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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.
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.


When a round (year) starts, each player programs his move board with either :
When a round (year) starts, each player programs his move board with six of :
  - a colour of path to follow
  - a colour of path to follow
  - a white and green symbol to action at the location
  - a white and green symbol to perform an action at the location
  - a yellow x to wait at the location  
  - a yellow x to wait at the location


They then submit their choices.
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.)
 
When all players have submitted their orders for the round (year), then beginning with the start player and proceeding clockwise, each player in turn executes their first programmed order.
 
Each player then carries out the remaining five orders, again beginning with the start player, followed by the player on their left and so on until the last player has played their sixth order.
 
At the end of the round (year) the start player token moves one to the left.


All orders must be followed if possible.
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 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 symbol at the location and there is a grey recruiting disk at that 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).
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).
Units are peasant militia (orange), archers (green), infantry (grey), clerics (white) and battle mages (purple).


If a player programs a white and green action symbol at the location and there is a white monsters disk at that 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 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.
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.
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.

Версія ад 19:42, 16 жніўня 2020

Lords Of Xidit Rules (EN): [[1]]

This a hidden move programming game, similar to RoboRally.

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.

When a round (year) starts, each player programs his 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 Game 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).

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).

For the first assessment, the person with the least is eliminated from contention (two players are eliminated in a 5-player game).

For the second and 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.

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.