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How to use this reference sheet Assumption:

Concise Reference Sheets v11 by hecose. How to use this reference sheet Assumption: This reference sheet assumes that you have read the complete rules of the game and are familiar with how the game works This reference sheet is useful when:

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How to use this reference sheet Assumption:

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  1. Concise Reference Sheets v11 by hecose • How to use this reference sheet • Assumption: • This reference sheet assumes that you have read the complete rules of the game and are familiar with how the game works • This reference sheet is useful when: • You have not played the game for some time and do not remember all the rules details (e.g. starting money, scoring methods) • You are teaching the game and want to give a simple and structured overview • The concise reference sheets are submitted to their respective game entries at www.boardgamegeek.com. The complete set is also submitted to the “7 Wonders” game entry, for the convenience of those who wish to download all in one go. • Please send a message to my Boardgamegeek mailbox if you find any errors or have any comments. My username is hecose. • Blog: hiewandboardgames.blogspot.com • Games covered: • 10 Days in Asia • 7 Wonders (new in v11) • A Game of Thrones • A Game of Thrones: A Clash of Kings • Acquire • Africa • Age of Empires III • Age of Steam (2nd edition) • Agricola • Airships • Aquaretto • Ark • Around the world in 80 days • At the Gates of Loyang • Automobile • Axis & Allies: Battle of the Bulge • Axis & Allies: Guadalcanal • Axis & Allies Pacific 1940 (corrected in v11) • Babel • Barbarossa • Beowulf • Blue Moon • Bohnanza • Bonnie and Clyde (Mystery Rummy) • Bootleggers • Brass & 2P variant • Britannia

  2. Concise Reference Sheets v11 by hecose • Campaign Manager 2008 (corrected in v11) • Carcassonne Discovery • Carcassonne The City • Cash a Catch • Caylus • Caylus Magna Carta • Chateau Roquefort • Chicago Express • Chinatown • Citadels • ColorMonsters • Colosseum • Container • Cosmic Encounter • Crusader Rex (rules v1.4) • Cuba • Die Dolmengotter • Die Macher • Dixit • Domaine • Dominion • Downfall of Pompeii • Dschunke • Dune (Descartes edition) • Dungeon Lords • Eastern Front 2 • El Capitan • Elfenland • Fearsome Floors • Felix: the cat in the sack • Fluch die Mumie • Formula De • Frank’s Zoo • Fresh Fish • Funny Friends • Galaxy Trucker • Ghost Stories (enhanced in v11) • Goa • Greed Incorporated • Hannibal: Rome vs Carthage • Hansa • Hansa Teutonica • Hare and Tortoise • Hollywood Blockbuster / Traumfabrik • Homesteaders • Ice Flow • In the Shadow of the Emperor • In the Year of the Dragon • Indonesia • Inca Empire (new in v11) • Incan Gold / Diamant • Innovation (new in v11) • Java • Kayanak • Keltis • Klunker • Le Havre • Loco • London (new in v11) • Lord of the Rings • Lord of the Rings: Battlefields • Lord of the Rings: Friends & Foes • Lord of the Rings: Sauron • Lord of the Rings: The Confrontation • Louis XIV • Macao • Mamma Mia • Mamma Mia Grande • Manila • Mare Nostrum • Medici • Medici vs Strozzi • Medina • Metropolys • Mexica • Mordred • Mykerinos • Nefertiti • Niagara • Norenberc (new in v11) • Notre Dame • O Zoo le Mio (Zoosim) • Oltremare • On the Underground • Once Upon A Time • Pacific Victory • Pack & Stack • Palazzo • Perikles • Pick Picknic (corrected in v11) • Planet Steam • Poison • Power Grid • Power Grid – Factory Manager • Power Struggle (new in v11) • Puerto Rico • Quo Vadis? • R-Eco • Race for the Galaxy • Rommel in the Desert • Royal Turf

  3. Concise Reference Sheets v11 by hecose • Santiago • Scotland Yard • Settlers of Catan Card Game & 1st expansion • Show Manager • Snow Tails • Sole Mio • Space Alert • Stone Age • Strozzi • Struggle of Empires • Taj Mahal • Tales of Arabian Nights • Tempus • That’s Life • Thebes • Thief of Baghdad • Through the Desert • Thurn and Taxis • Ticket To Ride Card Game • Ticket To Ride series ref chart • To Court The King • Tongiaki • Trias • Tribune • Twilight Struggle • Um Reifenbreite • Uruk – Wiege der Zivilisation • Vinci • Wallenstein • Wasabi • Waterloo • Wilderness War (correction pending) • Witch’s Brew • Wizard (new in v11) • Yspahan • Zooloretto

  4. Inca Empire • Start: • Players: 1 road, 3 event cards, 1 random turn order tile. • Board: Local Culture markers in all regions, face-up for regions next to start region. • Structure: as per timeline on board. • Inca Phase • Receive labour according to era box, from conquered Local Culture markers, 1 per terrace. • Leader(s) give labour to trailer(s). Era 2: 1st gives one to last. Era 3 & 4: 1st gives two to last, 2nd gives one to 3rd (unless 3P). • Sun Phase • Update turn order – reverse of VP track position • Play event card face-down then draw one • Resolve event cards, each impacting 2 players • People Phase (2 actions in either order) • Build up to 2 roads (free). Road network must be connected. Can build in unconquered region only if one end points at a conquered region. Reveal Local Culture marker once region touched. • Construction (choose one): • Conquer region – Own road must touch region. Pay labour equal to resistance and claim Local Culture marker. Gain VP on marker. All adjacent markers revealed. • City – Pay 6 labour, must be conquered region and must be connected to own network. 4VP. • Garrison – Pay 4 labour, must be conquered region and must be connected to own network. 3VP. • Temple – on anyone’s city, pay 5 labour, must be connected to own network. 4VP, more if Significant City. • Terrace – Pay 2 labour, place terrace next to own conquered Local Culture marker (max 1 each). 1VP. • One more road – Pay 1 labour. • Pass • Sapa Inca Phase • Discard all events • Score: terrace 1VP, connected temple/garrison/city 1/2/3VP • Discard labour exceeding number indicated in era box • Others: • If tied on VP track, put later marker outside. Tie breaker advantages inner marker. • If part of network becomes disconnected from capital, no scoring of disconnected regions. • 3P: • See rules for components to remove • Inca Empire • Start: • Players: 1 road, 3 event cards, 1 random turn order tile. • Board: Local Culture markers in all regions, face-up for regions next to start region. • Structure: as per timeline on board. • Inca Phase • Receive labour according to era box, from conquered Local Culture markers, 1 per terrace. • Leader(s) give labour to trailer(s). Era 2: 1st gives one to last. Era 3 & 4: 1st gives two to last, 2nd gives one to 3rd (unless 3P). • Sun Phase • Update turn order – reverse of VP track position • Play event card face-down then draw one • Resolve event cards, each impacting 2 players • People Phase (2 actions in either order) • Build up to 2 roads (free). Road network must be connected. Can build in unconquered region only if one end points at a conquered region. Reveal Local Culture marker once region touched. • Construction (choose one): • Conquer region – Own road must touch region. Pay labour equal to resistance and claim Local Culture marker. Gain VP on marker. All adjacent markers revealed. • City – Pay 6 labour, must be conquered region and must be connected to own network. 4VP. • Garrison – Pay 4 labour, must be conquered region and must be connected to own network. 3VP. • Temple – on anyone’s city, pay 5 labour, must be connected to own network. 4VP, more if Significant City. • Terrace – Pay 2 labour, place terrace next to own conquered Local Culture marker (max 1 each). 1VP. • One more road – Pay 1 labour. • Pass • Sapa Inca Phase • Discard all events • Score: terrace 1VP, connected temple/garrison/city 1/2/3VP • Discard labour exceeding number indicated in era box • Others: • If tied on VP track, put later marker outside. Tie breaker advantages inner marker. • If part of network becomes disconnected from capital, no scoring of disconnected regions. • 3P: • See rules for components to remove

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