreats (and pays 1 Prestige to opponent).
*# One player has less than 2 units left.
 
=== End of the Round ===
 
==== Projects ====
 
* All projects are completed, and award immediate Prestige.
 
==== Supply ====
 
* Player must pay wheat = total of Population Cubes.
** If insufficient, the difference is either paid with Prestige, or poleis are discarded.
 
==== Growth ====
 
* Increase Population in poleis with wheat (1:1). ''Optional.''
** Heed Maximum Growth and Population Maximum.
 
==== Megalopolis ====
 
* 1 Prestige is awarded for every polis exceeding the Base Population.
 
==== Storage ====
 
* Halve amount of oil, wine, and wheat in storage (rounded up).
** ''For example:''
*** Before: 3 oil, 5 wine and 7 wheat.
*** After: 2 oil, 3 wine and 4 wheat.
 
==== Phoros ====
 
* Exchange Prestige for silver (1:1). ''Optional.''
 
=== Preparations for the next Round ===
 
# Move round marker one space to the right.
# Remove all discs from Tribute Boxes.
# Place merchants back in Trade Ports.
# Place 3 new Project Tiles (discard remaining tiles).
# Draw new Event Card.


== End of Game Conditions ==
== End of Game Conditions ==


1. A player cannot supply enough wheat/Prestige to feed his capital.
# A player cannot supply enough wheat/Prestige to feed their capital.
2. A player does not have any Prestige left after “End of Round” phase.
# A player does not have any Prestige left after “End of Round” phase.
3. The fourth round (5β) has been finished.
# The fourth round (5β) has been finished.


== Final Score ==
== Final Score ==


• total of Population Cubes in all poleis, plus
* Total of Population Cubes in all poleis, plus
• current Prestige, plus
* Current Prestige, plus
”Prestige for Posterity” (on project tiles).
* ”Prestige for Posterity” (on project tiles).
 
== Summary sheet ==
 
See '''[[Tips_polis]]'''.

Latest revision as of 17:08, 20 January 2022

For tips on how to play polis, see Tips_polis

Game play

Development Actions

Create Hoplites

  • Only in one polis per turn.
  • Pay 1 metal (or silver) per hoplite.

Create Galleys

  • Only in one polis per turn.
  • Pay 1 wood (or silver) per galley.
  • Place galleys in an adjacent sea territory (see arrow).

Create Merchants

  • Only in one commercial city per turn
  • Pay 1 wood (or silver) per merchant.
  • Place merchants in Trade Port.

Military Actions (cost 1 Prestige)

Move Hoplites

  • Destination territory of all hoplites has to be the same.
  • Each unit is moved separately (via land or sea territories, but not both).
  • Territories controlled by opponent (with greater number of units) block movement.

Move Galleys

  • Destination territory of all galleys must be the same.
  • Each unit is moved separately (only sea territories).
  • Territories controlled by opponent block movement.

Besiege Polis

  • Player has to control territory with at least as many hoplites as polis has Fortification.
  • Throw the die:
    • If the result is higher than/equal to Fortification:
      1. Take Polis Tile (with all projects).
      2. Receive Prestige (= Fortification).
    • If the result is lower than Fortification:
      • Attacker loses 1 hoplite.
      • If polis is owned by opponent, it loses 1 Population Cube.

Collection

  • Must own polis in region.
  • Take resources corresponding to the number of hoplites from the region placed in the Tribute Box.
  • Place disc to show the region exhausted and return hoplites. No Prestige cost for action in home region.

Political Actions

Trade

  • Move one merchant via free trade route to a Foreign Market and place it on available shipload:
    • Goods exchange (goods for wheat / silver).
    • Then increase market value.
      1. Roll die.
      2. Move the marker right.
    • Purchase (silver paid for wheat).
    • Then decrease market value.
      1. Roll die twice.
      2. Use the higher result to move the marker left.

Move Proxenos

  • Movement via land or sea territories.
  • Must bribe each enemy unit with 1 silver (not to the opponent).

Redeem Proxenos

  • Pay 2 silver to opponent.
  • Place Proxenos in capital.

Instigate Civil War

  • Proxenos needed;
  • Action costs 2x Base Population (neutral polis) or 3x current Population (owned by opponent).
  • Receive Prestige (= Population bribed, not amount of money spent).

Battle

  • If 8 or more units are in a territory after player's turn:
    • Attacker plays 2 cards, defender tries to match formations.
  • Card pairs are then compared:
    • Not matching:
      • Defender loses 1 unit,
      • Attacker gains Prestige on card.
    • Matching:
      • No loss for defender
      • Attacker gains Prestige difference if their value is higher.
      • Attacker draws 2 cards;
      • Defender draws one less card for each loss suffered (maximum 2).
  • The battle ends if:
    1. There are not enough cards are left in the Combat Card deck.
    2. One player retreats (and pays 1 Prestige to opponent).
    3. One player has less than 2 units left.

End of the Round

Projects

  • All projects are completed, and award immediate Prestige.

Supply

  • Player must pay wheat = total of Population Cubes.
    • If insufficient, the difference is either paid with Prestige, or poleis are discarded.

Growth

  • Increase Population in poleis with wheat (1:1). Optional.
    • Heed Maximum Growth and Population Maximum.

Megalopolis

  • 1 Prestige is awarded for every polis exceeding the Base Population.

Storage

  • Halve amount of oil, wine, and wheat in storage (rounded up).
    • For example:
      • Before: 3 oil, 5 wine and 7 wheat.
      • After: 2 oil, 3 wine and 4 wheat.

Phoros

  • Exchange Prestige for silver (1:1). Optional.

Preparations for the next Round

  1. Move round marker one space to the right.
  2. Remove all discs from Tribute Boxes.
  3. Place merchants back in Trade Ports.
  4. Place 3 new Project Tiles (discard remaining tiles).
  5. Draw new Event Card.

End of Game Conditions

  1. A player cannot supply enough wheat/Prestige to feed their capital.
  2. A player does not have any Prestige left after “End of Round” phase.
  3. The fourth round (5β) has been finished.

Final Score

  • Total of Population Cubes in all poleis, plus
  • Current Prestige, plus
  • ”Prestige for Posterity” (on project tiles).

Summary sheet

See Tips_polis.