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Some tokens have two icons on them, resolve both in either order
Some tokens have two icons on them, resolve both in either order
===Clan Leaders===
Each player starts with a unique clan leader, these are:
Merchant - 1 points per pair of Artifacts
Diplomat - 1 point per pair of Recruit Cards
Thief - 1 point per Artifact/Caravan combo
Spy - 1 point per pair of activated Spying abilities
Dealer - 1 point per activated Attack/Artifact combo
Explorer - You may take 2 move actions instead of 1, but only resolve the resource space of the final destination (i.e. may let you change direction mid-travel)

Revision as of 15:47, 13 July 2023

Overview

Move camels around to gain resources and explore caravans, whilst recruiting cards to make a colour matching pattern


Turn

A turn is divided into 5 phases

Move One of Your Camels

Collect Resources

Move a Guild Camel

End Turn


Move One of Your Camels

First, if a camel of yours is outside the game area, place it on either the central Guild tile or an Oasis tile of your choice

Pick a direction, and move one of your camels in that orthogonal direction with the following conditions:

It must stop at the next available resource tile

It cannot move through opponent camels

It can move through opponent camels on Guild or Oasis tiles

If none of your camels satisfy the conditions for moving, pick a camel and remove it to your dashboard then skip "Collect Resources"


Collect Resources

When you arrive at the Resource Tile, you may take one available resource between: Artifacts, Recruits, or Caravans

If you pick an Artifact, you may either place it in your storage and, if gained enough, can unlock the related ability or place it on a Recruit card and activate the ability on either side. If you do not have space for an Artifact, discard the one you just gained. Once an ability is unlocked, you may use it once at any point in the game.

If you pick a Recruit, place it on the Recruit Track and take one of the available Recruit Cards. These cards are colour-coded, and may be mis-matched, but placing cards of the same colour next to each other will allow you to use their abilities when later taking an Artifact. The new card can either be placed on the far left or far right, your clan dashboard starts with some colour openings to help you choose. If you already had artifacts in your storage, you may move them to new spaces now created, if you wish.

If you pick a Caravan, either use its ability immediately or keep it camel side up to use the ability later. Yellow abilities are weak, whilst Blue abilities are strong but may have negative effects


Move a Guild Camel

Move the Guild camel like a Player Camel, except that it can stop on empty desert spaces if you wish and cause attacks


End Turn

If the tile you are on now has no more resources on it, flip it to find out if it is empty desert or an oasis

Refill the recruitment cards to 4


Game End

The game ends when there are only 6 tiles still with resources on them and thus resource side up (including the Guild tile) and then everyone has taken the same number of turns

All unrevealed caravans are revealed

Gain positive and negative points from Caravans

Leftmost visible value on Storage and Recruit tracks respectively

Activated Artifacts

Bonus linked to the Clan Leader

The player with the most points wins, if a tie the tied player with the most combined Recruits and Artifacts wins! If still a tie, everyone loses...


Token Reference

Blue Circles gain you Influence points

Red Circles lose you Influence Points

A Meeple in a Rectangle gains you a Recruit Card

A Meeple in a Rectangle with X4 discards the recruitment cards available and draws 4 new ones

A Spyglass lets you look at a Caravan token either on the map or in a player's supply

A Chest gains you an Artifact cube from the supply

A Bird with Arrows lets you take a resource on a tile orthogonally adjacent to the Guild Camel

A Bowl lets you take a Caravan token from anywhere on the map

A Tornado lets you move any Camel to any unoccupied space without collecting resources

A Clashing Swords causes an attack which causes the attacked player to discard an Artifact from storage, if they can't then the attacker picks a Recruit Card ability which has been unlocked but not activated and locks it so it can never be activated, the attacker moves the attacked players camel to an orthogonally available space if possible and places the discarded Artifact on the Guild tile. Alternatively, an attack can instead remove a Caravan token from the board which was either on your tile or adjacent to it.

Some tokens have two icons on them, resolve both in either order


Clan Leaders

Each player starts with a unique clan leader, these are:

Merchant - 1 points per pair of Artifacts

Diplomat - 1 point per pair of Recruit Cards

Thief - 1 point per Artifact/Caravan combo

Spy - 1 point per pair of activated Spying abilities

Dealer - 1 point per activated Attack/Artifact combo

Explorer - You may take 2 move actions instead of 1, but only resolve the resource space of the final destination (i.e. may let you change direction mid-travel)