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Gamehelpinkwell: Difference between revisions
(Created page with "1. Objective INK is a tile-placement and pattern-building race game. The main goal is to be the first player to place all of your ink bottles onto your growing tableau (painting). 2. Setup Player Components: Each player receives a Palette Card, a Starting Tile, and 25 Ink Bottles. 12 bottles are assigned to specific color pairs matching your Palette Card. 12 bottles act as Wild/Joker bottles and can go on any color. 1 bottle is used as your Lead Marker o...") |
(The last edit show the riles of INK which is a different game than Inkwell.) |
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On Your Turn | |||
You have two options: | |||
Take supplies: Choose an inkwell and take all supplies from it. Supplies must be placed on matching spaces on your page during the same turn. Taking from a diamond also gives you its Technique card, which goes to your Workspace. You must be able to place everything you take. | |||
Turn your page: Score your current page and receive a new one, ending your turn. | |||
Placing & Scoring | |||
Cubes must go on matching spaces. Gold can go anywhere, while ? spaces accept any color. | |||
Cubes cannot be moved once placed. | |||
Completed illustrations score their indicated points; incomplete illustrations score nothing. | |||
Filling the multiplier space gives extra points for cubes of that color, including cubes on incomplete illustrations. | |||
Gold counts as every color and works with every multiplier. | |||
Your Workspace Technique also provides scoring when you turn. | |||
Turning the Page | |||
When you turn: | |||
Score completed illustrations, the multiplier, and your Workspace ability. | |||
Flip the current page face-down. | |||
Return your cubes to the appropriate supplies. | |||
Choose the next available page. | |||
If you chose to turn voluntarily, take a gold cube and immediately place it on the new page. | |||
Move your Techniques below your Workspace. They remain active, but your Workspace becomes available for new Techniques. | |||
Refilling the Board | |||
When an entire inkwell type is empty: | |||
Advance the Abbot. | |||
Add a common cube to each inkwell that still contains something. | |||
Refill completely empty inkwells and Technique spaces according to the setup rules. | |||
Techniques | |||
Techniques are optional abilities that can alter gameplay. They may be used immediately unless specified otherwise. Some are one-time effects, while others remain active. | |||
The Abbot | |||
When the Abbot crosses an arrow, players who have not yet turned the indicated page are forced to turn it on their next turn. Forced turns do not provide the bonus gold cube. | |||
End Game | |||
When someone turns their Page III, the end game begins. | |||
Players who have finished their pages score 3 points instead of taking another turn and advance the Abbot when possible. | |||
The game ends when everyone has turned their final page or the Abbot crosses the final arrow. | |||
The highest score wins. | |||
Ties go to the player who turned their Page III first. | |||
Revision as of 02:08, 10 September 2026
On Your Turn You have two options:
Take supplies: Choose an inkwell and take all supplies from it. Supplies must be placed on matching spaces on your page during the same turn. Taking from a diamond also gives you its Technique card, which goes to your Workspace. You must be able to place everything you take. Turn your page: Score your current page and receive a new one, ending your turn. Placing & Scoring Cubes must go on matching spaces. Gold can go anywhere, while ? spaces accept any color. Cubes cannot be moved once placed. Completed illustrations score their indicated points; incomplete illustrations score nothing. Filling the multiplier space gives extra points for cubes of that color, including cubes on incomplete illustrations. Gold counts as every color and works with every multiplier. Your Workspace Technique also provides scoring when you turn. Turning the Page When you turn:
Score completed illustrations, the multiplier, and your Workspace ability. Flip the current page face-down. Return your cubes to the appropriate supplies. Choose the next available page. If you chose to turn voluntarily, take a gold cube and immediately place it on the new page. Move your Techniques below your Workspace. They remain active, but your Workspace becomes available for new Techniques. Refilling the Board When an entire inkwell type is empty:
Advance the Abbot. Add a common cube to each inkwell that still contains something. Refill completely empty inkwells and Technique spaces according to the setup rules. Techniques Techniques are optional abilities that can alter gameplay. They may be used immediately unless specified otherwise. Some are one-time effects, while others remain active.
The Abbot When the Abbot crosses an arrow, players who have not yet turned the indicated page are forced to turn it on their next turn. Forced turns do not provide the bonus gold cube.
End Game When someone turns their Page III, the end game begins.
Players who have finished their pages score 3 points instead of taking another turn and advance the Abbot when possible. The game ends when everyone has turned their final page or the Abbot crosses the final arrow. The highest score wins. Ties go to the player who turned their Page III first.