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Gamehelphadrianswall
Overview
The game is played over 6 years (rounds) where players take actions until everyone passes and then any unused Workers and Resources are discarded to the general supply, each Year concludes with an attack from the Picts and you must try to defend yourself!
Start of Year
Turn over a new Fate Card and everyone gains the resources listed
Each player draws 2 personal cards and chooses one for a Path and the other for a Prospect
The Path option looks at the top "sky" part of the card which will suggest an objective which will grant extra points if achieved
The Prospect option looks at the lower left tag which will provide additional starting supplies
After this decision has been made, players gain extra supplies based on what they have filled in so far:
1 Resource per filled space in Resource Production
1 Civilian per filled space in Hotel
1 Builder per filled space in Workshop
1 Attribute per filled space in Road
Turns
The main phase allows players to use their supplies to take actions which involve filling in spaces from left to right on various tracks and perhaps gaining extra supplies if the space filled contained an icon
The cost to advance on a track is shown in the banner where that track's name can be found
Some areas work slightly differently, maybe filling in a different direction or being filled in whatever order you like
If a space has a "#" icon, it is filled with the year number rather than shaded in
There are 22 different action area types, some of which having multiple different sub-tracks within them:
Cohorts
Mining and Foresting
Wall Guard
Cippi / Wall / Fort
Granaries
Resource Production
Training Ground
Hotels / Workshops / Roads
Forum
Landmark
Attributes
Citizens
Precincts
Market
Theatre
Ludus Gladiatorius
Gardens
Temples
Baths
Courthouse
Diplomats
Scouts
Cohorts
These cannot be filled in directly, but instead can be filled as bonuses from other tracks (Red Shield Icon). These are your main objective tracks in order to be the most defensive against Picts as you can be during End of Year phase
Mining and Foresting
This track costs Servants and allows you to gain Resources and increase your Resource Production to gain more Resources at Start of Year. The advancement is limited up to the first road until you upgrade your Granary.
Wall Guard
This can either be filled in directly costing Soldiers, or indirectly with the Sword Icon Bonus from other tracks. This can grant you Cohort advancements or Discipline advancements. The advancement is limited up to the first road until you upgrade your Granary.
Cippi / Wall / Fort
These three are tracks in their own right, but are literally connected to each other. In order to advance on either the Cippi or the Wall, the Fort MUST be at or exceeding the level you wish to advance the other by (e.g. a level 3 Fort will allow you to reach a Level 3 Wall and/or a Level 1 Cippi, to reach Level 4 Wall and/or Level 2 Cippi you MUST advance the Fort to Level 4) the connected ropes will show you how far you can upgrade
The Fort either costs 1 Builder OR 1 Soldier, whilst the Cippi and Wall each cost 1 Resource. The orange flag markers on the Fort track are your Infrastructure Level, and you are required to have a certain level of Infrastructure in order to build Hotels, Workshops, Granaries, and Roads. The other things these can gain you are Civilian pieces (remember these need to be spent or lost at Year's End), Discipline, Renown, Cohort Advancement
The advancement of all 3 is limited up to the first road until you upgrade your Granary.
Granaries
You automatically have a Small Granary, which allows you to advance on tracks on the "Left Field"
It costs Level 1 Infrastructure, 1 Servant, 1 Builder, AND 1 Resource to upgrade to the Medium Granary. This gains you access to tracks in the "Centre Field"
It costs a Medium Granary, Level 5 Infrastructure, 1 Servant, 1 Builder, AND 2 Resources to upgrade to the Large Granary. This gains you access to tracks in the "Right Field" + 1 Renown
Resource Production
Training Ground
Hotels / Workshops / Roads
Forum
Landmark
Attributes
Citizens
Precincts
Market
Theatre
Ludus Gladiatorius
Gardens
Temples
Baths
Courthouse
Diplomats
Scouts
End of Year
Once all players have passed, the year ends
Any remaining Resources and Workers are discarded to the main supply
Then the Picts attack, draw a number of Fate cards equal to what the current year's difficulty states
Look at the three arrows at the top of the cards drawn and see which ones are coloured in red, this shows how many attacks will concern the left, centre, and right Cohorts of every player
Players then each check how many boxes they have filled in the concerned Cohorts and whether this equals the number of red arrows for that Cohort
If you succeed, you gain Valour equal to that depicted in the grey box, fill this in and if you gain anything, get it now and it will carry over to next year
If you fail, you gain Disdain for each attack failed but only up to the value in the grey box, i.e. if you fail 3 attacks but the value in the grey box is 2 then you only take 2 Disdain
If you succeed some and fail others, you gain a mixture of Disdain and Valour, but only up to the value in the grey box with Disdain taking priority. In other words, if grey box is 2, you fail 1 and succeed 1, you get 1 V and 1 D, if you fail 2 and succeed 1 you gain 2 D and 0 V (Disdain gets priority)
If you have Favour from either Temples or Diplomats, you may use it to ignore one whole card of your choice (Or a card that targets the correct Cohort in the case of Diplomats)
End of Game
The game ends at the end of Year 6
Any supplies gained during the Year End phase of Year 6 are discarded
The player with the most points wins
If tied, the player with the least Disdain wins
If still tied, the player who gained most points only from Path Cards wins