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===Overview===
== Overview ==


The aim is to be the first to place all your control markers on green spaces (Key Locations)
The aim is to be the first to place all your control markers on green spaces (the "locations")


Each player has a set of discs representing different units, which will be different for each player and so each player will behave differently
Each player has a set of coins representing different units, which will be different for each player; each unit behave differently from the others.




===Core Concepts===
== Core Concepts ==


You can only have one disc (or stack of discs) of each unit out at one time
You can only have one coin (or stack of coins) of each unit on the board at one time.


Discs are used to take actions with matching discs out in the field
Coins are used to take actions with matching coins out in the field


Each player has a wild disc (Royal) which can only be used to take face down actions or the tactic of the Royal Guard unit.
Each player has a wild coin (the Royal seal) which can only be used to take face down actions or the tactic of the Royal Guard unit.


You have 3 discs available to you to use, a number of discs in your draw bag (in your profile area) and a number of discs in reserve (to the left of your hand) ready to go into your draw bag
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag


You each take turns using a single disc until you have no discs left, at which point you both draw back up to 3 discs
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.


===Turn===
== Turn ==


On your turn, select a disc and either place it on the board, discard it face up, or discard it face down
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.




===Placement===
===Placement===


If you choose to place the disc on the board this can either be on an empty space with either your control marker or your starting locations, or on a space where the same unit is present to bolster it (i.e. make it more difficult to get rid of)
If you choose to place the coin on the board this can either be on an empty space with either one of your control markers, or on a space where the same unit is present to bolster it (i.e. make it more difficult to get rid of)




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This will give you 3 options:
This will give you 3 options:


Claim Initiative if you do NOT hold it to go first next round
* Claim Initiative if you do NOT hold it to go first next round
 
* Pass for this action; you may still take an action next turn
Pass for this action, but may still take an action next turn
* Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.
 
Recruit a new Unit from your supply into your discard area, your opponent will get to know what Unit you recruit
 


===Discard (Face Up)===
===Discard (Face Up)===


This will give you 4 options performed with an on the board unit of the same type:
This will give you 4 options to be performed with the already deployed unit of the same type:


Move to an empty adjacent space
* Move to an empty adjacent space
* Control the location where the unit stands, by placing your control marker on the space or swapping your opponent's control marker with your own (Note: 1 Control marker per space, i.e. you cannot "bolster" control to have 2+ control markers on same space)
* Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)
* active the unit's tactic.


Control a location by placing your control marker on the space or swapping an opponent's control marker with your own (Note: 1 Control marker per space, i.e. you cannot "bolster" control to have 2+ control markers on same space)
Tactic is the unit's special ability which is carried out in full; it is described on the unit's card, an "!" shows something extra they can do beyond normal rules whilst "X" shows something that unit cannot do within normal rules


Attack an adjacent enemy unit by removing one of its discs from the game (i.e. if there was a bolstered stack of 2, it is now 1)


Tactic is the unit's special ability which is carried out in full, an "!" shows something extra they can do beyond normal rules whilst "X" shows something that unit cannot do within normal rules
==END OF BASIC RULES==
 
 
===END OF BASIC RULES===


You do not need to read any further unless you want to know about advanced and 4 player versions
You do not need to read any further unless you want to know about advanced and 4 player versions




===Advance Rules===
==Advanced Rules==


After you've learnt the game, you have three options for future play:
After you've learnt the game, you have three options for future play:
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===Four Player / Team Changes===
==Four Player / Team Changes==
 
There are 2 Royal (wild) discs shared between the partners
 
There are 3 starting spaces
 
Each player has 3 units unique to them
 
The initiative marker goes to one player, but the other player from the same team cannot take it from them as an action
 
Players take alternating turns between the two teams
 
Controlled locations are shared by both players on a team
 
Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)
 
Players on the same team are friendlies, so you cannot hurt your partner


Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team
* There are 2 Royal seals (wild coins) shared between the partners
* There are 3 starting spaces
* Each player has 3 units unique to them
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action
* Players take alternating turns between the two teams
* Controlled locations are shared by both players on a team
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)
* Players on the same team are friendlies, so you cannot hurt your partner
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team

Revision as of 16:47, 6 November 2022

Overview

The aim is to be the first to place all your control markers on green spaces (the "locations")

Each player has a set of coins representing different units, which will be different for each player; each unit behave differently from the others.


Core Concepts

You can only have one coin (or stack of coins) of each unit on the board at one time.

Coins are used to take actions with matching coins out in the field

Each player has a wild coin (the Royal seal) which can only be used to take face down actions or the tactic of the Royal Guard unit.

You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag

You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.

Turn

On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.


Placement

If you choose to place the coin on the board this can either be on an empty space with either one of your control markers, or on a space where the same unit is present to bolster it (i.e. make it more difficult to get rid of)


Discard (Face Down)

This will give you 3 options:

  • Claim Initiative if you do NOT hold it to go first next round
  • Pass for this action; you may still take an action next turn
  • Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.

Discard (Face Up)

This will give you 4 options to be performed with the already deployed unit of the same type:

  • Move to an empty adjacent space
  • Control the location where the unit stands, by placing your control marker on the space or swapping your opponent's control marker with your own (Note: 1 Control marker per space, i.e. you cannot "bolster" control to have 2+ control markers on same space)
  • Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)
  • active the unit's tactic.

Tactic is the unit's special ability which is carried out in full; it is described on the unit's card, an "!" shows something extra they can do beyond normal rules whilst "X" shows something that unit cannot do within normal rules


END OF BASIC RULES

You do not need to read any further unless you want to know about advanced and 4 player versions


Advanced Rules

After you've learnt the game, you have three options for future play:

1) You can play with one of the other pre-made unit configurations

2) You can play with random units

3) You can draft units to give wider choices


Four Player / Team Changes

  • There are 2 Royal seals (wild coins) shared between the partners
  • There are 3 starting spaces
  • Each player has 3 units unique to them
  • The initiative marker goes to one player, but the other player from the same team cannot take it as an action
  • Players take alternating turns between the two teams
  • Controlled locations are shared by both players on a team
  • Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)
  • Players on the same team are friendlies, so you cannot hurt your partner
  • Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team