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== Game forms ==
== HIGH FORM RULES ==


On Board Game Arena, Tash-Kalar may be played only by 2 players (now support up to 4 players), and in 2 distinct forms :
High form is currently only implemented as a two-player game on BGA.


- '''The High Form''': Players score points for tasks and for legendary pieces currently on the board.
=== 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.  


- '''Deathmatch Duel''': No tasks. Players score points for destroying enemy pieces, for summoning legendary beings, and when their opponent invokes a flare.
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.


The actual board game also features Deathmatch Melee for 3 or 4 players, and team play.
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.


== Setup ==
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 draws 6 cards : 3 beings from his or her own deck, 2 legends, and 1 flare.
=== 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).


In '''High Form''', 3 tasks are revealed that may be claimed, along with a fourth "next task".
=== Turns ===


In '''Deathmatch''', the player who plays second puts one common piece of each color on the game board, on marked squares.
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.


== Game play ==
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.)


Players take turns in clockwise order, beginning with the starting player.
=== Playing a Flare ===
Each turn, you have 2 actions. Exception: The starting player has only 1 action on his or
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.
her first turn.


Possible actions:
=== 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.


- '''Place 1 common piece''' of your color on any empty square. If you have none left to place, you begin this action by picking up 1 of your common or heroic pieces, then place it as a common piece.
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.


- '''Summon a being'''. (See below.)
=== 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.  


- '''Discard 1 being''' that you drew from your deck. If you do, you may also return one
=== Running Out of Pieces ===
or more of your other cards to the bottoms of their decks.
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.)


Actions can be done in any order. You can do more than one “place” or “summon” action
=== Game End and Scoring ===
per turn (but no more than one “discard” action). You have to use all your actions.
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.
You can invoke a flare (see below) before or after any action.
Invoking a flare does not cost you an action.


Finish your turn by drawing cards so that you end up with 3 beings from your deck, 2
High score wins. Tiebreakers are, in order, (1) number of upgraded pieces; (2) total number of pieces.
legends, and 1 flare.
If you draw the last card in your deck, you may end up with fewer than 3.


'''High Form''': At the end of the turn, you may claim exactly 1 of the current tasks, if you meet its
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==
criteria.


'''Deathmatch''': At the end of your turn, score points for destroyed enemy pieces: 2 points for legendary,
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame.  
1 point for heroic, 1 point for each pair of common pieces.
You get no points for destroying your own pieces. You get no points for an un-
paired common piece.
Also score 1 point each time you summon a legend. (Upgrading a heroic piece does not
count as “summoning a legend”.)


== Summoning a being ==
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


To summon a being, use 1 action and do the following:
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.


- '''Play the card''' from your hand and choose a square on the board where your pieces match the pattern on the card.
If you play a flare your opponent gains 1 VP.
The pattern can be rotated (by 90, 180, or 270 degrees). Mirror images and flips
also count as a match.
The pieces used to summon the being can be the same rank as those depicted
in the pattern or higher rank.
Empty squares are not important to the pattern.


- '''Place a piece of the indicated rank''' (upper left corner of the card) on the square
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==
indicated by the white-framed square in the pattern.
This square may be empty, unless the pattern says it must be occupied by one
of your pieces.
If the square is occupied by a piece of the same rank or lower, destroy that piece
when you put the new piece on the square.
If the square is occupied by a piece of higher rank, you cannot summon the
being.
If all your pieces of that type are already on the board, you may
still be able to summon the being by picking up a piece that is not required for the pattern and use it as
the new piece.


- Once the new piece is on the board, '''resolve the effect''' printed on the card.
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.)


- After resolving the effect, discard the card.
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.)


== Invoking a flare ==
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.


You can invoke a flare on your turn before or after any action.
When you summon a legend, you may choose which opponent to score 1 VP against.
To invoke a flare, you must meet at least one of the criteria:


- You meet the upper criterion if your opponent has '''that many more upgraded
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).
pieces''' (heroic and legendary) on the board than you.


- You meet the lower criterion if your opponent has '''that many more pieces (total)'''
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.
on the board than you.


If you meet the upper criterion, you resolve the upper effect. If you meet the lower
=== Improvised Summoning ===
criterion, you resolve the lower effect. If you meet both, you resolve the upper effect
first, then the lower.
Once the card has been resolved, discard it.


== Resolving effects of beings and flares ==
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.


No other action can be taken and no flare can be invoked until the entire effect of the
== EVERFROST EXPANSION ==
card is resolved.
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.
Some parts of an effect may be optional:
 
- May indicates that a certain part of an effect is optional.
 
- Up to always includes 0.
 
Any parts that are not specified as optional are mandatory.
If an effect cannot be performed fully, do the parts that can be done.
When a card uses its own name, it is referring to the piece on the board that represents
the summoned being.
 
'''Keywords''':
 
- Upgraded piece: a heroic or legendary piece.
 
- Non-legendary piece: a common or heroic piece.
 
- Piece: If a piece is not specified as belonging to you or an opponent, then the
effect includes any player's piece.
 
- Marked space: a colored space in the pattern. If the text does not refer to marked
spaces, the colored spaces in the pattern are just illustrational.
 
- Adjacent square: one of eight squares sharing an edge (orthogonally adjacent)
or a corner (diagonally adjacent) with a given square. If the given square is not
specified, assume it is the square currently occupied by the newly summoned
piece.
 
- Distance: the shortest number of moves required to get from one square to
another. For example, adjacent squares are at distance 1.
 
- Move: A move is always onto an adjacent square. A move onto an occupied square
destroys the piece that was there.
 
- Standard move: This type of move can be only onto an empty square or a square
occupied by a piece of lower rank.
 
- Combat move: This type of move can be only onto an empty square or a square
occupied by a piece of equal or lower rank.
 
- Standard leap and combat leap: A leap is the same as a move, except the square
doesn’t have to be adjacent. If not specified, a leap can be onto any square on the
board.
 
- Place: Like the “place” action. However, if there is no piece of the specified color
and rank available, the piece cannot be placed.
 
- Upgrade: Legendary pieces cannot be upgraded. To upgrade a common piece, flip
it over. To upgrade a heroic piece, remove it and replace it with a legendary piece.
If none is available, the heroic piece cannot be upgraded.
 
- Downgrade: Common pieces cannot be downgraded. To downgrade a heroic piece,
flip it over. To downgrade a legendary piece, replace it with a heroic piece. If none
is available, the legendary piece cannot be downgraded.
 
- Destroy: To destroy a piece, remove it from the board.
 
- Convert: To convert an enemy piece, replace it with one of your pieces of the same
rank (unless a different rank is specified).
 
When keeping track of '''how many enemy pieces you destroyed''', count pieces you
destroyed during summoning, pieces you destroyed with moves and leaps, pieces you
destroyed with a “destroy” effect, and pieces you converted. Neither upgrading nor
downgrading ever counts as destroying a piece.
 
== The end of the game ==
 
The end of the game is triggered when a player draws the last card from his or her deck.
 
In '''High Form''', the end of the game is also triggered if a player has 9 or more points at the end of any
player’s turn.
Count the points for tasks claimed (by the player or by the team) plus 1 point for
each legendary piece of that player’s color currently on the board. (It doesn’t
matter how the piece became legendary.)
 
In '''Deathmatch''', the end of the game is also triggered if a player reaches or surpasses 18 points.
 
Once the turn that triggers the end is done, play continues so that each player gets one
more turn, including the player whose turn triggered the end. Then the game ends.
The player with more points wins.
If there is a tie, the tiebreakers are, in this order: number of upgraded pieces on
the board and then total number of pieces on the board.
If there is still a tie, it remains unbroken.
 
----
 
These rules are extracted from CGE's full rules for Tash-Kalar.

15.35, 20 Ekim 2017 itibarı ile sayfanın şu anki hâli

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.