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Gamehelpguildes

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GUILDES

Components

110 Guild cards

1 Scoring card

6 Event cards

9 Dirty Trick cards

Aim of the game

You’re trying to get elected to run Portyl, a medieval city made of several guilds. Those guilds would have to be converted to your cause to get their votes. The election takes place in three rounds, with a voice countdown at the end of each round. After the third round, the player having collected the most votes is named head of the city and is the winner.

Setup

Depending on the number of players, some Guild cards have to be removed (see table below). The remaining cards are shuffled and dealt face down to the players. Then, the Event cards are shuffled (cards with a direction of rotation). One random Event is placed face up on the table. This card is used only for the direction of rotation for the selection (its text is only used with the first variant). Take a sheet of paper and a pencil to record the scores. The game can begin.

Removed cards Dealt cards /round Cards played / round 3 players Alchemists + 3 Milice 10 8 4 players None 9 7 5 players None 7 5 6 players None 6 5

Card breakdown

1. name of the card

2. Granted votes during the 1st round of ballot and number of copies of that card

3. Granted votes during the 2nd round of ballot

4. Granted votes during the 3rd round of ballot

Milice cards are an exception. There is only one number corresponding to the votes granted by each card during each scoring phase. There are 15 Milice cards in the game.

Round Sequence

A ballot round is divided in three phases : Selecting Guild cards, Playing Guild cards, Scoring the votes.

SELECTING CARDS Players take in hands the cards received at the beginning of the round, choose one and pass the remaining cards to their right or left neighbor (according the direction shown on the Event card for that round). The chosen card is put aside. Players have the right to watch their cards previously retained but these cards must be kept until the phase of playing cards. In other words, once a card is chosen, it cannot be changed anymore. This is done (take cards, choose a card, pass the remaining cards) until no more card can be selected. Example: if players start the selection phase with 9 cards, they choose 9 cards according to the previous procedure.

PLAYING CARDS Once the selection made, players play their cards, one by one simultaneously. All selected cards will not be played (cf table on page 1). Example: with 5 players, each player plays 5 cards from their hand of 7 cards. Each player choose a card from their hand and place it face down in front of them. When all players have placed a card, they are revealed simultaneously. Each player lays in front of them the cards played and class them by type (as the order on the Scoring card to facilitate the game play). This is done until the players have played the number of cards shown in the table on page 1. Unplayed cards are discarded and will not be used for the rest of the game.

SCORING THE VOTES Once the playing cards phase is over, proceed to the scoring phase. Earned votes are recorded on a sheet. Use the scoring card to avoid forgetting any guilds. For the first round of ballot, for each guild consider only the player with the most cards for that guild. That player scores as many votes as the first value. In case of a tie between several players, divide that number by the number of players involved, rounded down.

Note : during a sharing of votes, always round down if needed. To score the votes of a given guild, a player must have at least one card of that guild.

Example: 3 players are tied for the Érudits guild (8 votes in the first ballot). They each score 2 votes (8/3, rounded down).

In the second round of ballot, for each guild consider the two players with the most cards for that guild. The player with the most cards scores as many votes as the first value. The second player with the most cards scores as many votes as the second value. If there is a tie for the first rank, players share the votes of the first two ranks and there is no vote for the second rank. If there is a tie for the second rank, players share the votes of this rank. Example 1: 2 players tie for 1st rank in the Artisans guild. They each score 5 votes : (7 + 4) / 2, rounded down) . There is no vote awarded for the second rank. Example 2: 1 player prevails among the Artisans guild, they score 7 votes. Two players are tied for the second total of cards, they each score 2 votes (4/2).

In the third and last round of ballot, for each guild consider the three players with the most cards for that guild. The player with the most cards scores as many votes as the first value. The second player with the most cards scores as many votes as the second value. The third player with the most cards scores as many votes as the third value.

If there is a tie between two players for the first rank, they share the votes of the first two ranks and the next player scores the votes of 3rd rank (there may be a tie).

If there is a tie between three or more players for the first rank, they share the votes of the three ranks and no one else scores votes. If there is a tie for the second rank, players share the votes of the second and third ranks and there is no vote for the third place. If there is a tie for the third rank, players share the votes of that rank.

Example 1: 2 players tie for the first rank of the Artisans guild. Both score 5 votes: (7 + 4)/2, rounded down). The next player scores 1 vote. Example 2: 2 players tie for the first rank of the Artisans guild. Both score 5 votes: (7 + 4)/2, rounded down). Two other players tie for the 2nd rank. They score 0 vote, (1/2, rounded down). Example 3: 4 players tie for the first rank of the Artisans guild. They each score 3 votes: (7 + 4 + 1)/4. Other players with Artisans cards score nothing. Example 4: 1 player scores 7 votes for being alone for the first rank of the Artisans guild. Two players tie for the second rank of the Artisans’ guild. Both score 2 votes (4 + 1)/2, rounded down. There is no vote for the third rank.

SPECIFIC GUILDS

• Pêcheurs & Bourgeois There is no vote for the 3rd player during the third round (which takes place as the second one). • Alchimistes During the third round, the fourth player with the most cards score votes as described previously. • Milice Each Milice card layed on the table scores 3 votes for its owner during each scoring. There are 15 Milice cards in the game. Example : one player has played 3 Milice cards during the first round. They score 9 votes (3 x 3). If they would keep that number of Milice cards until the end of the game, they’d score 9 votes during the 2nd scoring and the 3rd scoring.

NEXT ROUND OF BALLOT

Cards layed down during the previous round stay in front of their owner. New Guild cards are dealt (according to the table page 1) and a new Event card is revealed. A new round can begin.

END OF THE GAME

At the end of the third round of ballot, the player having the most votes is the winner. In case of a tie, the player with the most Milice cards wins. If there is still a tie, it’s a shared victory.


VARIANT 1: EVENT CARDS


These cards modify the rules just stated. At the beginning of each ballot, pick a new Event card. For your first games, we suggest you to play without these cards and wait to master the game before introducing them in your games.

Playing 1 card less Players will lay one card less than the number indicated in the table page 1. Example: with 4 players, 6 cards are played instead of 7.

Tied players are not taken into account for the scoring When there is a tie for the scoring of a guild, the Guild cards of the involved players are considered out of play for that scoring. Example 1: 2 players are tied for the first place of the Artisan guild during the second ballot and a third player is second for the number of cards. The two tied players are considered having no Artisan cards. So, the third player gets the first place and scores 7 votes. Example 2: during the second ballot, there is a tie for the first and the second place of the Alchemists guild. All the tied players are not taken into account for the votes.

No more simultaneous playing Cards are not played simultaneously but player after player beginning with a player determined randomly and then to the right. Each time each player plays a card, the first player is shifted one place to the right.

Redistribution Before the playing phase, each player discards 1 card from his hand. These discarded cards are shuffled and dealt rendomly between the players. The playing phase can proceed normally .

Playing 1 or 2 cards Each player first plays two cards (instead of one, still face down). Cards are revealed. Then, each player plays 1 card (face down). Cards are revealed. Start again with 1 card, then 2, etc. with 4 players, first play 1 card , then 2, then 1, then 2 , and finally 1.

Card face down The cards are played face down. The first card is laid face down and is not revealed. Then, play the 2nd card face down and reveal the first one. When the 3rd is played face down, the 2nd one is revealed and so on. When the last card is played, reveal it with the last one.


VARIANT 2: DIRTY TRICK CARDS


This variant can be played alone or combined with the Event variant. From now on, there is a fourth phase during a round ballot: • Selecting cards • Playing Guild cards • Playing Dirty Trick cards • Scoring

During the setup of a round, each player receives randomly a Dirty Trick card and reveals it. A player can't receive the same Dirty Trick card twice in a row. If this would happen, the player receives another card instead. Guild cards that are not played during the playing phase are not discarded at the end of this phase but after their owner has triggered (or not) their Dirty Trick card. During the phase of playing Dirty Trick card, each player triggers or not their card by alphabetical order, it's not mandatory. Each Dirty Trick card has a letter (A to I). When a player has triggered their Dirty Trick card or not, they discard their remaining Guild cards and the next player plays their Dirty Trick card. When everyone has the opportunity to play their Dirty Trick card, this phase is over and it's time for the scoring phase. When the scoring is over, the Dirty Trick cards played that turn are taken back and shuffled with the remaining cards to have a deck of 9 Dirty Trick cards.

Exchange 1 card among 2 players Take a card in front of a player and give it to another player. From that player, you take a card that you give to the first player. You can be one of those players.

Sacrifice 1 on your card ≥10 to get rid of one card of your choice. You discard one of your cards Bourgeois, Chevaliers, Nobles, Prêtres or Alchimistes in front of you and you discard any card in play of your choice.

Draw 2 cards from the discard pile, play one of them and discard the other Shuffle the discard pile and draw 2 cards. You play one of those in front of you and discard the other.

Exchange one card from your hand with one in front of you You can take back a card laid in font of you and play a card from you hand.

Protection

You are immune against the effects of the other Dirty Trick cards. A Dirty Trick card can't be played against you.

+1 Chevaliers -1, +1 Nobles -1, +1 Prêtres -1, +1 Alchimistes -1 You can play that card in front of any player to increase or decrease that guild by one card (you just have to change the orientation of that card to show your choice). This addition or withdrawal is purely virtual. Example: an opponent has 2 Alchemists cards and you play the Alchemists -1 card against him. During the scoring, he is considered to have only one Alchemists card (2-1). At the end of the scoring, when the Dirty Trick card is taken back, that player has again 2 Alchemists cards.