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All cards from your word are discarded at the end of your turn, except Timeless Classics. | All cards from your word are discarded at the end of your turn, except Timeless Classics. | ||
There are 12 Timeless Classic cards, which are printed sideways. If you spell a word with a | There are 12 Timeless Classic cards, which are printed sideways. If you spell a word with a Timeless Classic card in your hand, it is placed face-up in front of you at the end of your turn and stays in play. <b>On your future turns, you gain the basic benefits of the card whether or not you use it in your word!</b> | ||
Any player can use a face-up/active Timeless Classic to spell a word, however, no matter which player owns the card. If they do, the Timeless Classic card is discarded! | Any player can use a face-up/active Timeless Classic to spell a word, however, no matter which player owns the card. If they do, the Timeless Classic card is discarded! |
Revision as of 17:37, 17 September 2024
Quick Help
🔔 Playing turn-based? Subscribe to notifications on this device to get alerts when it's your turn.
😡 Account issue? Contact Board Game Arena support regarding ELO, karma, penalties, reputation, etc.
🪦 "Outdated browser" error? Not a bug. Update to a browser from year 2020 or later (Chrome 87, Edge 88, Firefox 78, iOS/Safari 14).
📖 Word not accepted? Not a bug. Choose your preferred dictionary before starting the game. Note that proper nouns (Argentina, November), initialisms (FBI, USA), and words with punctuation (o'clock, twenty-four) are not accepted.
🪲 Other game issue? View and report bugs in Hardback.
How To Play
Hardback is a deck-building word game. Each player starts with their own deck of 10 Starter cards: The 8 letters (A, E, I, L, N, R, S, T) plus 2 random letters from the set (B, C, D, G, H, M, O, P, U, Y). Each player has their own draw and discard piles. A shared deck of 140 cards from 4 other genres is used to form the offer row. The 5 genres in the game are: Starter (grey), Adventure (yellow), Horror (green), Mystery (blue), Romance (red). A colored bar in the player panel displays the current composition of each player's deck.
Spell A Word
Each round you receive a hand of 5 cards from your deck. Use these cards (and any Timeless Classics, if available) to spell a word. When your turn begins, your hand of cards automatically move into the current word area. Simply drag and drop the cards to rearrange them. You're not required to use all your cards and can remove cards from your word by clicking the card or dragging it up to your hand area. If you change your mind, you can re-add a removed card by clicking it (adds to the end of your word) or dragging it down to your word in the proper position.
Any card can be made wild, but wild cards do not provide any benefits. Click WILD below a card to flip it face-down and assign any letter by clicking or typing the letter. If you change your mind, click UNCOVER below a wild card to flip it face-up.
Any cards left in your hand are discarded. You cannot save cards from one round to the next. If you can't spell a word, you may choose to skip your turn.
Resolve Card Benefits
The face-up cards in your word provide various benefits. Hover your mouse (on mobile: tap and hold) on the benefit section of the card to see more information.
• Basic benefits are listed in black, above the line. You gain these every time you use the card face-up to spell a word.
• Genre benefits are listed in color, below the line. You gain these if you have at least one other card of the same genre (color) in play (in your word or in the Timeless Classics area).
Coins (¢) allow you to purchase new cards and ink. Points (★) increase your final score. Abilities alter the state of play in special ways:
• Double (on Romance/red cards) allows you to double the coin and point values provided by an adjacent card. If you double the same card twice, it is tripled (not quadrupled). When you double or triple a card, the numbers on the card change are highlight in yellow. Doubling doesn't count towards activating genre benefits or allow you to perform any other abilities twice.
• Dump (on Romance/red cards) allows you to remove a card from your discard pile to gain an amount of coins.
• Jail (on Mystery/blue cards) allows you to either reserve or remove a card from the offer row. If you reserve the card, it goes into your personal jail, allowing only you to purchase it later. You can only reserve one card at a time. In both cases, the effect to other players is the same: The card you choose won't be available to them anymore.
• Preview (on Romance/red cards) allows you to draw 3 cards from your deck and return or discard each card.
• Remover (on Horror/green cards) grants you an ink or remover. This is the only way to get remover.
• Trash (on Adventure/yellow cards) allows you to remove that particular card from your word to gain an amount of coins or points.
• Uncover (on Mystery/blue cards) allows you to flip an adjacent wild card back to its face-up side, allowing you to play a card as any letter and still earn the benefits. (The card played as wild card has to be placed next to your blue 'Uncover' card.)
Cards are that removed (through Dump, Jail, or Trash) are discarded from the game. In the unlikely event that you go through all 140 offer row cards, the removed cards are reshuffled to form a new offer row deck.
Flush Offer Row
In certain situations, you can trash all 7 cards in the offer row and get 7 new cards. You will be prompted to do this once per turn, before purchasing, if either condition is met:
• At least 4 cards in the offer row cost 6¢ or more
• At least 4 cards in the offer row are the same genre (color)
In the Cooperative Anthology variant, players can never flush the offer row.
Purchase Phase
You can purchase ink and cards from the offer row using the coins you earned this turn.
Each card's cost is indicated in the price tag in the top-left corner. Click a card to purchase it. Note that some Adventure (yellow) cards also indicate a number of points on the price tag. This is not a cost, but a one-time benefit you earn when purchasing the card.
Ink costs 1¢. All coins you do not spend are automatically converted to ink at the end of your turn. You cannot save coins from one turn to the next.
You can exchange 3 ink tokens for 1¢ to help you buy more letters. Board Game Arena only presents this option when it would allow you to purchase something that you otherwise couldn't afford.
A clock icon displays below the oldest offer row card. This card is trashed at the end of your turn if the offer row did not change (e.g., you did not jail cards, flush the offer row, or purchase cards).
Timeless Classics
All cards from your word are discarded at the end of your turn, except Timeless Classics.
There are 12 Timeless Classic cards, which are printed sideways. If you spell a word with a Timeless Classic card in your hand, it is placed face-up in front of you at the end of your turn and stays in play. On your future turns, you gain the basic benefits of the card whether or not you use it in your word!
Any player can use a face-up/active Timeless Classic to spell a word, however, no matter which player owns the card. If they do, the Timeless Classic card is discarded!
Note that Timeless Classics cannot be used as a wild card.
Only the owner receives benefits from Timeless Classics. Other players may only use its letter to spell a word. It doesn't not trigger genre rewards for them.
Ink and Remover
INK can be used in 2 ways:
1. Spend 1 ink token to add one card from your draw deck to your hand. You can spend as much ink as you like, but you must use all letters you drew with your ink tokens when you form your word. Pressing your luck with ink is the only way to form longer words. If you push your luck too far and can't form a word with all the ink cards, you skip your turn.
2. Exchange 3 ink tokens for 1 cent during the Purchase Phase.
After your turn is complete, you may immediately begin working on your next word, including using any previously obtained ink and remover. At any time before you spell a word, even during another player's turn, you can draw additional cards from your draw pile by spending 1 ink per card. Inked cards must be used in your next word and cannot be made wild.
REMOVER cancels ink on a letter so that you are no longer required to use it in your word. Spend 1 remover to put an inked card back into your hand. You may still use that letter, if you like, but treat it as a normal card.
Remover can only be obtained by playing certain cards; it cannot be purchased.
Game End
When a player reaches 60 points, the game ends at the conclusion of the current round (all players receive the same number of turns). The player with the most points is the winner and the finest author of the age! In the case of a tie, the player with the most ink remaining wins the game.
Note: A game option allows the creator of the table to specify a longer (90 points) or marathon (180 points) game. The game options display on the confirmation screen before the game starts and during the game under the top-right corner menu.
Variants
Literary Awards
Literary Awards provide bonus points to the players who spell the longest word, encouraging players to compete more directly.
Awards are based on word length and start at 7 letters. You earn an award corresponding to the length of your word if no player has yet earned a higher award. All players may earn the same award. For example, the first player to spell a word with 7 letters earns the 7-letter award. Other players who spell 7-letter words also earn the 7-letter award. If any player spells a 10-letter word, they earn the 10-letter award and all lower awards are discarded.
Because awards can be lost, they are not scored immediately and do not count towards the 60-point threshold needed to end the game. Players in possession of an award at the end of the game earn the 5 - 15 bonus points.
Length | Literary Award |
---|---|
7 letters | 5 points |
8 letters | 6 points |
9 letters | 7 points |
10 letters | 9 points |
11 letters | 12 points |
12 or more letters | 15 points |
Adverts
Adverts allow you to purchase points with coins.
Each player can only purchase each advert once, and they must be purchased in the order listed. You can buy multiple adverts (in order) during your turn. Points from adverts are scored immediately.
Cost | Advert |
---|---|
6¢ | 3 points |
9¢ | 6 points |
12¢ | 10 points |
15¢ | 15 points |
18¢ | 20 points |
Cooperative Anthology & Solo Mode
In this challenging co-op variant, 1 - 4 players win or lose together against archrival Penny Dreadful. The following rule changes apply:
• Penny Dreadful takes a turn after each player. She purchases the oldest (right-most) card in the offer row and earns points equal to the card's cost.
• In the Cooperative Anthology With Signature Genre variant, Penny Dreadful also earns points based on the condition displayed in her player panel. You can select a specific genre for Penny during table creation using the game options, or allow BGA to select one at random.
• Players can never flush the offer row.
• Any player can use your Timeless Classic cards without discarding them. Instead, each time a new card is added to the offer row during your turn or Penny Dreadful's turn immediately following your turn, your oldest Timeless Classic card of that same genre is discarded.
• The game is played to a final score of 60 points per human player (for example, play to 180 points with 3 players). The game ends immediately when one side - either the players or Penny Dreadful - earns enough points. The players win if they beat Penny's score (tying with Penny is a loss).
• If playing with Literary Awards, only one player may win an award.
Differences from the Physical Game
If you've played the first edition board game in real life, note that minor rules changes from the game designer have been incorporated in the BGA adaption to improve balance.
• The offer row is guaranteed to change each turn.
• The Horror H card benefits have been changed. Astute players were able to avoid the penalty "All other players must return an unused ink or remover" by spending their ink/remover tokens out-of-turn. The new benefits of Horror H are: 1¢ and 2★ (basic), 1¢ per inked card in your word (genre)
• All players (not just the first) may earn the same Literary Award.
• In the Cooperative Anthology variant, a maximum of 1 Timeless Classic card is discarded per card added to the offer row. For example, if you have both Romance B and Romance K in play and a Romance card is added to the offer row, only the older of Romance B/K will be discarded.
• Ghostwriting, Events, and Player Powers are not implemented.