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===Overview===
=== OVERVIEW ===
Grumble and smash your way to victory to be the last Golem standing!


Fight your way to being the last Golem standing
=== ON YOUR TURN ===


==== <big>Tumble</big> ====
Roll two dice and assign them to your grid by number. One must be vertical (column) and the other horizontal (row).


===Turn===
You may spend one heart to reroll a die. You may spend two hearts to move one die to an adjacent space (+1/-1).


Roll the two dice and assign them to your grid, one has to be vertical and the other horizontal
==== <big>Rumble</big> ====
Activate all the icons in the assigned column and row.


Activate all the icons in that column and row
* '''Attack''' (brown star) symbols deal damage to one rival (minus their active shields).
* '''Heart''' symbols heals you a health point.
* '''Shield''' symbols block incoming attacks.
* '''Grumble''' symbols will allow you to upgrade your golem in the next phase...


Attack symbol deals a damage to one opponent (negated by one of their shields) If the attack defeats a rival, take their power or superpower if it has been unlocked by them
==== <big>Grumble</big> ====
Spend your grumbles to:


Heart symbol heals you a health point
'''Purchase Polyominoes''' from the market and add these to your grid. They can cover printed symbols but NOT placed polyominoes.


Shield symbol helps you block incoming attacks
'''Purchase Perpetual''' tokens (shield or attack). These remain active at all times.


Grumble symbol collect grumble gems
'''Banish Polyominoes''' (remove them from the game) to heal 1 heart per polyomino banished.


After you resolve the symbols, spend any grumble gems you gained to purchase new upgrades from the market and add these to your grid (upgrades can cover printed symbols but NOT physical items) OR you can purchase upgrades and immediately discard them for 1 life each
=== GOLEM POWERS ===
All Golems start without a power.


In addition to upgrades, you can also spend Grumble gems on cards which don't go on your grid but remain active at all times
When you fill EITHER a row OR column, activate your '''power.'''


Once a row or column is filled, activate your power
When you fill BOTH a row AND column, activate your '''superpower'''.


Once BOTH a row AND column is filled, activate your superpower
''Note: You must fill a row or column with polyominoes, there can't be any original board showing, even if there were icons on the original board in the row or column.''


'''Amber''' (red)


===Golem Powers===
Power: Any rival who attacks and damages you must lose 1 heart, bypassing active shields.


All Golems start with no power, but below is their power then superpower
Superpower: Any rival who attacks and damages you must lose 2 hearts, bypassing active shields.


Red Amber - Anyone who attacks them must lose 1 heart, then anyone who attacks them must lose 2 hearts
'''Sir Frostbite IV''' (blue)


Blue Sir Frostbite IV - Roll a special die which stops others using that number that round, then the same but gains a heart if that number is rolled by others
Power: FREEZE: Each turn, roll a light blue die. Rivals may not assign dice to the column or row of that number for this round


Green Crumbleclad - Spend 1 heart for an additional damage in attacks, then additionally use dice as both horizontal or vertical rather than one of each
Superpower: In addition to FREEZE, gain a heart each time a rival rolls the number shown on your light blue die.


Purple Hurricules - Reroll a die if desired, then may change one die result up or down by one unit
'''Green Crumbleclad''' (green)


Power: You may spend 1 grumble to add an additional attack during your attack.


===Game End===
Superpower: You may spend 2 grumbles to add 3 additional attacks during your attack.


The last Golem standing, i.e. still with any health, wins!
'''Purple Hurricules / Cyclonia''' (purple)
 
Power: Once per turn, you may reroll a die without spending a heart.
 
Superpower: Once per turn, you may move one die to an adjacent space (+1/-1) without spending two hearts.
 
'''Rockbottom''' (yellow)
 
Power: CURE! Gain a heart at the beginning of each turn.
 
Superpower: In addition to CURE! you may place both dice in a row or column (intsead of one of each).
 
=== GAME END ===
The last Golem standing (still with any health) wins!  
 
OR
 
Win instantly by filling your entire grid with polyominoes (initial resources on grid must also be covered).
 
 
''Complete rules here:'' https://boardgamegeek.com/filepage/266683/grumblestone-rulebook

Latest revision as of 19:03, 19 August 2024

OVERVIEW

Grumble and smash your way to victory to be the last Golem standing!

ON YOUR TURN

Tumble

Roll two dice and assign them to your grid by number. One must be vertical (column) and the other horizontal (row).

You may spend one heart to reroll a die. You may spend two hearts to move one die to an adjacent space (+1/-1).

Rumble

Activate all the icons in the assigned column and row.

  • Attack (brown star) symbols deal damage to one rival (minus their active shields).
  • Heart symbols heals you a health point.
  • Shield symbols block incoming attacks.
  • Grumble symbols will allow you to upgrade your golem in the next phase...

Grumble

Spend your grumbles to:

Purchase Polyominoes from the market and add these to your grid. They can cover printed symbols but NOT placed polyominoes.

Purchase Perpetual tokens (shield or attack). These remain active at all times.

Banish Polyominoes (remove them from the game) to heal 1 heart per polyomino banished.

GOLEM POWERS

All Golems start without a power.

When you fill EITHER a row OR column, activate your power.

When you fill BOTH a row AND column, activate your superpower.

Note: You must fill a row or column with polyominoes, there can't be any original board showing, even if there were icons on the original board in the row or column.

Amber (red)

Power: Any rival who attacks and damages you must lose 1 heart, bypassing active shields.

Superpower: Any rival who attacks and damages you must lose 2 hearts, bypassing active shields.

Sir Frostbite IV (blue)

Power: FREEZE: Each turn, roll a light blue die. Rivals may not assign dice to the column or row of that number for this round.

Superpower: In addition to FREEZE, gain a heart each time a rival rolls the number shown on your light blue die.

Green Crumbleclad (green)

Power: You may spend 1 grumble to add an additional attack during your attack.

Superpower: You may spend 2 grumbles to add 3 additional attacks during your attack.

Purple Hurricules / Cyclonia (purple)

Power: Once per turn, you may reroll a die without spending a heart.

Superpower: Once per turn, you may move one die to an adjacent space (+1/-1) without spending two hearts.

Rockbottom (yellow)

Power: CURE! Gain a heart at the beginning of each turn.

Superpower: In addition to CURE! you may place both dice in a row or column (intsead of one of each).

GAME END

The last Golem standing (still with any health) wins!

OR

Win instantly by filling your entire grid with polyominoes (initial resources on grid must also be covered).


Complete rules here: https://boardgamegeek.com/filepage/266683/grumblestone-rulebook