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Brief explanation of the game:
The expedition deck is composed of the following cards:


Players run 5 times a expedition into a temple (you reshuffle and draw a row of cards)
- 14 **Treasure** cards (1, 2, 3, 4, 5, 5, 7, 7, 11, 11, 13, 14, 15 gems)
- 15 **Hazard** cards (3 each of fire, mummy, rocks, snakes, and spiders)
- 5 **Artifact** cards


A card is drawn, could be gems or a hazard:
At the start of the game, all Treasure and Hazard cards are shuffled into the deck, but none of the Artifacts are in the deck.


-gems are picked from the box, then split among the live players and the rest are left on the card (floor of the tunnel)
The game is divided into five expeditions. After five expeditions, the player with the most points wins. All expeditions are played in the same fashion.


-then players vote secretly with a faced down card to explore or to return to the camp.
At the start of an expedition, one Artifact card is added into the deck, then the deck is shuffled. All players will start going into the expedition. Then the expedition plays in several rounds.


-the leavers may pick and split the gems left on the floor while returning to the camp, then their gems are safely stored in their tent (these gems cannot be lost now).
Each round, a card from the deck is revealed. One of the following can happen:


-There are 5 types of hazard cards and 3 copies of each: mummy, snakes, spiders... when the 2nd of a kind is drawn the remaining players on the temple drop the pouches with the gems they have collected in this run
- A **Treasure** card is revealed. The Treasure card shows a number of gems. Divide them equally to the players still in the expedition; any leftovers are left on the card.
and flee to the camp.
- A **Hazard** card is revealed. If it's the first Hazard card of the kind during the expedition, nothing happens. If it's the second, then the expedition fails; see below.
- An **Artifact** card is revealed. Nothing happens.


-The remaining players repeat this process until they decide to retreat or they are kicked off the temple by a hazard
After that, if the expedition doesn't fail yet (due to two Hazards of the same kind), each player will make a decision whether to **stay** in the expedition or **retire** back to the camp. They make the decision secretly, and the decisions are revealed simultaneously.
 
People that choose to **retire** no longer participate in the expedition. First, they take the leftover gems (the remainders when Treasure cards are revealed and not all can be divided equally). They distribute them equally among the people that retire; any leftover gems are still left on the cards. All the gems claimed during the expedition and at this time are now safe and cannot be lost. Moreover, if there is exactly one person that retires, they also take **all** the Artifact cards revealed during the expedition.
 
Once a player retires, their gems are brought into their tent. The contents of each player's tent are hidden, so it's best to memorize each player's winnings.
 
After this, if there are still some people in the expedition, continue with the next round. Otherwise, the expedition ends.
 
The expedition can end prematurely if two Hazard cards of the same kind is revealed. In this case, everyone still in the expedition gets **no** gems from the expedition. One of the two identical Hazard cards is **removed** from the deck permanently, so the rest of the game will have one less card of that kind of Hazard.
 
Regardless of whether an expedition ends by all people retiring or two Hazard cards of the same kind are revealed, any Artifact not claimed are **removed** from the deck permanently.
 
After five expeditions, the final scoring occurs. Each gem successfully brought back (not lost during the expedition) is worth 1 point. The Artifacts are worth 5 points each for the first three Artifacts claimed during the game, and 10 points each for the last two Artifacts. The player with the most points wins.

Revision as of 07:48, 30 April 2017

The expedition deck is composed of the following cards:

- 14 **Treasure** cards (1, 2, 3, 4, 5, 5, 7, 7, 11, 11, 13, 14, 15 gems) - 15 **Hazard** cards (3 each of fire, mummy, rocks, snakes, and spiders) - 5 **Artifact** cards

At the start of the game, all Treasure and Hazard cards are shuffled into the deck, but none of the Artifacts are in the deck.

The game is divided into five expeditions. After five expeditions, the player with the most points wins. All expeditions are played in the same fashion.

At the start of an expedition, one Artifact card is added into the deck, then the deck is shuffled. All players will start going into the expedition. Then the expedition plays in several rounds.

Each round, a card from the deck is revealed. One of the following can happen:

- A **Treasure** card is revealed. The Treasure card shows a number of gems. Divide them equally to the players still in the expedition; any leftovers are left on the card. - A **Hazard** card is revealed. If it's the first Hazard card of the kind during the expedition, nothing happens. If it's the second, then the expedition fails; see below. - An **Artifact** card is revealed. Nothing happens.

After that, if the expedition doesn't fail yet (due to two Hazards of the same kind), each player will make a decision whether to **stay** in the expedition or **retire** back to the camp. They make the decision secretly, and the decisions are revealed simultaneously.

People that choose to **retire** no longer participate in the expedition. First, they take the leftover gems (the remainders when Treasure cards are revealed and not all can be divided equally). They distribute them equally among the people that retire; any leftover gems are still left on the cards. All the gems claimed during the expedition and at this time are now safe and cannot be lost. Moreover, if there is exactly one person that retires, they also take **all** the Artifact cards revealed during the expedition.

Once a player retires, their gems are brought into their tent. The contents of each player's tent are hidden, so it's best to memorize each player's winnings.

After this, if there are still some people in the expedition, continue with the next round. Otherwise, the expedition ends.

The expedition can end prematurely if two Hazard cards of the same kind is revealed. In this case, everyone still in the expedition gets **no** gems from the expedition. One of the two identical Hazard cards is **removed** from the deck permanently, so the rest of the game will have one less card of that kind of Hazard.

Regardless of whether an expedition ends by all people retiring or two Hazard cards of the same kind are revealed, any Artifact not claimed are **removed** from the deck permanently.

After five expeditions, the final scoring occurs. Each gem successfully brought back (not lost during the expedition) is worth 1 point. The Artifacts are worth 5 points each for the first three Artifacts claimed during the game, and 10 points each for the last two Artifacts. The player with the most points wins.