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(Created page with "===Overview=== X ===Turn=== The turn consists of 3 parts Call Action End ===Call=== The player with the Call token picks an opponent and declares a card (value and colour) they want from them Step 1 If the opponent has this card, they hand it over If the opponent has cards of either the suit or value declared, they choose one from these to hand over If the opponent has nothing the Caller wants, a random card is handed to the Caller from the Opponent's hand...")
 
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Check Action - EITHER Tick off a Region Leg connected either to another Leg or a flag OR Tick of a Railroad Leg which matches a previously ticked off Region Leg, when you reach a junction keep going on just one the other is now blocked for you
Check Action - EITHER Tick off a Region Leg connected either to another Leg or a flag OR Tick of a Railroad Leg which matches a previously ticked off Region Leg, when you reach a junction keep going on just one the other is now blocked for you
===Roadmap in Detail===
This is made up of 3 main features Flags, Legs (look like bits of paper) and connected paths (dashed lines)
Legs MUST be connected to either other Legs or Flags to mark them
A Leg can NOT be marked if the Flag of that region has not yet been marked
To mark a Flag, an adjacent region (not blocked by mountains) must also have its flag marked
When you mark a Leg, immediately gain its benefit, which mostly relate to the normal actions as described above or could progress you on one of the icons on the lower part of the Rewards Track
The icon on the lefthand pale poking out parchment shows your player icon (Fire, Wheel, Horseshoe, Barrel)
The flag colours indicate what that region is generally good at, without having to analyse it in detail
Red Flag Towns are starting areas
Green Flag Forests have a good balance of Points and Legs
Yellow Flag Deserts are high in points but low in Legs
Blue Flag Lakes are high in Legs and low in Points
A region's points are earnt once all flags and legs in that region are marked
===Rewards Track in Detail===
X

Revision as of 16:52, 4 July 2023

Overview

X


Turn

The turn consists of 3 parts

Call

Action

End


Call

The player with the Call token picks an opponent and declares a card (value and colour) they want from them


Step 1

If the opponent has this card, they hand it over

If the opponent has cards of either the suit or value declared, they choose one from these to hand over

If the opponent has nothing the Caller wants, a random card is handed to the Caller from the Opponent's hand


Step 2

If the card received is not in the Caller's play area, they add it to it

If the card received is in the Caller's play area, they discard it and take a gold nugget


Step 3

Check the card, played or discarded, to see what actions are available in the Action phase


Action

All players take one of the two possible actions depicted on the card given to the Caller

If an action triggers another action, only the player who triggered it gets to perform the bonus action

Once all players have finished any actions or bonus actions, move on to End


End

Check to see if anyone has values 1 2 and 3 in one colour

If a player does, they discard all three and marks the corresponding flag in a region adjacent to a region which they already hold a flag

Note that mountains prevent adjacency

Then, on the rewards track, mark the first empty box in that area

This is repeated until no player has a 1-2-3 in any colour

After which, all players draw up to 3 cards if they had less than 3

Check to see if anyone has the 7th badge on their track

If not, the caller token is passed leftwards, and a new round begins


Cards and Actions in Detail

There are 6 colours:

Red Dynamite and Green Money link to the Nugget Action

Grey Hats and Purple Beer link to the Card Action

Blue Hoods and Orange Fur link to the Check Action


Nugget Action - EITHER Take one Nugget OR Play a card by paying its Nugget Cost (top left) so 1 or 2 or 3

Card Action - EITHER Draw 3 Cards OR Discard 2 Cards of the same suit to play another card

Check Action - EITHER Tick off a Region Leg connected either to another Leg or a flag OR Tick of a Railroad Leg which matches a previously ticked off Region Leg, when you reach a junction keep going on just one the other is now blocked for you


Roadmap in Detail

This is made up of 3 main features Flags, Legs (look like bits of paper) and connected paths (dashed lines)

Legs MUST be connected to either other Legs or Flags to mark them

A Leg can NOT be marked if the Flag of that region has not yet been marked

To mark a Flag, an adjacent region (not blocked by mountains) must also have its flag marked

When you mark a Leg, immediately gain its benefit, which mostly relate to the normal actions as described above or could progress you on one of the icons on the lower part of the Rewards Track

The icon on the lefthand pale poking out parchment shows your player icon (Fire, Wheel, Horseshoe, Barrel)

The flag colours indicate what that region is generally good at, without having to analyse it in detail

Red Flag Towns are starting areas

Green Flag Forests have a good balance of Points and Legs

Yellow Flag Deserts are high in points but low in Legs

Blue Flag Lakes are high in Legs and low in Points

A region's points are earnt once all flags and legs in that region are marked


Rewards Track in Detail

X