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Theme
- This a hidden movement and programming game.
Goal
- The goal is to gather all kinds of fighter classes on "recruiting" cities (grey background disk) and defeat monsters threatening the towns (white background disk).
- To defeat a monster you need to have all classes of fighters shown at the bottom of the disk.
Game play
When a round (year) starts, each player programs their move board with six of:
- a colour of path to follow
- a white and green symbol to perform an action at the location
- a yellow x to wait at the location
- The order are then executed in clockwise order, one order at a time, always starting with the starting player.
- At the end of the round (year) the start player token moves one to the left.
- All orders must be followed if possible.
- If a player programs a move then they must move if that colour path leads into/out of the city they are in.
- If a player programs a white and green action on a grey disk city, they take the weakest unit left on the disk.
- orange < green < grey < white < purple.
- However, a player can only recruit one unit from each city in a round (year).
- Units are peasant militia (orange), archers (green), infantry (grey), clerics (white) and battle mages (purple).
- If a player programs a white and green action on a white disk (monsters) city, they must defeat the monster if they have the units necessary to fight it (shown at the bottom of the tile) and return those units to the barracks.
- They then take two of the three rewards on offer:
- Wealth (gold tokens)
- Reputation (placing bard tokens in neighbouring areas) or
- Influence (placing pieces on sorcerers' towers).
- If a player programs a yellow X to wait at the location they do nothing when that order is resolved.
- Empty grey recruiting disks and defeated white monster tiles are replaced immediately by the next in line, which can be seen to the right of the board, thus allowing players to plan ahead.
- At the end of Years 4, 8 and 12 there is a military census and players can reveal units that they currently have, with the player(s) who reveal the most of each type of unit gaining a reward.
- This is resolved one unit type at a time, from weakest to strongest (orange < green < grey < white < purple).
Game end
- The game ends after the military census at the end of game year 12.
- There are now three assessments carried out to determine the winner of the game.
- The order of these assessments is determined randomly at the start of the game and can be seen to the right of the board
- There are three tracks, each of which will have one of the blue, yellow or pink tokens at the bottom of it.
Assessment Order
First assessment
- The person with the least is eliminated from contention.
- Two players are eliminated in a 5-player game
Second & Third assessments
- The person with the least is eliminated from contention, meaning only one player will remain at the end of the third assessment and they have won the game.
Assessment Types
Wealth assessment (yellow token)
- Add up gold tokens held in hand.
Influence assessment (blue token)
- Count the number of pieces for each player in the sorcerers' towers on the board.
Reputation assessment (pink token)
- Resolve each area of the board and the central bastion, awarding points to the player with the most and the second most bard tokens in that area.
- Add up all of the points that each player earns in this way.
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