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(Added end game scoring reminder)
 
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Assigned player color determines which Path (faction) the player will have.
'''Buildings:''' yellow: power plant, gray: factory, blue: life support, red: lab.
Each path defines asymmetric starting positions, asymmetric gameplay rules, and asymmetric "evacuation conditions." Each player further customizes their game by choosing between two leaders that are part of their faction.   
 
== Relevance of the Setup Choices to Gameplay (Symmetry and Asymmetry) ==
Player color is equivalent to Path (or faction).  Each player chooses a leader (from 2 that are unique to each path) that gives them an asymmetric power. Each player is given a set of asymmetric goals called their "evacuation condition" (randomly chosen from 2 that are unique to each path).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.   
 
== Double-check your evacuation condition ==
Your path board will list your evacuation condition. After the asteroid impact, you may use a worker in an exosuit to complete your evacuation action once. If you do, then you receive the points listed on your path board in exchange for the tasks described thereSmall symbols can be difficult to read, so double-check the written evacuation condition. Geniuses can not be used as other workers to fulfill an evacuation condition.
 
== Small reminders to avoid scanning the rulebook ==
Warping in a worker requires that a water be spent; warped-in water can be usedTo remove a warp tile showing a worker, shift focus to the correct era and then move an alert worker from your player board to the general supply.


Alert workers who are not placed remain alert for the next round.
Alert workers who are not placed remain alert for the next round.
Geniuses gain the bonus connected to the worker they are emulating.  E.g. Geniuses mining stay motivated like engineers, geniuses constructing are efficient with titanium like engineers.
Power-plant actions are always referenced to the current era, not to the location of the focus token.  Therefore the following is legal.  Use a power plant to shift focus to N eras before the present, remove 1 warp tile, and move up the time-travel track.  Then on a later turn in the same era, use a ''second'' power plant to shift focus to N eras before the present, remove a ''second'' warp tile, and move up the time-travel track ''again''.  The focus marker does not shift, but it still counts as time travel because power plants actions are always referenced to the current era, not to the location of the focus token. 
== End Game Scoring ==
Reminders about how scoring works at the end of the game.
# Untangle the Continuum - each player must fulfill every outstanding Warp tile; this does not count as time travel. Each warp tile unfulfilled scores -2 VP.
# Score Endgame Condition cards - 3VP for each condition they meet; in case of tie, all tied players get 3VP.
# points from Anomalies, Superprojects, Time Travel, Morale, VP tokens.
# Breakthroughs - Each breakthrough is worth 1VP; sets of three breakthroughs of different shapes is worth an additional 2VP/set.
Tiebreaker: Most water, then most total resources. 
== BGA Interface ==
When you build a superproject, click the single space on your player board that will become the leftmost of the two spaces taken up by the superproject.

Latest revision as of 13:03, 30 May 2024

Buildings: yellow: power plant, gray: factory, blue: life support, red: lab.

Relevance of the Setup Choices to Gameplay (Symmetry and Asymmetry)

Player color is equivalent to Path (or faction). Each player chooses a leader (from 2 that are unique to each path) that gives them an asymmetric power. Each player is given a set of asymmetric goals called their "evacuation condition" (randomly chosen from 2 that are unique to each path). All player boards are set to symmetric side A or all player boards are set to asymmetric side B. If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.

Double-check your evacuation condition

Your path board will list your evacuation condition. After the asteroid impact, you may use a worker in an exosuit to complete your evacuation action once. If you do, then you receive the points listed on your path board in exchange for the tasks described there. Small symbols can be difficult to read, so double-check the written evacuation condition. Geniuses can not be used as other workers to fulfill an evacuation condition.

Small reminders to avoid scanning the rulebook

Warping in a worker requires that a water be spent; warped-in water can be used. To remove a warp tile showing a worker, shift focus to the correct era and then move an alert worker from your player board to the general supply.

Alert workers who are not placed remain alert for the next round.

Geniuses gain the bonus connected to the worker they are emulating. E.g. Geniuses mining stay motivated like engineers, geniuses constructing are efficient with titanium like engineers.

Power-plant actions are always referenced to the current era, not to the location of the focus token. Therefore the following is legal. Use a power plant to shift focus to N eras before the present, remove 1 warp tile, and move up the time-travel track. Then on a later turn in the same era, use a second power plant to shift focus to N eras before the present, remove a second warp tile, and move up the time-travel track again. The focus marker does not shift, but it still counts as time travel because power plants actions are always referenced to the current era, not to the location of the focus token.

End Game Scoring

Reminders about how scoring works at the end of the game.

  1. Untangle the Continuum - each player must fulfill every outstanding Warp tile; this does not count as time travel. Each warp tile unfulfilled scores -2 VP.
  2. Score Endgame Condition cards - 3VP for each condition they meet; in case of tie, all tied players get 3VP.
  3. points from Anomalies, Superprojects, Time Travel, Morale, VP tokens.
  4. Breakthroughs - Each breakthrough is worth 1VP; sets of three breakthroughs of different shapes is worth an additional 2VP/set.

Tiebreaker: Most water, then most total resources.

BGA Interface

When you build a superproject, click the single space on your player board that will become the leftmost of the two spaces taken up by the superproject.