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Gamehelptashkalar
由英文版翻译:http://en.doc.boardgamearena.com/Gamehelptashkalar
游戏模式
在BGA上,塔许-卡拉只能两个人玩,并且只有两种模式。
- 高级模式(The High Form): 玩家借由完成任务以及在场上的传奇棋子来获得分数。
- 死斗模式(Deathmatch Duel): 没有任务。玩家由摧毁对手棋子、召唤传奇生物以及对手发动魔法,来获得分数。
实体的游戏也提供三或四人的死斗(乱斗),还有团队合作模式。
准备
每位玩家抽六张牌:三张从他个人牌库抽出的生物、 二张传奇、和一张魔法。
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.
游戏进行
玩家顺时针进行游戏,从起始玩家开始进行游戏。
每一回合,你会有 2 个行动。例外:起始玩家的第一个回合只有一个行动。
可以进行的行动:
- 放置 1 个普通棋子 在任意空格上。如果你没有棋子剩馀能放置,那么你你开始行动时从场上拿取一个你的普通或英雄棋子,然后把它当作普通棋子来放置。
- 召唤生物。 (详见后述。)
- 弃掉 1 个生物牌 --从你个人牌组牌组抽出的牌。如果你这么做,你也可以把一张或数张其他牌分别放回他们所属的牌库底部。
行动的顺序可以自行决定。每回合你可以进行多于一个的“放置”或“召唤”行动(但最多只能弃牌一次)。
你必须用玩所有的行动。
你可以在行动的前后发动魔法(详见后述)。
发动魔法不消耗行动。
结束回合时抽牌,直到你至少有三张来自你牌库的生物、两张传奇生物、以及一张魔法。
If you draw the last card in your deck, you may end up with fewer than 3.
高级模式:在回合结束时,如果你符合任何一个当前任务的条件,你可以完成它。
死斗模式:在回合结束时,计算摧毁敌方棋子所获得的分数:一个传奇 2分,一个英雄 1分,每两个小兵 1分。摧毁自己的棋子没有分数。每当你召唤传奇也能得一分(把一个英雄升级成传奇并不算“召唤”传奇)。
召唤生物
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.
发动魔法
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.
处理生物和魔法的效果
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.
游戏结束
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.