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De Board Game Arena
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OBJECT OF THE GAME

Each player aims at obtaining gems throughout extravagant magical duels. To do this, each person has a hand of spell cards to face their rivals through elemental (spell type) or power (spell value) duels. However, there will be a problem, because each person will have cards in their hand only to be seen by oneself (hidden cards) and other cards only to be seen by other players (open cards). Therefore, at the start of the game, you will not know the element and power of all your cards. You can ask for information about your open cards or deduce their characteristics by paying attention to the already played cards. Everything goes in this pitched battle to make it to the next grade.

GAMEPLAY

The person wearing the most extravagant outfit is the first player. Gameplay continues clockwise. In their turn, each player must perform one of the following actions:

A. Ask for information or

B. Challenge someone to a duel

A. ASK FOR INFORMATION

The player picks one of his or her open cards and asks someone for information about that card. The person providing the clue chooses whether it is information about the element or power level.

Exception: If the indicated card is a light or shadow spell, the information given cannot be about its element or power, it must be “it is a special spell” instead. No further explanations.

Important! If the information to be provided is repeated on another card, you must also point that out, even if it is a special spell.

B. CHALLEGE SOMEONE TO A DUEL

The player in turn chooses a rival and challenges him or her to a duel and announces aloud the type of duel, elemental or power level, and must give information to the rival about one of his or her cards, following the same rules previously described, with the exception that the challenger chooses the rival’s card on which to give information. Remember that you cannot give information your rival already knows about the chosen card.

Exception: if the player already has complete information about the cards, skip the action of giving information.

Once the information is given, challenger and challenged proceed to a duel, takING the chosen cards at the same time and place them face up on the table.

The winner of the duel takes a gem, representing 1 victory point and places it in front of him or her.

Important! In case of a tie in a duel, the extravagant ritual is performed again with a second card, bearing in mind the type of duel previously declared. The winner of this second duel will receive two gems instead of one. If the tie persists, a third card is played (increasing the number of gems to be obtained), and so on. In the rare event that a tie persists with all cards in hand, the game is immediately over and the whole group shares victory.

At the end of the duel, both people put the played cards in the discard area in a visible and orderly manner and draw cards from the deck until they have 4 cards in hand again (5 cards in a 2-player game). The winner places the cards drawn openly (without being able to see them, but visible to the other players) and the loser places them hidden (only visible to him or her and hidden from other players).

ELEMENTAL DUEL

In this type of duel only the element of the card is considered, not its power level. Water beats fire, fire beats plant and plant beats water. Light always wins and shadow always loses.

POWER LEVEL DUEL

In this type of duel only the card’s power level is considered, not its element. The card with the higher numerical value wins.

END OF THE GAME

The game is automatically over when someone gets as many gems as shown below:

2 players: 7 gems

3 players: 6 gems

4 players: 5 gems

5 players: 4 gems

That person is the winner.