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== Roll and Assign Dice ==
== Basics ==
Use your dice (workers/citizens) to complete various actions with the goal of building the best civilisation.


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 any die, then the black strip role). Each role chosen this way by a player will definitely happen, while the roles not chosen by anyone will be skipped.
‎<br/>


(In a two-player game, the computer also rolls a white die to randomly choose an extra role.)
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


You start every game with a reassignment power called Dictate. After choosing a role on the black strip, you can return a single die to the cup to reassign another die to any role column. Other reassignment powers can be gained from certain development tiles as the game progresses.


== Perform actions ==
‎<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/>


Next, role phases happen in order. Dice you have under each chosen role (and the die on the black strip) will be used to perform that role's action(s). Any dice under roles not chosen go back into your cup, automatically.
Dictate
*return one worker to the cup to reassign another worker to a different phase


The Explore role is the most complex. For each die under Explore, you can either collect $2 or scout new tiles. Tiles are drawn from a shared pool, and each tile has two sides: a development and a world. You choose which side to use, and put the tile on the bottom of your corresponding tile stack.
‎<br/>


To discard any tiles you want to replace, select them all and click "Abandon tile(s)". You must then use your Scout action to draw the replacement tiles, plus one. Newly drawn tiles will go on the bottom of the stacks, in the order you choose, and the abandoned tiles are afterward returned to the shared pool.
Some cards may also let you reassign.  


In the Development and Settle phases, your dice will be used to pay the costs for tiles in the unbuilt stacks. The cost (number of dice) in the upper-left corner is also the worth, in Victory Points, of the development or world once it is built.
‎<br/>


In Produce, you can add dice to the worlds you have settled, representing a resource to be used in Shipping. In Ship, you spend a die to retrieve a die from a world to either Trade for money or Consume for Victory Points.
Each reassign action can only be used once per turn.


== Role Phase Summaries ==
‎<br/>
 
== 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 31: 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.
|Repeated for each die spent.
|-
|
|
|-
|Explore
|Stock
|Stock
|Get 2 Money  
|Get 2 Money  
Line 51: Line 89:
|Produce
|Produce
|Add a die to a settled, non-gray 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
Line 58: Line 96:
|Blue = 3, Brown = 4, Green = 5, Yellow = 6
|Blue = 3, Brown = 4, Green = 5, Yellow = 6
|-
|-
|Ship
|
|Consume
|Consume
|Remove another die on a settled 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!
 
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! ==
== Watch out! ==
Line 92: 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