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(Created page with "===Overview=== Win the most great battles at the end of 3 rounds or immediately win early under certain conditions ===Clan Selection=== To begin, players will choose their 3 clans as such: Player 1 picks 1 clan Player 2 picks 2 clans Player 1 picks 2 clans Player 2 picks 1 clan The two clans not picked will be flipped and their ongoing abilities will affect both players After which the players shuffle their 3 clans together and draw 7 cards If a player has les...")
 
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Win the most great battles at the end of 3 rounds or immediately win early under certain conditions
Win the most great battles at the end of 3 rounds or immediately win early under certain conditions


===Clan Selection===
===Clan Selection===
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If a player has less than 2 Troops in their starting hand, they may shuffle their whole hand back into their deck and draw 7, this can be repeated as many times as a player wishes so long as each time they have less than 2 Troops
If a player has less than 2 Troops in their starting hand, they may shuffle their whole hand back into their deck and draw 7, this can be repeated as many times as a player wishes so long as each time they have less than 2 Troops


Each clan has 8 Troops, 5 Heroes, 2 Immortals for a total of 24 Troops, 15 Heroes, 6 Immortals per player
Each clan has 8 Troops (level 1), 5 Heroes (level 2), 2 Immortals (level 3) for a total of 24 Troops, 15 Heroes, 6 Immortals per player
 
===Turn===
 
Players take turns until one player passes, at which point the remaining player can take up to 3 more turns
 
On a turn, a player can take one of the following actions:
 
Play a Card
 
Make a Shift
 
Spend Activation Tokens
 
Pass
 
At the end of each turn, a player cannot hold more than 7 cards in hand
 
===Play a Card===
 
Your play area is split into 3 rows of 5 spaces each
 
Each row represents a type, Troop/Hero/Immortal from bottom to top
 
Each card must be "supported" by having one below it, e.g. you cannot play a Hero if the Troop space below it is empty
 
From this, the first card you will ever play is a Troop and this first one only is free
 
Going forward, to play another Troop, if it matches the same clan as another Troop already in play, it is free to play. If it does NOT match a clan with another Troop in play, discard 2 other cards from your hand to play it (note that discards are public knowledge)
 
If you find yourself in a situation with no Troops or all face down Troops, the next Troop you play is free.
 
To play a Hero, you must have a minimum of one Troop from the matching clan.
 
To play an Immortal, you must have a minimum of one Troop AND one Hero from the matching clan
 
It may seem wrongly obvious that if you have a Hero of the clan you can play the Immortal, but you may have played the Hero when the corresponding Troop was face up, however now a new game state has the Troop face down so now you only have the Hero in the matching clan and can NOT play the Immortal until you also have a matching face up Troop.
 
Once you have played a card that adheres to the above rules, apply its effect if any
 
===Make a Shift===
 
The number on the left of the card is its Shift Cost
 
Discard cards from your hand equal to the played card's shift cost minus Activation Tokens on it to swap it out for another card from the same row
 
The new card does NOT have to be valid per the Play A Card rules, i.e. you do not have to have cards of the same Clan to Shift
 
The only restriction is that you cannot Shift a card with a card of the identical name
 
Resolve the new card's effect, if any
 
===Spend Activation Tokens===
 
You can spend activation tokens to perform ONE of the following effects:
 
Spend one token to draw one card
 
Spend two tokens to draw three cards
 
Place a token on a card with space for it to trigger its effect
 
As a reminder, at the end of each turn, you may not have more than 7 cards in hand
 
===Pass===
 
If you still hold Activation tokens, you may NOT take the Pass action
 
If you have no Activation tokens, and decide to Pass, your opponent gets 3 more turns until end of round
 
===The Great Battle===
 
Once one player has passed and the other has finished their third extra turn, The Great Battle commences
 
Each player adds up the military value of their cards (number on the right)
 
Each player enacts any keywords like Veteran effects
 
Whoever has the highest military value takes a Supremacy token
 
If tied, whoever holds the Wonder Token takes it, otherwise both take a Supremacy token each
 
If this is a player's second Supremacy token, they win!


Otherwise, continue to Song for the Dead


===Turn===
===Song for the Dead===
 
Release any captured cards and do not trigger their effects
 
Starting with the player who won the Great Battle, each player sacrifices half their cards in play, rounded up
 
Each player draws to a hand of 7
 
Each player takes back 2 activation tokens + any gained through special effects


X
Return the Wonder Token to the supply


Whoever lost the Great Battle is the new first player


==Game End===
===Game End===


If you hold 2 Supremacy tokens, immediately win
If you hold 2 Supremacy tokens, immediately win
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If you have 15 face up cards, immediately win
If you have 15 face up cards, immediately win


If you're playing Goan Sul or Justice, they provide another win condition
If you're playing Goan Sul or Justice, they provide another win condition.
 
===Glossary===
 
;<span style="color: goldenrod">Bounty</span>
: When a player captures or destroys an opposing card with the '''<span style="color: goldenrod">Bounty</span>''' keyword, they may draw a card.
 
;Byun Hyung Ja
: There is 1 Byun Hyung Ja card in each clan, allowing you to unlock an Activation token and therefore helping you closer to the corresponding victory condition.
 
;Capture
: Choose any card and turn it over so that it faces down. A captured card loses its military value and its effect, and does not belong to any clan.
:* A captured card may be destroyed later if it is OPEN.
:* You may not make a shift on a captured card.
:* A player may play a card above a captured card.
: Any Activation tokens resting on a card when it is captured are returned to their controller’s spent tokens area.
 
;Discard pile
: Cards in discard piles are always placed face up. Any player may look through any discard pile at any time.
 
;Destroy
: Choose any OPEN card and place it in their controller’s discard pile.
: Any Activation tokens resting on a card when it is destroyed are returned to their owner’s spent tokens area.
 
;Draw
: Place the top card of your deck into your hand. If you need to draw and there are no cards in your deck, shuffle your discard pile to form a new deck, then draw.
 
;<span style="color: hotpink">Echo</span>
: When a player plays a card with the '''<span style="color: hotpink">Echo</span>''' keyword, they may resolve its effect one additional time. They may choose another target for the second resolution if they wish to. '''<span style="color: hotpink">Echo</span>''' is not triggered when you place an Activation token on a card with this keyword.
 
;Effect
: When a card enters play, you must resolve its effect (white text), unless the text implies it is optional (Example: “you may…”).
 
;<span style="color: white;text-shadow: 0px 1px 4px black">Ethereal</span>
: A card with the '''<span style="color: white;text-shadow: 0px 1px 4px black">Ethereal</span>''' keyword or with an Ethereal (white) token on it cannot be '''captured''' or '''destroyed'''. However, it can still be sacrificed.
 
;<span style="color: red">Force of will</span>
: When the requirements of a card with '''<span style="color: red">Force of will</span>''' are met, you may discard it from your hand during the turn of any player to resolve its effect.
 
;<span style="color: red">Goan Sul</span>
: As long as Goan Sul is in play, he provides his controller with an additional victory condition.
: If the Goan Sul clan has not been selected during the Clan selection phase, that condition is offered to both players.
 
;<span style="color: gray">Justice</span>
: When Justice enters play, and only at that moment, she provides you with a new, immediate victory condition.
: Immortal tiles flipped by Justice’s effect become active.
: If the Justice clan has not been selected during the Clan selection phase, use both Ethereal (white) tokens to indicate which highest OPEN card is '''<span style="color: white;text-shadow: 0px 1px 4px black">Ethereal</span>'''.
 
;Mirror card
: A mirror card is the card located in the same spot as your card in your opponent’s army.
 
;Ongoing effect
: A ''text written in italic'' represents an ongoing effect: this effect applies as long as the card is in play face up.
 
;OPEN card
: An OPEN card is a card that has no cards above it and to its right.
: This keyword is used in various card effects, such as “destroy an OPEN card”. While any card can be captured, only OPEN cards can be destroyed.
 
;Recruiter
: Any card you play (does not work when you make a shift) to the immediate right of a card with the '''Recruiter''' keyword can be played for free, regardless of its clan. Only Troops (level I) have this keyword.
 
;Release
: Turn any captured card over so that it faces up. This card can be activated again later in the game. Releasing a card does not trigger its effect, unless the effect specifies so.
 
;Remove from the game
: Return the card that is removed from the game to the box: this card is no part of the game anymore, unless a card effect says it can be retrieved.
 
;Reveal
: Take that many cards from the top of your deck and turn them face up.
: However, revealing cards cannot cause you to shuffle your discard pile back into your deck. For example, if there are only 2 cards left in your deck and you should reveal 4, you reveal only 2.
 
;Sacrifice
: Choose an OPEN card (captured or not) from your army and place it into your discard pile. This card is not considered destroyed.
 
;Same name, different card
: Some cards share the same name, with additional information between parentheses. These cards are considered to share the same name but they are not identical cards.
 
;<span style="color: blueviolet">Secret shift</span>
: When you make a shift on a card with the '''<span style="color: blueviolet">Secret shift</span>''' keyword, it may be replaced with a card from your discard pile instead of a card from your hand, but still not with an identical card (this applies to Troops only).
 
;<span style="color: red">Veteran</span>
: When an Activation token is placed on a card with the '''<span style="color: red">Veteran</span>''' keyword, turn this token over to its '''<span style="color: red">x2</span>''' side. During the Great Battle, this card’s military value will be doubled if the token is still there.
 
;<span style="color: green">Wondrous</span>
: When you play a '''<span style="color: green">Wondrous</span>''' card, take the Wonder token from the board or from your opponent and place it in front of you.
: The Wonder token has 2 abilities:
:* During your turn, you may spend the Wonder token (by returning it to the board) to discard 1 card less when playing a new card or making a shift.
:* In the case of a tie during the Great Battle, the tie is broken in favor of whoever controls the Wonder token.
 
;<span style="color: burlywood;text-shadow: 1px 1px 3px peru">X</span>
: This value corresponds to the number of Activation tokens you own: in your hand, on your cards, in your spent tokens area.
: At the beginning of the game, '''<span style="color: burlywood;text-shadow: 1px 1px 3px peru">X</span>''' is equal to 2. You will have the opportunity to increase this value up to 4 by meeting the requirements of your Byun Hyung Ja cards.

Latest revision as of 22:21, 10 May 2024

Overview

Win the most great battles at the end of 3 rounds or immediately win early under certain conditions

Clan Selection

To begin, players will choose their 3 clans as such:

Player 1 picks 1 clan

Player 2 picks 2 clans

Player 1 picks 2 clans

Player 2 picks 1 clan

The two clans not picked will be flipped and their ongoing abilities will affect both players

After which the players shuffle their 3 clans together and draw 7 cards

If a player has less than 2 Troops in their starting hand, they may shuffle their whole hand back into their deck and draw 7, this can be repeated as many times as a player wishes so long as each time they have less than 2 Troops

Each clan has 8 Troops (level 1), 5 Heroes (level 2), 2 Immortals (level 3) for a total of 24 Troops, 15 Heroes, 6 Immortals per player

Turn

Players take turns until one player passes, at which point the remaining player can take up to 3 more turns

On a turn, a player can take one of the following actions:

Play a Card

Make a Shift

Spend Activation Tokens

Pass

At the end of each turn, a player cannot hold more than 7 cards in hand

Play a Card

Your play area is split into 3 rows of 5 spaces each

Each row represents a type, Troop/Hero/Immortal from bottom to top

Each card must be "supported" by having one below it, e.g. you cannot play a Hero if the Troop space below it is empty

From this, the first card you will ever play is a Troop and this first one only is free

Going forward, to play another Troop, if it matches the same clan as another Troop already in play, it is free to play. If it does NOT match a clan with another Troop in play, discard 2 other cards from your hand to play it (note that discards are public knowledge)

If you find yourself in a situation with no Troops or all face down Troops, the next Troop you play is free.

To play a Hero, you must have a minimum of one Troop from the matching clan.

To play an Immortal, you must have a minimum of one Troop AND one Hero from the matching clan

It may seem wrongly obvious that if you have a Hero of the clan you can play the Immortal, but you may have played the Hero when the corresponding Troop was face up, however now a new game state has the Troop face down so now you only have the Hero in the matching clan and can NOT play the Immortal until you also have a matching face up Troop.

Once you have played a card that adheres to the above rules, apply its effect if any

Make a Shift

The number on the left of the card is its Shift Cost

Discard cards from your hand equal to the played card's shift cost minus Activation Tokens on it to swap it out for another card from the same row

The new card does NOT have to be valid per the Play A Card rules, i.e. you do not have to have cards of the same Clan to Shift

The only restriction is that you cannot Shift a card with a card of the identical name

Resolve the new card's effect, if any

Spend Activation Tokens

You can spend activation tokens to perform ONE of the following effects:

Spend one token to draw one card

Spend two tokens to draw three cards

Place a token on a card with space for it to trigger its effect

As a reminder, at the end of each turn, you may not have more than 7 cards in hand

Pass

If you still hold Activation tokens, you may NOT take the Pass action

If you have no Activation tokens, and decide to Pass, your opponent gets 3 more turns until end of round

The Great Battle

Once one player has passed and the other has finished their third extra turn, The Great Battle commences

Each player adds up the military value of their cards (number on the right)

Each player enacts any keywords like Veteran effects

Whoever has the highest military value takes a Supremacy token

If tied, whoever holds the Wonder Token takes it, otherwise both take a Supremacy token each

If this is a player's second Supremacy token, they win!

Otherwise, continue to Song for the Dead

Song for the Dead

Release any captured cards and do not trigger their effects

Starting with the player who won the Great Battle, each player sacrifices half their cards in play, rounded up

Each player draws to a hand of 7

Each player takes back 2 activation tokens + any gained through special effects

Return the Wonder Token to the supply

Whoever lost the Great Battle is the new first player

Game End

If you hold 2 Supremacy tokens, immediately win

If you hold 5 Activation tokens, immediately win

If you have 15 face up cards, immediately win

If you're playing Goan Sul or Justice, they provide another win condition.

Glossary

Bounty
When a player captures or destroys an opposing card with the Bounty keyword, they may draw a card.
Byun Hyung Ja
There is 1 Byun Hyung Ja card in each clan, allowing you to unlock an Activation token and therefore helping you closer to the corresponding victory condition.
Capture
Choose any card and turn it over so that it faces down. A captured card loses its military value and its effect, and does not belong to any clan.
  • A captured card may be destroyed later if it is OPEN.
  • You may not make a shift on a captured card.
  • A player may play a card above a captured card.
Any Activation tokens resting on a card when it is captured are returned to their controller’s spent tokens area.
Discard pile
Cards in discard piles are always placed face up. Any player may look through any discard pile at any time.
Destroy
Choose any OPEN card and place it in their controller’s discard pile.
Any Activation tokens resting on a card when it is destroyed are returned to their owner’s spent tokens area.
Draw
Place the top card of your deck into your hand. If you need to draw and there are no cards in your deck, shuffle your discard pile to form a new deck, then draw.
Echo
When a player plays a card with the Echo keyword, they may resolve its effect one additional time. They may choose another target for the second resolution if they wish to. Echo is not triggered when you place an Activation token on a card with this keyword.
Effect
When a card enters play, you must resolve its effect (white text), unless the text implies it is optional (Example: “you may…”).
Ethereal
A card with the Ethereal keyword or with an Ethereal (white) token on it cannot be captured or destroyed. However, it can still be sacrificed.
Force of will
When the requirements of a card with Force of will are met, you may discard it from your hand during the turn of any player to resolve its effect.
Goan Sul
As long as Goan Sul is in play, he provides his controller with an additional victory condition.
If the Goan Sul clan has not been selected during the Clan selection phase, that condition is offered to both players.
Justice
When Justice enters play, and only at that moment, she provides you with a new, immediate victory condition.
Immortal tiles flipped by Justice’s effect become active.
If the Justice clan has not been selected during the Clan selection phase, use both Ethereal (white) tokens to indicate which highest OPEN card is Ethereal.
Mirror card
A mirror card is the card located in the same spot as your card in your opponent’s army.
Ongoing effect
A text written in italic represents an ongoing effect: this effect applies as long as the card is in play face up.
OPEN card
An OPEN card is a card that has no cards above it and to its right.
This keyword is used in various card effects, such as “destroy an OPEN card”. While any card can be captured, only OPEN cards can be destroyed.
Recruiter
Any card you play (does not work when you make a shift) to the immediate right of a card with the Recruiter keyword can be played for free, regardless of its clan. Only Troops (level I) have this keyword.
Release
Turn any captured card over so that it faces up. This card can be activated again later in the game. Releasing a card does not trigger its effect, unless the effect specifies so.
Remove from the game
Return the card that is removed from the game to the box: this card is no part of the game anymore, unless a card effect says it can be retrieved.
Reveal
Take that many cards from the top of your deck and turn them face up.
However, revealing cards cannot cause you to shuffle your discard pile back into your deck. For example, if there are only 2 cards left in your deck and you should reveal 4, you reveal only 2.
Sacrifice
Choose an OPEN card (captured or not) from your army and place it into your discard pile. This card is not considered destroyed.
Same name, different card
Some cards share the same name, with additional information between parentheses. These cards are considered to share the same name but they are not identical cards.
Secret shift
When you make a shift on a card with the Secret shift keyword, it may be replaced with a card from your discard pile instead of a card from your hand, but still not with an identical card (this applies to Troops only).
Veteran
When an Activation token is placed on a card with the Veteran keyword, turn this token over to its x2 side. During the Great Battle, this card’s military value will be doubled if the token is still there.
Wondrous
When you play a Wondrous card, take the Wonder token from the board or from your opponent and place it in front of you.
The Wonder token has 2 abilities:
  • During your turn, you may spend the Wonder token (by returning it to the board) to discard 1 card less when playing a new card or making a shift.
  • In the case of a tie during the Great Battle, the tie is broken in favor of whoever controls the Wonder token.
X
This value corresponds to the number of Activation tokens you own: in your hand, on your cards, in your spent tokens area.
At the beginning of the game, X is equal to 2. You will have the opportunity to increase this value up to 4 by meeting the requirements of your Byun Hyung Ja cards.