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(Added advanced rules and did a lot of cleanup)
 
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===Overview===
===Overview===


Claim the most treasure and Guard the most valuable Temples, both during play and at the game's end
Claim the most treasure and guard the most valuable temples during play and at the game's end.
 
 
===Turn===
===Turn===


First, draw a terrain tile and place it on the board
Draw a terrain tile, place it on the board, and use 10 action points (AP).
 
You then have 10 Action Points to spend as you wish
 


===Terrain===
In the advanced game, instead, the first player draws tiles equal to the number of players. Bid victory points to choose a tile, place it, and use 10 AP. The last player gets the final tile for free.
===Terrain Tiles===


Terrain Tiles either have 1 or 2 or 3 stone markers on them, to show how difficult they are to cross
Terrain tiles have 1, 2, or 3 stepping stones 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
When placing a tile, it must connect to at least one other tile or the base camp.


There are four types of terrain tiles
When placing a non-volcano tile, at least one stepping stone must be on either side of at least one of the border(s) that connects the new tile to the existing tiles. (Explorers must be able to reach every non-volcano tile.)


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
There are four types:


Clearings have nothing in them, but allow you to potential build extra Camps in later on
* Temple tiles have a scoring number in the middle. Players can uncover (increase the value of) temples and place guards on them.
* Clearings have nothing in them. Players can build forward camps in clearings.
* Ruins have several orange symbols. Place treasure tokens equal to the number of symbols on the tile. Players can excavate (claim) a treasure token. Treat the tile as a clearing after all treasure tokens have been claimed.
* Volcanos prompt a scoring phase. Explorers cannot enter volcanos, which need not be connected to existing tiles via stepping stones.


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
===Action Points (AP)===


Volcanos prompt a scoring phase
Each turn, you have 10 action points, which you can spend as desired.


You may repeat actions and need not spend all your points.


===Action Points===
There are 8 actions to choose from:


Each turn, you have 10 Action Points which you can spend as desired
{| class="wikitable" style="width:auto;" border="2"
 
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:
 
{|class="wikitable" style="width:auto;" border="2"
!Action !! Cost !! Effect
!Action !! Cost !! Effect
|-
|-
!New Explorer
!New Explorer
|1AP
|1 AP
|As long as you have any in your supply, bring a new Explorer into either the Base Camp or any of your Forward Camps
|Place a new explorer on the base camp or one of your forward camps.
|-
|-
!Move Between Camps
!Move Between Camps
|1AP
|1 AP
|Move a single explorer from one camp to another, skipping over any other tiles
|Move a single explorer from one of your camps to another or to/from the base camp, skipping over any other tiles.
|-
|-
!Move Through Terrain
!Move Through Terrain
|1-6AP
|1-6 AP
|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
|Move an explorer to an adjacent terrain tile by crossing stepping stones.


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
If there are no stepping stones on both sides of a border, explorers cannot cross it.
Pay 1 AP per stepping stone. Count the stepping stones on both sides of the border.


Volcano tiles CANNOT be moved onto, regardless of how many Stone Markers are on the adjacent tile
Explorers cannot enter volcano tiles.
|-
|-
!Excavate Temple
!Uncover Temples
|2AP
|2-4 AP
|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
|Use 1 or 2 explorers to uncover (increase the value of) an unguarded temple on the same tile by 1 or 2 levels respectively (e.g. 1 explorer could increase a level 6 temple to level 7, while 2 explorers could increase it to level 7 and then level 8).


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)
Pay 2 AP per level.


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)
Multiple temples may be uncovered, but each is limited to 2 uncovers per turn.


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
If the desired temple levels are unavailable in the supply, the temple cannot be uncovered (e.g. if a temple is level 6 and there is no level 7 in the supply, the temple cannot be excavated, even if there is a level 8 available).
|-
|-
!Treasure Hunt
!Excavating for Treasure
|3AP
|3-6 AP
|You can take a Treasure from a Ruin, but you are limited to two per turn each by a unique Explorer
|Use 1 or 2 explorers to excavate (claim) 1 or 2 treasure token(s), respectively, on the same tile.


However, you can gain Treasure from different Ruins as much as you wish
Pay 3 AP per treasure token excavated.
 
Multiple ruins may be excavated, but each ruin is limited to 2 excavations per turn.
|-
|-
!Exchange Treasure
!Exchange a Treasure
|3AP
|3 AP
|You can swap any of your lone Treasures with any other player's lone Treasure
|Swap an unpaired treasure token with any other player's unpaired treasure token. The other player cannot refuse the trade.


A player CANNOT refuse this trade
No explorers are required for this action.


A Lone Treasure is a unique treasure of which that player does not have at least one other of the same type
Pay 3 AP per treasure swapped.
|-
|-
!Place Forward Camp
!Establish Forward Camp
|5AP
|5 AP
|On a Clearing, and remember an Empty Ruin becomes a Clearing, a Forward Camp can be built to allow for easier navigation
|Place a forward camp on a clearing tile or an empty ruins tile where you have an explorer.
 
No more than one forward camp may be placed on each tile.
 
Pay 5 AP per forward camp established.
|-
|-
!Place Temple Guard
!Placing a Temple Guard
|5AP
|5 AP
|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
|Place an explorer from the same tile on top of a temple as a guard.


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
You must have more explorers on the tile than any other player. Expedition leaders count as 3 explorers.


Any other Explorers of yours on that tile are returned to the box, so removed from the game
Remove all your explorers on the tile (except the new guard) from the game. Other players' explorers on the tile are not affected.


Other players' Explorers are left where they are
Each player may guard up to 2 temples in the entire game. Guards can never be moved.


Once a Guard is placed, it CANNOT be moved at a later date
Guarded temples cannot be excavated.
 
During scoring, guarded temples are scored by the guard's owner, regardless of how many opposing explorers are on the tile.
|}
|}


===Volcano Scoring===
===Volcano Scoring===


When a Volcano tile is revealed, a scoring opportunity is triggered for everyone
Beginning with the player who drew or selected the volcano tile, each player:
 
At the point of drawing, it is NOT played, instead is kept beside the drawing player as a reminder
 
Starting with the Drawer, then everyone else in clockwise order, all gain a bonus 10AP to use as they wish, but will NOT be drawing tiles
 
Scoring then occurs at the END of EACH player's turn, as outlined below
 
The Drawer then places the Volcano Tile and resumes their turn, i.e. still takes their NORMAL 10AP (in effect giving the Drawer 20AP on their turn, whilst everyone else gets a bonus 10AP)
 
 
===Scoring===
 
Regardless of whether it is Volcano Tile or Game End, scoring occurs as follows:
 
If a player either has a Guard or a strict majority of Explorers (with Expedition Leaders counting as 3 Explorers) at a temple, they score the worth of that Temple (it is possible for multiple players to score the same temple, as scoring occurs at the end of EACH bonus turn, NOT at the end of everything)
 
Treasures score as singles (1VP), pairs (3VP), or triplets (6VP)


* Spends up to 10 AP following the usual rules, without drawing or selecting tiles.
* Scores the level (value) of all temples where they have a guard, or the majority of explorers if there is no guard.
* Scores 1/3/6 points for 1/2/3 matching treasure tokens.


After all players have scored the active player resumes their turn by placing the volcano tile and spending 10 (additional) AP.
===Game End===
===Game End===


The game ends when the final tile is placed
The game ends when tiles run out. Each player will play an equal number of turns.


Starting with the player to the left of the person who placed the last tile, everyone gains a BONUS 10AP to use as they wish, and EACH scores IMMEDIATELY after using their 10AP
After the last player finishes their turn (draws the last tile, places it, and uses 10 AP), each player:


The player with the most points, wins!
* Spends up to 10 AP following the usual rules, without drawing or selecting tiles.
* Scores the level (value) of all temples where they have a guard, or the majority of explorers if there is no guard.
* Scores 1/3/6 points for 1/2/3 matching treasure tokens.


If tied, the tied player with a guard on the most valuable Temple wins!
If playing the basic game, begin with the start player and proceed clockwise. If playing the advanced game, begin with the player with the lowest score and proceed in ascending order by score.


If still tied, the player with the most treasure wins!
The player with the most points wins!


If still tied, victory is shared.
If tied, the tied player with a guard on the most valuable temple wins. If still tied, the player with the most treasure tokens (regardless of type) wins. If still tied, victory is shared.

Latest revision as of 00:46, 15 October 2024

Overview

Claim the most treasure and guard the most valuable temples during play and at the game's end.

Turn

Draw a terrain tile, place it on the board, and use 10 action points (AP).

In the advanced game, instead, the first player draws tiles equal to the number of players. Bid victory points to choose a tile, place it, and use 10 AP. The last player gets the final tile for free.

Terrain Tiles

Terrain tiles have 1, 2, or 3 stepping stones to show how difficult they are to cross.

When placing a tile, it must connect to at least one other tile or the base camp.

When placing a non-volcano tile, at least one stepping stone must be on either side of at least one of the border(s) that connects the new tile to the existing tiles. (Explorers must be able to reach every non-volcano tile.)

There are four types:

  • Temple tiles have a scoring number in the middle. Players can uncover (increase the value of) temples and place guards on them.
  • Clearings have nothing in them. Players can build forward camps in clearings.
  • Ruins have several orange symbols. Place treasure tokens equal to the number of symbols on the tile. Players can excavate (claim) a treasure token. Treat the tile as a clearing after all treasure tokens have been claimed.
  • Volcanos prompt a scoring phase. Explorers cannot enter volcanos, which need not be connected to existing tiles via stepping stones.

Action Points (AP)

Each turn, you have 10 action points, which you can spend as desired.

You may repeat actions and need not spend all your points.

There are 8 actions to choose from:

Action Cost Effect
New Explorer 1 AP Place a new explorer on the base camp or one of your forward camps.
Move Between Camps 1 AP Move a single explorer from one of your camps to another or to/from the base camp, skipping over any other tiles.
Move Through Terrain 1-6 AP Move an explorer to an adjacent terrain tile by crossing stepping stones.

If there are no stepping stones on both sides of a border, explorers cannot cross it. Pay 1 AP per stepping stone. Count the stepping stones on both sides of the border.

Explorers cannot enter volcano tiles.

Uncover Temples 2-4 AP Use 1 or 2 explorers to uncover (increase the value of) an unguarded temple on the same tile by 1 or 2 levels respectively (e.g. 1 explorer could increase a level 6 temple to level 7, while 2 explorers could increase it to level 7 and then level 8).

Pay 2 AP per level.

Multiple temples may be uncovered, but each is limited to 2 uncovers per turn.

If the desired temple levels are unavailable in the supply, the temple cannot be uncovered (e.g. if a temple is level 6 and there is no level 7 in the supply, the temple cannot be excavated, even if there is a level 8 available).

Excavating for Treasure 3-6 AP Use 1 or 2 explorers to excavate (claim) 1 or 2 treasure token(s), respectively, on the same tile.

Pay 3 AP per treasure token excavated.

Multiple ruins may be excavated, but each ruin is limited to 2 excavations per turn.

Exchange a Treasure 3 AP Swap an unpaired treasure token with any other player's unpaired treasure token. The other player cannot refuse the trade.

No explorers are required for this action.

Pay 3 AP per treasure swapped.

Establish Forward Camp 5 AP Place a forward camp on a clearing tile or an empty ruins tile where you have an explorer.

No more than one forward camp may be placed on each tile.

Pay 5 AP per forward camp established.

Placing a Temple Guard 5 AP Place an explorer from the same tile on top of a temple as a guard.

You must have more explorers on the tile than any other player. Expedition leaders count as 3 explorers.

Remove all your explorers on the tile (except the new guard) from the game. Other players' explorers on the tile are not affected.

Each player may guard up to 2 temples in the entire game. Guards can never be moved.

Guarded temples cannot be excavated.

During scoring, guarded temples are scored by the guard's owner, regardless of how many opposing explorers are on the tile.

Volcano Scoring

Beginning with the player who drew or selected the volcano tile, each player:

  • Spends up to 10 AP following the usual rules, without drawing or selecting tiles.
  • Scores the level (value) of all temples where they have a guard, or the majority of explorers if there is no guard.
  • Scores 1/3/6 points for 1/2/3 matching treasure tokens.

After all players have scored the active player resumes their turn by placing the volcano tile and spending 10 (additional) AP.

Game End

The game ends when tiles run out. Each player will play an equal number of turns.

After the last player finishes their turn (draws the last tile, places it, and uses 10 AP), each player:

  • Spends up to 10 AP following the usual rules, without drawing or selecting tiles.
  • Scores the level (value) of all temples where they have a guard, or the majority of explorers if there is no guard.
  • Scores 1/3/6 points for 1/2/3 matching treasure tokens.

If playing the basic game, begin with the start player and proceed clockwise. If playing the advanced game, begin with the player with the lowest score and proceed in ascending order by score.

The player with the most points wins!

If tied, the tied player with a guard on the most valuable temple wins. If still tied, the player with the most treasure tokens (regardless of type) wins. If still tied, victory is shared.