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== '''HIGH FORM RULES''' ==
== HIGH FORM RULES ==


== Terminology ==
High form is currently only implemented as a two-player game on BGA.
Pieces are ranked in order: '''common, heroic, legendary.''' '''Upgrade''' and '''downgrade''' mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank.  
 
=== Terminology ===
Pieces are ranked in order: '''common, heroic, legendary.''' '''Upgrade''' and '''downgrade''' mean changing the rank of a piece by one step. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank.  


A '''move''' is one square in any direction (including diagonals). A '''leap''' is from any square to any other.
A '''move''' is one square in any direction (including diagonals). A '''leap''' is from any square to any other.
A '''standard move/leap''' is permitted onto any empty square or one occupied by a piece of a lesser rank.
A '''standard move/leap''' is permitted onto any empty square or one occupied by a piece of a lesser rank.
A '''combat move/leap''' is permitted onto any empty square or one occupied by a piece of the same or lesser rank.
A '''combat move/leap''' is permitted onto any empty square or one occupied by a piece of ''the same'' or lesser rank.
Any existing piece on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.


== Setup ==
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces. "Converting" a piece to a different colour counts as destroying it, but upgrading or downgrading it does not.  
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).


== Turns ==
When text on a card refers to the name of the Being, it is referring to the piece in the square where it is summoned.
Each player takes two of the following actions per turn:
# Place a common piece on an empty square
# Summon a being
# Discard a card
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.


Once a turn is over:
=== Setup ===
# You may claim one task card and earn its VPs if you meet its conditions.
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. None of the first three tasks may be "advanced" (certain 3-point tasks), and there may not be three tasks of the same type among the four on display (BGA automatically enforces these rules).
# If necessary, replenish your hand and update the task queue.
== Playing a Flare ==
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.


== Summoning ==
=== Turns ===
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.


The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.
The starting player takes a single action. In subsequent turns, each player takes two actions. These may be any of the following:
* - Place a common piece on any empty square
* - Summon a being
* - Discard a card and (optionally) return other cards to the bottom of their decks. ''(Only permitted once per turn.)''
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.


== Discarding ==
Once a turn is over:
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual.  
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions.  
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)


== Running Out of Pieces ==
=== Playing a Flare ===
If a player needs to place a piece and has no more in stock, they must pick up one of those pieces on the board.
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.
 
== Game End and Scoring ==
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.
 
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.
 
 
 
 
 
 
 
 
 
 
 
 
 
== Modalità di gioco ==
 
Su Board Game Arena, Tash-Kalar può essere giocato da 2 a 4 giocatori e in 2 distinte modalità:
 
- '''"Forma Suprema":''' I giocatori realizzano punti quando completano un obiettivo corrente e per i pezzi leggendari presenti nell'Arena. Questa modalità è disponibile solo per 2 giocatori.
 
- '''"Duello Mortale"''': Non ci sono obiettivi da completare. I giocatori realizzano punti distruggendo pedine nemiche, evocando creature leggendarie e quando l'avversario invoca una carta impeto. il Duello Mortale può essere giocato da 2 a 4 giocatori.
 
Il gioco in scatola prevede anche modalità a squadra in entrambe le modalità.
 
== Setup ==
 
Ogni giocatore inizia con 6 carte pescate a caso: 3 esseri del proprio mazzo, 2 leggendari e 1 impeto.
 
Nella modalità '''"Forma Suprema"''', vengono rivelati 3 obiettivi correnti più 1 come prossimo obiettivo.
 
Nella modalità '''"Duello Mortale"''', il giocatore che gioca per secondo piazza 1 pezzo comune di ogni colore nei quadrati marcati dell'Arena.
 
== Game play ==
 
Si comincia dal primo giocatore scelto a caso e si procede in senso orario.
Ogni turno prevede 2 azioni, tranne il giocatore iniziale che ha solo 1 azione disponibile come primo turno.
 
Azioni possibili:
 
- '''"Piazzare 1 pezzo semplice"''' del tuo colore su un quadrato vuoto. Se non hai pezzi disponibili devi riprendere 1 dei tuoi pezzi semplici o eroici già piazzati sull'Arena in precedenza e dopo piazzarlo dove vuoi.
 
- '''"Evocare una cretura"'''. Leggi più avanti
 
- '''"Scartare 1 carta creatura del tuo mazzo"'''. Se lo fai puoi anche mettere una o più carte (anche leggendarie o impeti) in fondo al rispettivo mazzo di pesca.
 
Le azioni possono essere eseguite in qualsiasi ordine. Puoi prima "piazzare" e poi "evocare" o viceversa (puoi fare una sola azione di scarto per turno). Devi sempre usare le tue azioni disponibili. Puoi invocare un impeto (leggi più avanti) prima o dopo un'azione. Invocare un impeto non costa nessuna azione.
 
Il tuo turno finisce pescando altrettante carte di quante ne sono state giocate, in modo da avere sempre 3 carte creatura del tuo mazzo, 2 leggendarie e 1 impeto. Se peschi l'ultima carta del tuo mazzo, potresti finire la partita anche con meno di 3 carte creatura in mano.
 
'''"Forma Suprema"''': Alla fine del tuo turno puoi completare solamente 1 dei compiti disponibili, se hai soddisfatto i suoi requisiti.
 
'''"Duello Mortale"''': Alla fine del tuo turno, realizzi punti per le pedine nemiche distrutte: 2 punti per una leggendaria, 1 punto per un'eroica e 1 punto per ogni coppia di pedine semplici distrutte.
 
Nella ''Mischia Mortale'' (3-4 giocatori) fai punti per ogni pedina nemica distrutta nei diversi colori. Il tuo punteggio finale è determinato dal colore nel quale hai il punteggio più basso.
 
Non realizzi punti se distruggi tue pedine e per tutte le pedine semplici nemiche spaiate di un solo colore. Puoi appaiare 2 pedine semplici nemiche di diverso colore e decidere in quale colore realizzare i punti. Realizzi 1 punto (nel colore che preferisci) ogni volta che evochi 1 leggenda (promuovere un pezzo eroico non conta come un'evocazione leggendaria). Se il tuo avversario invoca 1 carta impeto tu guadagni 1 punto.
 
== Evocare una creatura ==
 
Per evocare una creatura, usa 1 azione in questo modo:
 
- '''"Gioca una carta"''' dalla tua mano e scegli il quadrato sull'Arena che soddisfi la forma del pattern (schema) richiesto sulla carta.
 
Lo schema può essere ruotato (a 90, 180 o 270 gradi), specchiato e/o capovolto.
 
I pezzi usati per evocare la creatura devono essere dello stesso grado (o maggiore) riportato sulla carta. I quadrati vuoti non sono essenziali per evocare la creatura.
 
- '''"Piazza un pezzo del grado indicato"''' (in alto a sinistra sulla carta) sul quadrato marcato di bianco nello schema.
 
Questo quadrato può essere vuoto, a meno che lo schema non specifichi che debba essere occupato da un vostro pezzo.
 
Se il quadrato è occupato da un pezzo dello stesso grado o inferiore, distruggilo, mettendo il nuovo pezzo al suo posto.
 
Se il quadrato è occupato da un pezzo di grado superiore non puoi evocare l'essere in quel quadrato.
 
Se tutti i pezzi di quel tipo sono già piazzati sull'Arena, puoi riprenderne uno di quelli non richiesti dal pattern in questione.
 
- Quando il nuovo pezzo è piazzato sull'Arena '''"risolvi i suoi effetti"''' scritti sulla carta.
 
- Dopo aver risolto gli effetti, scarta la carta.
 
== Invocare un Impeto ==
 
Puoi invocare una carta impeto durnte il tuo turno prima o dopo una qualsiasi azione.
Per invocare l'impeto devi soddisfare almeno uno dei due criteri scritti sulla carta:
 
- Soddisfi il criterio stampato in alto sulla carta se il tuo avversario ha almeno quel numero di pezzi promossi (eroici e leggendari) più di te nell'Arena.
 
- Soddisfi il criterio stampato in basso sulla carta se il tuo avversario ha almeno quel numero di pezzi totali (semplici, eroici e leggendari) più di te nell'Arena.
 
Se si verificano una o tutte e due condizioni scritte sulla carta puoi risolverne gli effetti.
 
Se soddisfi i criteri contro più avversari scegli contro chi comparare la carta (e quindi assegnare l'eventuale punto nei Duelli Mortali). Una volta che la carta è stata utilizzata bisogna scartarla.
 
== Risolvere gli effetti delle creature e degli Impeti ==
 
Nessun'altra azione (anche invocare impeti) può essere intrapresa fino a che l'intero effetto di una carta non sia stato risolto.
Alcune parti di un effetto possono essere opzionali:
 
- '''"Puoi"''' indica che una certa parte dell'effetto è opzionale.
 
- '''"Fino a"''' include sempre lo zero.
 
Le parti che non sono specifcate come opzionali sono obbligatorie.
Se un effetto non può essere risolto per intero, risolvi solo le parti disponibili.
Quando una carta si riferisce al nome della creatura, si riferisce direttamente al pezzo che in quella azione rappresenta la creatura evocata.
 
 
'''Keywords''':
 
- '''Pezzo promosso:''' un pezzo eroico o leggendario.


- '''Pezzo non leggendario:''' Un pezzo comune o eroico.
=== Summoning ===
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner: it is placed via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.


- '''Pezzo:''' Se un pezzo non è specificato se appartiene a te o al tuo avversario, fa riferimento a tutti i pezzi (inclusi i tuoi).
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.


- '''Spazio marcato:''' Uno spazio colorato nel pattern. Se il testo della carta non si riferisce al quadrato marcato, i quadrati marcati del pattern sono solo illustrativi.
=== Discarding ===
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual.  


- '''Quadrato adiacente:''' Uno degli otto quadrati adiacenti sia ortogonalmente che diagonalmente ad un determinato pezzo o quadrato. Se il quadrato di riferimento non è specificato, fa riferimento al quadrato occupato dalla nuova creatura evocata.
=== Running Out of Pieces ===
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)


- '''Distanza:''' Il numero di mosse richieste da un quadrato ad un altro. Per esempio, un quadrato adiacente è a distanza 1.
=== Game End and Scoring ===
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.


- '''Mossa:''' Una mossa è sempre su un quadrato adiacente. Una mossa in un quadrato occupato, distrugge il pezzo presente.
High score wins. Tiebreakers are, in order, (1) number of upgraded pieces; (2) total number of pieces.


- '''Mossa Standard o Normale:''' Questo tipo di mossa può essere fatta solo su quadrati vuoti o su quadrati occupati da pezzi di grado inferiore.
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==


- '''Mossa di Combattimento:''' Questo tipo di mossa può essere fatta solo su quadrati vuoti o su quadrati occupati da pezzi di grado uguale o inferiore.
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame.  


- '''Salto normale e Salto di combattimento:''' Un salto è come una mossa con la differenza che il quadrato di destinazione può non essere adiacente. Se non specificato diversamente, il salto può essere fatto su qualsiasi quadrato nell'Arena.
Destroying pieces scores VPs as follows:
* - 1 VP for every 2 common pieces, rounded down
* - 1 VP for a heroic piece
* - 2 VPs for a legendary piece


- '''Piazza:''' Come l'azione "Piazzare", a differenza che se non ci sono pezzi disponibili di quel colore e grado, il pezzo non può essere piazzato.
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.


- '''Promuovi:''' I pezzi leggendari non possono essere promossi. Per promuovere un pezzo comune, giralo. Per promuovere un pezzo eroico rimpiazzalo con uno leggendario. Se i leggendari non sono più disponibili, il pezzo eroico non può essere promosso.
If you play a flare your opponent gains 1 VP.


- '''Degrada:''' I pezzi comuni non possono essere degradati. Per degradare un pezzo eroico, giralo dal lato comune. Per degradare un pezzo leggendario rimpiazzalo con uno eroico. Se non ci sono pezzi eroici disponibili, il leggendario non può essere degradato.
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==


- '''Distruggi:''' Per distruggere un pezzo, rimuovilo dall'Arena.
Setup: In three-player Deathmatch, the third player places one common piece adjacent to each diamond symbol. In four-player Deathmatch, the fourth player places one common piece adjacent to each diamond symbol for the first, third and fourth players. As usual, the first player only gets one action. (Sounds complicated? Don't worry, BGA automates the setup.)


- '''Converti:''' Per convertire un pezzo nemico, rimpiazzalo con uno dei tuoi pezzi dello stesso grado (a meno che non specificato diversamente).
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)


Quando bisogna tenere traccia di '''"quanti pezzi nemici hai distrutto"''', conta i pezzi nemici che hai distrutto durante l'evocazione, mosse o salti, pezzi distrutti per "effetti di distruzione" e pezzi convertiti. Nè la promozione nè il degradamento contano come pezzi distrutti.
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.


== Fine del Gioco ==
When you summon a legend, you may choose which opponent to score 1 VP against.


La fine del gioco è innescata quando un giocatore pesca l'ultima carta dal suo mazzo di creature.
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).


Nella modalità '''"Forma Suprema"''', la fine del gioco è innescata anche quando un giocatore raggiunge o supera 9 punti alla fine del suo turno.
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.
Conta i punti degli obiettivi completati (dal giocatore o dalla squadra) più 1 punto per ogni pezzo leggendario presente sull'Arena (non importa se sia stato evocato o promosso)


Nel '''"Duello Mortale"''', la fine del gioco è innescata anche quando un giocatore raggiunge o supera 18 punti.
=== Improvised Summoning ===


Quando la fine del gioco è stata innescata, i giocatori giocheranno un solo turno a testa, incluso il giocatore che ha innescato la fine del gioco. Dopo gli ultimi turni il gioco finisce e il giocatore con più punti vince.
Once per game, and once for each opponent's colour, a player may use an opponent's piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent's colour.) Only one piece may be used per improvised summoning: you may not use two different opponents' pieces simultaneously.


Se c'è un pareggio, viene risolto in questo modo:
== EVERFROST EXPANSION ==
- Vince chi ha più pezzi promossi nell'Arena;
Several Beings in the Everfrost deck have "frozen effects". These effects do not have to take place immediately upon summoning; they can be activated later ("thawed"), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.
- In caso di ulteriore pareggio, vince chi ha il numero maggiore di pezzi totali nell'Arena;
- In caso di ulteriore pareggio, il gioco è da considerarsi pari.


----
== NETHERVOID EXPANSION ==
Many of the effects in Nethervoid depend on a special marker called the "Gateway", which is automatically created when a Being is summoned; that marked piece is now called "The Gateway". It follows these rules:
1) If no Gateway is on the board, the next summoned common or heroic Being will create a Gateway.
2) If a common Gateway is on the board, then if a heroic Being is summoned it will shift to the new piece.
3) If the Gateway is heroic, summoning another heroic Being will not affect it.
4) Legendary pieces may never become the Gateway; summoning one has no effect on the Gateway. If an upgrade would turn the Gateway into a legendary piece, the Gateway is destroyed.


Queste regole sono un estratto del regolamento ufficiale di Tash-Kalar della CGE.
== ETHERWEAVE EXPANSION ==
Many Etherweave cards have a "warp" effect; this is a free action that may be played in advance of the card itself, regardless of whether the pattern for that Being is on the board at present. However, until the card itself is summoned, the warped card still counts as being in your hand, and you may not use any more warped effects (though may otherwise summon cards as normal). Leaving a card "in the warp" reduces your score by 2; this penalty is removed the moment the warped card is summoned.
(NB: A warp may not be played on the first turn of the game.)
Several Etherweave cards allow you to swap pieces or temporarily remove them from the board; neither of these actions count as destroying a piece (for the purpose of High Form goals or Deathmatch scoring).

Revision as of 19:31, 23 March 2021

HIGH FORM RULES

High form is currently only implemented as a two-player game on BGA.

Terminology

Pieces are ranked in order: common, heroic, legendary. Upgrade and downgrade mean changing the rank of a piece by one step. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank.

A move is one square in any direction (including diagonals). A leap is from any square to any other. A standard move/leap is permitted onto any empty square or one occupied by a piece of a lesser rank. A combat move/leap is permitted onto any empty square or one occupied by a piece of the same or lesser rank.

Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces. "Converting" a piece to a different colour counts as destroying it, but upgrading or downgrading it does not.

When text on a card refers to the name of the Being, it is referring to the piece in the square where it is summoned.

Setup

Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. None of the first three tasks may be "advanced" (certain 3-point tasks), and there may not be three tasks of the same type among the four on display (BGA automatically enforces these rules).

Turns

The starting player takes a single action. In subsequent turns, each player takes two actions. These may be any of the following:

  • - Place a common piece on any empty square
  • - Summon a being
  • - Discard a card and (optionally) return other cards to the bottom of their decks. (Only permitted once per turn.)

In addition, before or after any action, a flare may be played, if one or both of its conditions are met.

Once a turn is over:

  • - You may claim one task card and earn its victory points (VPs) if you meet its conditions.
  • - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)

Playing a Flare

Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.

Summoning

If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner: it is placed via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.

Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.

Discarding

Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual.

Running Out of Pieces

If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)

Game End and Scoring

When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.

High score wins. Tiebreakers are, in order, (1) number of upgraded pieces; (2) total number of pieces.

DEATHMATCH RULES: TWO PLAYERS (DUEL)

No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame.

Destroying pieces scores VPs as follows:

  • - 1 VP for every 2 common pieces, rounded down
  • - 1 VP for a heroic piece
  • - 2 VPs for a legendary piece

Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.

If you play a flare your opponent gains 1 VP.

DEATHMATCH RULES: THREE OR FOUR PLAYERS

Setup: In three-player Deathmatch, the third player places one common piece adjacent to each diamond symbol. In four-player Deathmatch, the fourth player places one common piece adjacent to each diamond symbol for the first, third and fourth players. As usual, the first player only gets one action. (Sounds complicated? Don't worry, BGA automates the setup.)

Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)

When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.

When you summon a legend, you may choose which opponent to score 1 VP against.

You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).

Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.

Improvised Summoning

Once per game, and once for each opponent's colour, a player may use an opponent's piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent's colour.) Only one piece may be used per improvised summoning: you may not use two different opponents' pieces simultaneously.

EVERFROST EXPANSION

Several Beings in the Everfrost deck have "frozen effects". These effects do not have to take place immediately upon summoning; they can be activated later ("thawed"), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.

NETHERVOID EXPANSION

Many of the effects in Nethervoid depend on a special marker called the "Gateway", which is automatically created when a Being is summoned; that marked piece is now called "The Gateway". It follows these rules: 1) If no Gateway is on the board, the next summoned common or heroic Being will create a Gateway. 2) If a common Gateway is on the board, then if a heroic Being is summoned it will shift to the new piece. 3) If the Gateway is heroic, summoning another heroic Being will not affect it. 4) Legendary pieces may never become the Gateway; summoning one has no effect on the Gateway. If an upgrade would turn the Gateway into a legendary piece, the Gateway is destroyed.

ETHERWEAVE EXPANSION

Many Etherweave cards have a "warp" effect; this is a free action that may be played in advance of the card itself, regardless of whether the pattern for that Being is on the board at present. However, until the card itself is summoned, the warped card still counts as being in your hand, and you may not use any more warped effects (though may otherwise summon cards as normal). Leaving a card "in the warp" reduces your score by 2; this penalty is removed the moment the warped card is summoned. (NB: A warp may not be played on the first turn of the game.) Several Etherweave cards allow you to swap pieces or temporarily remove them from the board; neither of these actions count as destroying a piece (for the purpose of High Form goals or Deathmatch scoring).