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Gamehelpnorthwestpassage
Pіvnіčno-Zahіdna Protoka [Expedition Northwest Passage]
V 1845 rocі Ser Džon Franklіn očoliv ekspedicію organіzovanu Britansьkim Korolіvsьkim flotom, z metoю doslіditi Pіvnіčno-Zahіdnu protoku. Prote ekspedicія znikla. Na pošuki vіdpravilisь bagato іnših ekspedicій. Gravcі, щo vistupaюtь u rolі cih kerіvnikіv, povinnі virušiti v rizikovanu podorož, щob dіznatisя pro dolю ekspedicії Franklіna ta znaйti й doslіditi Pіvnіčno-Zahіdnu protoku.
Meta gri
Gravecь, щo zdobuvaє naйbіlьše očok Prestižu peremagaє. U razі nіčiєї, peremagaє gravecь, щo peršiй povernuvsя do Grenlandії.
Opis gri
Na počatku gri kožen gravecь otrimuє: osobiste gralьne pole, korabelь (rozmіщuєtьsя na strіlcі Grenlandія), sani (rozmіщuюtьsя na osobistomu gralьnomu polі), 7 morяkіv.
Gra trivaє 10 raundіv.
Kožen raund skladaєtьsя z dvoh faz:
1) Faza dій, koli gravcі vikonuюtь dostupnі dії;
2) Faza zaveršennя raundu, koli peresuvaєtьsя Disk Concя й vіdbuvaєtьsя pіdgotovka do nastupnogo raundu.
Faza dій
Gravecь maє 7 morяkіv, щo їh možna vikoristati dlя vikonannя takih dій:
1) Vzяti plitku; 2) Skinuti vikladenі velikі plitki Doslіdžennя, vitяgnuti novі, vzяti odnu z nih; 3) Viklasti plitku na gralьnu došku; 4) Perevesti morяkіv (z korablя na sani і navpaki); 5) Peresunuti korabelь abo sani; 6) Doslіditi; 7) Znaйti; 8) Spasuvati.
Na osobistomu gralьnomu polі gravcя є dvі zoni – "Korabelь" ta "Sani", щo svoєю čergoю dіlяtьsя na dvі častini "Gotovі" ta "Vіdpočivalьniki". Korabelь či Sani možutь vikonuvati budь-яkі dії, koli na nih є matrosi.
Na počatku gri vsі morяki perebuvaюtь na korablі. Щoйno gravecь perevoditь їh na sani, яk zdobuvaє možlivіstь peresuvati їh po gralьnій došcі.
Щob vikonati zavdannя gravecь maє vikoristati potrіbnu kіlьkіstь morяkіv. Щob zaznačiti dію, gravecь peremіщaє potrіbnu kіlьkіstь morяkіv z "Gotovih" do "Vіdpočivalьnikіv" na korablі či na sanah.
Gravcі vikonuюtь dії počergovo, až poki vsі ne spasuюtь.
Protяgom hodu gravecь:
- MUSITЬ vikonati odnu dію, vikoristovuюči dlя cьogo potrіbnu kіlьkіstь morяkіv. Яkщo gravecь ne maє "Gotovih" morяkіv, to vіn može liše spasuvati.
- Pіslя vikonannя peršoї dії gravecь može vikonati odnu abo bіlьše dodatkovih dій. Dodatkovі dії potrebuюtь učastі na odnogo morяka bіlьše, nіž zazvičaй.
Faza zaveršennя raundu
1. Peresuvannя Disku Soncя.
Disk Soncя peresuvaєtьsя na odnu pozicію proti godinnikovoї strіlki po Sonяčnій Arcі.
V osnovnomu, іgroviй proces polяgaє v tomu, щo gravcі počergovo vikladaюtь na gralьnu došku plitki "Doslіdžennя". Zaležno vіd raundu gri, gralьna doška može buti v tій či іnšій mіrі "zamerzloю". Rozmіщennя Disku Soncя viznačaє, яka častina gralьnoї doški "zamerzaє", a яka "tane".
- Plitki, щo povnіstю perebuvaюtь nad rozdіlьčoю lіnією Disku, vvažaюtьsя povnіstю zamerzlimi. Voda vkrivaєtьsя krigoю, і po nій možna peresuvatisя liše sanami. Korabelь, щo opinivsя na zamerzlій plitcі ne može ruhatisя poki ne skresne kriga.
- Плитки, що повністю перебувають під роздільчою лінією Диску, вважаються розмерзлими – сани так само можуть пересуватися островами, а проходи між ними відкриті для судноплавства. Сани, що опинилися на водяній ділянці розмерзлої плитки, треба пересунути або на острівну частину, або на замерзлу.
- Plitki, rozdіlenі lіnією disku popolovinі, vvažaюtьsя zamerzlimi u verhnій častinі й rozmerzlimi v nižnій. Po verhnій častinі možutь peresuvatisя liše sani. Nižnя častina, яkщo ce ostrіv, pridatna dlя peresuvannя saneй, abo, яkщo ce voda, pridatna dlя peresuvannя korablіv.
Яkщo plitka, na яkій perebuvaє korabelь, pіslя ruhu Disku Soncя viяvlяєtьsя rozdіlenoю popolovinі, korabelь peresuvaєtьsя na nezamerzlu vodяnu častinu plitki, яkщo taka є.
Яkщo pіslя ruhu Disku Soncя sani ne možna peresunuti na zemlю abo zamerzlu častinu tієї ž plitki, vsі morяki, щo perebuvaюtь u sanah, vtračaюtьsя.
2. Pіdgotuvannя do nastupnogo raundu.
- Vsі zadіяnі morяki na osobistih gralьnih polяh peremіщaюtьsя z "Vіdpočivalьnikіv" do "Gotovih", pri cьomu morяki ne perehodяtь z korablя na sani й navpaki.
- Vіdmіtniki čergovostі hodu gravcіv peresuvaюtьsя z drugoї dorіžki viznačennя čergovostі hodu na peršu.
ACTIONS
Draw a tile
Cost: 1 Crewman
<Click on the chosen tile at the top of the board.>
Refresh tiles and Draw
Cost: 2 Crewmen
<Click on the "Renew deck" icon.>
The player MUST:
- Refresh: all large tiles available on the board are replaced with four new tiles which are randomly drawn from the reserve. The replaced tiles are placed back into the reserve.
- Draw a tile: he takes either a large or a small Exploration tile and adds it to his personal reserve.
Place a tile
Cost: 1 Crewman
<Click on the tile from your hand, rotate it or flip it as fit, and click on the white marker on the board.>
The player places one tile on the board, which is taken from his personal reserve. He must meet the following conditions:
- The tile must be placed in line with the black grid on the board.
- The tile must be placed so that at least one side (long or large) must be flush with a tile on which the player has a presence (Ship or Sled, depending on which one executes this action).
- The land and sea areas of the newly-placed tile must correspond with all land and sea tiles of adjacent tiles (both orthogonally and diagonally).
If, by placing a tile, a player creates a space the size of a small Exploration tile which is surrounded on all sides by tiles, a matching small Exploration tile is taken from the reserve and placed to fill the empty space.
An island is complete when the land areas of at least two tiles are completely surrounded by water or the edge of the board. In case a player completes one or several islands, he gets one Cartography token, and Prestige points according to the size of the island.
Transfer Crew
Cost: 1 Crewman
<Click on the back arrows on the player board>
Crewmen are moved from/to the ship/sled, thus deploying or taking back the sled into the ship. Taking back crewmen in the ship can only happen if the sled and ship are on the same tile. Both active and resting crewmen can be transferred.
Movement
Cost: 1 Crewman
<Click on the ship or sled, then on its destination.>
Ship Movement: The player moves his ship onto one adjacent tile linked to the tile it currently occupies by a sea passage.
Sled Movement: The player moves his sled onto one adjacent tile linked to the one it currently occupies by a land passage. The Sled cannot cross the sea unless it is frozen.
Multiple Ships and Sleds can be on the same tile.
A frozen tile is unreachable for a ship. If a ship, due to a season change, finds itself in frozen waters, the ship is blocked in and will not be able to move until the thaw. A frozen tile is considered to be entirely composed of land, so a Sled can move freely on it.
Explore a Franklin site or a Strait
Cost: 3 Crewmen
<Click on the bonus chip.>
1 prestige point is awarded for the discovery multiplied by the zone multiplier (x1 / x2 / x3), and additionally, points are awarded at the end of the game for the players having the most bonuses of a given type (see tooltip).
Discover an Inuit or a Cairn
Cost: 2 Crewmen
<Click on the bonus chip.>
2 prestige point is awarded for the discovery multiplied by the zone multiplier (x1 / x2 / x3).
Pass
A player can choose to Pass and take no action during his turn, even if he still has available Crewmen. In this case, the player cannot take any more actions during this round. If a player has no available Crewmen, he automatically passes.
END OF THE GAME
The game ends either: at the end of the Action Phase of the tenth round or if all of the Expeditions have returned to Greenland.
In addition to the point earned during the game, players receive more Prestige points based on the tokens they picked up along the way.
Exploration Points:
Point are awarded to the player(s) with the most, second most, and third most Shipwrecks, Straits, and Cartography tokens (see tooltips for scoring).
Set Points:
Each set is composed of one token of each Discovery type – one Inuit, one Cairn, one Shipwreck, one Strait, and one Cartography token. Each set gives a bonus of 6 prestige points.
Abandonment Penalty:
Each Sled and/or Ship which did not return to Greenland before the end of the tenth Exploration season is lost. When a Ship or a Sled is lost, all of the crewmen in the corresponding column are lost with it. Every lost Ship and/or Sled gives a penalty of -2 Prestige points for each corresponding lost Crewman. An abandoned ship gives a penalty of -2 Prestige points.