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Gamehelpzefiria: Difference between revisions
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* Gain 1 victory point for each Island card in the right place. | * Gain 1 victory point for each Island card in the right place. | ||
* ''In Storm Mode, gain 1 victory point for Magical Gem still owned by the Wind Spirits.'' | * ''In Storm Mode, gain 1 victory point for Magical Gem still owned by the Wind Spirits.'' | ||
* Lose 1 | * Lose 1 victory point for each Island card in the wrong spot, on the right row. | ||
* Lose 2 VP for each Island card both in the wrong spot and in the wrong row.<br /> | * Lose 2 VP for each Island card both in the wrong spot and in the wrong row.<br /> | ||
===Summary=== | ===Summary=== | ||
Latest revision as of 07:49, 24 March 2024
Overview
Zefiria is a co-operative game to try to put all the cards in the grid back in the right order as depicted on the goal map card.
At the beginning of the game, each player choose their Wind Spirit and place it on a corner to start at. Each Wind Spirit has a unique way for its actions of Breeze and Fly.
The time track is put to the side based on the number of players and the relevant number of purple round markers is placed on it to determine the game's length.
Turn
On your turn, you have 4 action points to spend (5 in 2-player) on two actions which will then vary by character, these are:
Fly - Generally a move type power.
Breeze - Generally a manipulation type power.
You cannot move through or onto the same space as another player.
You cannot manipulate a tile occupied by a player.
If your breeze causes a tile to in effect pass over another during the exchange, for each it passes over this will cost you an extra action point and is known as overflying a tile.
Borea
Fly
1 Action Point to move to an orthogonally adjacent space.
1 Action Point to move to a card of the same colour as the current space.
Breeze
1 Action Point to swap two unoccupied tiles if at least one of them matches the symbol of your current space.
Jugo
Fly
1 Action Point to move to an orthogonally adjacent space.
1 Action Point to move to a card with the same icon as the current space.
Breeze
1 Action Point to swap two unoccupied tiles if at least one of them matches the colour of your current space.
Etesia
Fly
1 Action Point to move to an orthogonally adjacent space.
1 Action Point to move to a card along the diagonals to the one she's occupying.
Breeze
1 Action Point to swap an orthogonally adjacent tile with any other tile.
Skyron
Fly
1 Action Point to move to an orthogonally adjacent space.
Breeze
1 Action Point to swap the tile you stand on with any other, then decide which to reside on.
Austro
Fly
1 Action point to move around the edge of the board (outside the map) to land on an edge space, but cannot move into the central areas.
Breeze
1 Action Point to swap tiles in your current row or column.
Game End
The game ends on the final round, and scoring is based on how well you managed to put the island back to its true form.
- Gain 1 victory point for each Island card in the right place.
- In Storm Mode, gain 1 victory point for Magical Gem still owned by the Wind Spirits.
- Lose 1 victory point for each Island card in the wrong spot, on the right row.
- Lose 2 VP for each Island card both in the wrong spot and in the wrong row.
Summary
SETUP
The Island cars are shuffled and placed in a 5x5 grid. Players pick their individual wind spirit. First player chosen and given the timer card.
PLAY
The first player will remove a time gem then all players and a clockwise order take their turn of the round, each wind spirit has a different movement and breeze they can use to move islands.
GOAL
As a group of wind spirits you are to put the islands back in order.
END GAME
After every player has taken their turn after removing the last time gem.
SCORING
Every island in its proper place scores +1.
Every island in its color row but not in its place scores -1.
Every island not in its color row scores -2.