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You then have 10 Action Points to spend as you wish
You then have 10 Action Points to spend as you wish
===Terrain===
Terrain Tiles either have 1 or 2 or 3 stone markers on them, to show how difficult they are to cross
When placing a Terrain Tile it must connect to at least one other tile or the base camp, to make a connection there must be at least 1 stone marker on either the new tile or the border of the tile it connects to
There are four types of terrain tiles
Temple tiles have a number in the middle, this number can be increased by taking an action to build more of that temple, the higher the original number the more stages have already been constructed
Clearings have nothing in them, but allow you to potential build extra Camps in later on
Ruins have a number of orange symbols in them, place treasure tokens equal to this amount face down on the tile, these Treasures can be recovered as an action, when all Treasure is claimed the tile is treated as a Clearing tile
Volcanos prompt a scoring phase
===Action Points===
Each turn, you have 10 Action Points which you can spend as desired
Different actions cost different quantities of points
You may repeat the same action as long as you have enough points to spend to redo it
You do not have to spend all your points exactly
There are 8 different actions to choose from
===New Explorer===
This costs 1AP
As long as you have any in your supply, it costs 1 AP to bring a new Explorer into either the Base Camp or any of your Forward Camps
===Between Camps===
This costs 1AP
It costs 1AP to move a single explorer from one camp to another, skipping over any other tiles
===Move Through Terrain===
This costs 1-6AP
Your explorers can move into a new terrain tile by crossing Stone Markers, if there are no Stone Markers between your current and the new space, then you CANNOT move on to it
Otherwise, it costs AP equal to the number of Stone Markers to transition from one tile to the next with a single explorer, so it can cost between 1 to 6 AP, as each edge contains between 0-3 Stone Markers, and you are counting the Stone Markers present on BOTH your current AND destination tile at the same edge of crossing
Volcano tiles CANNOT be moved onto, regardless of how many Stone Markers are on the adjacent tile
===Excavate Temple===
This costs 2AP
Two unique explorers can Excavate the same temple twice in one turn at the cost of 2AP each, or a single explorer can excavate a temple once for 2AP
Excavating a Temple increases its level, so this could turn a 4 into a 5 with one explorer, or a 4 into a 6 with two explorers (However, in this example, BOTH a 5 and a 6 tile will be added)
Although each Temple is limited to 2 excavations by two unique explorers, you as a player are not limited to two excavations total, you just have to excavate different temples (each at the limit of 2 improvements by 2 unique explorers)
If the supply of Temple Levels for the level you wish to build is used up, you CANNOT build a temple any higher, regardless of how many explorers you have e.g. in the previous example, if the stack of level 5 was gone, even with 2 explorers you CANNOT turn a 4 into a 6, as you MUST still be able to place the 5 tile, which you cannot
===Treasure Hunt===
This costs 3AP
You can take a Treasure from a Ruin, but you are limited to two per turn each by a unique Explorer
However, you can gain Treasure from different Ruins as much as you wish
===Exchange Treasure===
This costs 3AP
You can swap any of your lone Treasures with any other player's lone Treasure
A player CANNOT refuse this trade
A Lone Treasure is a unique treasure of which that player does not have at least one other of the same type
===Forward Camp===
This costs 5AP
On a Clearing, and remember an Empty Ruin becomes a Clearing, a Forward Camp can be built to allow for easier navigation
===Temple Guard===
This costs 5AP
If you clearly control a Temple, with more explorers than anyone else and Expedition Leaders counting as 3 normal Explorers, then you can place a Guard as long as you don't already have 2 Guards out
One of your Explorers on the tile is placed on top of the Temple, this means it CANNOT be built upon further and is worth what its value is at this point
Any other Explorers of yours on that tile are returned to the box, so removed from the game
Other players' Explorers are left where they are
Once a Guard is placed, it CANNOT be moved at a later date

Revision as of 14:46, 22 March 2024

Overview

X


Turn

First, draw a terrain tile and place it on the board

You then have 10 Action Points to spend as you wish


Terrain

Terrain Tiles either have 1 or 2 or 3 stone markers on them, to show how difficult they are to cross

When placing a Terrain Tile it must connect to at least one other tile or the base camp, to make a connection there must be at least 1 stone marker on either the new tile or the border of the tile it connects to

There are four types of terrain tiles

Temple tiles have a number in the middle, this number can be increased by taking an action to build more of that temple, the higher the original number the more stages have already been constructed

Clearings have nothing in them, but allow you to potential build extra Camps in later on

Ruins have a number of orange symbols in them, place treasure tokens equal to this amount face down on the tile, these Treasures can be recovered as an action, when all Treasure is claimed the tile is treated as a Clearing tile

Volcanos prompt a scoring phase


Action Points

Each turn, you have 10 Action Points which you can spend as desired

Different actions cost different quantities of points

You may repeat the same action as long as you have enough points to spend to redo it

You do not have to spend all your points exactly

There are 8 different actions to choose from


New Explorer

This costs 1AP

As long as you have any in your supply, it costs 1 AP to bring a new Explorer into either the Base Camp or any of your Forward Camps


Between Camps

This costs 1AP

It costs 1AP to move a single explorer from one camp to another, skipping over any other tiles


Move Through Terrain

This costs 1-6AP

Your explorers can move into a new terrain tile by crossing Stone Markers, if there are no Stone Markers between your current and the new space, then you CANNOT move on to it

Otherwise, it costs AP equal to the number of Stone Markers to transition from one tile to the next with a single explorer, so it can cost between 1 to 6 AP, as each edge contains between 0-3 Stone Markers, and you are counting the Stone Markers present on BOTH your current AND destination tile at the same edge of crossing

Volcano tiles CANNOT be moved onto, regardless of how many Stone Markers are on the adjacent tile


Excavate Temple

This costs 2AP

Two unique explorers can Excavate the same temple twice in one turn at the cost of 2AP each, or a single explorer can excavate a temple once for 2AP

Excavating a Temple increases its level, so this could turn a 4 into a 5 with one explorer, or a 4 into a 6 with two explorers (However, in this example, BOTH a 5 and a 6 tile will be added)

Although each Temple is limited to 2 excavations by two unique explorers, you as a player are not limited to two excavations total, you just have to excavate different temples (each at the limit of 2 improvements by 2 unique explorers)

If the supply of Temple Levels for the level you wish to build is used up, you CANNOT build a temple any higher, regardless of how many explorers you have e.g. in the previous example, if the stack of level 5 was gone, even with 2 explorers you CANNOT turn a 4 into a 6, as you MUST still be able to place the 5 tile, which you cannot


Treasure Hunt

This costs 3AP

You can take a Treasure from a Ruin, but you are limited to two per turn each by a unique Explorer

However, you can gain Treasure from different Ruins as much as you wish


Exchange Treasure

This costs 3AP

You can swap any of your lone Treasures with any other player's lone Treasure

A player CANNOT refuse this trade

A Lone Treasure is a unique treasure of which that player does not have at least one other of the same type


Forward Camp

This costs 5AP

On a Clearing, and remember an Empty Ruin becomes a Clearing, a Forward Camp can be built to allow for easier navigation


Temple Guard

This costs 5AP

If you clearly control a Temple, with more explorers than anyone else and Expedition Leaders counting as 3 normal Explorers, then you can place a Guard as long as you don't already have 2 Guards out

One of your Explorers on the tile is placed on top of the Temple, this means it CANNOT be built upon further and is worth what its value is at this point

Any other Explorers of yours on that tile are returned to the box, so removed from the game

Other players' Explorers are left where they are

Once a Guard is placed, it CANNOT be moved at a later date