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(How to play)
m (How to play)
 
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1. Choose one by one a card to hold in your hand until everyone has 5 cards
1. Choose one by one a card to hold in your hand until everyone has 5 cards
2. Decide whether you want to swap the card in your vault with a card in your hand
<br>2. Decide whether you want to swap the card in your vault with a card in your hand
3. Make a program, by adding the cards to your dashboard in order of playing
<br>3. Make a program, by adding the cards to your dashboard in order of playing
4. Execute the program step by step, player by player
<br>4. Execute the program step by step, player by player
5. Calculate points and on to the next round
<br>5. Calculate points and on to the next round
 
Player order is determined after each step. The player who has the least discovery points is the player to start a step (or round). The player with most discovery points is last.


At the start of the game and during the game THREE discovery locations are shown. All voyagers should try to discover these locations first and gain the relevant points. As soon as four discoveries have been done, everybody receives a FINAL RACE card. This card is only known to you, so keep it a secret. The voyager discovering this location first, will end the game. The voyager with most discovery points wins the game.
At the start of the game and during the game THREE discovery locations are shown. All voyagers should try to discover these locations first and gain the relevant points. As soon as four discoveries have been done, everybody receives a FINAL RACE card. This card is only known to you, so keep it a secret. The voyager discovering this location first, will end the game. The voyager with most discovery points wins the game.
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Some points to take into account:
Some points to take into account:
* After every turn, field actions of the relevant player will be executed.
* After every turn, field actions of the relevant player will be executed.
* After every step (when all voyagers have played this step), the white arrows will be checked and move the voyagers when required.
* After every step (when all voyagers have played this step), the white arrows will be checked and move the voyagers when applicable.
* A voyager cannot stand on a field already occupied by another voyager (these fields are excluded in the possible moves).
* A voyager cannot stand on a field already occupied by another voyager (these fields are excluded in the possible moves).
* A voyager cannot return to a field it has already accupied that round (these fields are excluded in the possible moves).
* A voyager cannot return to a field it has already occupied that round (these fields are excluded in the possible moves).
* Explanations of the moves are given in the gamelog. Use it also to see what your competing voyagers are up to.
* Explanations of the moves are given in the gamelog. Use it also to see what your competing voyagers are up to.



Latest revision as of 15:35, 15 July 2022

Voyagers is game where you need to think ahead and program your moves 5 steps ahead.

Every round has the same the structure:

1. Choose one by one a card to hold in your hand until everyone has 5 cards
2. Decide whether you want to swap the card in your vault with a card in your hand
3. Make a program, by adding the cards to your dashboard in order of playing
4. Execute the program step by step, player by player
5. Calculate points and on to the next round

Player order is determined after each step. The player who has the least discovery points is the player to start a step (or round). The player with most discovery points is last.

At the start of the game and during the game THREE discovery locations are shown. All voyagers should try to discover these locations first and gain the relevant points. As soon as four discoveries have been done, everybody receives a FINAL RACE card. This card is only known to you, so keep it a secret. The voyager discovering this location first, will end the game. The voyager with most discovery points wins the game.

Some points to take into account:

  • After every turn, field actions of the relevant player will be executed.
  • After every step (when all voyagers have played this step), the white arrows will be checked and move the voyagers when applicable.
  • A voyager cannot stand on a field already occupied by another voyager (these fields are excluded in the possible moves).
  • A voyager cannot return to a field it has already occupied that round (these fields are excluded in the possible moves).
  • Explanations of the moves are given in the gamelog. Use it also to see what your competing voyagers are up to.

How can you earn/lose discovery points:

  • When you can play all cards successfully in a round, you gain 2 discovery points
  • For every card you cannot play in a round, you get -1 discovery point. If you cannot play a single card in a round an additional 5 penalty points are given.
  • The blue action cards and red influence cards can give discovery points to you or take discovery points from you.
  • Being the first to explore alphabet locations will give you the relevant discovery points.
  • Being the first to explore the discovery race locations will give you the relevant discovery points.

Your next step is always highlighted with a yellow border (or an action button in the top bar)