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Gamehelpwarchest

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Overview

The aim is to be the first to place all your control markers on green spaces (Key Locations)

Each player has a set of discs representing different units, which will be different for each player and so each player will behave differently


Core Concepts

You can only have one disc (or stack of discs) of each unit out at one time

Discs are used to take actions with matching discs out in the field

Each player has a wild disc (Royal) which can be used to take actions with any disc out in the field

You have 3 discs available to you to use, a number of discs in your draw bag (in your profile area) and a number of discs in reserve (to the left of your hand) ready to go into your draw bag

You each take turns using a single disc until you have no discs left, at which point you both draw back up to 3 discs


Turn

On your turn, select a disc and either place it on the board, discard it face up, or discard it face down


Placement

If you choose to place the disc on the board this can either be on an empty space with either your control marker or your starting locations, or on a space where the same unit is present to bolster it (i.e. make it more difficult to get rid of)


Discard (Face Down)

This will give you 3 options:

Claim Initiative if you do NOT hold it to go first next round

Pass for this action, but may still take an action next turn

Recruit a new Unit from your supply into your discard area, your opponent will get to know what Unit you recruit


Discard (Face Up)

This will give you 4 options performed with an on the board unit of the same type:

Move to an empty adjacent space

Control a location by placing your control marker on the space or swapping an opponent's control marker with your own (Note: 1 Control marker per space, i.e. you cannot "bolster" control to have 2+ control markers on same space)

Attack an adjacent enemy unit by removing one of its discs from the game (i.e. if there was a bolstered stack of 2, it is now 1)

Tactic is the unit's special ability which is carried out in full, an "!" shows something extra they can do beyond normal rules whilst "X" shows something that unit cannot do within normal rules


END OF BASIC RULES

You do not need to read any further unless you want to know about advanced and 4 player versions

Advance Rules

After you've learnt the game, you have three options for future play:

1) You can play with one of the other pre-made unit configurations

2) You can play with random units

3) You can draft units to give wider choices

Four Player / Team Changes

There are 2 Royal (wild) discs shared between the partners

There are 3 starting spaces

Each player has 3 units unique to them

The initiative marker goes to one player, but the other player from the same team cannot take it from them as an action

Players take alternating turns between the two teams

Controlled locations are shared by both players on a team

Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)

Players on the same team are friendlies, so you cannot hurt your partner

Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team