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Building next to a location will grant you a corresponding tile (if there are any left, and if you did not already obtained a tile from this precise location) that you will be able to activate it from next turn on.
Building next to a location will grant you a corresponding tile (if there are any left, and if you did not already obtained a tile from this precise location) that you will be able to activate it from next turn on.
These extra actions can be activated at each turn either before or after your mandatory build of three settlements, and here is the action each location grants you :
These extra actions can be activated at each turn either before or after your mandatory build of three settlements, and here is the action each location grants you :
- Oracle : build one settlement on a hex of the same type as your played card, build adjacent if possible
* Oracle : build one settlement on a hex of the same type as your played card, build adjacent if possible
- Farm : build one settlement on grass, build adjacent if possible
* Farm : build one settlement on grass, build adjacent if possible
- Oasis : build one settlement on a desert hex, build adjacent if possible
* Oasis : build one settlement on a desert hex, build adjacent if possible
- Tower : build one settlement at the edge on the board, build adjacent if possible
* Tower : build one settlement at the edge on the board, build adjacent if possible
- Tavern : build one settlement at the end of a string of at least 3 of your own settlements.  
* Tavern : build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter. The chosen hex must be suitable for building.
The orientation of the string does not matter. The chosen hex must be suitable for building.
* Barn : move any one of your existing settlements to a hex of the same type as your played terrain card. Build adjacent if possible.
- Barn : move any one of your existing settlements to a hex of the same type as your played terrain card.  
* Harbor : move any one of your existing settlements to a water hex. Build adjacent if possible. This is the only way to build settlements on water hexes.
Build adjacent if possible.
* Paddock : move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex.
- Harbor : move any one of your existing settlements to a water hex. Build adjacent if possible.  
 
This is the only way to build settlements on water hexes.
- Paddock : move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex.
You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players' settlement. The target must *not necessarily* be adjacent to one of your own settlements.
You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players' settlement. The target must *not necessarily* be adjacent to one of your own settlements.



Revision as of 02:54, 30 October 2020

Rules overview

Place three settlements per turn on the same terrain type shown on your card with the following constraint : if possible you must build adjacent to your existing settlements. Never forget this, managing adjacency is the key of this game.

By building next to a castle, the player will earn gold at the end of the game, but the most gold will be earned by meeting the conditions of the three Kingdom Builder cards; these three cards (from a total of ten in the game) specify the conditions that must be met in order to earn the much-desired gold, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board.

Building next to a location will grant you a corresponding tile (if there are any left, and if you did not already obtained a tile from this precise location) that you will be able to activate it from next turn on. These extra actions can be activated at each turn either before or after your mandatory build of three settlements, and here is the action each location grants you :

  • Oracle : build one settlement on a hex of the same type as your played card, build adjacent if possible
  • Farm : build one settlement on grass, build adjacent if possible
  • Oasis : build one settlement on a desert hex, build adjacent if possible
  • Tower : build one settlement at the edge on the board, build adjacent if possible
  • Tavern : build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter. The chosen hex must be suitable for building.
  • Barn : move any one of your existing settlements to a hex of the same type as your played terrain card. Build adjacent if possible.
  • Harbor : move any one of your existing settlements to a water hex. Build adjacent if possible. This is the only way to build settlements on water hexes.
  • Paddock : move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex.

You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players' settlement. The target must *not necessarily* be adjacent to one of your own settlements.

Losing a tile

The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location. If they move their last settlement away from such a location by using an extra action (Barn, Harbor or Paddock), they must discard this location tile and remove it from the game. Notice that after losing a tile from a location, a player cannot re-obtain the tile from the same location since a player may seize only one location tile from a given location