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(Created page with "===Overview=== X ===Turn=== A turn is split into three phases: Morning Midday Evening Once a player has finished their Day, the next player goes You have a Pool with a hard limit of 9 Materia which cannot be exceeded at any point You start the game with Primary Actions for each phase which are always available even when Spells start to be gained In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action of a Spell action ==...")
 
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===Overview===
===Overview===


X
Learn Spells and gift to your Familiar to gain the most points when the game ends




===Turn===
===Turn===


A turn is split into three phases:
A turn is split into four phases:


Morning
Morning
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Evening
Evening
Alter


Once a player has finished their Day, the next player goes
Once a player has finished their Day, the next player goes
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In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action of a Spell action
In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action of a Spell action
If the Pouch ever empties, put all discarded Materia back in, give it a shake, and keep drawing




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Learn a Spell cannot be used to upgrade a spell
Learn a Spell cannot be used to upgrade a spell
===Alter===
If there are less than 5 Materia at the Alter, refill it from the Pouch to contain 5
If there are 5-9 Materia at the Alter, draw 1 Materia from the Pouch and add it to the Alter
If there are 10+ Materia at the Alter, discard them all and draw 5 fresh Materia from the Pouch and add it to the Alter
This then ends that player's turn, it is now the next player's Day
===Spells===
As mentioned, if a spell has a phase, its effects can ONLY be used in that phase
Otherwise, the effects are either ongoing, instant, or end game
Only Phase based Spells can still activate lower level versions of themselves if desired
===Game End===
The game can end in a number of ways
If a player learns their 7th Spell
If a player fills their Familiar board
Either way, finish the final round so everyone has equal turns
Players earn points based on the highest space obtained for each Spell (This may either be a set amount or based on achieving certain criteria)
Players earn the points shown on the next visible Familiar space not covered
The player with the most points, wins!
If tied, the player who learned the most spells wins!
If tied, the player with the most Materia still in their Pool wins!
If still tied, victory is shared!

Revision as of 18:02, 10 March 2024

Overview

Learn Spells and gift to your Familiar to gain the most points when the game ends


Turn

A turn is split into four phases:

Morning

Midday

Evening

Alter

Once a player has finished their Day, the next player goes

You have a Pool with a hard limit of 9 Materia which cannot be exceeded at any point

You start the game with Primary Actions for each phase which are always available even when Spells start to be gained

In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action of a Spell action

If the Pouch ever empties, put all discarded Materia back in, give it a shake, and keep drawing


Morning

Take one action from the following:

A single Spell ability which is able to be used in Morning

Take 1 Materia from the seen Alter

Take 2 Materia from the blind Pouch


Midday

Take one action from the following:

A single Spell ability which is able to be used in Midday

Store 1 Maria from your Pool onto the next space on your Familiar

If a spell allows you to store more Materia than spaces, store all you can then leave the rest where they came from (they are not lost)


Evening

Take one action from the following:

A single Spell ability which is able to be used in Evening

Learn 1 new spell by spending Materia matching the spell's colour and to the quantity of its price in the bowl next to it, one of the spent Materia will be used as a marker to show you gained it

3 Materia with the same Rune, regardless of colour, can be used as a wild. This can be repeated as much as you wish, but at least 1 Materia spent MUST match the spell colour

Learn a Spell cannot be used to upgrade a spell


Alter

If there are less than 5 Materia at the Alter, refill it from the Pouch to contain 5

If there are 5-9 Materia at the Alter, draw 1 Materia from the Pouch and add it to the Alter

If there are 10+ Materia at the Alter, discard them all and draw 5 fresh Materia from the Pouch and add it to the Alter

This then ends that player's turn, it is now the next player's Day


Spells

As mentioned, if a spell has a phase, its effects can ONLY be used in that phase

Otherwise, the effects are either ongoing, instant, or end game

Only Phase based Spells can still activate lower level versions of themselves if desired


Game End

The game can end in a number of ways

If a player learns their 7th Spell

If a player fills their Familiar board

Either way, finish the final round so everyone has equal turns

Players earn points based on the highest space obtained for each Spell (This may either be a set amount or based on achieving certain criteria)

Players earn the points shown on the next visible Familiar space not covered

The player with the most points, wins!

If tied, the player who learned the most spells wins!

If tied, the player with the most Materia still in their Pool wins!

If still tied, victory is shared!