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(Created page with "===Overview=== Score the most points when someone places their 6th Star ===Turn=== On your turn, move your action piece to a space other than where you were On the new location, first resolve the upper ability if desired After, resolve the lower ability if desired This means you can perform no actions if you wish, but still have to move to a new location than where you were at start of turn In addition to taking up to 2 actions, you can resolve objectives if they...")
 
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===Move===
===Move===


X
To start, this action lets you either move 2 different units or gain 1 coin
 
A point of movement allows a unit to move to an adjacent hex
 
Units moved can carry resources from their start hex to destination hex if desired
 
Mechs can carry Workers from their start hex to destination hex, and this only counts as moving the Mech, not the Workers
 
Rivers and Lakes are impassible terrain at the start with the exception of certain abilities
 
All Tunnels are adjacent, so a single move can take a unit from one Tunnel to any other Tunnel
 
If an opponent has Workers occupying a Hex, your Workers cannot move in alone, whilst your Mech and Character scare them off to their Faction Home Base however you cannot move any further with that unit and lose 1 Popularity for each opponent Worker removed this way
 
If an opponent has just a Structure occupying a Hex, you a free to move into it and then are considered controlling it once you do
 
If an opponent has a Character or Mech occupying a Hex, your Workers cannot move in alone. Your Character and Mechs can move in, but nothing happens until all your movements have completed, then battle occurs.
 
A Home Base, including your own, cannot voluntarily be moved into
 
Some spaces have Encounter tokens, if you end the movement phase still occupying a space with one of these tokens, resolve an Encounter
 
Each Hex has unlimited space for models of the same player





Revision as of 23:24, 24 June 2024

Overview

Score the most points when someone places their 6th Star


Turn

On your turn, move your action piece to a space other than where you were

On the new location, first resolve the upper ability if desired

After, resolve the lower ability if desired

This means you can perform no actions if you wish, but still have to move to a new location than where you were at start of turn

In addition to taking up to 2 actions, you can resolve objectives if they apply

Any effect which is red is a cost you must pay, any effect which is green is a benefit you will gain

Every player board has slightly different pairings of top and lower actions, but everyone can perform the same actions in some combination

Upper action benefits start with cubes on them which stops you from gaining the full benefit, lower action costs have some of the cost in black border which forms part of the cost at start of game, but there are ways of moving cubes from blocking benefits to blocking costs as long as they have that black border


Actions

As mentioned, each player board is configured differently, but all the available actions can be found somewhere

The Upper actions are:

Move

Bolster

Trade

Produce

The Lower actions are:

Upgrade

Deploy

Build

Enlist


Move

To start, this action lets you either move 2 different units or gain 1 coin

A point of movement allows a unit to move to an adjacent hex

Units moved can carry resources from their start hex to destination hex if desired

Mechs can carry Workers from their start hex to destination hex, and this only counts as moving the Mech, not the Workers

Rivers and Lakes are impassible terrain at the start with the exception of certain abilities

All Tunnels are adjacent, so a single move can take a unit from one Tunnel to any other Tunnel

If an opponent has Workers occupying a Hex, your Workers cannot move in alone, whilst your Mech and Character scare them off to their Faction Home Base however you cannot move any further with that unit and lose 1 Popularity for each opponent Worker removed this way

If an opponent has just a Structure occupying a Hex, you a free to move into it and then are considered controlling it once you do

If an opponent has a Character or Mech occupying a Hex, your Workers cannot move in alone. Your Character and Mechs can move in, but nothing happens until all your movements have completed, then battle occurs.

A Home Base, including your own, cannot voluntarily be moved into

Some spaces have Encounter tokens, if you end the movement phase still occupying a space with one of these tokens, resolve an Encounter

Each Hex has unlimited space for models of the same player


Bolster

X


Trade

X


Produce

X


Upgrade

X


Deploy

X


Build

X


Enlist

X