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Gamehelpspellbook: Difference between revisions
(Created page with "===Overview=== X ===Turn=== A turn is split into three phases: Morning Midday Evening Once a player has finished their Day, the next player goes You have a Pool with a hard limit of 9 Materia which cannot be exceeded at any point You start the game with Primary Actions for each phase which are always available even when Spells start to be gained In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action of a Spell action ==...") |
(fix the opaque list formatting, it's a shame that https://boardgamearena.com/bug?id=16083 seems to have made rule writers scared to use bullet points these days) |
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===Overview=== | ===Overview=== | ||
Learn Spells and gift to your Familiar to gain the most points when the game ends | |||
===Turn=== | ===Turn=== | ||
A turn is split into | A turn is split into four phases: | ||
Morning | • '''Morning''' | ||
Midday | • '''Midday''' | ||
Evening | • '''Evening''' | ||
• '''Altar''' | |||
Once a player has finished their Day, the next player goes | Once a player has finished their Day, the next player goes | ||
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You start the game with Primary Actions for each phase which are always available even when Spells start to be gained | You start the game with Primary Actions for each phase which are always available even when Spells start to be gained | ||
In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action | In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action or a Spell action | ||
If the Pouch ever empties, put all discarded Materia back in, give it a shake, and keep drawing | |||
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Take one action from the following: | Take one action from the following: | ||
A single Spell ability which is able to be used in Morning | • A single '''Spell ability''' which is able to be used in Morning | ||
Take 1 Materia from the seen | • Take '''1 Materia from the seen Altar''' | ||
Take 2 Materia from the blind Pouch | • Take '''2 Materia from the blind Pouch''' | ||
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Take one action from the following: | Take one action from the following: | ||
A single Spell ability which is able to be used in Midday | • A single '''Spell ability''' which is able to be used in Midday | ||
Store 1 | • '''Store 1 Materia''' from your Pool onto the next space on your Familiar | ||
If a spell allows you to store more Materia than spaces, store all you can then leave the rest where they came from (they are not lost) | If a spell allows you to store more Materia than spaces, store all you can then leave the rest where they came from (they are not lost) | ||
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Take one action from the following: | Take one action from the following: | ||
A single Spell ability which is able to be used in Evening | • A single '''Spell ability''' which is able to be used in Evening | ||
Learn 1 new spell by spending Materia matching the spell's colour and to the quantity of its price in the bowl next to it, one of the spent Materia will be used as a marker to show you gained it | • '''Learn 1 new spell''' by spending Materia matching the spell's colour and to the quantity of its price in the bowl next to it, one of the spent Materia will be used as a marker to show you gained it | ||
3 Materia with the same Rune, regardless of colour, can be used as a wild. This can be repeated as much as you wish, but at least 1 Materia spent MUST match the spell colour | 3 Materia with the same Rune, regardless of colour, can be used as a wild. This can be repeated as much as you wish, but at least 1 Materia spent MUST match the spell colour | ||
Learn a Spell cannot be used to upgrade a spell | Learn a Spell cannot be used to upgrade a spell | ||
===Altar=== | |||
If there are less than 5 Materia at the Altar, refill it from the Pouch to contain 5 | |||
If there are 5-9 Materia at the Altar, draw 1 Materia from the Pouch and add it to the Altar | |||
If there are 10+ Materia at the Altar, discard them all and draw 5 fresh Materia from the Pouch and add it to the Altar | |||
This then ends that player's turn, it is now the next player's Day | |||
===Spells=== | |||
As mentioned, if a spell has a phase, its effects can ONLY be used in that phase | |||
Otherwise, the effects are either ongoing, instant, or end game | |||
Only Phase based Spells can still activate lower level versions of themselves if desired | |||
===Game End=== | |||
The game can end in a number of ways | |||
• If a player learns their 7th Spell | |||
• If a player fills their Familiar board | |||
Either way, finish the final round so everyone has equal turns | |||
Players earn points based on the highest space obtained for each Spell (This may either be a set amount or based on achieving certain criteria) | |||
Players earn the points shown on the next visible Familiar space not covered | |||
The player with the most points, wins! (If tied, the player who learned the most spells wins! If tied, the player with the most Materia still in their Pool wins! If still tied, victory is shared!) |
Latest revision as of 19:30, 8 July 2024
Overview
Learn Spells and gift to your Familiar to gain the most points when the game ends
Turn
A turn is split into four phases:
• Morning
• Midday
• Evening
• Altar
Once a player has finished their Day, the next player goes
You have a Pool with a hard limit of 9 Materia which cannot be exceeded at any point
You start the game with Primary Actions for each phase which are always available even when Spells start to be gained
In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action or a Spell action
If the Pouch ever empties, put all discarded Materia back in, give it a shake, and keep drawing
Morning
Take one action from the following:
• A single Spell ability which is able to be used in Morning
• Take 1 Materia from the seen Altar
• Take 2 Materia from the blind Pouch
Midday
Take one action from the following:
• A single Spell ability which is able to be used in Midday
• Store 1 Materia from your Pool onto the next space on your Familiar
If a spell allows you to store more Materia than spaces, store all you can then leave the rest where they came from (they are not lost)
Evening
Take one action from the following:
• A single Spell ability which is able to be used in Evening
• Learn 1 new spell by spending Materia matching the spell's colour and to the quantity of its price in the bowl next to it, one of the spent Materia will be used as a marker to show you gained it
3 Materia with the same Rune, regardless of colour, can be used as a wild. This can be repeated as much as you wish, but at least 1 Materia spent MUST match the spell colour
Learn a Spell cannot be used to upgrade a spell
Altar
If there are less than 5 Materia at the Altar, refill it from the Pouch to contain 5
If there are 5-9 Materia at the Altar, draw 1 Materia from the Pouch and add it to the Altar
If there are 10+ Materia at the Altar, discard them all and draw 5 fresh Materia from the Pouch and add it to the Altar
This then ends that player's turn, it is now the next player's Day
Spells
As mentioned, if a spell has a phase, its effects can ONLY be used in that phase
Otherwise, the effects are either ongoing, instant, or end game
Only Phase based Spells can still activate lower level versions of themselves if desired
Game End
The game can end in a number of ways
• If a player learns their 7th Spell
• If a player fills their Familiar board
Either way, finish the final round so everyone has equal turns
Players earn points based on the highest space obtained for each Spell (This may either be a set amount or based on achieving certain criteria)
Players earn the points shown on the next visible Familiar space not covered
The player with the most points, wins! (If tied, the player who learned the most spells wins! If tied, the player with the most Materia still in their Pool wins! If still tied, victory is shared!)