This is a documentation for Board Game Arena: play board games online !

Gamehelpinkwell: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
(Created page with "1. Objective INK is a tile-placement and pattern-building race game. The main goal is to be the first player to place all of your ink bottles onto your growing tableau (painting).  2. Setup Player Components: Each player receives a Palette Card, a Starting Tile, and 25 Ink Bottles.  12 bottles are assigned to specific color pairs matching your Palette Card.  12 bottles act as Wild/Joker bottles and can go on any color.  1 bottle is used as your Lead Marker o...")
 
No edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
1. Objective
ON YOUR TURN
INK is a tile-placement and pattern-building race game. The main goal is to be the first player to place all of your ink bottles onto your growing tableau (painting). 
2. Setup
Player Components: Each player receives a Palette Card, a Starting Tile, and 25 Ink Bottles. 
12 bottles are assigned to specific color pairs matching your Palette Card. 
12 bottles act as Wild/Joker bottles and can go on any color. 
1 bottle is used as your Lead Marker on the central Rondel/Quill Wheel.
Central Market: Tiles are drafted around a circular Quill Wheel (rondel). 
Bonus Objectives Board: Four random Bonus Action cards/tiles (assigned to objective numbers 4 through 7) are revealed and placed on the objective board. 
3. Turn Structure
On your turn, perform the following steps in order:


Step 1: Draft a Tile
You have two options:
Advance your marker clockwise around the Quill Wheel to choose a available tile. 
The "X Space" Penalty: If moving around the wheel causes you to pass the Starting Space (marked with an X), you must draw and place a Negation (X) Token. 
X tokens must be placed on your painting to cover up 2 spaces (at least one matching the specified color of the X token). This breaks up connected areas and obstructs future placements. 
Step 2: Place the Tile
Attach your newly drafted tile adjacent to your existing painting. Once placed, tiles cannot be moved.


Step 3: Complete Objectives & Place Ink
1. Take Supplies
Tiles & Objectives: Each tile contains four colored squares. Some spaces contain Objective Numbers (e.g., 3, 4, 5, etc.) or white spots. 


Fulfilling Requirements: An objective is completed if you have a connected group of matching-color squares equal to or larger than the Objective Number. 
- Choose an inkwell and take all supplies from it.


Placing Ink:
- Supplies must be placed on matching spaces on your page during the same turn.
1. Place 1 ink bottle face-down directly on the Objective Number space to lock it. 
2. Place additional ink bottles on any available white spots within that connected colored group. 


Bottle Placement Limits: Palette-restricted bottles must match the color of the area; Joker/Wild bottles can be placed anywhere. 
- Taking supplies from a diamond also gives you its Technique card. Add it to your Workspace.


Triggering Bonus Actions: Fulfilling objectives numbered 4 through 7 unlocks powerful one-time Bonus Actions (e.g., placing extra white spots, manipulating bottles, or taking an immediate extra turn). 
- You must be able to place everything you take.
 
4. Game End & Winning
2. Turn Your Page
End Game Trigger: The game ends immediately at the end of the round when a player places their final ink bottle. 
 
Reserve Bottles: If you complete an objective that requires placing more bottles than you have left in your supply, you use neutral Black Reserve Bottles for the excess. 
- Score your current page and receive a new one.
Tie-Breakers: If multiple players finish their supply during the same round, the player who placed the most neutral black reserve bottles wins.
 
- Your turn ends.
 
PLACING & SCORING
 
- Cubes must go on matching spaces.
 
- Gold cubes can go anywhere.
 
- ? spaces accept any color.
 
- Cubes cannot be moved once placed.
 
- Completed illustrations score their indicated points.
 
- Incomplete illustrations score 0 points.
 
- Filling the multiplier space gives extra points for cubes of that color, including cubes on incomplete illustrations.
 
- Gold counts as every color and works with every multiplier.
 
TURNING THE PAGE
 
When you turn your page:
 
- Score completed illustrations, the multiplier, and your Workspace ability.
 
- Flip the current page face-down.
 
- Return your cubes to the appropriate supplies.
 
- Choose the next available page.
 
- If you chose to turn voluntarily, take a gold cube and immediately place it on the new page.
 
- Move your Techniques below your Workspace. They remain active, but your Workspace becomes available for new Techniques.
 
REFILLING THE BOARD
 
When an entire inkwell type is empty:
 
- Advance the Abbot.
 
- Add 1 common cube to each inkwell that still contains supplies.
 
- Refill completely empty inkwells and Technique spaces according to the setup rules.
 
TECHNIQUES
 
- Techniques are optional abilities that can alter gameplay.
 
- They may be used immediately unless specified otherwise.
 
- Some Techniques are one-time effects.
 
- Others remain active.
 
THE ABBOT
 
- When the Abbot crosses an arrow, players who have not yet turned the indicated page are forced to turn it on their next turn.
 
- Forced turns do not provide the bonus gold cube.
 
END GAME
 
- When someone turns their Page III, the end game begins.
 
- Players who have finished their pages score 3 points instead of taking another turn.
 
- They also advance the Abbot when possible.
 
- The game ends when everyone has turned their final page or the Abbot crosses the final arrow.
 
- The player with the highest score wins.
 
- Ties go to the player who turned their Page III first.

Latest revision as of 02:11, 10 September 2026

ON YOUR TURN

You have two options:

1. Take Supplies

- Choose an inkwell and take all supplies from it.

- Supplies must be placed on matching spaces on your page during the same turn.

- Taking supplies from a diamond also gives you its Technique card. Add it to your Workspace.

- You must be able to place everything you take.

2. Turn Your Page

- Score your current page and receive a new one.

- Your turn ends.

PLACING & SCORING

- Cubes must go on matching spaces.

- Gold cubes can go anywhere.

- ? spaces accept any color.

- Cubes cannot be moved once placed.

- Completed illustrations score their indicated points.

- Incomplete illustrations score 0 points.

- Filling the multiplier space gives extra points for cubes of that color, including cubes on incomplete illustrations.

- Gold counts as every color and works with every multiplier.

TURNING THE PAGE

When you turn your page:

- Score completed illustrations, the multiplier, and your Workspace ability.

- Flip the current page face-down.

- Return your cubes to the appropriate supplies.

- Choose the next available page.

- If you chose to turn voluntarily, take a gold cube and immediately place it on the new page.

- Move your Techniques below your Workspace. They remain active, but your Workspace becomes available for new Techniques.

REFILLING THE BOARD

When an entire inkwell type is empty:

- Advance the Abbot.

- Add 1 common cube to each inkwell that still contains supplies.

- Refill completely empty inkwells and Technique spaces according to the setup rules.

TECHNIQUES

- Techniques are optional abilities that can alter gameplay.

- They may be used immediately unless specified otherwise.

- Some Techniques are one-time effects.

- Others remain active.

THE ABBOT

- When the Abbot crosses an arrow, players who have not yet turned the indicated page are forced to turn it on their next turn.

- Forced turns do not provide the bonus gold cube.

END GAME

- When someone turns their Page III, the end game begins.

- Players who have finished their pages score 3 points instead of taking another turn.

- They also advance the Abbot when possible.

- The game ends when everyone has turned their final page or the Abbot crosses the final arrow.

- The player with the highest score wins.

- Ties go to the player who turned their Page III first.