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(Created page with "===Overview=== Play cards to your Personal storage in order to make sequences of the same animal, as well as having varied types of animal sequences, whilst avoiding taking penalties for not having enough cards to play ===Turn=== First, place a number of cards equal to the value on your current animal card on top of your Personal pile in an order of your choosing, at the start of the game you have no animal so this value is 1 If you cannot play to the full play valu...")
 
 
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===Overview===
Arctic is a collection game where you will create a personal pile with Animal cards from the Arctic landscape.


Play cards to your Personal storage in order to make sequences of the same animal, as well as having varied types of animal sequences, whilst avoiding taking penalties for not having enough cards to play
=== OVERVIEW ===
The objective of the game is to score the most points by:


- Creating the longest possible sequence of consecutive cards for each animal from the Arctic landscape,


===Turn===
- Diversifying your sequences,


First, place a number of cards equal to the value on your current animal card on top of your Personal pile in an order of your choosing, at the start of the game you have no animal so this value is 1
- Advancing your secret totem animal as far as possible.


If you cannot play to the full play value, play what you can, then draw the remaining cards and add them to your Penalty Pile
Important Rules:


Based on your current animal, take its corresponding power card from wherever it may be, even if another player owns it
>> An animal only counts once, only its longest sequence is considered.


Power cards can be used this turn, but if they relate to the first step (Step A) then they cannot be used until next turn
>> A sequence requires at least two cards.


After which, move the animal tokens shown on your current animal card
>> The scoring rules for all three ways to earn points are the same: 1=0pt, 2=1pt, 3=3pt, 4=6pt, 5=10pt, 6=15pt. You can find this scoring table on the Landscape.


If neither token is on an edge space, pick one to move left and the other to move right, each a single space
=== GAME TURN ===
Each turn, you must:


If one token is on an edge space and the other is not, move the one on the edge inwards one space and the other token one space in the opposite direction e.g. if one was on the far right edge it would move 1 space left, the other has to move one space right
1 • Add Animal cards to your pile and take a Power card.


If both tokens are on an edge space, move them both one space inwards even if they were on the same edge and thus will be moved in the same direction
2 • Move the Animal tokens on the Landscape.


Finally, draw cards from the River equal to your current animal's draw value, if this would put you over 7 then after drawing, discard the excess to your Penalty pile
3 • Draw cards into your hand.


IMPORTANT: The most important card is the visible card on top of your pile. It determines your turn's characteristics, such as how many cards you will draw this turn, which animals you will move, and how many cards you will place during the next turn. This visible card changes every turn.


===Game End===
1 • Choose from your Hand a number of cards equal to the placement value on your visible Animal card and place them on top of your personal pile in the order of your choice. Take the Power card corresponding to the main animal on your visible Animal card. Keep this Power card until someone takes it from you. (Power card details are on pages 10-11 of the rules.)


The game end is triggered when the draw pile is empty and the river cannot be completely refilled
>> If you don't have enough cards in your hand, draw the necessary cards from the common draw pile and add them to your Penalty zone.


Use the Reserve cards to create a Reserve draw pile, refill the River as needed, then finish the current round
2 • Move the Animal tokens on the Landscape corresponding to the main animal and the companion animal on your visible Animal card.


All players then get one extra turn, but during which no new cards will be drawn
>> The Animal tokens always move in opposite directions unless they are both on one of the two ends of the Landscape (cards 0 and 15).


Your personal pile is kept in the order it was made in
3 • Draw from the River a number of cards equal to the draw value on your visible Animal card.


For each animal, find your longest sequence of consecutive cards for that animal
>> You can only have a maximum of 7 cards in your hand at the end of your turn. If you have more than 7, discard the excess cards of your choice into your Penalty zone.


A sequence of 2/3/4/5/6+ will score 1/3/6/10/15
>> Final Scoring: For each card in your Penalty zone at the end of the game, deduct 1 point from your score.
 
After scoring each animal, you then score for each unique animal in the same way as long as each unique animal made a sequence i.e. lone animals won't count
 
Sequences where there were unique animals of 2/3/4/5/6+ will score 1/3/6/10/15
 
Depending on where your secret Animal Totem is, score its position on the landscape from 0 to 15
 
Lose a point for each card in your Penalty Pile
 
The player with the most points, wins!
 
If tied, the player earliest in turn order wins!
 
 
Summarised by https://boardgamearena.com/player?id=90078516

Latest revision as of 15:48, 28 August 2024

Arctic is a collection game where you will create a personal pile with Animal cards from the Arctic landscape.

OVERVIEW

The objective of the game is to score the most points by:

- Creating the longest possible sequence of consecutive cards for each animal from the Arctic landscape,

- Diversifying your sequences,

- Advancing your secret totem animal as far as possible.

Important Rules:

>> An animal only counts once, only its longest sequence is considered.

>> A sequence requires at least two cards.

>> The scoring rules for all three ways to earn points are the same: 1=0pt, 2=1pt, 3=3pt, 4=6pt, 5=10pt, 6=15pt. You can find this scoring table on the Landscape.

GAME TURN

Each turn, you must:

1 • Add Animal cards to your pile and take a Power card.

2 • Move the Animal tokens on the Landscape.

3 • Draw cards into your hand.

IMPORTANT: The most important card is the visible card on top of your pile. It determines your turn's characteristics, such as how many cards you will draw this turn, which animals you will move, and how many cards you will place during the next turn. This visible card changes every turn.

1 • Choose from your Hand a number of cards equal to the placement value on your visible Animal card and place them on top of your personal pile in the order of your choice. Take the Power card corresponding to the main animal on your visible Animal card. Keep this Power card until someone takes it from you. (Power card details are on pages 10-11 of the rules.)

>> If you don't have enough cards in your hand, draw the necessary cards from the common draw pile and add them to your Penalty zone.

2 • Move the Animal tokens on the Landscape corresponding to the main animal and the companion animal on your visible Animal card.

>> The Animal tokens always move in opposite directions unless they are both on one of the two ends of the Landscape (cards 0 and 15).

3 • Draw from the River a number of cards equal to the draw value on your visible Animal card.

>> You can only have a maximum of 7 cards in your hand at the end of your turn. If you have more than 7, discard the excess cards of your choice into your Penalty zone.

>> Final Scoring: For each card in your Penalty zone at the end of the game, deduct 1 point from your score.