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Revision as of 13:39, 4 August 2023 by Hulb (talk | contribs) (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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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 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