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(Created page with "===Overview=== X ===Setup=== As part of setup, you can view any two of the facedown cards in front of you ===Turn=== On your turn, choose between Draw, Take, or Call ===Draw=== First, draw the top card from the deck, then you have two options You can place it into the discard pile, if it has the discard icon on it then you can also perform the related ability Alternatively, you can Exchange it with cards in your village (see "Exchange"), as the new card was f...")
 
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===Overview===
===Overview===


X
Your Village is a mix of characters who you may or may not know, but you want to try to have the lowest valued characters by the end of each round




===Setup===
===Setup===


As part of setup, you can view any two of the facedown cards in front of you
As part of setup, you can view any two of the facedown cards in front of you, this is also true for each new round going forward




Line 56: Line 56:


Furthermore, if the analysis shows that you had a critical failure (a minimum of 3 non-identical cards), after resolving the normal outcome of being incorrect, take an additional card from the deck and place it face down on the far right or far left of your village as you prefer
Furthermore, if the analysis shows that you had a critical failure (a minimum of 3 non-identical cards), after resolving the normal outcome of being incorrect, take an additional card from the deck and place it face down on the far right or far left of your village as you prefer
===Round End===
As previously mentioned, the round end is triggered when a player takes the Call action, but it can also be triggered if the deck is depleted
Everyone reveals their cards and adds up the values displayed on them
The non-Callers score the sum of the values in their village
The Caller has 2 scoring options, if they had the lowest or tied lowest score then they score 0 instead of their normal score, if this is not the case then they score 10 + their normal score
Keep a note of each player's score for the round
If the caller scored the fewest, or tied fewest, points then they take the Amulet which they can use at any point during their turn to protect a card from being viewed or tampered with by other players, however it cannot be placed on a turn they take the Call action
The new  start player will be the player with the lowest score that round
===Game End===
The game ends when 4 rounds are completed
The player with the fewest points wins!
If tied, either the tied player with the Amulet wins, or the player closest to the Amulet player clockwise wins!
Summarised by https://boardgamearena.com/player?id=90078516

Revision as of 00:26, 25 May 2024

Overview

Your Village is a mix of characters who you may or may not know, but you want to try to have the lowest valued characters by the end of each round


Setup

As part of setup, you can view any two of the facedown cards in front of you, this is also true for each new round going forward


Turn

On your turn, choose between Draw, Take, or Call


Draw

First, draw the top card from the deck, then you have two options

You can place it into the discard pile, if it has the discard icon on it then you can also perform the related ability

Alternatively, you can Exchange it with cards in your village (see "Exchange"), as the new card was from the facedown deck it will go facedown in your village


Take

Take the top card from the faceup discard pile and perform the Exchange action with your village (see "Exchange"), as the new card was from the faceup discard pile it will go faceup in your village


Call

This option is only available if you have 4 or less cards in your village

Each other player then gets a bonus turn in which they can either Draw or Take

After which, round end and scoring occurs


Exchange Cards

If you wish to exchange a single card, put the card from your village faceup on the discard pile, and the exchanged card into your village in the identical space facedown (draw deck) or faceup (discard pile) based on where it came from

If you wish to exchange multiple cards, this will only be done successfully if they all share the same value e.g. all 6s

You do not have to exchange all of the same value at the same time if you do not wish to or are unaware of them e.g. you may have 4 6s but only wish to exchange 3 of them

Regardless of whether cards are faceup or facedown, they can be equally chosen and in a mixture of your desire, e.g. 2 facedown and 1 faceup

Slide all the cards you intend to use in the exchange halfway up towards the middle of the table whilst retaining their place in your village

Any that were facedown at this point are now flipped faceup for the analysis

If the analysis shows that you were correct (all are the same value) all the exchanged cards go faceup in the discard, the new card is added into one of the previous spaces as you prefer and in the same orientation as was received (facedown draw / faceup discard)

However, if the analysis shows that you were incorrect (at least 1 card does NOT match the others), return them to the village and flip them all facedown (regardless of how they were before the reveal), the new card obtained will be added to the far right or far left of your village as you prefer, as usual the orientation will be based on where it was from (facedown draw / faceup discard)

Furthermore, if the analysis shows that you had a critical failure (a minimum of 3 non-identical cards), after resolving the normal outcome of being incorrect, take an additional card from the deck and place it face down on the far right or far left of your village as you prefer


Round End

As previously mentioned, the round end is triggered when a player takes the Call action, but it can also be triggered if the deck is depleted

Everyone reveals their cards and adds up the values displayed on them

The non-Callers score the sum of the values in their village

The Caller has 2 scoring options, if they had the lowest or tied lowest score then they score 0 instead of their normal score, if this is not the case then they score 10 + their normal score

Keep a note of each player's score for the round

If the caller scored the fewest, or tied fewest, points then they take the Amulet which they can use at any point during their turn to protect a card from being viewed or tampered with by other players, however it cannot be placed on a turn they take the Call action

The new start player will be the player with the lowest score that round


Game End

The game ends when 4 rounds are completed

The player with the fewest points wins!

If tied, either the tied player with the Amulet wins, or the player closest to the Amulet player clockwise wins!


Summarised by https://boardgamearena.com/player?id=90078516