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======Note: the words 'land' and 'land tile' are used interchangably.======
Build and auction tiles to create the most impressive paradise island!




'''Setup''' [BGA handles this for you, feel free to skip this part]:


Turn summary:
Each player grabs a screen and some money. The player who last visited a new island starts the game and takes the gavel! Starting money is distributed as follows:
Each turn, claim land for yourself, pondering the prices versus the benefits. Select land, pay for skipped land, then place the land.


If you place the 4th land tile in a line, you get a bonus land! (Maximum once per turn.)
- 1st player: $10


Next, auction land, maybe buy back land, and when it's placed there might be another bonus land!
- 2nd player: $12


If anyone has a 4x4 grid, the game ends. Otherwise, flip over new land and keep going.
- 3rd player: $14


- 4th player: $16


At the end of the game, you want a big group of theme park land, lots of separate housing/forest land,
- 5th player: $18


- 6th player: $20


<nowiki>========</nowiki>
Place money behind your screen. You can enable '''visible money''' in the game settings.


Turn details:
Create a stack of tiles and deal 8 tiles (or the market size set in game settings) into the middle to form the market. Sort them by the number of icons (Peace, Love & Music), with more icons closer to the stack.




CLAIM LAND!
'''Turn summary:'''


At the start of your turn, choose any land tile in the market row. The 'oldest' one is free. If you want any other land tile, you must place 1 money on each land tile you skip.  
1. '''Build Tile''': Select a tile from the market to add to your island.


2. '''Auction Tile''': After building, select another tile and auction it off.


Place land:
3. '''End turn''': Pass the gavel to the player on your left. It’s now their turn. Refresh the market back to 8 tiles (or the market size set in game settings) but don't sort them.


Your first land starts your 4x4 grid, but in the end it might be in any position on the grid.


Subsequent lands must be placed touching an edge of a previously-placed land. You can rotate lands freely. Your grid of tiles cannot grow longer than 4 in any direction.


'''The Market:'''


AUCTION LAND!
Whenever you take a tile from the market (for building, auctioning, or Bonus), place $1 on each skipped tile starting from the free tile. Earn the money on the selected tile and place it behind your screen.


Choose land, just like when you claimed a land to place. Place 1 money onto each land tile you skip.


In a 2-player game, the other player simply makes one single bid.
'''Building Tiles:'''


With 3+ players, ALL other players are now 'active' and any other player may make a big (higher than the previously-highest) until everyone runs out of time or passes. NOTE: FULL TURN BASED FUNCTIONALITY COMING LATER.
New tiles placed after your first must share an edge with an existing tile on your island. You can expand your island in any direction as long as it doesn’t go beyond 4x4.


Placing the 4th tile in a row or column earns you a Bonus tile (see Bonus Tiles).


Buy back?


'''Auctioning Tiles:'''


The auctioneer can EITHER collect the bid amount of money from the highest bidder, or give them that highest bid plus one more coin. Whoever pays takes the land tile and places it.  
After building your tile, select a new tile following '''the market''' rules and put it on auction! It’s an open auction carried out simultaneously. Players can increase bids -even their own- any time as long as you have enough money to pay for it. The auction phase is over once all but one player has passed.


In a 2-player game, the bidding player makes only 1 bid which concludes the auction phase.


BONUS LAND?
In the rare case that no one bids, the auctioneer takes the tile for free.




If you ever place the 4th land in a line, you immediately get a bonus land! Choose land from the market row, paying 1 money onto each land you skip.
'''Buy back:'''


Once the auction phase is over, the auctioneer can either:


You can only get  one bonus land per turn. (This means you can theoretically place a mximum of 3 lands on your own turn, or 2 lands during someone elses.)
• '''Sell''' the auctioned tile to the highest bidder.


• '''Buy back''' the tile by paying the winning bid plus $1 to the highest bidder. i.e. Alex won the auction phase with a bid of $3, the auctioneer can pay $4 to Alex and build the tile.


<nowiki>========</nowiki>
The auctioneer can still buy back even if their island is full. In that case, the auctioned tile is returned to the game box.


Scoring:
Make sure you are not bidding so little that the auctioneer buys it back from you. Or maybe you want them to! After all, you're being paid without losing anything!




How many land tiles are in your biggest contiguous theme park shape? Score some amount. (Check scoring grid)
'''Bonus Tiles:'''


How many land tiles have water touching the edge of your grid?  Score some amount. (Check that same scoring grid.)
After adding a tile to your island in '''any''' phase or for '''any''' reason, check whether it was the 4th tile of a row or column. If so, you immediately earn a Bonus tile!


How many separate housing shapes are there? How many separate forest shapes? Multiply those 2 numbers together and score that amount.  
Draw a new tile following '''the market rules''' and build it by following the '''building tiles''' rules. Each player can earn only 1 Bonus tile per turn. In other words, a Bonus tile cannot trigger another Bonus, but more than 1 player can draw a Bonus tile on a single turn.




E.g. Bonnie-Beth has 7 tiles with housing and 6 tiles with forests. However, two forest shapes are touching. She scores 7x5=35pts.
'''Game End:'''


Once a player has filled their 4x4 island, the game will be over at the end of that turn. This means you still proceed to the '''auction phase''' if you haven’t already done so.


Some land has icons. The positions of these icons doesn't matter.


'''SCORING'''


Consider icon A. Whoever has the most gets [20] pts, and 2nd/3rd get [10]/[5] pts. If multiple players tie for a position, they get full pts but skip the next position. If 3+ players tie for first place, no-one else gets anything.  
• '''Beaches:''' Imagine the table is the ocean! Count tiles with a beach terrain touching the edge of your island. Score points based on the scoring table found in the game’s tooltips.  


Most pts wins.


If a beach is not on the edge but still adjacent to a gap (because your 4x4 island wasn’t filled up) it still scores. The table is the ocean and it’s a wonderful beach by the water!


Money breaks ties.
 
 
• '''Theme Parks:''' Count tiles in your largest contiguous theme park area (diagonal connections don’t count). Score points based on the scoring table found in the game’s tooltips.
 
 
 
• '''Gardens & Houses:''' Multiply the number of garden areas by the number of house areas. Adjacent terrains of the same type count as one area; so keep gardens separate from other gardens and likewise for the houses. '''It’s fine if a garden is touching a house.'''
 
 
 
• '''Icons:''' The positions of the icons don’t matter. Each icon type scores separately. The player with the highest number of an icon type scores 20 points, 2nd player scores 10 and 3rd player scores 5. Ties are friendly; all tying players score the same amount of points but you skip the next number for each tying player.
 
You must have at least 1 icon of the type to score points from it.
 
 
 
'''Example:''' Alex has 2 ☮️, 2 ❤️, 3 🎵. Bonnie has 3 ☮️, 2 ❤️, 3 🎵. Charlie has 3 ☮️and 3 🎵. Doruk has only 1 🎵.
 
☮️ (A: 2, B: 3, C: 3, D: 0): Alex scores 5 points. Bonnie and Charlie score 20 each.
 
❤️ (A: 2, B: 2, C: 0, D: 0): Alex and Bonnie score 20 points. Other players score 0 as they don’t have any ❤️ icons. If they had only 1 ❤️, it’d be 5 points for them!
 
🎵 (A: 3, B: 3, C: 3, D: 1): Alex, Bonnie and Charlie score 20 points. Doruk doesn’t score.
 
 
Most points win. Money breaks ties.

Latest revision as of 12:21, 11 June 2024

Build and auction tiles to create the most impressive paradise island!


Setup [BGA handles this for you, feel free to skip this part]:

Each player grabs a screen and some money. The player who last visited a new island starts the game and takes the gavel! Starting money is distributed as follows:

- 1st player: $10

- 2nd player: $12

- 3rd player: $14

- 4th player: $16

- 5th player: $18

- 6th player: $20

Place money behind your screen. You can enable visible money in the game settings.

Create a stack of tiles and deal 8 tiles (or the market size set in game settings) into the middle to form the market. Sort them by the number of icons (Peace, Love & Music), with more icons closer to the stack.


Turn summary:

1. Build Tile: Select a tile from the market to add to your island.

2. Auction Tile: After building, select another tile and auction it off.

3. End turn: Pass the gavel to the player on your left. It’s now their turn. Refresh the market back to 8 tiles (or the market size set in game settings) but don't sort them.


The Market:

Whenever you take a tile from the market (for building, auctioning, or Bonus), place $1 on each skipped tile starting from the free tile. Earn the money on the selected tile and place it behind your screen.


Building Tiles:

New tiles placed after your first must share an edge with an existing tile on your island. You can expand your island in any direction as long as it doesn’t go beyond 4x4.

Placing the 4th tile in a row or column earns you a Bonus tile (see Bonus Tiles).


Auctioning Tiles:

After building your tile, select a new tile following the market rules and put it on auction! It’s an open auction carried out simultaneously. Players can increase bids -even their own- any time as long as you have enough money to pay for it. The auction phase is over once all but one player has passed.

In a 2-player game, the bidding player makes only 1 bid which concludes the auction phase.

In the rare case that no one bids, the auctioneer takes the tile for free.


Buy back:

Once the auction phase is over, the auctioneer can either:

Sell the auctioned tile to the highest bidder.

Buy back the tile by paying the winning bid plus $1 to the highest bidder. i.e. Alex won the auction phase with a bid of $3, the auctioneer can pay $4 to Alex and build the tile.

The auctioneer can still buy back even if their island is full. In that case, the auctioned tile is returned to the game box.

Make sure you are not bidding so little that the auctioneer buys it back from you. Or maybe you want them to! After all, you're being paid without losing anything!


Bonus Tiles:

After adding a tile to your island in any phase or for any reason, check whether it was the 4th tile of a row or column. If so, you immediately earn a Bonus tile!

Draw a new tile following the market rules and build it by following the building tiles rules. Each player can earn only 1 Bonus tile per turn. In other words, a Bonus tile cannot trigger another Bonus, but more than 1 player can draw a Bonus tile on a single turn.


Game End:

Once a player has filled their 4x4 island, the game will be over at the end of that turn. This means you still proceed to the auction phase if you haven’t already done so.


SCORING

Beaches: Imagine the table is the ocean! Count tiles with a beach terrain touching the edge of your island. Score points based on the scoring table found in the game’s tooltips.


If a beach is not on the edge but still adjacent to a gap (because your 4x4 island wasn’t filled up) it still scores. The table is the ocean and it’s a wonderful beach by the water!


Theme Parks: Count tiles in your largest contiguous theme park area (diagonal connections don’t count). Score points based on the scoring table found in the game’s tooltips.


Gardens & Houses: Multiply the number of garden areas by the number of house areas. Adjacent terrains of the same type count as one area; so keep gardens separate from other gardens and likewise for the houses. It’s fine if a garden is touching a house.


Icons: The positions of the icons don’t matter. Each icon type scores separately. The player with the highest number of an icon type scores 20 points, 2nd player scores 10 and 3rd player scores 5. Ties are friendly; all tying players score the same amount of points but you skip the next number for each tying player.

You must have at least 1 icon of the type to score points from it.


Example: Alex has 2 ☮️, 2 ❤️, 3 🎵. Bonnie has 3 ☮️, 2 ❤️, 3 🎵. Charlie has 3 ☮️and 3 🎵. Doruk has only 1 🎵.

☮️ (A: 2, B: 3, C: 3, D: 0): Alex scores 5 points. Bonnie and Charlie score 20 each.

❤️ (A: 2, B: 2, C: 0, D: 0): Alex and Bonnie score 20 points. Other players score 0 as they don’t have any ❤️ icons. If they had only 1 ❤️, it’d be 5 points for them!

🎵 (A: 3, B: 3, C: 3, D: 1): Alex, Bonnie and Charlie score 20 points. Doruk doesn’t score.


Most points win. Money breaks ties.