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[[Category:Card games]]
[[Category:Card games]]
== FAQs / Troubleshooting ==
== Quick Help ==
<div style="background: #ffe07a33; border: 2px solid #FFA000; margin: 6px; padding: 6px;">
🔔 '''Playing turn-based?''' [https://boardgamearena.com/preferences?section=notifications Subscribe to notifications on this device] to get alerts when it's your turn.
</div>


=== Help, my word is not accepted ===
<div style="background: #6cd0ff33; border: 2px solid #1976D2; margin: 6px; padding: 6px;">
😡 '''Account issue?'''
[https://boardgamearena.com/support Contact Board Game Arena support] regarding ELO, karma, penalties, reputation, etc.


'''Please don't file a bug.''' You can choose which dictionary to use when creating the table, but none are authored or maintained by Board Game Arena or Fowers Games. The default dictionary is [http://wordlist.aspell.net/12dicts-readme/ <i>12dicts</i>, an open-source word list compiled by Alan Beale] with about 85,000 words. The preceding link details the author's methodology, but essentially this includes words defined by multiple English dictionaries published in the 1990s, plus a selection of modern words (like "emoji") chosen by the author in 2016. Most people would consider all entries in this list to be "real words", even though some are not in common usage (like "adagio", "pugilism", "slake"). If you want a larger word list, consider <i>American Scrabble</i> (190,000 words) or <i>British Scrabble</i> (280,000 words). While these dictionaries include more words, they also include some controversial entries that most people would not consider to be "real words" (like "aal", "abac", "faix", "xu", "zol", "zyzzyvas"). Like most word games, all the dictionaries exclude proper nouns (like "Argentina", "Christmas", "Hitler", "November"), acronyms/initialisms (like "FBI", "USA"), and hyphenated words (like "self-motivated", "twenty-four") even though these words would be defined in any standard English dictionary.
🪦 '''"Outdated browser" error?'''
Not a bug. Update to a browser from year 2020 or later (Chrome 87, Edge 88, Firefox 78, iOS/Safari 14).


There's also an option to play the game without any dictionary. In this mode, the other players vote to approve or reject each word. You can choose either <i>Majority Vote</i> (half of the players must accept, with ties in favor of accepting) or <i>Unanimous Vote</i> (all the players must accept).
📖 '''Word not accepted?'''
Not a bug. Choose your preferred dictionary before starting the game. Note that proper nouns (Argentina, November), initialisms (FBI, USA), and words with punctuation (o'clock, twenty-four) are not accepted.


=== Help, my system can't run this game ===
🪲 '''Other game issue?'''
[https://boardgamearena.com/bugs?sort=lastupdate_asc&game=1354 View and report bugs in Hardback].
</div>


This game requires a vaguely modern web browser (2017 or newer: Google Chrome 61+, Firefox 60+, Edge 79+, or Safari 11+). A computer [https://www.microsoft.com/en-us/microsoft-365/windows/end-of-windows-xp-support#:~:text=After%2012%20years%2C%20support%20for,to%20a%20modern%20operating%20system. still running Windows XP] is far too old, for example. If you meet the minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1354 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please kindly agree to abandon without penalty.
== How To Play ==
 
Hardback is a deck-building word game. Everyone has a deck of 10 gray cards: 8 "Purchase" letters worth 1 cent each (A, E, I, L, N, R, S, T) plus 2 random "Prestige" letters worth 1 point each (B, C, D, G, H, M, O, P, U, Y). Each player has their own draw and discard piles. A shared deck of 140 cards from 4 other genres is used to form the offer row. The 5 genres in the game are: Starter (grey), <span style="color:rgb(113,63,18)">Adventure (yellow)</span>, <span style="color:rgb(77,124,15)">Horror (green)</span>, <span style="color:rgb(29,78,216)">Mystery (blue)</span>, <span style="color:rgb(185,28,28)">Romance (red)</span>. A colored bar in the player panel displays the current composition of each player's deck.
 
=== Spell A Word ===


=== Help, the cards are too large or too small ===
Each round you receive a hand of 5 cards from your deck. Use these cards (and any '''Timeless Classics''', if available) to spell a word.


Choose your preferred card size under the top-right corner menu (within a game). Due to the smaller screen size, playing on mobile means you'll end up choosing between larger cards that are easier to read or smaller cards that are easier to rearrange.
In BGA, when your turn begins, your hand of cards automatically moves into the current word area. Simply drag and drop the cards to rearrange them.  


== How To Play ==
You're not required to use all your cards, and can remove cards from your word by clicking the card or dragging it up to your hand area. If you change your mind, you can re-add a removed card by clicking it (adds to the end of your word) or by dragging it down to your word in the proper position.


Hardback is a deck-building word game. Each player starts with their own deck of 10 Starter cards: The 8 letters (A, E, I, L, N, R, S, T) plus 2 random letters from the set (B, C, D, G, H, M, O, P, U, Y). Each player has their own draw and discard piles. A shared deck of 140 cards from 4 other genres is used to form the offer row. The 5 genres in the game are: Starter (grey), Adventure (yellow), Horror (green), Mystery (blue), Romance (red). A colored bar in the player panel displays the current composition of each player's deck.
Any card can be made wild, but wild cards do not provide any benefits. Click '''WILD''' below a card to flip it face-down and assign any letter by clicking or typing the letter. If you change your mind, click '''UNCOVER''' below a wild card to flip it face-up.


=== Spell A Word ===
Any cards left in your hand are discarded at the end of your turn. You cannot save cards from one round to the next. If you can't spell a word, you may choose to skip your turn or request a GHOST WRITER to get help from the other players.


Each round you receive a hand of 5 cards from your deck. Use these cards (and any '''Timeless Classics''', if available) to spell a word. When your turn begins, your hand of cards automatically move into the current word area. Simply drag and drop the cards to rearrange them. You're not required to use all your cards and can remove cards from your word by clicking the card or dragging it up to your hand area. If you change your mind, you can re-add a removed card by clicking it (adds to the end of your word) or dragging it down to your word in the proper position.
==== Request a Ghost Writer ====


Any card can be made wild, but wild cards do not provide any benefits. Click '''WILD''' below a card to flip it face-down and assign any letter by clicking or typing the letter. If you change your mind, click '''RESET''' below a wild card to flip it face-up.
Your hand of cards is shown to the other players to see if they can suggest a word. As a reward for a successful suggestion, the player receives a free ink token from the general supply. They also receive the ink from any "inked" cards used in their suggestion.  


Any cards left in your hand are discarded. You cannot save cards from one round to the next. If you can't spell a word, you may choose to skip your turn.
=== Gain Card Benefits ===


=== Resolve Card Benefits ===
The letters in your word provide various benefits. On BGA, you can hover your mouse (on mobile: tap and hold) over the benefit section of the card to see more information.


The face-up cards in your word provide various benefits. Hover your mouse (on mobile: tap and hold) on the benefit section of the card to see more information.
​Coins (¢) allow you to purchase new cards and ink.  


• Basic benefits are listed ''in black, above the line''. You gain these every time you use the card face-up to spell a word.
Points (★) increase your score.  


• Genre benefits are listed ''in color, below the line''. You gain these if you have at least one other card of the same genre (color) in play (in your word or in the '''Timeless Classics''' area).
BASIC BENEFITS are listed ''in black, above the line''. You gain these every time you use the card to spell a word.


​Coins (¢) allow you to purchase new cards and ink. Points () increase your final score. Abilities alter the state of play in special ways:
GENRE BENEFITS are listed ''in color, below the line''. You gain these if you have at least one other card of the same genre (color) in play (in your word or in the '''Timeless Classics''' area).


• <span style="color:rgb(185,28,28)"><b>Double</b> (on Romance/red cards)</span> allows you to double the coin and point values provided by an adjacent card. If you double the same card twice, it is tripled (not quadrupled). When you double or triple a card, the numbers on the card change are highlight in yellow. Doubling doesn't count towards activating genre benefits or allow you to perform any other abilities twice.
• <span style="color:rgb(185,28,28)"><b>Double</b> (on Romance/red cards)</span> allows you to double the coin and point values provided by an adjacent card. If you double the same card twice, it is tripled (not quadrupled). When you double or triple a card, the numbers on the card change are highlight in yellow. Doubling doesn't count towards activating genre benefits or allow you to perform any other abilities twice.
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• <span style="color:rgb(185,28,28)"><b>Dump</b> (on Romance/red cards)</span> allows you to remove a card from your discard pile to gain an amount of coins.
• <span style="color:rgb(185,28,28)"><b>Dump</b> (on Romance/red cards)</span> allows you to remove a card from your discard pile to gain an amount of coins.


• <span style="color:rgb(77,124,15)"><b>Ink</b> (on Horror/green cards)</span> grants you an ink or remover. This is the only way to get remover.
• <span style="color:rgb(185,28,28)"><b>Preview</b> (on Romance/red cards)</span> allows you to draw 3 cards from your deck and return or discard each card.


• <span style="color:rgb(29,78,216)"><b>Jail</b> (on Mystery/blue cards)</span> allows you to either reserve or remove a card from the offer row. If you reserve the card, it goes into your personal jail, allowing only you to purchase it later. You can only reserve one card at a time. In both cases, the effect to other players is the same: The card you choose won't be available to them anymore.
• <span style="color:rgb(29,78,216)"><b>Jail</b> (on Mystery/blue cards)</span> allows you to either reserve or remove a card from the offer row. If you reserve the card, it goes into your personal jail, allowing only you to purchase it later. You can only reserve one card at a time. In both cases, the effect to other players is the same: The card you choose won't be available to them anymore.


• <span style="color:rgb(185,28,28)"><b>Preview</b> (on Romance/red cards)</span> allows you to draw 3 cards from your deck and return or discard each card.
• <span style="color:rgb(29,78,216)"><b>Uncover</b> (on Mystery/blue cards)</span> allows you to flip an adjacent wild card back to its face-up side, allowing you to play a card as any letter and still earn the benefits. (The card played as wild card has to be placed next to your blue 'Uncover' card.)
 
• <span style="color:rgb(77,124,15)"><b>Remover</b> (on Horror/green cards)</span> grants you an ink or remover. This is the only way to get remover.


• <span style="color:rgb(113,63,18)"><b>Trash</b> (on Adventure/yellow cards)</span> allows you to remove that particular card from your word to gain an amount of coins or points.
• <span style="color:rgb(113,63,18)"><b>Trash</b> (on Adventure/yellow cards)</span> allows you to remove that particular card from your word to gain an amount of coins or points.
• <span style="color:rgb(29,78,216)"><b>Uncover</b> (on Mystery/blue cards)</span> allows you to flip an adjacent wild card back to its face-up side, allowing you to play a card as any letter and still earn the benefits. (The card played as wild card has to be placed next to your blue 'Uncover' card.)


Cards are that removed (through Dump, Jail, or Trash) are discarded from the game. In the unlikely event that you go through all 140 offer row cards, the removed cards are reshuffled to form a new offer row deck.
Cards are that removed (through Dump, Jail, or Trash) are discarded from the game. In the unlikely event that you go through all 140 offer row cards, the removed cards are reshuffled to form a new offer row deck.
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=== Flush Offer Row ===
=== Flush Offer Row ===


In certain situations, you can trash all 7 cards in the offer row and get 7 new cards. You will be prompted to do this once per turn, before purchasing, if either conditions is met:
In certain situations, you can trash all 7 cards in the offer row and get 7 new cards. You will be prompted to do this once per turn, before purchasing, if either condition is met:


• At least 4 cards in the offer row cost 6¢ or more
• At least 4 cards in the offer row cost 6¢ or more
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• At least 4 cards in the offer row are the same genre (color)
• At least 4 cards in the offer row are the same genre (color)


=== Purchase ===
In the <i>Cooperative Anthology</i> variant, players can never flush the offer row.
 
=== Purchase Phase ===


You can purchase ink and cards from the offer row using the coins you earned this turn.
You can purchase ink and cards from the offer row using the coins you earned this turn.


Each card's cost is indicated in the price tag in the top-left corner. Click a card to purchase it. Note that some Adventure (yellow) cards also indicate a number of points on the price tag. This is not a cost, but a one-time benefit you ''earn'' when purchasing the card.
Each card's cost is indicated in the price tag in the top-left corner. Click a card to purchase it. Note that some <span style="color:rgb(113,63,18)">Adventure (yellow)</span> cards also indicate a number of points on the price tag. This is not a cost, but a one-time benefit you ''earn'' when purchasing the card.


Ink costs 1¢. Any coins you do not spend are automatically converted to ink at the end of your turn. You cannot save coins from one turn to the next.
Ink costs 1¢. <b>All coins you do not spend are automatically converted to ink at the end of your turn.</b> You cannot save coins from one turn to the next.


It is possible to convert ink earned on previous turns back to coins at a reduced rate (3 ink for 1¢). Board Game Arena only presents this option when it would allow you to purchase something that you otherwise couldn't afford.
You can exchange 3 ink tokens for 1¢ to help you buy more letters. Board Game Arena only presents this option when it would allow you to purchase something that you otherwise couldn't afford.
 
A clock icon displays below the oldest offer row card. This card is trashed at the end of your turn if the offer row did not change (e.g., you did not jail cards, flush the offer row, or purchase cards).


=== Timeless Classics ===
=== Timeless Classics ===
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All cards from your word are discarded at the end of your turn, except Timeless Classics.
All cards from your word are discarded at the end of your turn, except Timeless Classics.


There are 12 Timeless Classic cards, which are printed sideways. When you spell a word using a face-up Timeless Classic card, it stays in play at the end of your turn. On subsequent turns, you continue to gain the benefits of the card ''whether or not you use it in your word''!
There are 12 Timeless Classic cards, which are printed sideways. If you spell a word with a Timeless Classic card in your hand, it is placed face-up in front of you at the end of your turn and stays in play. <b>On your future turns, you gain the basic benefits of the card whether or not you use it in your word!</b>
 
Any player can use a face-up/active Timeless Classic to spell a word, however, no matter which player owns the card. If they do, the Timeless Classic card is discarded!  


Your Timeless Classic card stays in play until another player uses it in their word, which sends it to your discard pile. Any player can use any active Timeless Classic when spelling a word, no matter which player owns the card, but these cards cannot be made wild.
Note that Timeless Classics cannot be used as a wild card.  


When you use another player's Timeless Classic card, you <u>do not</u> get any benefits and its genre <u>does not</u> count towards triggering other genre benefits in your word. Astute authors will use other players' Timeless Classic cards anyway in order to discard the card.
Only the owner receives benefits from Timeless Classics. Other players may only use its letter to spell a word. It doesn't trigger genre rewards for them.


=== Ink and Remover ===
=== Ink and Remover ===
INK can be used in 2 ways:
1. Spend 1 ink token to add one card from your draw deck to your hand. You can spend as much ink as you like, but <b>you must use all letters you drew with your ink tokens when you form your word.</b> Pressing your luck with ink is the only way to form longer words. If you push your luck too far and can't form a word with all the ink cards, you skip your turn.
2. Exchange 3 ink tokens for 1 cent during the Purchase Phase.


After your turn is complete, you may immediately begin working on your next word, including using any previously obtained ink and remover. At any time before you spell a word, even during another player's turn, you can draw additional cards from your draw pile by spending 1 ink per card. Inked cards '''must''' be used in your next word and cannot be made wild.
After your turn is complete, you may immediately begin working on your next word, including using any previously obtained ink and remover. At any time before you spell a word, even during another player's turn, you can draw additional cards from your draw pile by spending 1 ink per card. Inked cards '''must''' be used in your next word and cannot be made wild.


Remover cancels ink. You can spend 1 remover to convert an inked card back to a normal card, meaning you are no longer required to use it in your word. Remover can only be obtained by playing certain cards; it cannot be purchased.


<b>Pressing your luck with ink is the only way to draw additional cards in Hardback.</b> If you push your luck too far and can't form a word with all inked cards, you must skip your turn.
REMOVER cancels ink on a letter so that you are no longer required to use it in your word. Spend 1 remover to put an inked card back into your hand. You may still use that letter, if you like, but treat it as a normal card.
 
Remover can only be obtained by playing certain cards; it cannot be purchased.


=== Game End ===
=== Game End ===
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When a player reaches 60 points, the game ends at the conclusion of the current round (all players receive the same number of turns). The player with the most points is the winner and the finest author of the age! In the case of a tie, the player with the most ink remaining wins the game.
When a player reaches 60 points, the game ends at the conclusion of the current round (all players receive the same number of turns). The player with the most points is the winner and the finest author of the age! In the case of a tie, the player with the most ink remaining wins the game.


Note: A game option allows the creator of the table to specify a shorter (40 points) or longer game (80 points). The game options display on the confirmation screen before the game starts and during the game under the top-right corner menu.
Note: A game option allows the creator of the table to specify a longer (90 points) or marathon (180 points) game. The game options display on the confirmation screen before the game starts and during the game under the top-right corner menu.


== Variants ==
== Variants ==


=== Literary Awards ===
=== Literary Awards ===
Literary Awards provide bonus points to the player who spells the longest word of the game, encouraging players to compete more directly and spell longer words.
Literary Awards provide bonus points for spell longer words (7-12 letters). The longer the word, the more points, but only 1 literary award will be honored at the end of the game - to whoever spelled the longest word.
 
EXAMPLE: the 1st player to spell a 7-letter word claims the 7-letter award card. Later another player spells a 10-letter word. That player claims the 10-letter literary award card. ALL CARDS OF LOWER VALUE ARE DISCARDED FROM THE GAME.


The first player to spell a word with 7 or more letters claims the appropriate award. The first player to subsequently spell a longer word claims the appropriate award and discards all lower awards. In this way, only one award is ever in play at a time. Whichever player is holding the award at the end of the game earns the stated number of points. Because these points are not scored immediately, they do not count towards the 60 point threshold needed to end the game. Once the highest scoring literary award is claimed by a player it cannot be reclaimed by another player even if they spell a longer word.
Because awards can be lost, they are not scored immediately and do not count towards the 60-point threshold needed to end the game. Players in possession of an award at the end of the game earn the 5 - 15 bonus points.


{| class="wikitable"
{| class="wikitable" border="2" style="width:auto;"
! Length
! Length
! Literary Award
! Literary Award
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Each player can only purchase each advert once, and they must be purchased in the order listed. You can buy multiple adverts (in order) during your turn. Points from adverts are scored immediately.
Each player can only purchase each advert once, and they must be purchased in the order listed. You can buy multiple adverts (in order) during your turn. Points from adverts are scored immediately.


{| class="wikitable"
{| class="wikitable" border=2" style="width:auto;"
! Cost
! Cost
! Advert
! Advert
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• Penny Dreadful takes a turn after each player. She purchases the oldest (right-most) card in the offer row and earns points equal to the card's cost.
• Penny Dreadful takes a turn after each player. She purchases the oldest (right-most) card in the offer row and earns points equal to the card's cost.


• In the ''Cooperative Anthology With Signature Genre'' variant, Penny Dreadful also earns points based on the condition displayed in her player panel.
• In the ''Cooperative Anthology With Signature Genre'' variant, Penny Dreadful also earns points based on the condition displayed in her player panel. You can select a specific genre for Penny during table creation using the game options, or allow BGA to select one at random.


• Players can never flush the offer row.
• Players can never flush the offer row.
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• The game is played to a final score of 60 points per human player (for example, play to 180 points with 3 players). The game ends immediately when one side - either the players or Penny Dreadful - earns enough points. The players win if they <b>beat</b> Penny's score (tying with Penny is a loss).
• The game is played to a final score of 60 points per human player (for example, play to 180 points with 3 players). The game ends immediately when one side - either the players or Penny Dreadful - earns enough points. The players win if they <b>beat</b> Penny's score (tying with Penny is a loss).
• If playing with Literary Awards, only one player may win an award.


== Differences from the Physical Game ==
== Differences from the Physical Game ==


If you've played this board game in real life, note that minor rules changes from the game designer have been incorporated in the BGA adaption to improve balance.
If you've played the first edition board game in real life, note that minor rules changes from the game designer have been incorporated in the BGA adaption to improve balance.
 
• The offer row is guaranteed to change each turn.
 
• The <span style="color:rgb(77,124,15)">Horror H</span> card benefits have been changed. Astute players were able to avoid the penalty "All other players must return an unused ink or remover" by spending their ink/remover tokens out-of-turn. The new benefits of <span style="color:rgb(77,124,15)">Horror H</span> are: 1¢ and 2★ (basic), 1¢ per inked card in your word (genre)


The Horror H card benefits have been changed. Astute players were able to avoid the penalty "All other players must return an unused ink or remover" by spending their ink/remover tokens out-of-turn. The new benefits of Horror H are: 1¢ and 2★ (basic), 1¢ per inked card in your word (genre)
• All players (not just the first) may earn the same Literary Award.


• In the Cooperative Anthology variant, a maximum of 1 Timeless Classic card is discarded per card added to the offer row. For example, if you have both Romance B and Romance K in play and a Romance card is added to the offer row, discard the older of Romance B/K.
• In the Cooperative Anthology variant, a maximum of 1 Timeless Classic card is discarded per card added to the offer row. For example, if you have both <span style="color:rgb(185,28,28)">Romance B</span> and <span style="color:rgb(185,28,28)">Romance K</span> in play and a <span style="color:rgb(185,28,28)">Romance</span> card is added to the offer row, only the older of <span style="color:rgb(185,28,28)">Romance B/K</span> will be discarded.


There is no current mechanism for Ghostwriting.
• Ghostwriting, Events, and Player Powers are not implemented.

Latest revision as of 06:02, 10 October 2024

Quick Help

🔔 Playing turn-based? Subscribe to notifications on this device to get alerts when it's your turn.

😡 Account issue? Contact Board Game Arena support regarding ELO, karma, penalties, reputation, etc.

🪦 "Outdated browser" error? Not a bug. Update to a browser from year 2020 or later (Chrome 87, Edge 88, Firefox 78, iOS/Safari 14).

📖 Word not accepted? Not a bug. Choose your preferred dictionary before starting the game. Note that proper nouns (Argentina, November), initialisms (FBI, USA), and words with punctuation (o'clock, twenty-four) are not accepted.

🪲 Other game issue? View and report bugs in Hardback.

How To Play

Hardback is a deck-building word game. Everyone has a deck of 10 gray cards: 8 "Purchase" letters worth 1 cent each (A, E, I, L, N, R, S, T) plus 2 random "Prestige" letters worth 1 point each (B, C, D, G, H, M, O, P, U, Y). Each player has their own draw and discard piles. A shared deck of 140 cards from 4 other genres is used to form the offer row. The 5 genres in the game are: Starter (grey), Adventure (yellow), Horror (green), Mystery (blue), Romance (red). A colored bar in the player panel displays the current composition of each player's deck.

Spell A Word

Each round you receive a hand of 5 cards from your deck. Use these cards (and any Timeless Classics, if available) to spell a word.

In BGA, when your turn begins, your hand of cards automatically moves into the current word area. Simply drag and drop the cards to rearrange them.

You're not required to use all your cards, and can remove cards from your word by clicking the card or dragging it up to your hand area. If you change your mind, you can re-add a removed card by clicking it (adds to the end of your word) or by dragging it down to your word in the proper position.

Any card can be made wild, but wild cards do not provide any benefits. Click WILD below a card to flip it face-down and assign any letter by clicking or typing the letter. If you change your mind, click UNCOVER below a wild card to flip it face-up.

Any cards left in your hand are discarded at the end of your turn. You cannot save cards from one round to the next. If you can't spell a word, you may choose to skip your turn or request a GHOST WRITER to get help from the other players.

Request a Ghost Writer

Your hand of cards is shown to the other players to see if they can suggest a word. As a reward for a successful suggestion, the player receives a free ink token from the general supply. They also receive the ink from any "inked" cards used in their suggestion.

Gain Card Benefits

The letters in your word provide various benefits. On BGA, you can hover your mouse (on mobile: tap and hold) over the benefit section of the card to see more information.

​Coins (¢) allow you to purchase new cards and ink.

Points (★) increase your score.

BASIC BENEFITS are listed in black, above the line. You gain these every time you use the card to spell a word.

GENRE BENEFITS are listed in color, below the line. You gain these if you have at least one other card of the same genre (color) in play (in your word or in the Timeless Classics area).

Double (on Romance/red cards) allows you to double the coin and point values provided by an adjacent card. If you double the same card twice, it is tripled (not quadrupled). When you double or triple a card, the numbers on the card change are highlight in yellow. Doubling doesn't count towards activating genre benefits or allow you to perform any other abilities twice.

Dump (on Romance/red cards) allows you to remove a card from your discard pile to gain an amount of coins.

Preview (on Romance/red cards) allows you to draw 3 cards from your deck and return or discard each card.

Jail (on Mystery/blue cards) allows you to either reserve or remove a card from the offer row. If you reserve the card, it goes into your personal jail, allowing only you to purchase it later. You can only reserve one card at a time. In both cases, the effect to other players is the same: The card you choose won't be available to them anymore.

Uncover (on Mystery/blue cards) allows you to flip an adjacent wild card back to its face-up side, allowing you to play a card as any letter and still earn the benefits. (The card played as wild card has to be placed next to your blue 'Uncover' card.)

Remover (on Horror/green cards) grants you an ink or remover. This is the only way to get remover.

Trash (on Adventure/yellow cards) allows you to remove that particular card from your word to gain an amount of coins or points.

Cards are that removed (through Dump, Jail, or Trash) are discarded from the game. In the unlikely event that you go through all 140 offer row cards, the removed cards are reshuffled to form a new offer row deck.

Flush Offer Row

In certain situations, you can trash all 7 cards in the offer row and get 7 new cards. You will be prompted to do this once per turn, before purchasing, if either condition is met:

• At least 4 cards in the offer row cost 6¢ or more

• At least 4 cards in the offer row are the same genre (color)

In the Cooperative Anthology variant, players can never flush the offer row.

Purchase Phase

You can purchase ink and cards from the offer row using the coins you earned this turn.

Each card's cost is indicated in the price tag in the top-left corner. Click a card to purchase it. Note that some Adventure (yellow) cards also indicate a number of points on the price tag. This is not a cost, but a one-time benefit you earn when purchasing the card.

Ink costs 1¢. All coins you do not spend are automatically converted to ink at the end of your turn. You cannot save coins from one turn to the next.

You can exchange 3 ink tokens for 1¢ to help you buy more letters. Board Game Arena only presents this option when it would allow you to purchase something that you otherwise couldn't afford.

A clock icon displays below the oldest offer row card. This card is trashed at the end of your turn if the offer row did not change (e.g., you did not jail cards, flush the offer row, or purchase cards).

Timeless Classics

All cards from your word are discarded at the end of your turn, except Timeless Classics.

There are 12 Timeless Classic cards, which are printed sideways. If you spell a word with a Timeless Classic card in your hand, it is placed face-up in front of you at the end of your turn and stays in play. On your future turns, you gain the basic benefits of the card whether or not you use it in your word!

Any player can use a face-up/active Timeless Classic to spell a word, however, no matter which player owns the card. If they do, the Timeless Classic card is discarded!

Note that Timeless Classics cannot be used as a wild card.

Only the owner receives benefits from Timeless Classics. Other players may only use its letter to spell a word. It doesn't trigger genre rewards for them.

Ink and Remover

INK can be used in 2 ways:

1. Spend 1 ink token to add one card from your draw deck to your hand. You can spend as much ink as you like, but you must use all letters you drew with your ink tokens when you form your word. Pressing your luck with ink is the only way to form longer words. If you push your luck too far and can't form a word with all the ink cards, you skip your turn.

2. Exchange 3 ink tokens for 1 cent during the Purchase Phase.

After your turn is complete, you may immediately begin working on your next word, including using any previously obtained ink and remover. At any time before you spell a word, even during another player's turn, you can draw additional cards from your draw pile by spending 1 ink per card. Inked cards must be used in your next word and cannot be made wild.


REMOVER cancels ink on a letter so that you are no longer required to use it in your word. Spend 1 remover to put an inked card back into your hand. You may still use that letter, if you like, but treat it as a normal card.

Remover can only be obtained by playing certain cards; it cannot be purchased.

Game End

When a player reaches 60 points, the game ends at the conclusion of the current round (all players receive the same number of turns). The player with the most points is the winner and the finest author of the age! In the case of a tie, the player with the most ink remaining wins the game.

Note: A game option allows the creator of the table to specify a longer (90 points) or marathon (180 points) game. The game options display on the confirmation screen before the game starts and during the game under the top-right corner menu.

Variants

Literary Awards

Literary Awards provide bonus points for spell longer words (7-12 letters). The longer the word, the more points, but only 1 literary award will be honored at the end of the game - to whoever spelled the longest word.

EXAMPLE: the 1st player to spell a 7-letter word claims the 7-letter award card. Later another player spells a 10-letter word. That player claims the 10-letter literary award card. ALL CARDS OF LOWER VALUE ARE DISCARDED FROM THE GAME.

Because awards can be lost, they are not scored immediately and do not count towards the 60-point threshold needed to end the game. Players in possession of an award at the end of the game earn the 5 - 15 bonus points.

Length Literary Award
7 letters 5 points
8 letters 6 points
9 letters 7 points
10 letters 9 points
11 letters 12 points
12 or more letters 15 points

Adverts

Adverts allow you to purchase points with coins.

Each player can only purchase each advert once, and they must be purchased in the order listed. You can buy multiple adverts (in order) during your turn. Points from adverts are scored immediately.

Cost Advert
3 points
6 points
12¢ 10 points
15¢ 15 points
18¢ 20 points

Cooperative Anthology & Solo Mode

In this challenging co-op variant, 1 - 4 players win or lose together against archrival Penny Dreadful. The following rule changes apply:

• Penny Dreadful takes a turn after each player. She purchases the oldest (right-most) card in the offer row and earns points equal to the card's cost.

• In the Cooperative Anthology With Signature Genre variant, Penny Dreadful also earns points based on the condition displayed in her player panel. You can select a specific genre for Penny during table creation using the game options, or allow BGA to select one at random.

• Players can never flush the offer row.

• Any player can use your Timeless Classic cards without discarding them. Instead, each time a new card is added to the offer row during your turn or Penny Dreadful's turn immediately following your turn, your oldest Timeless Classic card of that same genre is discarded.

• The game is played to a final score of 60 points per human player (for example, play to 180 points with 3 players). The game ends immediately when one side - either the players or Penny Dreadful - earns enough points. The players win if they beat Penny's score (tying with Penny is a loss).

• If playing with Literary Awards, only one player may win an award.

Differences from the Physical Game

If you've played the first edition board game in real life, note that minor rules changes from the game designer have been incorporated in the BGA adaption to improve balance.

• The offer row is guaranteed to change each turn.

• The Horror H card benefits have been changed. Astute players were able to avoid the penalty "All other players must return an unused ink or remover" by spending their ink/remover tokens out-of-turn. The new benefits of Horror H are: 1¢ and 2★ (basic), 1¢ per inked card in your word (genre)

• All players (not just the first) may earn the same Literary Award.

• In the Cooperative Anthology variant, a maximum of 1 Timeless Classic card is discarded per card added to the offer row. For example, if you have both Romance B and Romance K in play and a Romance card is added to the offer row, only the older of Romance B/K will be discarded.

• Ghostwriting, Events, and Player Powers are not implemented.