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[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]
== Strategy Tips ==
[[Tips_rollforthegalaxy | Strategy Tips]]

Revision as of 22:48, 4 May 2020

Start of the Game

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.

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.

Roll and Assign Dice

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.

(In a two-player game, the computer also rolls a white die to randomly choose an extra phase.)

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.

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.

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

Face/Phase Action Description Notes
Explore Scout Discard 0 or more tiles, then draw that many plus 1. Repeated once for each die spent.
Explore 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 discussion 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
Ship Consume Remove another die on a settled world. Get +1 victory point. 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

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. 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.

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.

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