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Gamehelptigriseuphrates

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Revision as of 17:57, 29 November 2021 by Thenmal (talk | contribs) (initial stream of consciousness rules)
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Summary

You play as a god attempting to gain influence among man in 4 areas, at the end of the game the winner is the person with the highest influence in their lowest category Your god is a shape not a color (goat/urn/bow/lion) The areas of influence are colors Religion - Red Commerce - Green Leadership - Black Agriculture - Blue You have one leader in each sphere of influence (red bow, green bow, etc) Influence will flow through them

Actions

You will get 2 actions on each turn, and there are 4 possible actions. Place a tile - Take a tile from your hand and place it anywhere on the board. Place a leader - Take a leader from your hand and place it adjacent (no diagonals) to a temple (red tile) Pick up a leader - Take one of your leaders from the board back to your hand. Discard - Discard any number of tiles from your hand and redraw that many. After your two actions you redraw to 6 and the next player goes.

Kingdoms

An important concept for the rest of the game are kingdoms A kingdom is a set of tiles and leaders that are adjacent to each other, with the exception that only one leader of each color may be in it. When a tile is placed in a kingdom, the leader of the color matching that tile, in said kingdom scores a point of influence of that color. e.g. Urn player places a Temple (red) tile in a kingdom containing the Bow Priest (red leader), Bow player would score 1 red influence (this would be a poor play) The King (black leader) has a special ability, such that it scores points for colors that do not have a leader in their kingdom. i.e. If a kingdom lacks a green leader and a green tile is placed, the owner of a black leader in said kingdom would score a green point

Conflict

There are 2 ways leaders come off the board, Revolts and Wars If you place a leader in a kingdom containing a leader of the same color, you start a revolt. Revolts and Wars have an attacking leader and a defending leader in the case of a revolt, the new leader is the attacker and the existing is the defender First you could a leaders board support during a revolt this is the number of temples (red tiles) they are adjacent to so a number between 1 and 4 then starting with the attacker, both players have the chance to send support during a revolt, support is red tiles so the attacker may play any number of red tiles from their hand then the defender may to likewise, after they see the number the attacker played total support = board strength + support tiles played the loser is removed back to the owners hand, and the winner scores 1 amulet (wild card scoring) defender always wins ties support tiles are discarded The second way leaders are removed, is a war A war occurs when a tile is placed that joins two kingdoms that contain matching leaders first the placed tile is overlayed with a union marker to indicate where the kingdoms touch then the attacking player (phasing player) must select a leader from the opposing colors (if there are multiple) (if that player has no leaders in the opposing colors the next player in turn order does, etc, etc) that leader is the attacker and the defender is the opposing leader during a war board strength is counted as the number of like colored tiles in your kingdom and support is played as the color of said leader defender wins ties again except in addition to the losing leader being removed all board strength tiles (like color tiles in the losing kingdom) are also removed the winning player scores 1 point for each thing removed (aka tiles removed + 1) in the color of the tiles this will potentially break apart kingdoms and end future conflicts (edited) revolts and wars are really crucial and the core of the game revolt -> leader in existing kingdom, support with red (edited) war -> tile placed joining kingdoms, support on board and colors

Monuments

whenever a player placed 4 tiles of the same color in a square a monument may be built on the spot the tiles are flipped over and a monument is placed on them the monument has 2 colors, and one of those colors must match the flipped tiles monuments do not have a color of their own for purposes of supporting leaders meaning if you build a red monument and the temple your leader was standing next to was just flipped over, your leader falls off the board monuments award points at the end of a players turn so a blue/green monument would award a blue and green point if you have a blue and green leader in that monuments kingdom only the active player scores monument points at the end of a turn even if they have leaders in those kingdoms monuments award points every turn for the rest of the game and can never be removed

Amulets

Amulets are wild points (and thus very useful) at the start of the game all temples on the board start with an amulet on them at the end of a players turn if a kingdom contains 2 amulets and a green leader the leaders owner picks up one of the amulets some of the starting temples have an extra border around them those amulets must be taken first if there is an option The main way the game ends, is if there are ever only 2 amulets remaining on the board The other way is that the draw pile runs out


Catastrophe Tiles

Each player starts the game with 2 catastrophe tiles these cannot be discarded, and are the only tiles that may be played on top of other tiles they destroy the tile under them and cannot be part of kingdoms this can remove leaders

Rivers

There are 2 rivers on the board (the Tigris and the Euphrates :wink: ) only blue tiles may be placed on rivers, and blue tiles can only be placed on rivers