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Gamehelpledernierpeuple: Difference between revisions
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Strength: Win a token "2 VP" of the bank. | Strength: Win a token "2 VP" of the bank. | ||
Care: Win a token "1 | Care: Win a token "1 VP" of the bank. | ||
Thief: Steal 1 VP to the player of your choice (if not token "1 | Thief: Steal 1 VP to the player of your choice (if not token "1 VP", he must make change with the bank to give you that VP). | ||
Bandit: Steal a card at random from the hand of the player of your choice. | Bandit: Steal a card at random from the hand of the player of your choice. | ||
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token "1 | Hex: The player must make your choice (if possible) 1 VP at the bank (if not token "1 VP", he must make change with the bank to make this V) . | ||
P | |||
Black Magic: Randomly select a card hand of the player of your choice that you discard without applying the effect. | Black Magic: Randomly select a card hand of the player of your choice that you discard without applying the effect. | ||
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The next card is to play out of turn when is the target of an attack or card "power" (except "Swap"). | The next card is to play out of turn when is the target of an attack or card "power" (except "Swap"). | ||
Defence: You do not suffer the effect and the attackers or do not earn | Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned. |
Revision as of 03:54, 4 December 2015
In "Le Dernier Peuple" (The Last Folks), you personify a people.
Each player has a "home" card which of his/her color. You play cards to move your 2 meeples around the cards's circle and gain points.
Goal
Reach 12 points.
A turn
First, you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.
Secondly, you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card. A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent's meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.
You'll gain points by surrounding any "home" card with your 2 meeples or with 1 of your meeple and one opponent's meeple.
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you'll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.
Resolving attacks and supplies
Supply : If a player surrounds his own "home" card with his 2 meeples, he gets 2 points.
Noble Attack : If a player surrounds another player's "home" card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.
Sneaky attack : If a home card is surrounded by a meeple of the active player and another player's meeple, the active player gets 2 points, the other meeple's owner gets 1 point, and the attacked player loses 1 point.
Redeployment
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.
Power Cards
(Google translated from: http://www.ledernierpeuple.com/regles.php#but_du_jeu ... card names may not match BGA)
Strength: Win a token "2 VP" of the bank.
Care: Win a token "1 VP" of the bank.
Thief: Steal 1 VP to the player of your choice (if not token "1 VP", he must make change with the bank to give you that VP).
Bandit: Steal a card at random from the hand of the player of your choice.
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token "1 VP", he must make change with the bank to make this V) . P Black Magic: Randomly select a card hand of the player of your choice that you discard without applying the effect.
Barter: Trade your hand of cards with the player of your choice.
Speed: Play 2 consecutive rounds.
Mace: The player of your choice must spend his next turn.
Swap: Swap instead of one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)
Chance: Draw a card "displacement" and a map "power" and add them to your hand.
The next card is to play out of turn when is the target of an attack or card "power" (except "Swap").
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.