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All Golems start with no power, but below is their power then superpower
All Golems start with no power, but below is their power then superpower


Red - Anyone who attacks them must lose 1 heart, then anyone who attacks them must lose 2 hearts
Red Amber - Anyone who attacks them must lose 1 heart, then anyone who attacks them must lose 2 hearts


Blue - Roll a special die which stops others using that number that round, then the same but gains a heart if that number is rolled by others
Blue Sir Frostbite IV - Roll a special die which stops others using that number that round, then the same but gains a heart if that number is rolled by others


Green - Spend 1 heart for an additional damage in attacks, then additionally use dice as both horizontal or vertical rather than one of each
Green Crumbleclad - Spend 1 heart for an additional damage in attacks, then additionally use dice as both horizontal or vertical rather than one of each


Purple - Reroll a die if desired, then may change one die result up or down by one unit
Purple Hurricules - Reroll a die if desired, then may change one die result up or down by one unit





Revision as of 18:51, 17 January 2024

Overview

Fight your way to being the last Golem standing


Turn

Roll the two dice and assign them to your grid, one has to be vertical and the other horizontal

Activate all the icons in that column and row

Attack symbol deals a damage to one opponent (negated by one of their shields) If the attack defeats a rival, take their power or superpower if it has been unlocked by them

Heart symbol heals you a health point

Shield symbol helps you block incoming attacks

Grumble symbol collect grumble gems

After you resolve the symbols, spend any grumble gems you gained to purchase new upgrades from the market and add these to your grid (upgrades can cover printed symbols but NOT physical items) OR you can purchase upgrades and immediately discard them for 1 life each

In addition to upgrades, you can also spend Grumble gems on cards which don't go on your grid but remain active at all times

Once a row or column is filled, activate your power

Once BOTH a row AND column is filled, activate your superpower


Golem Powers

All Golems start with no power, but below is their power then superpower

Red Amber - Anyone who attacks them must lose 1 heart, then anyone who attacks them must lose 2 hearts

Blue Sir Frostbite IV - Roll a special die which stops others using that number that round, then the same but gains a heart if that number is rolled by others

Green Crumbleclad - Spend 1 heart for an additional damage in attacks, then additionally use dice as both horizontal or vertical rather than one of each

Purple Hurricules - Reroll a die if desired, then may change one die result up or down by one unit


Game End

The last Golem standing, i.e. still with any health, wins!