This is a documentation for Board Game Arena: play board games online !
Gamehelpinkwell
ON YOUR TURN
You have two options:
1. 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 supplies from a diamond also gives you its Technique card. Add it to your Workspace.
- You must be able to place everything you take.
2. Turn Your Page
- Score your current page and receive a new one.
- Your turn ends.
PLACING & SCORING
- Cubes must go on matching spaces.
- Gold cubes can go anywhere.
- ? spaces accept any color.
- Cubes cannot be moved once placed.
- Completed illustrations score their indicated points.
- Incomplete illustrations score 0 points.
- 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.
TURNING THE PAGE
When you turn your page:
- 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 1 common cube to each inkwell that still contains supplies.
- 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 Techniques are one-time effects.
- 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.
- They also advance the Abbot when possible.
- The game ends when everyone has turned their final page or the Abbot crosses the final arrow.
- The player with the highest score wins.
- Ties go to the player who turned their Page III first.