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(BETA rules summary)
== Basics ==
Use your dice (workers/citizens) to complete various actions with the goal of building the best civilisation.


== Roll dice ==
‎<br/>


You will see dice lined up below your black strip. First, assign a die to one of the 5 roles on the black strip at the top (click the die, then the black strip role). This role will definitely happen.
You start the game with:
*a player mat with the credit marker starting on 1
*one faction token
*one home world
*one development zone card
*one construction zone card
*three white dice in your cup
*two white dice in your citizenry
*extra dice as shown on your home planet card


Dice you have under role will (and the die on the black strip) can be used to perform that role's action(s). Dice you have on other roles may be usable as well, but only if an opponent picks that role.


For each die you have on a role that at least one person picked, you can do an action. Any dice for actions not chosen go back to the cup.
‎<br/>
Warning: the BGA version is coded to play fast. It will do a lot of actions automatically when they do not require choices. So you might be surprised the first times...
 
== The 5 Actions ==
 
The game has five phases that everyone does at the same time until the end game condition reached.
 
*roll
*assign
*reveal
*resolve
*manage
 
‎<br/>
 
You start by rolling all your *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.
 
‎<br/>
 
All dice with the * symbol are wild.
 
‎<br/>
 
Choose one of the dice and put it on the black phase strip of the phase you want to play. Only phases that you or one of your opponents select to activate will happen this round. (in a two player game an extra third phase is selected randomly). The dice you use to select a phase doesn't have to match the phase you want to play. The dice underneath the phase strip will be used as resources for that phase.
 
‎<br/>
 
Dictate
*return one worker to the cup to reassign another worker to a different phase
 
‎<br/>
 
Some cards may also let you reassign.
 
‎<br/>
 
Each reassign action can only be used once per turn.
 
‎<br/>


== Perform actions ==
== Perform actions ==
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase's action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.


{| cellpadding=5 |
{| cellpadding=5 |
|-
|-
| '''Face'''
| '''Face/Phase'''
| '''Action'''
| '''Action'''
| '''Description'''
| '''Description'''
Line 21: Line 69:
|Scout
|Scout
|Discard 0 or more tiles, then draw that many plus 1.
|Discard 0 or more tiles, then draw that many plus 1.
|Put tiles back after drawing.
|Repeated for each die spent.
|-
|-
|Explore
|
|Stock
|Stock
|Get 2 Money  
|Get 2 Money  
Line 40: Line 88:
|Produce
|Produce
|Produce
|Produce
|Add one die per world.
|Add a die to a settled, non-gray world.
|See "Consume" for discussion of color.
|Maximum of 1 die on each world. See "Consume" for importance of color.
|-
|-
|Ship
|Ship
|Trade
|Trade
|Remove another die on a built world; gain money equal to the '''world color''' it is on
|Remove another die on a settled world; gain money equal to the '''world color''' it is on.
|Blue = 3, Brown = 4, Green = 5, Yellow = 6
|Blue = 3, Brown = 4, Green = 5, Yellow = 6
|-
|-
|Ship
|
|Consume
|Consume
|Remove another die on a built world. Get +1 victory point.
|Remove another die on a settled world. Get 1 VP.
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet's color.
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet's color.
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet's color
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet's color
|}
|}


== Recruit citizens ==
== End of turn: manage and recruit citizens ==


All used dice go into your citizenry (your personal dice pool) -- you will have to spend 1 money per die to buy them back.
All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die.
This is the only use of your money, so you rarely need to keep money.
If you spend all your money, you get 1 money at the end of the round.
If you spend all your money, you get 1 money at the end of the round.


You can also retrieve any dice that are stuck on developments or worlds at this point, or leave them there for the next round.
You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.
 
 
== Game setup ==
 
Each player receives a random double tile with a special ability, and a random starter tile next to it.
Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which.
 
You also start with 5 white dice.


If everyone has fewer than 12 tiles built (players start with 3 tiles) and not all the VP chips are used up, then another round is played.
== Game end ==
When anyone has 12 tiles built, or if all VP chips are used up. The player with the most VPs wins!


== (Watch Out!) ==
If two or more players tie for VPs, each tied player adds (the number of dice in their cup) + (their Galactic Credits). If this cannot break the tie, those players are considered tied.


If you happen to get the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.
== Watch out! ==
 
If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.


== Die Side Summary ==
== Die Side Summary ==
Line 82: Line 142:


[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]
== Strategy Tips ==
[[Tips_rollforthegalaxy | Strategy Tips]]

Latest revision as of 16:59, 23 November 2023

Basics

Use your dice (workers/citizens) to complete various actions with the goal of building the best civilisation.


You start the game with:

  • a player mat with the credit marker starting on 1
  • one faction token
  • one home world
  • one development zone card
  • one construction zone card
  • three white dice in your cup
  • two white dice in your citizenry
  • extra dice as shown on your home planet card



Warning: the BGA version is coded to play fast. It will do a lot of actions automatically when they do not require choices. So you might be surprised the first times...

The 5 Actions

The game has five phases that everyone does at the same time until the end game condition reached.

  • roll
  • assign
  • reveal
  • resolve
  • manage


You start by rolling all your *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.


All dice with the * symbol are wild.


Choose one of the dice and put it on the black phase strip of the phase you want to play. Only phases that you or one of your opponents select to activate will happen this round. (in a two player game an extra third phase is selected randomly). The dice you use to select a phase doesn't have to match the phase you want to play. The dice underneath the phase strip will be used as resources for that phase.


Dictate

  • return one worker to the cup to reassign another worker to a different phase


Some cards may also let you reassign.


Each reassign action can only be used once per turn.


Perform actions

Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase's action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.

Face/Phase Action Description Notes
Explore Scout Discard 0 or more tiles, then draw that many plus 1. Repeated for each die spent.
Stock Get 2 Money (max 10 money)
Develop Develop Add a die to a development. Automatically built if it has enough dice during develop. (Possibly several developments per round.)
Settle Settle Add a die to a world. Automatically built if it has enough dice during settle. (Possibly several world per round.)
Produce Produce Add a die to a settled, non-gray world. Maximum of 1 die on each world. See "Consume" for importance of color.
Ship Trade Remove another die on a settled world; gain money equal to the world color it is on. Blue = 3, Brown = 4, Green = 5, Yellow = 6
Consume Remove another die on a settled world. Get 1 VP. Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet's color.

Bonus 2 (+1 VP): If the ship die used is purple or matches the planet's color

End of turn: manage and recruit citizens

All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die. This is the only use of your money, so you rarely need to keep money. If you spend all your money, you get 1 money at the end of the round.

You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.


Game setup

Each player receives a random double tile with a special ability, and a random starter tile next to it. Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which.

You also start with 5 white dice.

Game end

When anyone has 12 tiles built, or if all VP chips are used up. The player with the most VPs wins!

If two or more players tie for VPs, each tied player adds (the number of dice in their cup) + (their Galactic Credits). If this cannot break the tie, those players are considered tied.

Watch out!

If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.

Die Side Summary

Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship

Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild

Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild

Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild

Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild

Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild

Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild

Strategy Tips

Strategy Tips