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===Overview===
== Overview ==


The aim is to be the first to place all your control markers on green spaces (Key Locations)
The aim is to be the first to place all six of your control markers on green spaces (the "locations"). You start the game controlling two locations.


Each player has a set of discs representing different units, which will be different for each player and so each player will behave differently
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.




===Core Concepts===
== Core Concepts ==


You can only have one disc (or stack of discs) of each unit out at one time
You can only have one coin (or stack of coins) of each unit on the board at one time.


Discs are used to take actions with matching discs out in the field
Coins are used to take actions with matching coins out in the field


Each player has a wild disc (Royal) which can be used to take actions with any disc out in the field
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).


You have 3 discs available to you to use, a number of discs in your draw bag (in your profile area) and a number of discs in reserve (to the left of your hand) ready to go into your draw bag
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag


You each take turns using a single disc until you have no discs left, at which point you both draw back up to 3 discs
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.


== Turn ==


===Turn===
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.
 
On your turn, select a disc and either place it on the board, discard it face up, or discard it face down




===Placement===
===Placement===


If you choose to place the disc on the board this can either be on an empty space with either your control marker or your starting locations, or on a space where the same unit is present to bolster it (i.e. make it more difficult to get rid of)
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it's strength to make it more difficult to get rid of)




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This will give you 3 options:
This will give you 3 options:


Claim Initiative if you do NOT hold it to go first next round
* - Claim Initiative if you do NOT hold it to go first next round
 
* - Pass for this action; you may still take an action next turn
Pass for this action, but may still take an action next turn
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.
 
Recruit a new Unit from your supply into your discard area, your opponent will get to know what Unit you recruit




===Discard (Face Up)===
===Discard (Face Up)===


This will give you 4 options performed with an on the board unit of the same type:
This will give you 4 options to be performed with the already deployed unit of the same type:
 
Move to an empty adjacent space
 
Control a location by placing your control marker on the space or swapping an opponent's control marker with your own (Note: 1 Control marker per space, i.e. you cannot "bolster" control to have 2+ control markers on same space)


Attack an adjacent enemy unit by removing one of its discs from the game (i.e. if there was a bolstered stack of 2, it is now 1)
* - Move to an empty adjacent space
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent's control marker with your own (Note: 1 Control marker per space, i.e. you cannot "bolster" control to have 2+ control markers on same space)
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)
* - Activate the unit's tactic. The Tactic is the unit's special ability which is carried out in full; it is described on the unit's card, an "!" shows something extra they can do beyond normal rules whilst "X" shows something that unit cannot do within normal rules


Tactic is the unit's special ability which is carried out in full, an "!" shows something extra they can do beyond normal rules whilst "X" shows something that unit cannot do within normal rules
[Siege Expansion] Siege Tactics requires the unit to be bolstered




===END OF BASIC RULES===
==END OF BASIC RULES==


You do not need to read any further unless you want to know about advanced and 4 player versions
You do not need to read any further unless you want to know about advanced and 4 player versions




===Advance Rules===
==Advanced Rules==


After you've learnt the game, you have three options for future play:
After you've learnt the game, you have three options for future play:
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===Four Player / Team Changes===


There are 2 Royal (wild) discs shared between the partners
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.


There are 3 starting spaces
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it's ability. You may not choose a Decree if you can not fully execute it's ability, or if it already has one of your seals on it.   


Each player has 3 units unique to them
The Siege expansion Fortifications are not units, but can be attacked like units. 


The initiative marker goes to one player, but the other player from the same team cannot take it from them as an action
A location that has a Fortification on it has the following rules:


Players take alternating turns between the two teams
* Units may enter neutral and friendly locations with a fortification.
* Units may not enter enemy locations with a fortification.
*


Controlled locations are shared by both players on a team
* Units cannot attack enemy units in a fortification, they must attack the Fortification first.
*Units with multi -space movement cannot move through a location with a Fortification.
*


Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)
*
*


Players on the same team are friendlies, so you cannot hurt your partner
==Four Player / Team Changes==


Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team
* There are 2 Royal seals (wild coins) shared between the partners
* There are 3 starting spaces
* Each player has 3 units unique to them
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action
* Players take alternating turns between the two teams
* Controlled locations are shared by both players on a team
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)
* Players on the same team are friendlies, so you cannot hurt your partner
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team

Latest revision as of 17:51, 8 May 2024

Overview

The aim is to be the first to place all six of your control markers on green spaces (the "locations"). You start the game controlling two locations.

Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.


Core Concepts

You can only have one coin (or stack of coins) of each unit on the board at one time.

Coins are used to take actions with matching coins out in the field

Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).

You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag

You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.

Turn

On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.


Placement

If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it's strength to make it more difficult to get rid of)


Discard (Face Down)

This will give you 3 options:

  • - Claim Initiative if you do NOT hold it to go first next round
  • - Pass for this action; you may still take an action next turn
  • - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.


Discard (Face Up)

This will give you 4 options to be performed with the already deployed unit of the same type:

  • - Move to an empty adjacent space
  • - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent's control marker with your own (Note: 1 Control marker per space, i.e. you cannot "bolster" control to have 2+ control markers on same space)
  • - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)
  • - Activate the unit's tactic. The Tactic is the unit's special ability which is carried out in full; it is described on the unit's card, an "!" shows something extra they can do beyond normal rules whilst "X" shows something that unit cannot do within normal rules

[Siege Expansion] Siege Tactics requires the unit to be bolstered


END OF BASIC RULES

You do not need to read any further unless you want to know about advanced and 4 player versions


Advanced Rules

After you've learnt the game, you have three options for future play:

1) You can play with one of the other pre-made unit configurations

2) You can play with random units

3) You can draft units to give wider choices


For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.

During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it's ability. You may not choose a Decree if you can not fully execute it's ability, or if it already has one of your seals on it.

The Siege expansion Fortifications are not units, but can be attacked like units.

A location that has a Fortification on it has the following rules:

  • Units may enter neutral and friendly locations with a fortification.
  • Units may not enter enemy locations with a fortification.
  • Units cannot attack enemy units in a fortification, they must attack the Fortification first.
  • Units with multi -space movement cannot move through a location with a Fortification.

Four Player / Team Changes

  • There are 2 Royal seals (wild coins) shared between the partners
  • There are 3 starting spaces
  • Each player has 3 units unique to them
  • The initiative marker goes to one player, but the other player from the same team cannot take it as an action
  • Players take alternating turns between the two teams
  • Controlled locations are shared by both players on a team
  • Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)
  • Players on the same team are friendlies, so you cannot hurt your partner
  • Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team