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** If the card has a die, roll the die and move the rolled number of steps. | ** If the card has a die, roll the die and move the rolled number of steps. | ||
* When moving, skip over any spaces that are completely empty (have no tiles anymore). | * When moving, skip over any spaces that are completely empty (have no tiles anymore). | ||
* When moving past your | * When moving past one of your inactive adventurers on an Anubis tile, immediately move them to the entrance of the tomb. That adventurer can now be moved on future turns. | ||
** You cannot | ** You cannot land on an Anubis tile. | ||
* If a player cannot move, they discard a leftmost or rightmost card instead and draw a new one. | * If a player cannot move, they discard a leftmost or rightmost card instead and draw a new one. | ||
Line 71: | Line 71: | ||
==== Sarcophagi ==== | ==== Sarcophagi ==== | ||
* Get indicated number of VP. | * Get indicated number of VP (5 VP for the first, 3 VP for the second). | ||
==== Key ==== | ==== Key ==== | ||
* Reveal keys and get 1 VP for each key. | |||
* Reveal keys and get | |||
==== Treasure tile sets ==== | ==== Treasure tile sets ==== | ||
Line 83: | Line 82: | ||
* Wildcards may be used as substitutes for any of the three treasures, but a set cannot contain more than 2 wild card tiles. | * Wildcards may be used as substitutes for any of the three treasures, but a set cannot contain more than 2 wild card tiles. | ||
* By themselves wildcards aren't worth any points | * By themselves wildcards aren't worth any points | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+Completed Set Scoring | ||
|- | |- | ||
|Sets | |Sets | ||
Line 111: | Line 106: | ||
|52 | |52 | ||
|} | |} | ||
==== Scarabs ==== | |||
* Reveal scarabs and gain indicated number of points. | |||
==== Tie breaker ==== | ==== Tie breaker ==== | ||
* Player who has sarcophagus wins | * Player who has sarcophagus wins |
Latest revision as of 03:41, 12 May 2023
For tips on how to play luxor, see Tips_luxor
Game play
Note: The order of cards in players' hands cannot be rearranged during the game!
1) Play a Card and Move
- On their turn, a player may play the leftmost or rightmost card from their hand and perform the card’s action (e.g. move one of their adventurers the indicated number of steps).
- If the card has a die, roll the die and move the rolled number of steps.
- When moving, skip over any spaces that are completely empty (have no tiles anymore).
- When moving past one of your inactive adventurers on an Anubis tile, immediately move them to the entrance of the tomb. That adventurer can now be moved on future turns.
- You cannot land on an Anubis tile.
- If a player cannot move, they discard a leftmost or rightmost card instead and draw a new one.
Horus Cards
- 1-X: Move an adventurer any number of steps between 1 and X.
- 1-dice: Roll the dice, then move an adventurer any number of steps between 1 and the die roll.
- Move all: Move all active adventurers the indicated number of steps forward.
- Last to second last: Move the last adventurer to the second-to-last adventurer.
- Minus one required: First move an adventurer the indicated number of steps, then you may loot a treasure tile with one less adventurer than required.
2) Perform an Action
Based on the type of tile the player stopped on, they perform an action:
Treasure tile
- If the player has at least as many adventurers on this tile as indicated on the tile, they loot the tile and score the indicated number of victory points immediately.
- If there is an icon below the looted tile, take the corresponding temple tile and place it on this spot. Adventurers stay on this spot without interacting with the temple tile.
- If there is no icon, then the adventurer stays on this spot.
Temple tile
- Perform the indicated action.
- Scarab: take a scarab token and put it face down in front of you. VP at end of the game. 22 tiles (4: 1 point, 8: 2 points, 6: 3 points, 4: 4 points)
- Wild card treasure tile: take on wild card tile and keep it for set collection scoring at end of the game.
- Scarab or Wild card treasure tile: chose either a Scarab or Wild card tile.
- Favour of Horus: take the top card from the corresponding Horus card stack.
- Tunnel: Immediately advance this adventurer to the next tunnel. If there is none, don’t move. If passing sleeping adventurers, move them to the entrance.
Horus tile
- Take either one key or the top card from the matching stack.
- New cards always go in the middle of your hand cards.
- If the card stack is empty, nothing happens.
Osiris tile
- Immediately move adventurer forward by the shown number on the tile.
3) Draw a Card
- If you didn’t draw a Horus card during step 2, draw one basic card from the deck.
- New cards always go into the middle of your hand cards.
- If the draw deck is empty, reshuffle the discard pile.
Entering the tomb chamber
- To get into the chamber, a player needs to discard one key for each adventurer entering the tomb AND their adventurer must reach the tomb by exact step count.
- The first adventurer to enter gains the 5VP sarcophagus, the second the 3VP sarcophagus.
- After the second adventurer enters the chamber, the round is completed a usual, then the game ends
End game scoring
Current location of adventurers
- Score the number of VP displayed on the scarab on the wall next to where the adventurer is standing.
Sarcophagi
- Get indicated number of VP (5 VP for the first, 3 VP for the second).
Key
- Reveal keys and get 1 VP for each key.
Treasure tile sets
- Get number of VP according to number of sets collected.
- One set consists of one vase, one jewelry, and one statue.
- Wildcards may be used as substitutes for any of the three treasures, but a set cannot contain more than 2 wild card tiles.
- By themselves wildcards aren't worth any points
Sets | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ |
Points | 3 | 7 | 12 | 18 | 25 | 33 | 42 | 52 |
Scarabs
- Reveal scarabs and gain indicated number of points.
Tie breaker
- Player who has sarcophagus wins