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Gamehelptashkalar:修订间差异

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(以“比賽形式 在棋盤遊戲競技場,塔什 - 卡拉爾可能只有2名球員出場,並在2個不同的形式: - 高級形態:球員得分的任務和傳...”为内容创建页面)
 
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比賽形式
== Game forms ==


在棋盤遊戲競技場,塔什 - 卡拉爾可能只有2名球員出場,並在2個不同的形式:
On Board Game Arena, Tash-Kalar may be played only by 2 players, and in 2 distinct forms :


- 高級形態:球員得分的任務和傳說中的作品目前在黑板上點。
- '''The High Form''': Players score points for tasks and for legendary pieces currently on the board.


- 死鬥決鬥:沒有任務。球員得分摧毀敵人件,用於召喚傳說中的生物,而當他們的對手調用耀斑。
- '''Deathmatch Duel''': No tasks. Players score points for destroying enemy pieces, for summoning legendary beings, and when their opponent invokes a flare.


實際棋盤遊戲還設有死鬥近戰3或4名球員,和球隊的發揮。
The actual board game also features Deathmatch Melee for 3 or 4 players, and team play.


設定
== Setup ==


每個玩家抽6張牌:從他或她自己的甲板上,2傳奇3眾生,和1耀斑。
Each player draws 6 cards : 3 beings from his or her own deck, 2 legends, and 1 flare.


在高表3任務顯示,可以根據權利,以及一個第四個“下一任務”。
In '''High Form''', 3 tasks are revealed that may be claimed, along with a fourth "next task".


在死鬥,誰扮演第二的玩家將在遊戲板上的每種顏色的一個共同的一塊,對標廣場。
In '''Deathmatch''', the player who plays second puts one common piece of each color on the game board, on marked squares.


遊戲
== Game play ==


玩家輪流在順時針順序,與首發球員開始。每轉一圈,你有2個動作。例外:首發球員只有1個動作在他或她的第一個回合。
Players take turns in clockwise order, beginning with the starting player.
Each turn, you have 2 actions. Exception: The starting player has only 1 action on his or
her first turn.


可能的操作:
Possible actions:


- 你的顏色將1件常見的任何空方。如果您沒有留下來的地方,你開始這個動作拿起1的普通或英雄片,然後把它作為一個共同的作品。
- '''Place 1 common piece''' of your color on any empty square. If you have none left to place, you begin this action by picking up 1 of your common or heroic pieces, then place it as a common piece.


- 召喚一個生命。 (見下文。)
- '''Summon a being'''. (See below.)


- 放棄1是,你從你的甲板上畫。如果你這樣做,你也可能會返回一個或多個其他的卡套牌的底部。
- '''Discard 1 being''' that you drew from your deck. If you do, you may also return one
or more of your other cards to the bottoms of their decks.


  動作可以以任何順序進行。你可以做一個以上的“到位 或每轉“召喚 的動作(但不超過一個“放棄 動作)。你必須使用你所有的行動。可以前或任何動作後調用一個火炬(見下文)。調用耀斑不花你的行動。
Actions can be done in any order. You can do more than one “place or “summon action
per turn (but no more than one “discard action). You have to use all your actions.
You can invoke a flare (see below) before or after any action.
Invoking a flare does not cost you an action.


通過使你最終從你的甲板上3眾生,2傳說和1耀斑繪圖卡完成輪到你了。如果您在甲板上繪製最後一張牌,你可能會少於3。
Finish your turn by drawing cards so that you end up with 3 beings from your deck, 2
legends, and 1 flare.
If you draw the last card in your deck, you may end up with fewer than 3.


高形式:在回合結束時,你可以要求當前的任務正是1,如果你符合其標準。
'''High Form''': At the end of the turn, you may claim exactly 1 of the current tasks, if you meet its
criteria.


  死鬥:在你的回合結束時,得分為摧毀敵方件:2分傳奇,1點英雄,每1點對普通件。你沒有點摧毀你自己的作品。你沒有點的非成對常用件。也得分每次召喚一個傳說時間1點。 (升級英雄片不能算作“召喚傳奇 。)
'''Deathmatch''': At the end of your turn, score points for destroyed enemy pieces: 2 points for legendary,
1 point for heroic, 1 point for each pair of common pieces.
You get no points for destroying your own pieces. You get no points for an un-
paired common piece.
Also score 1 point each time you summon a legend. (Upgrading a heroic piece does not
count as “summoning a legend .)


召喚一個生命
== Summoning a being ==


召喚一個生命,用1行動,並做到以下幾點:
To summon a being, use 1 action and do the following:


- 從你手上玩卡,並選擇在董事會一個廣場,在那裡你的作品符合卡上的圖案。該圖案可以旋轉(90°,180°,或270度)。鏡像並翻轉也算匹配。用來召喚幸福件可以是同一等級的那些模式或更高級別描述。空方塊是不重要的圖案。
- '''Play the card''' from your hand and choose a square on the board where your pieces match the pattern on the card.
The pattern can be rotated (by 90, 180, or 270 degrees). Mirror images and flips
also count as a match.
The pieces used to summon the being can be the same rank as those depicted
in the pattern or higher rank.
Empty squares are not important to the pattern.


- 將在由白色框方形的圖案所表示的方形片指定等級的(卡的左上角)。這個廣場可能是空的,除非模式說,它必須由你的作品之一被佔用。如果正方形是由一塊同一職級或更低的佔用,破壞那件當你把新作品在廣場上。如果正方形是由一塊高級別的佔用,不能召喚幸福。如果你所有的作品的類型都已經在黑板上,你仍然可以拿起了不需要的格局,並以此為新的一塊一塊召喚幸福。
- '''Place a piece of the indicated rank''' (upper left corner of the card) on the square
indicated by the white-framed square in the pattern.
This square may be empty, unless the pattern says it must be occupied by one
of your pieces.
If the square is occupied by a piece of the same rank or lower, destroy that piece
when you put the new piece on the square.
If the square is occupied by a piece of higher rank, you cannot summon the
being.
If all your pieces of that type are already on the board, you may
still be able to summon the being by picking up a piece that is not required for the pattern and use it as
the new piece.


- 一旦新的段子在黑板上,解決印在卡上的效果。
- Once the new piece is on the board, '''resolve the effect''' printed on the card.


- 解決影響後,放棄卡。
- After resolving the effect, discard the card.


調用耀斑
== Invoking a flare ==


你可以前或採取任何行動後,調用輪到你一個耀斑。要調用一個光斑,你必須滿足的條件中的至少一個:
You can invoke a flare on your turn before or after any action.
To invoke a flare, you must meet at least one of the criteria:


- 你滿足上面的標準,如果你的對手有很多更多的升級件(英雄和傳奇)在黑板上比你。
- You meet the upper criterion if your opponent has '''that many more upgraded
pieces''' (heroic and legendary) on the board than you.


- 你滿足了較低的標準,如果你的對手有很多的主板比你更件(個)。
- You meet the lower criterion if your opponent has '''that many more pieces (total)'''
on the board than you.


如果您符合上面的標準,您解決上的作用。如果你符合下面條件,你解決了低效果。如果你滿足,你先解決上面的效果,則越低。一旦卡已經解決了,放棄吧。
If you meet the upper criterion, you resolve the upper effect. If you meet the lower
criterion, you resolve the lower effect. If you meet both, you resolve the upper effect
first, then the lower.
Once the card has been resolved, discard it.


解決人類和耀斑的影響
== Resolving effects of beings and flares ==


沒有其他的動作可採取無光斑可以被調用,直到卡的整個效果得以解決。的效果有些部分可能是可選的:
No other action can be taken and no flare can be invoked until the entire effect of the
card is resolved.
Some parts of an effect may be optional:


- 月表示的效果的某一部分是可選的。
- May indicates that a certain part of an effect is optional.


- 截至始終包含0。
- Up to always includes 0.


未指定為可選的任何部分是強制性的。如果不能完全執行的效果,做到這一點是可以做到的部分。當顯卡採用了自己的名字,它是指片上表示召見屬委員會。
Any parts that are not specified as optional are mandatory.
If an effect cannot be performed fully, do the parts that can be done.
When a card uses its own name, it is referring to the piece on the board that represents
the summoned being.


關鍵詞:
'''Keywords''':


- 升級段子:一個英雄或傳奇的作品。
- Upgraded piece: a heroic or legendary piece.


- 非傳說中的段子:一個共同的或英雄片。
- Non-legendary piece: a common or heroic piece.


- 海賊王:如果一塊沒有被指定為屬於你或者對手,那麼效果包括任何玩家的棋子。
- Piece: If a piece is not specified as belonging to you or an opponent, then the
effect includes any player's piece.


- 有標識的空間:在模式的彩色空間。如果文本沒有引用標記位,在模式的彩色空間只是illustrational。
- Marked space: a colored space in the pattern. If the text does not refer to marked
spaces, the colored spaces in the pattern are just illustrational.


- 相鄰方:八平方共享一個邊(正交相鄰)或角(角相鄰)與給定的原點。如果沒有指定給定的廣場上,假設它是目前由新召喚一塊佔據了廣場。
- Adjacent square: one of eight squares sharing an edge (orthogonally adjacent)
or a corner (diagonally adjacent) with a given square. If the given square is not
specified, assume it is the square currently occupied by the newly summoned
piece.


- 距離:最短的數量來得到一平方到另一個需要移動。例如,相鄰的方塊是在距離1。
- Distance: the shortest number of moves required to get from one square to
another. For example, adjacent squares are at distance 1.


- 移動:一招是永遠到相鄰的廣場。一招到被佔領方破壞了在那裡的一塊。
- Move: A move is always onto an adjacent square. A move onto an occupied square
destroys the piece that was there.


- 標準招:這種類型的舉動只能是到一個空曠的廣場或一塊等級較低佔據一個正方形。
- Standard move: This type of move can be only onto an empty square or a square
occupied by a piece of lower rank.


- 戰鬥招:這種類型的舉動只能是到一個空曠的廣場或一塊相同或更低級別的佔據一個正方形。
- Combat move: This type of move can be only onto an empty square or a square
occupied by a piece of equal or lower rank.


- 標準的飛躍和戰鬥力的飛躍:一個飛躍是一樣的一招,除了多並不一定是相鄰的。如果沒有指定,飛躍可以到電路板上的任何方。
- Standard leap and combat leap: A leap is the same as a move, except the square
doesn’t have to be adjacent. If not specified, a leap can be onto any square on the
board.


地點:像“地方 的行動。但是,如果不存在一塊指定的顏色和可用等級時,片不能被放置。
- Place: Like the “place action. However, if there is no piece of the specified color
and rank available, the piece cannot be placed.


- 升級:傳奇件不能升級。要升級一個共同的一塊,將它翻轉。升級英雄片,刪除它,它與一個傳說中的一塊更換。如果沒有可用的,英雄片無法升級。
- Upgrade: Legendary pieces cannot be upgraded. To upgrade a common piece, flip
it over. To upgrade a heroic piece, remove it and replace it with a legendary piece.
If none is available, the heroic piece cannot be upgraded.


- 降級:通用件不能降級。降級英雄片,將它翻轉。降級一個傳奇片,用英雄的一塊替換它。如果沒有可用的,傳說中的一件不能被降級。
- Downgrade: Common pieces cannot be downgraded. To downgrade a heroic piece,
flip it over. To downgrade a legendary piece, replace it with a heroic piece. If none
is available, the legendary piece cannot be downgraded.


- 摧毀:摧毀了一塊,從主板上取下。
- Destroy: To destroy a piece, remove it from the board.


- 轉換:要轉換的敵人件,(除非指定了不同級別的),它與你的作品同樣等級的更換。
- Convert: To convert an enemy piece, replace it with one of your pieces of the same
rank (unless a different rank is specified).


  當跟踪你有多少個敵人摧毀,算你轉換你的召喚中被摧毀塊,你破壞了與移動和飛躍件,你毀了“破壞 作用件,滴滴。無論是升級,也不降級曾經算是毀了一塊。
When keeping track of '''how many enemy pieces you destroyed''', count pieces you
destroyed during summoning, pieces you destroyed with moves and leaps, pieces you
destroyed with a “destroy effect, and pieces you converted. Neither upgrading nor
downgrading ever counts as destroying a piece.


在比賽結束
== The end of the game ==


比賽結束,當球員從他或她的甲板上得出最後一張牌被觸發。
The end of the game is triggered when a player draws the last card from his or her deck.


在高表,比賽結束也觸發,如果一個球員有9個或更多點的任何玩家的回合結束。算上點聲稱任務(由玩家或團隊),加1點每一塊傳奇的玩家的顏色目前在黑板上。 (不要緊,怎麼一塊成為傳奇。)
In '''High Form''', the end of the game is also triggered if a player has 9 or more points at the end of any
player’s turn.
Count the points for tasks claimed (by the player or by the team) plus 1 point for
each legendary piece of that player’s color currently on the board. (It doesn’t
matter how the piece became legendary.)


在死鬥,比賽結束時,如果一個球員達到或超過18分被觸發。
In '''Deathmatch''', the end of the game is also triggered if a player reaches or surpasses 18 points.


一旦觸發月底完成之交,比賽繼續讓每個球員得到多了一個轉,包括玩家該輪到誰引發的結束。隨後的比賽結束。玩家有更多的積分獲勝。如果出現平局,則同分決賽的,按以下順序:升級件在電路板的數量和電路板件再總數。如果仍然有領帶,它仍然完整。
Once the turn that triggers the end is done, play continues so that each player gets one
more turn, including the player whose turn triggered the end. Then the game ends.
The player with more points wins.
If there is a tie, the tiebreakers are, in this order: number of upgraded pieces on
the board and then total number of pieces on the board.
If there is still a tie, it remains unbroken.
 
----
 
These rules are extracted from CGE's full rules for Tash-Kalar.

2015年2月5日 (四) 12:34的版本

Game forms

On Board Game Arena, Tash-Kalar may be played only by 2 players, and in 2 distinct forms :

- The High Form: Players score points for tasks and for legendary pieces currently on the board.

- Deathmatch Duel: No tasks. Players score points for destroying enemy pieces, for summoning legendary beings, and when their opponent invokes a flare.

The actual board game also features Deathmatch Melee for 3 or 4 players, and team play.

Setup

Each player draws 6 cards : 3 beings from his or her own deck, 2 legends, and 1 flare.

In High Form, 3 tasks are revealed that may be claimed, along with a fourth "next task".

In Deathmatch, the player who plays second puts one common piece of each color on the game board, on marked squares.

Game play

Players take turns in clockwise order, beginning with the starting player. Each turn, you have 2 actions. Exception: The starting player has only 1 action on his or her first turn.

Possible actions:

- Place 1 common piece of your color on any empty square. If you have none left to place, you begin this action by picking up 1 of your common or heroic pieces, then place it as a common piece.

- Summon a being. (See below.)

- Discard 1 being that you drew from your deck. If you do, you may also return one or more of your other cards to the bottoms of their decks.

Actions can be done in any order. You can do more than one “place” or “summon” action per turn (but no more than one “discard” action). You have to use all your actions. You can invoke a flare (see below) before or after any action. Invoking a flare does not cost you an action.

Finish your turn by drawing cards so that you end up with 3 beings from your deck, 2 legends, and 1 flare. If you draw the last card in your deck, you may end up with fewer than 3.

High Form: At the end of the turn, you may claim exactly 1 of the current tasks, if you meet its criteria.

Deathmatch: At the end of your turn, score points for destroyed enemy pieces: 2 points for legendary, 1 point for heroic, 1 point for each pair of common pieces. You get no points for destroying your own pieces. You get no points for an un- paired common piece. Also score 1 point each time you summon a legend. (Upgrading a heroic piece does not count as “summoning a legend”.)

Summoning a being

To summon a being, use 1 action and do the following:

- Play the card from your hand and choose a square on the board where your pieces match the pattern on the card. The pattern can be rotated (by 90, 180, or 270 degrees). Mirror images and flips also count as a match. The pieces used to summon the being can be the same rank as those depicted in the pattern or higher rank. Empty squares are not important to the pattern.

- Place a piece of the indicated rank (upper left corner of the card) on the square indicated by the white-framed square in the pattern. This square may be empty, unless the pattern says it must be occupied by one of your pieces. If the square is occupied by a piece of the same rank or lower, destroy that piece when you put the new piece on the square. If the square is occupied by a piece of higher rank, you cannot summon the being. If all your pieces of that type are already on the board, you may still be able to summon the being by picking up a piece that is not required for the pattern and use it as the new piece.

- Once the new piece is on the board, resolve the effect printed on the card.

- After resolving the effect, discard the card.

Invoking a flare

You can invoke a flare on your turn before or after any action. To invoke a flare, you must meet at least one of the criteria:

- You meet the upper criterion if your opponent has that many more upgraded pieces (heroic and legendary) on the board than you.

- You meet the lower criterion if your opponent has that many more pieces (total) on the board than you.

If you meet the upper criterion, you resolve the upper effect. If you meet the lower criterion, you resolve the lower effect. If you meet both, you resolve the upper effect first, then the lower. Once the card has been resolved, discard it.

Resolving effects of beings and flares

No other action can be taken and no flare can be invoked until the entire effect of the card is resolved. Some parts of an effect may be optional:

- May indicates that a certain part of an effect is optional.

- Up to always includes 0.

Any parts that are not specified as optional are mandatory. If an effect cannot be performed fully, do the parts that can be done. When a card uses its own name, it is referring to the piece on the board that represents the summoned being.

Keywords:

- Upgraded piece: a heroic or legendary piece.

- Non-legendary piece: a common or heroic piece.

- Piece: If a piece is not specified as belonging to you or an opponent, then the effect includes any player's piece.

- Marked space: a colored space in the pattern. If the text does not refer to marked spaces, the colored spaces in the pattern are just illustrational.

- Adjacent square: one of eight squares sharing an edge (orthogonally adjacent) or a corner (diagonally adjacent) with a given square. If the given square is not specified, assume it is the square currently occupied by the newly summoned piece.

- Distance: the shortest number of moves required to get from one square to another. For example, adjacent squares are at distance 1.

- Move: A move is always onto an adjacent square. A move onto an occupied square destroys the piece that was there.

- Standard move: This type of move can be only onto an empty square or a square occupied by a piece of lower rank.

- Combat move: This type of move can be only onto an empty square or a square occupied by a piece of equal or lower rank.

- Standard leap and combat leap: A leap is the same as a move, except the square doesn’t have to be adjacent. If not specified, a leap can be onto any square on the board.

- Place: Like the “place” action. However, if there is no piece of the specified color and rank available, the piece cannot be placed.

- Upgrade: Legendary pieces cannot be upgraded. To upgrade a common piece, flip it over. To upgrade a heroic piece, remove it and replace it with a legendary piece. If none is available, the heroic piece cannot be upgraded.

- Downgrade: Common pieces cannot be downgraded. To downgrade a heroic piece, flip it over. To downgrade a legendary piece, replace it with a heroic piece. If none is available, the legendary piece cannot be downgraded.

- Destroy: To destroy a piece, remove it from the board.

- Convert: To convert an enemy piece, replace it with one of your pieces of the same rank (unless a different rank is specified).

When keeping track of how many enemy pieces you destroyed, count pieces you destroyed during summoning, pieces you destroyed with moves and leaps, pieces you destroyed with a “destroy” effect, and pieces you converted. Neither upgrading nor downgrading ever counts as destroying a piece.

The end of the game

The end of the game is triggered when a player draws the last card from his or her deck.

In High Form, the end of the game is also triggered if a player has 9 or more points at the end of any player’s turn. Count the points for tasks claimed (by the player or by the team) plus 1 point for each legendary piece of that player’s color currently on the board. (It doesn’t matter how the piece became legendary.)

In Deathmatch, the end of the game is also triggered if a player reaches or surpasses 18 points.

Once the turn that triggers the end is done, play continues so that each player gets one more turn, including the player whose turn triggered the end. Then the game ends. The player with more points wins. If there is a tie, the tiebreakers are, in this order: number of upgraded pieces on the board and then total number of pieces on the board. If there is still a tie, it remains unbroken.


These rules are extracted from CGE's full rules for Tash-Kalar.