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For tips on how to play polis, see <b>[[Tips_polis]]</b> | |||
== | == Game play == | ||
=== Development Actions === | |||
== | ==== Create Hoplites ==== | ||
* Only in one polis per turn. | |||
* Pay 1 metal (or silver) per hoplite. | |||
* | |||
== | ==== Create Galleys ==== | ||
* Only in one polis per turn. | |||
* Pay 1 wood (or silver) per galley. | |||
* | * Place galleys in an adjacent sea territory (see arrow). | ||
== | ==== Create Merchants ==== | ||
* Only in one commercial city per turn | |||
* | * Pay 1 wood (or silver) per merchant. | ||
* | * Place merchants in Trade Port. | ||
=== Military Actions (cost 1 Prestige) === | |||
== | ==== Move Hoplites ==== | ||
* Destination territory of all hoplites has to be the same. | |||
* Each unit is moved separately (via land or sea territories, but not both). | |||
* Territories controlled by opponent (with greater number of units) block movement. | |||
== | ==== Move Galleys ==== | ||
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card. | * Destination territory of all galleys must be the same. | ||
* Each unit is moved separately (only sea territories). | |||
* Territories controlled by opponent block movement. | |||
==== Besiege Polis ==== | |||
* Player has to control territory with at least as many hoplites as polis has Fortification. | |||
* Throw the die: | |||
** If the result is higher than/equal to Fortification: | |||
**# Take Polis Tile (with all projects). | |||
**# Receive Prestige (= Fortification). | |||
** If the result is lower than Fortification: | |||
*** Attacker loses 1 hoplite. | |||
*** If polis is owned by opponent, it loses 1 Population Cube. | |||
==== Collection ==== | |||
* Must own polis in region. | |||
* Take resources corresponding to the number of hoplites from the region placed in the Tribute Box. | |||
* Place disc to show the region exhausted and return hoplites. No Prestige cost for action in home region. | |||
=== Political Actions === | |||
==== Trade ==== | |||
* Move one merchant via free trade route to a Foreign Market and place it on available shipload: | |||
** Goods exchange (goods for wheat / silver). | |||
** Then increase market value. | |||
**# Roll die. | |||
**# Move the marker right. | |||
** Purchase (silver paid for wheat). | |||
** Then decrease market value. | |||
**# Roll die twice. | |||
**# Use the higher result to move the marker left. | |||
==== Move Proxenos ==== | |||
* Movement via land or sea territories. | |||
* Must bribe each enemy unit with 1 silver (not to the opponent). | |||
==== Redeem Proxenos ==== | |||
* Pay 2 silver to opponent. | |||
* Place Proxenos in capital. | |||
==== Instigate Civil War ==== | |||
* Proxenos needed; | |||
* Action costs 2x Base Population (neutral polis) or 3x current Population (owned by opponent). | |||
* Receive Prestige (= Population bribed, not amount of money spent). | |||
=== Battle === | |||
* If 8 or more units are in a territory after player's turn: | |||
** Attacker plays 2 cards, defender tries to match formations. | |||
* Card pairs are then compared: | |||
** Not matching: | |||
*** Defender loses 1 unit, | |||
*** Attacker gains Prestige on card. | |||
** Matching: | |||
*** No loss for defender | |||
*** Attacker gains Prestige difference if their value is higher. | |||
*** Attacker draws 2 cards; | |||
*** Defender draws one less card for each loss suffered (maximum 2). | |||
* The battle ends if: | |||
*# There are not enough cards are left in the Combat Card deck. | |||
*# One player retreats (and pays 1 Prestige to opponent). | |||
*# One player has less than 2 units left. | |||
=== End of the Round === | |||
==== Projects ==== | |||
* All projects are completed, and award immediate Prestige. | |||
==== Supply ==== | |||
* Player must pay wheat = total of Population Cubes. | |||
** If insufficient, the difference is either paid with Prestige, or poleis are discarded. | |||
==== Growth ==== | |||
* Increase Population in poleis with wheat (1:1). ''Optional.'' | |||
** Heed Maximum Growth and Population Maximum. | |||
==== Megalopolis ==== | |||
* 1 Prestige is awarded for every polis exceeding the Base Population. | |||
==== Storage ==== | |||
* Halve amount of oil, wine, and wheat in storage (rounded up). | |||
** ''For example:'' | |||
*** Before: 3 oil, 5 wine and 7 wheat. | |||
*** After: 2 oil, 3 wine and 4 wheat. | |||
==== Phoros ==== | |||
* Exchange Prestige for silver (1:1). ''Optional.'' | |||
=== Preparations for the next Round === | |||
# Move round marker one space to the right. | |||
# Remove all discs from Tribute Boxes. | |||
# Place merchants back in Trade Ports. | |||
# Place 3 new Project Tiles (discard remaining tiles). | |||
# Draw new Event Card. | |||
== End of Game Conditions == | == End of Game Conditions == | ||
# A player cannot supply enough wheat/Prestige to feed | # A player cannot supply enough wheat/Prestige to feed their capital. | ||
# A player does not have any Prestige left after “End of Round” phase. | # A player does not have any Prestige left after “End of Round” phase. | ||
# The fourth round (5β) has been finished. | # The fourth round (5β) has been finished. | ||
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== Final Score == | == Final Score == | ||
* | * Total of Population Cubes in all poleis, plus | ||
* | * Current Prestige, plus | ||
* ”Prestige for Posterity” (on project tiles). | * ”Prestige for Posterity” (on project tiles). | ||
== Summary sheet == | |||
See '''[[Tips_polis]]'''. |
Latest revision as of 17:08, 20 January 2022
For tips on how to play polis, see Tips_polis
Game play
Development Actions
Create Hoplites
- Only in one polis per turn.
- Pay 1 metal (or silver) per hoplite.
Create Galleys
- Only in one polis per turn.
- Pay 1 wood (or silver) per galley.
- Place galleys in an adjacent sea territory (see arrow).
Create Merchants
- Only in one commercial city per turn
- Pay 1 wood (or silver) per merchant.
- Place merchants in Trade Port.
Military Actions (cost 1 Prestige)
Move Hoplites
- Destination territory of all hoplites has to be the same.
- Each unit is moved separately (via land or sea territories, but not both).
- Territories controlled by opponent (with greater number of units) block movement.
Move Galleys
- Destination territory of all galleys must be the same.
- Each unit is moved separately (only sea territories).
- Territories controlled by opponent block movement.
Besiege Polis
- Player has to control territory with at least as many hoplites as polis has Fortification.
- Throw the die:
- If the result is higher than/equal to Fortification:
- Take Polis Tile (with all projects).
- Receive Prestige (= Fortification).
- If the result is lower than Fortification:
- Attacker loses 1 hoplite.
- If polis is owned by opponent, it loses 1 Population Cube.
- If the result is higher than/equal to Fortification:
Collection
- Must own polis in region.
- Take resources corresponding to the number of hoplites from the region placed in the Tribute Box.
- Place disc to show the region exhausted and return hoplites. No Prestige cost for action in home region.
Political Actions
Trade
- Move one merchant via free trade route to a Foreign Market and place it on available shipload:
- Goods exchange (goods for wheat / silver).
- Then increase market value.
- Roll die.
- Move the marker right.
- Purchase (silver paid for wheat).
- Then decrease market value.
- Roll die twice.
- Use the higher result to move the marker left.
Move Proxenos
- Movement via land or sea territories.
- Must bribe each enemy unit with 1 silver (not to the opponent).
Redeem Proxenos
- Pay 2 silver to opponent.
- Place Proxenos in capital.
Instigate Civil War
- Proxenos needed;
- Action costs 2x Base Population (neutral polis) or 3x current Population (owned by opponent).
- Receive Prestige (= Population bribed, not amount of money spent).
Battle
- If 8 or more units are in a territory after player's turn:
- Attacker plays 2 cards, defender tries to match formations.
- Card pairs are then compared:
- Not matching:
- Defender loses 1 unit,
- Attacker gains Prestige on card.
- Matching:
- No loss for defender
- Attacker gains Prestige difference if their value is higher.
- Attacker draws 2 cards;
- Defender draws one less card for each loss suffered (maximum 2).
- Not matching:
- The battle ends if:
- There are not enough cards are left in the Combat Card deck.
- One player retreats (and pays 1 Prestige to opponent).
- One player has less than 2 units left.
End of the Round
Projects
- All projects are completed, and award immediate Prestige.
Supply
- Player must pay wheat = total of Population Cubes.
- If insufficient, the difference is either paid with Prestige, or poleis are discarded.
Growth
- Increase Population in poleis with wheat (1:1). Optional.
- Heed Maximum Growth and Population Maximum.
Megalopolis
- 1 Prestige is awarded for every polis exceeding the Base Population.
Storage
- Halve amount of oil, wine, and wheat in storage (rounded up).
- For example:
- Before: 3 oil, 5 wine and 7 wheat.
- After: 2 oil, 3 wine and 4 wheat.
- For example:
Phoros
- Exchange Prestige for silver (1:1). Optional.
Preparations for the next Round
- Move round marker one space to the right.
- Remove all discs from Tribute Boxes.
- Place merchants back in Trade Ports.
- Place 3 new Project Tiles (discard remaining tiles).
- Draw new Event Card.
End of Game Conditions
- A player cannot supply enough wheat/Prestige to feed their capital.
- A player does not have any Prestige left after “End of Round” phase.
- The fourth round (5β) has been finished.
Final Score
- Total of Population Cubes in all poleis, plus
- Current Prestige, plus
- ”Prestige for Posterity” (on project tiles).
Summary sheet
See Tips_polis.