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== Start of the Game ==
== Basics ==
Your dice are citizens or workers, depending on where they are.
When in the Citizenry (the square area with the stick-figure), they are citizens.
They become "workers" when placed in the "cup", the cup-like area to the left of the citizens reserve.
As workers, you will be able to make them do stuff.


Each player receives a random double tile with a special ability, and a random starter tile next to it. Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which.  
They come in various colors, white being the basic one.
Each has various faces, which corresponds to actions. Their color is also important.
The dice will also be used to represent production.


In addition to the dice from their starter tiles, each player begins with 5 white dice: 3 in the cup, and two in the citizenry. Dice in the citizenry must be bought back before they can be used.
Warning: the BGA version is coded to play fast. It will do a lot of actions automatically when they do not require choices. So you might be surprised the first times...


== Roll and Assign Dice ==
== The 5 phases ==


You will see dice lined up below your black strip. First, assign a die to one of the 5 phases on the black strip at the top (click any die, then the black strip phase). Each phase chosen this way by a player will definitely happen, while the phases not chosen by anyone will be skipped.  
The black strip at the top represents the 5 phases, each being an action.
Each player will (secretly)  choose and activate ONE phase. The other phases will not be played (except with 2PL, where a third will be randomly determined). So with 3PL, only three phases will be played.


(In a two-player game, the computer also rolls a white die to randomly choose an extra phase.)
You start by rolling all you *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.
To activate a phase, click on a die and on the phase. That die will be placed on that phase. The action on the die does NOT have to match!


You have a "built-in" reassignment power called Dictate: after choosing a phase on the black strip, you can return a single die to the cup to reassign another single die to any phase column. Other reassignment powers may be gained from development tiles as the game progresses. Dice with a wild face (*) can be reassigned freely.
Note: everyone has a free Dictate ability. First, choose your phase. Then click on a die you don't need, and click Dictate. This will allow you to move any one other die to any column (presumably the one you activated...)
Dice with a wild face (*) can be reassigned freely.


== Perform actions ==
== Perform actions ==


Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase's action(s). Any dice under phases not chosen go back into your cup, automatically.
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase's action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.
 
For each die under the '''Explore''' phase, you can either collect $2 or scout new tiles. Each tile can become either a development or a world tile, and is put on the bottom of the corresponding unbuilt tile stack in the order they are chosen.
 
To replace unwanted tiles while scouting, first select them all and click "Abandon tile(s)". You must then use your Scout action to draw the replacement tiles, plus one extra tile. The abandoned tiles are afterward returned to the pool.
 
In the '''Development''' and '''Settle''' phases, your dice will be used to pay the costs for tiles in the unbuilt stacks. The cost (number of dice) in the upper-left corner is also the worth, in Victory Points, of the development or world once it is built.
 
In '''Produce''', you can add dice to the worlds you have settled, representing a resource to be used in Shipping. In '''Ship''', you spend a die to retrieve a die from a world to either Trade for money or Consume for Victory Points.
 
== Phase Summaries ==


{| cellpadding=5 |
{| cellpadding=5 |
Line 37: Line 36:
|Scout
|Scout
|Discard 0 or more tiles, then draw that many plus 1.
|Discard 0 or more tiles, then draw that many plus 1.
|Repeated once for each die spent.
|Repeated for each die spent.
|-
|-
|Explore
|
|Stock
|Stock
|Get 2 Money  
|Get 2 Money  
Line 57: Line 56:
|Produce
|Produce
|Add a die to a settled, non-gray world.
|Add a die to a settled, non-gray world.
|Maximum of 1 die on each world. See "Consume" for discussion of color.
|Maximum of 1 die on each world. See "Consume" for importance of color.
|-
|-
|Ship
|Ship
Line 64: Line 63:
|Blue = 3, Brown = 4, Green = 5, Yellow = 6
|Blue = 3, Brown = 4, Green = 5, Yellow = 6
|-
|-
|Ship
|
|Consume
|Consume
|Remove another die on a settled world. Get +1 victory point.
|Remove another die on a settled world. Get 1 VP.
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet's color.
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet's color.
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet's color
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet's color
|}
|}


== Recruit citizens ==
== End of turn: manage and recruit citizens ==


All used dice go into your citizenry (your personal dice pool) -- you will have to spend 1 money per die to buy them back.
All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die.
This is the only use of your money, so you rarely need to keep money.
If you spend all your money, you get 1 money at the end of the round.
If you spend all your money, you get 1 money at the end of the round.


You can also retrieve any dice that are stuck on developments or worlds at this point, or leave them there for the next round.
You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.
 
 
== Game setup ==
 
Each player receives a random double tile with a special ability, and a random starter tile next to it.
Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which.
 
You also start with 5 white dice.


If everyone has fewer than 12 tiles built (players start with 3 tiles) and not all the VP chips are used up, then another round is played.
== Game end ==
When anyone has 12 tiles built, or if all VP chips are used up.


== Watch out! ==
== Watch out! ==

Revision as of 22:12, 6 August 2020

Basics

Your dice are citizens or workers, depending on where they are. When in the Citizenry (the square area with the stick-figure), they are citizens. They become "workers" when placed in the "cup", the cup-like area to the left of the citizens reserve. As workers, you will be able to make them do stuff.

They come in various colors, white being the basic one. Each has various faces, which corresponds to actions. Their color is also important. The dice will also be used to represent production.

Warning: the BGA version is coded to play fast. It will do a lot of actions automatically when they do not require choices. So you might be surprised the first times...

The 5 phases

The black strip at the top represents the 5 phases, each being an action. Each player will (secretly) choose and activate ONE phase. The other phases will not be played (except with 2PL, where a third will be randomly determined). So with 3PL, only three phases will be played.

You start by rolling all you *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled. To activate a phase, click on a die and on the phase. That die will be placed on that phase. The action on the die does NOT have to match!

Note: everyone has a free Dictate ability. First, choose your phase. Then click on a die you don't need, and click Dictate. This will allow you to move any one other die to any column (presumably the one you activated...) Dice with a wild face (*) can be reassigned freely.

Perform actions

Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase's action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.

Face/Phase Action Description Notes
Explore Scout Discard 0 or more tiles, then draw that many plus 1. Repeated for each die spent.
Stock Get 2 Money (max 10 money)
Develop Develop Add a die to a development. Automatically built if it has enough dice during develop. (Possibly several developments per round.)
Settle Settle Add a die to a world. Automatically built if it has enough dice during settle. (Possibly several world per round.)
Produce Produce Add a die to a settled, non-gray world. Maximum of 1 die on each world. See "Consume" for importance of color.
Ship Trade Remove another die on a settled world; gain money equal to the world color it is on. Blue = 3, Brown = 4, Green = 5, Yellow = 6
Consume Remove another die on a settled world. Get 1 VP. Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet's color.

Bonus 2 (+1 VP): If the ship die used is purple or matches the planet's color

End of turn: manage and recruit citizens

All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die. This is the only use of your money, so you rarely need to keep money. If you spend all your money, you get 1 money at the end of the round.

You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.


Game setup

Each player receives a random double tile with a special ability, and a random starter tile next to it. Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which.

You also start with 5 white dice.

Game end

When anyone has 12 tiles built, or if all VP chips are used up.

Watch out!

If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.

Die Side Summary

Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship

Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild

Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild

Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild

Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild

Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild

Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild

Strategy Tips

Strategy Tips