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Your god is a shape not a color (goat/urn/bow/lion).
Your god is a shape not a color (goat/urn/bow/lion).


The areas of influence are colors
{| class="wikitable"
Tile / Leader
|+Areas of Influence
 
!  Color || Tile || Leader
Red -> Religion / Priest
|-
 
! style="color:red" | Red
Green -> Commerce / Merchant
|| Temple || Priest
 
|-
Black -> Leadership / King
! style="color:blue" | Blue
 
|| Farm || Farmer
Blue -> Agriculture / Farmer
|-
!  Black
|| Settlement || King
|-
! style="color:green" | Green
|| Market || Trader
|}


You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.
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You will get 2 actions on each turn, and there are 4 possible actions.
You will get 2 actions on each turn, and there are 4 possible actions.
* Place a tile - Take a tile from your hand and place it anywhere on the board.
* Place a tile - Take a tile from your hand and place it anywhere on the board.
* Place a leader - Take a leader from your hand and place it adjacent (no diagonals) to a temple (red tile)
* Position a leader - Place a leader from your hand, move a leader on the board, take a leader back to your hand from the board.
* Pick up a leader - Take one of your leaders from the board back to your hand.
* Discard - Discard any number of tiles from your hand and redraw that many.
* Discard - Discard any number of tiles from your hand and redraw that many.
After your two actions you redraw to 6 and the next player goes.
After your two actions you redraw to 6 and the next player goes.


==Kingdoms==
==Kingdoms==
An important concept for the rest of the game are kingdoms.
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.
A kingdom is a set of tiles and leaders that are adjacent to each other, with the exception that only one leader of each color may belong to a kingdom.
When a tile is placed in a kingdom, the leader of the color matching that tile, in said kingdom scores a point of influence of that color.


e.g.
==Tile Placement==
Urn player places a Temple (red) tile in a kingdom containing the Bow Priest (red leader), Bow player would score 1 red influence
Tiles can be placed anywhere on the map with the following restrictions.
(this would be a poor play)
* Only blue may be placed on rivers
* Blue tiles can only be placed on rivers
* No tile may be placed on top of a leader
* Only catastrophes can be placed on other tiles


The King (black leader) has a special ability, such that it scores points for colors that do not have a leader in their kingdom.
When a tile is placed in a kingdom, the leader of the matching color in that kingdom scores a point of the tile's color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) scores a point of the tile's color.


i.e.
If a tile is placed such that it joins two kingdom, a war is started and no placement point will be scored (even if there are no opposing leaders).
If a kingdom lacks a green leader and a green tile is placed, the owner of a black leader in said kingdom would score a green point


==Conflict==
If a tile is placed such that a 2x2 square of like colored tiles now exists, a monument of a matching color may be built.
There are two types of conflicts, wars and revolts.
If you place a leader in a kingdom containing a leader of the same color, you start a revolt.
If you place a tile that joins two kingdoms, you start a war.


Revolts and Wars have an attacking leader and a defending leader in the case of a revolt, the new leader is the attacker and the existing is the defender.
==Leader Positioning==
To determine the winner of a conflict first you count a leader's board strength.
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.
During a revolt this is the number of temples (red tiles) they are adjacent to.
* A leader must be placed on an empty space
During a war this is the number of tiles matching the color of the leader in their respective kingdom.
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)
* A leader may not be placed to join to kingdoms
* A leader cannot be placed on a river


After counting board strength, starting with the attacker, both players have the chance to send support from their hand.
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.
During a revolt support is red tiles and during a war they are the color of the leader.
The attacker plays support first, and after seeing the number the defender plays.


total support = board strength + support tiles played
If a leader is placed in a kingdom containing a similar colored leader, then a revolt occurs.


Defender always wins ties.
==Revolt==
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.


The loser is removed back to the owners  hand.
The newly placed leader is the attacking leader and the opposing leader is the defender.
If this is a war, then all of the board strength tiles of the loser are also discarded.


In a revolt the winner scores 1 amulet, while in a war the loser scores 1 influence of the leader color for every piece removed.
To resolve the revolt strength needs to be determined.
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.
* Then the attacking player may play temples (red tiles) from their hand as additional support.
* After seeing the attacking leader's support the defender may likewise play temples (red tiles) from their hand as support.
 
The winner is the leader with the greater total strength (board strength + support), defender always wins ties.
 
The losing leader is returned to their owners hand, and the winner scores one amulet. All support tiles played from hands are discarded.
 
==War==
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.
 
Wars are resolved through the following steps.
* Determine who is the attacking leader
The player who placed the tile is the attacker. If the active player has multiple leaders that are in conflict, they may select one to be the first attacking leader. If the active player controls no leaders in conflict, the next player in turn order selects a leader to be the attacking leader.
* Count board strength for attacker and defender
In a war a leader's board strength is the number of like-colored tiles in their kingdom.
* Play support from hands
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as support.
* Determine winner and remove tiles
The winning leader is the leader with greater total strength (board strength + support), defender always wins ties.
The loser withdraws their leader and all supporting tiles from the board. This may break apart the kingdom.
The winner scores one influence of the defending leaders color plus one for each tile removed.
 
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing amulets are removed.
 
If there are still leaders in conflict continue to the next war.


==Monuments==
==Monuments==
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These cannot be discarded, and are the only tiles that may be played on top of other tiles.
These cannot be discarded, and are the only tiles that may be played on top of other tiles.
They destroy the tile under them and cannot be part of kingdoms.
They destroy the tile under them and cannot be part of kingdoms.
==Rivers==
There are 2 rivers on the board (the Tigris and the Euphrates) only blue tiles may be placed on rivers, and blue tiles can only be placed on rivers


==Game End==
==Game End==
The game ends when only 2 amulets remain on the board, or the draw pile runs out.
The game ends when only 2 amulets remain on the board, or the draw pile runs out.

Revision as of 16:15, 2 December 2021

Summary

You play as a god attempting to gain influence among man in 4 areas, at the end of the game the winner is the person with the highest influence in their lowest category.

Your god is a shape not a color (goat/urn/bow/lion).

Areas of Influence
Color Tile Leader
Red Temple Priest
Blue Farm Farmer
Black Settlement King
Green Market Trader

You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.

Actions

You will get 2 actions on each turn, and there are 4 possible actions.

  • Place a tile - Take a tile from your hand and place it anywhere on the board.
  • Position a leader - Place a leader from your hand, move a leader on the board, take a leader back to your hand from the board.
  • Discard - Discard any number of tiles from your hand and redraw that many.

After your two actions you redraw to 6 and the next player goes.

Kingdoms

A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.

Tile Placement

Tiles can be placed anywhere on the map with the following restrictions.

  • Only blue may be placed on rivers
  • Blue tiles can only be placed on rivers
  • No tile may be placed on top of a leader
  • Only catastrophes can be placed on other tiles

When a tile is placed in a kingdom, the leader of the matching color in that kingdom scores a point of the tile's color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) scores a point of the tile's color.

If a tile is placed such that it joins two kingdom, a war is started and no placement point will be scored (even if there are no opposing leaders).

If a tile is placed such that a 2x2 square of like colored tiles now exists, a monument of a matching color may be built.

Leader Positioning

A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.

  • A leader must be placed on an empty space
  • A leader must always be adjacent (common edges, not diagonal) to a temple (red tile)
  • A leader may not be placed to join to kingdoms
  • A leader cannot be placed on a river

Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.

If a leader is placed in a kingdom containing a similar colored leader, then a revolt occurs.

Revolt

A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.

The newly placed leader is the attacking leader and the opposing leader is the defender.

To resolve the revolt strength needs to be determined.

  • First count the number of temples (red tiles) adjacent to each leader, that is their board strength.
  • Then the attacking player may play temples (red tiles) from their hand as additional support.
  • After seeing the attacking leader's support the defender may likewise play temples (red tiles) from their hand as support.

The winner is the leader with the greater total strength (board strength + support), defender always wins ties.

The losing leader is returned to their owners hand, and the winner scores one amulet. All support tiles played from hands are discarded.

War

A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.

Wars are resolved through the following steps.

  • Determine who is the attacking leader

The player who placed the tile is the attacker. If the active player has multiple leaders that are in conflict, they may select one to be the first attacking leader. If the active player controls no leaders in conflict, the next player in turn order selects a leader to be the attacking leader.

  • Count board strength for attacker and defender

In a war a leader's board strength is the number of like-colored tiles in their kingdom.

  • Play support from hands

Starting with the attacker, play tiles from hand matching the attacking/defending leader color as support.

  • Determine winner and remove tiles

The winning leader is the leader with greater total strength (board strength + support), defender always wins ties. The loser withdraws their leader and all supporting tiles from the board. This may break apart the kingdom. The winner scores one influence of the defending leaders color plus one for each tile removed.

If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing amulets are removed.

If there are still leaders in conflict continue to the next war.

Monuments

Whenever a player places 4 tiles of the same color in a square a monument may be built on the spot. The tiles are flipped over and a monument is placed on them. The monument has 2 colors, and one of those colors must match the flipped tiles. Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength. Monuments award points at the end of a players turn to the active player's like colored leaders in the monument's kingdom.

Amulets

Amulets are wild points. At the start of the game all temples on the board start with an amulet on them. At the end of a player's turn if a kingdom contains 2 amulets and a green leader, the leader's owner picks up one of the amulets. Some of the starting temples have an extra border around them, those amulets must be taken first if there is an option.

Catastrophe Tiles

Each player starts the game with 2 catastrophe tiles. These cannot be discarded, and are the only tiles that may be played on top of other tiles. They destroy the tile under them and cannot be part of kingdoms.

Game End

The game ends when only 2 amulets remain on the board, or the draw pile runs out.