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'''Sir Frostbite IV''' (blue)
'''Sir Frostbite IV''' (blue)


Power: FREEZE: During the Tumble phase, roll a light blue die. Rivals may not assign dice to the column or row of that number for this round.   
Power: FREEZE: Each turn, roll a light blue die. Rivals may not assign dice to the column or row of that number for this round.   


Superpower: In addition to FREEZE, gains a heart each time a rival rolls the number shown on your light blue die.
Superpower: In addition to FREEZE, gain a heart each time a rival rolls the number shown on your light blue die.


'''Green Crumbleclad''' (green)
'''Green Crumbleclad''' (green)

Latest revision as of 19:03, 19 August 2024

OVERVIEW

Grumble and smash your way to victory to be the last Golem standing!

ON YOUR TURN

Tumble

Roll two dice and assign them to your grid by number. One must be vertical (column) and the other horizontal (row).

You may spend one heart to reroll a die. You may spend two hearts to move one die to an adjacent space (+1/-1).

Rumble

Activate all the icons in the assigned column and row.

  • Attack (brown star) symbols deal damage to one rival (minus their active shields).
  • Heart symbols heals you a health point.
  • Shield symbols block incoming attacks.
  • Grumble symbols will allow you to upgrade your golem in the next phase...

Grumble

Spend your grumbles to:

Purchase Polyominoes from the market and add these to your grid. They can cover printed symbols but NOT placed polyominoes.

Purchase Perpetual tokens (shield or attack). These remain active at all times.

Banish Polyominoes (remove them from the game) to heal 1 heart per polyomino banished.

GOLEM POWERS

All Golems start without a power.

When you fill EITHER a row OR column, activate your power.

When you fill BOTH a row AND column, activate your superpower.

Note: You must fill a row or column with polyominoes, there can't be any original board showing, even if there were icons on the original board in the row or column.

Amber (red)

Power: Any rival who attacks and damages you must lose 1 heart, bypassing active shields.

Superpower: Any rival who attacks and damages you must lose 2 hearts, bypassing active shields.

Sir Frostbite IV (blue)

Power: FREEZE: Each turn, roll a light blue die. Rivals may not assign dice to the column or row of that number for this round.

Superpower: In addition to FREEZE, gain a heart each time a rival rolls the number shown on your light blue die.

Green Crumbleclad (green)

Power: You may spend 1 grumble to add an additional attack during your attack.

Superpower: You may spend 2 grumbles to add 3 additional attacks during your attack.

Purple Hurricules / Cyclonia (purple)

Power: Once per turn, you may reroll a die without spending a heart.

Superpower: Once per turn, you may move one die to an adjacent space (+1/-1) without spending two hearts.

Rockbottom (yellow)

Power: CURE! Gain a heart at the beginning of each turn.

Superpower: In addition to CURE! you may place both dice in a row or column (intsead of one of each).

GAME END

The last Golem standing (still with any health) wins!

OR

Win instantly by filling your entire grid with polyominoes (initial resources on grid must also be covered).


Complete rules here: https://boardgamegeek.com/filepage/266683/grumblestone-rulebook