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Revision as of 15:27, 13 July 2023 by Hulb (talk | contribs) (Created page with "===Overview=== X ===Turn=== A turn is divided into 5 phases Move One of Your Camels Collect Resources Move a Guild Camel End Turn ===Move One of Your Camels=== First, if a camel of yours is outside the game area, place it on either the central Guild tile or an Oasis tile of your choice Pick a direction, and move one of your camels in that orthogonal direction with the following conditions: It must stop at the next available resource tile It cannot move thro...")
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Overview

X


Turn

A turn is divided into 5 phases

Move One of Your Camels

Collect Resources

Move a Guild Camel

End Turn


Move One of Your Camels

First, if a camel of yours is outside the game area, place it on either the central Guild tile or an Oasis tile of your choice

Pick a direction, and move one of your camels in that orthogonal direction with the following conditions:

It must stop at the next available resource tile

It cannot move through opponent camels

It can move through opponent camels on Guild or Oasis tiles

If none of your camels satisfy the conditions for moving, pick a camel and remove it to your dashboard then skip "Collect Resources"


Collect Resources

When you arrive at the Resource Tile, you may take one available resource between: Artifacts, Recruits, or Caravans

If you pick an Artifact, you may either place it in your storage and, if gained enough, can unlock the related ability or place it on a Recruit card and activate the ability on either side. If you do not have space for an Artifact, discard the one you just gained. Once an ability is unlocked, you may use it once at any point in the game.

If you pick a Recruit, place it on the Recruit Track and take one of the available Recruit Cards. These cards are colour-coded, and may be mis-matched, but placing cards of the same colour next to each other will allow you to use their abilities when later taking an Artifact. The new card can either be placed on the far left or far right, your clan dashboard starts with some colour openings to help you choose. If you already had artifacts in your storage, you may move them to new spaces now created, if you wish.

If you pick a Caravan, either use its ability immediately or keep it camel side up to use the ability later. Yellow abilities are weak, whilst Blue abilities are strong but may have negative effects


Move a Guild Camel

Move the Guild camel like a Player Camel, except that it can stop on empty desert spaces if you wish and cause attacks


End Turn

If the tile you are on now has no more resources on it, flip it to find out if it is empty desert or an oasis

Refill the recruitment cards to 4


Game End

X


Token Reference

Blue Circles gain you Influence points

Red Circles lose you Influence Points

A Meeple in a Rectangle gains you a Recruit Card

A Meeple in a Rectangle with X4 discards the recruitment cards available and draws 4 new ones

A Spyglass lets you look at a Caravan token either on the map or in a player's supply

A Chest gains you an Artifact cube from the supply

A Bird with Arrows lets you take a resource on a tile orthogonally adjacent to the Guild Camel

A Bowl lets you take a Caravan token from anywhere on the map