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(Änderung 59 von Hoover2701 (Diskussion) rückgängig gemacht.)
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'''Entwicklungsaktionen'''


Hopliten ausbilden: Kann pro Zug nur in einer Polis durchgeführt werden; bezahle 1 Metall (oder 1 Silber) je Hoplit
== Entwicklungsaktionen ==
Galeeren bauen: Kann pro Zug nur in einer Polis durchgeführt werden; bezahle 1 Holz (oder 1 Silber) je Galeere
 
# Hopliten ausbilden: Pro Zug nur in 1 Polis durchführbar; Zahle 1 Metall (oder 1 Silber) pro Hoplit
# Galeeren bauen: Pro Zug nur in 1 Polis durchführbar; Zahle 1 Holz (oder 1 Silber) pro Galeere, dann platziere sie in dem angrenzenden Seegebiet (siehe Pfeil).
# Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.
 
== Military Actions (cost 1 Prestige) ==
 
# Move Hoplites: Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.
# Move Galleys: Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.
# Besiege Polis: Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:
* If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).
* If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.
# Collection: Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.
 
== Political Actions ==
 
# Trade: Move one merchant via free trade route to Foreign Market and place it on available shipload:
* Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).
* Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).
# Move Proxenos: Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).
# Redeem Proxenos: Pay 2 silver to opponent; place Proxenos in capital.
# Instigate Civil War: Proxenos needed; action costs 2x Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).
 
== Battle ==
 
If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:
* not matching: defender loses 1 unit, attacker gains Prestige on card.
* matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).
 
The battle ends if:
# not enough cards are left in the Combat Card deck.
# one player retreats (and pays 1 Prestige to opponent).
# one player has less than 2 units left.
 
== End of the Round ==
 
# Projects: all are completed, and award immediate Prestige.
# Supply: player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.
# Growth: increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.
# Megalopolis: 1 Prestige awarded for every polis exceeding Base Population.
# Storage: halve amount of oil, wine, and wheat in storage (rounded up)
# Phoros: exchange Prestige for silver (1:1). Optional.
 
== Preparations for the next Round ==
 
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.
 
== End of Game Conditions ==
 
# A player cannot supply enough wheat/Prestige to feed his capital.
# A player does not have any Prestige left after “End of Round” phase.
# The fourth round (5β) has been finished.
 
== Final Score ==
 
* total of Population Cubes in all poleis, plus
* current Prestige, plus
* ”Prestige for Posterity” (on project tiles).

Version vom 25. Januar 2015, 14:55 Uhr

Entwicklungsaktionen

  1. Hopliten ausbilden: Pro Zug nur in 1 Polis durchführbar; Zahle 1 Metall (oder 1 Silber) pro Hoplit
  2. Galeeren bauen: Pro Zug nur in 1 Polis durchführbar; Zahle 1 Holz (oder 1 Silber) pro Galeere, dann platziere sie in dem angrenzenden Seegebiet (siehe Pfeil).
  3. Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.

Military Actions (cost 1 Prestige)

  1. Move Hoplites: Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories); territories controlled by opponent block movement.
  2. Move Galleys: Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.
  3. Besiege Polis: Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:
  • If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).
  • If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.
  1. Collection: Take resources corresponding to hoplite placement in Tribute Box. Place disk. No Prestige cost for action in home region.

Political Actions

  1. Trade: Move one merchant via free trade route to Foreign Market and place it on available shipload:
  • Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).
  • Purchase (silver paid for wheat); then increase market value (roll die twice; use higher result to move marker left).
  1. Move Proxenos: Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).
  2. Redeem Proxenos: Pay 2 silver to opponent; place Proxenos in capital.
  3. Instigate Civil War: Proxenos needed; action costs 2x Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).

Battle

If 8 or more units in territory after player's turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:

  • not matching: defender loses 1 unit, attacker gains Prestige on card.
  • matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).

The battle ends if:

  1. not enough cards are left in the Combat Card deck.
  2. one player retreats (and pays 1 Prestige to opponent).
  3. one player has less than 2 units left.

End of the Round

  1. Projects: all are completed, and award immediate Prestige.
  2. Supply: player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.
  3. Growth: increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.
  4. Megalopolis: 1 Prestige awarded for every polis exceeding Base Population.
  5. Storage: halve amount of oil, wine, and wheat in storage (rounded up)
  6. Phoros: exchange Prestige for silver (1:1). Optional.

Preparations for the next Round

Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.

End of Game Conditions

  1. A player cannot supply enough wheat/Prestige to feed his capital.
  2. A player does not have any Prestige left after “End of Round” phase.
  3. The fourth round (5β) has been finished.

Final Score

  • total of Population Cubes in all poleis, plus
  • current Prestige, plus
  • ”Prestige for Posterity” (on project tiles).