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

Gamehelpassyria: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
Line 2: Line 2:
== Summary of the game ==
== Summary of the game ==


'''GAME TURN'''<br>
=== GAME TURN ===
I - Farming:<br>
==== Farming====
: A) Sowing: the first player draws 5 Food cards twice and places them in order<br>
# Sowing: the first player draws 5 Food cards twice and places them in order<br>
: B) Harvest: in turn order, each player chooses one of the 2-card columns<br>
# Harvest: in turn order, each player chooses one of the 2-card columns<br>
: C) New turn order: depending on the columns that are chosen, a new turn order arises<br>
# New turn order: depending on the columns that are chosen, a new turn order arises<br>
II - Expansion: each player, in turn order, performs all of the actions below.<br>
==== Expansion====
: A) New huts: the player places a number of huts corresponding to the value of the Expansion of the current turn<br>
Each player, in turn order, performs all of the actions below.<br>
: B) Resupplying: using their cards, the player resupplies their huts<br>
# New huts: the player places a number of huts corresponding to the value of the Expansion of the current turn<br>
: C) Famine: unsupplied huts are removed from the board<br>
# Resupplying: using their cards, the player resupplies their huts<br>
: D) Wells: the player may place wells on the intersection of 3 hexagons on which they have huts<br>
# Famine: unsupplied huts are removed from the board<br>
: E) Revenue & prestige: the player earns camels and scores points<br>
# Wells: the player may place wells on the intersection of 3 hexagons on which they have huts
III - Actions: each player, in turn order, spends their camels (totally or in part)<br>
## You can’t build a well next to a ziggurat.
: A) Build / extend a ziggurat ''(Cannot build on rivers or next to wells)''<br>
## Wells can’t be placed between the two rivers.
: B) Create intrigue in Assur<br>
## Wells can’t be placed on top of other wells.
: C) Make an offering to the gods ''(Up to 3 camels)''<br>
## Building a well is not mandatory.
: D) Buy a Plow or Food card ''(You may never hold more than 1 Plow card. Only 1 Food card may be bought each turn)''<br>
## A player may build several wells in the same turn.
End of turn: If this is not the end of a Reign, place a new Expansion card. Otherwise, a Flood takes place.<br>
## Once a well is built, it remains in place until the end of the game.
## The stock of wells is limited, so you cannot build more wells than what the stock contains.
# Revenue & prestige: the player earns camels and scores points<br>
==== Actions====
Each player, in turn order, spends their camels (totally or in part)<br>
# Build / extend a ziggurat ''(Cannot build on rivers or next to wells)''<br>
# Create intrigue in Assur<br>
# Make an offering to the gods ''(Up to 3 camels)''<br>
# Buy a Plow or Food card ''(You may never hold more than 1 Plow card. Only 1 Food card may be bought each turn)''<br>
==== End of turn ====
If this is not the end of a Reign, place a new Expansion card. Otherwise, a Flood takes place.<br>


'''FLOOD'''<br>
=== FLOOD ===
Floods mark the end of a Reign. The first Reign ends after 2 game turns. The second and third Reigns end after 3 turns.
Floods mark the end of a Reign. The first Reign ends after 2 game turns. The second and third Reigns end after 3 turns.
:I) Flooding: each hut located on the river is removed<br>
# Flooding: each hut located on the river is removed<br>
:II) Assur: the players count their influence and score points depending on the Expansion cards of the current Reign ''(If tied, most huts wins. If still tied, higher hut wins)''<br>
# Assur: the players count their influence and score points depending on the Expansion cards of the current Reign ''(If tied, most huts wins. If still tied, higher hut wins)''<br>
:III) Dignitaries: the players score bonuses depending on the dignitaries on whose spaces they are placed ''(Higher: 1 to 8 points / Middle: a plow card / Lower: 1 camel per hut)''<br>
# Dignitaries: the players score bonuses depending on the dignitaries on whose spaces they are placed ''(Higher: 1 to 8 points / Middle: a plow card / Lower: 1 camel per hut)''<br>
:IV) Offerings: the players multiply their position on the offerings tracks with the number of ziggurats they own on the board<br>
# Offerings: the players multiply their position on the offerings tracks with the number of ziggurats they own on the board<br>
:V) Next reign : place the Bonus card (4-players); place a new Expansion card.<br>
# Next reign : place the Bonus card (4-players); place a new Expansion card.<br>


'''END OF GAME'''<br>
=== END OF GAME ===
At the end of the 3rd Reign, players score 1 point per ziggurat tile, 1 point per Plow card and 1 point for each group of 2
At the end of the 3rd Reign, players score 1 point per ziggurat tile, 1 point per Plow card and 1 point for each group of 2
remaining camels. ''(In case of a tie for first place, all tied players share victory)''
remaining camels. ''(In case of a tie for first place, all tied players share victory)''


''WITH 2 PLAYERS''<br>
=== WITH 2 PLAYERS ===
Influence in Assur: the player with the most influence wins all points from Expansion cards. The second player wins nothing in the 1st Reign, and the value of the lowest card in the other 2 Reigns.
Influence in Assur: the player with the most influence wins all points from Expansion cards. The second player wins nothing in the 1st Reign, and the value of the lowest card in the other 2 Reigns.

Revision as of 21:19, 8 June 2020

Summary of the game

GAME TURN

Farming

  1. Sowing: the first player draws 5 Food cards twice and places them in order
  2. Harvest: in turn order, each player chooses one of the 2-card columns
  3. New turn order: depending on the columns that are chosen, a new turn order arises

Expansion

Each player, in turn order, performs all of the actions below.

  1. New huts: the player places a number of huts corresponding to the value of the Expansion of the current turn
  2. Resupplying: using their cards, the player resupplies their huts
  3. Famine: unsupplied huts are removed from the board
  4. Wells: the player may place wells on the intersection of 3 hexagons on which they have huts
    1. You can’t build a well next to a ziggurat.
    2. Wells can’t be placed between the two rivers.
    3. Wells can’t be placed on top of other wells.
    4. Building a well is not mandatory.
    5. A player may build several wells in the same turn.
    6. Once a well is built, it remains in place until the end of the game.
    7. The stock of wells is limited, so you cannot build more wells than what the stock contains.
  5. Revenue & prestige: the player earns camels and scores points

Actions

Each player, in turn order, spends their camels (totally or in part)

  1. Build / extend a ziggurat (Cannot build on rivers or next to wells)
  2. Create intrigue in Assur
  3. Make an offering to the gods (Up to 3 camels)
  4. Buy a Plow or Food card (You may never hold more than 1 Plow card. Only 1 Food card may be bought each turn)

End of turn

If this is not the end of a Reign, place a new Expansion card. Otherwise, a Flood takes place.

FLOOD

Floods mark the end of a Reign. The first Reign ends after 2 game turns. The second and third Reigns end after 3 turns.

  1. Flooding: each hut located on the river is removed
  2. Assur: the players count their influence and score points depending on the Expansion cards of the current Reign (If tied, most huts wins. If still tied, higher hut wins)
  3. Dignitaries: the players score bonuses depending on the dignitaries on whose spaces they are placed (Higher: 1 to 8 points / Middle: a plow card / Lower: 1 camel per hut)
  4. Offerings: the players multiply their position on the offerings tracks with the number of ziggurats they own on the board
  5. Next reign : place the Bonus card (4-players); place a new Expansion card.

END OF GAME

At the end of the 3rd Reign, players score 1 point per ziggurat tile, 1 point per Plow card and 1 point for each group of 2 remaining camels. (In case of a tie for first place, all tied players share victory)

WITH 2 PLAYERS

Influence in Assur: the player with the most influence wins all points from Expansion cards. The second player wins nothing in the 1st Reign, and the value of the lowest card in the other 2 Reigns.