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(Created page with "===Overview=== X ===Starting Loyalty=== As part of setup, everyone must choose their loyalty This affects what cards you can take, as some cards can only be taken by their respective loyalty as shown by the colour banner Loyalty can be changed later at a cost ===Turn=== X ===Court & Hand Limits=== During your turn, your court can contain any number of cards However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must...")
 
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X
On your turn, you may take 0-2 actions (plus any free actions) then Cleanup
 
The three action types are: Purchase, Play, Card Action
 
 
===Cleanup===
 
Check you aren't over Hand or Court Limit
 
Discard leftmost cards in the Market and resolve their Impact Event for all Players
 
If there were any rupees on these cards, they stay lingering in the empty spaces
 
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own
 
Draw 2 new Market cards
 
If one of the new cards was a Dominance, check to see if it's the only Dominance
 
If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces
 
 
===Dominance Check===
 
To be successful, a single coalition must have the most blocks in play and four more than any other coalition
 
If unsuccessful, the player with the most cylinders scores 3 points and the player with second most scores 1 point
 
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.
 
The final dominance check scores double points




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If Military is Favoured, purchasing cost of cards is doubled whilst Favoured
If Military is Favoured, purchasing cost of cards is doubled whilst Favoured
===Game End===
If after a Dominance Check, a player is at least 4 points ahead of everyone else, that player immediately wins
If the final Dominance Check card is resolved and the above isn't true, the player with the most points wins
If there's a tie, the tiebreakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal

Revision as of 14:00, 4 August 2023

Overview

X


Starting Loyalty

As part of setup, everyone must choose their loyalty

This affects what cards you can take, as some cards can only be taken by their respective loyalty as shown by the colour banner

Loyalty can be changed later at a cost


Turn

On your turn, you may take 0-2 actions (plus any free actions) then Cleanup

The three action types are: Purchase, Play, Card Action


Cleanup

Check you aren't over Hand or Court Limit

Discard leftmost cards in the Market and resolve their Impact Event for all Players

If there were any rupees on these cards, they stay lingering in the empty spaces

Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own

Draw 2 new Market cards

If one of the new cards was a Dominance, check to see if it's the only Dominance

If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces


Dominance Check

To be successful, a single coalition must have the most blocks in play and four more than any other coalition

If unsuccessful, the player with the most cylinders scores 3 points and the player with second most scores 1 point

If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.

The final dominance check scores double points


Court & Hand Limits

During your turn, your court can contain any number of cards

However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded

Likewise, your hand can contain any number of cards during the turn

However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded


Stars

Economic Stars reduce taxation

Military Stars provide a tiebreaker for end game

Political Stars increase size of Court

Intelligence stars increase size of Hand


Loyalty and Influence

How loyal you are to a country is measured in influence points

This is calculated as 1 + Patriots + Prizes + Gifts

To alter Loyalty, gain an influence point in the new Loyalty (through a Patriot or Prize) then discard ALL Gifts, Patriots, and Prizes previously accumulated


Ruling a Region

To rule a region, you must have one tribe there and more tribes than any other

Once a ruler, you have the following bonuses

You may take the Build action

You have Tax Privilege

You can Extract Bribes


Cards

Cards may have multiple actions on them, but only one of these actions may be taken per turn

If you need to discard a card with a spy, this is returned to its owner

If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too

If you lose the last tribe in a region, all political cards associated with that region are also discarded

If you lose the last political card associated with a region, all tribes in that region are also discarded


Suits

There are four suits in the game, and one suit is always shown as favoured, starting with Political (purple) but this will change throughout the game

Economic (Yellow) cards aim to protect against taxation, manipulate rupees and piece movement

Military (Red) cards aim to manage armies and form coalitions

Political (Purple) cards aim to consolidate power and determine card playability

Intelligence (Blue) cards aim to manage diplomacy and compromise enemies

Whichever suit is currently the Favoured Suit allow those cards to take actions without counting as actions

If Military is Favoured, purchasing cost of cards is doubled whilst Favoured


Game End

If after a Dominance Check, a player is at least 4 points ahead of everyone else, that player immediately wins

If the final Dominance Check card is resolved and the above isn't true, the player with the most points wins

If there's a tie, the tiebreakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal