Post by robertdd on Nov 23, 2012 17:19:29 GMT -5
6 things we played wrong:
1. The arrows on the player board I asked about (underneath the priest and the worker, in the area where it tells you how you can always use power) are not indicating that you get them. They are just another exchange you may do. So you may exchange a priest for a worker at any time, and a worker for a gold. This is important also in end game scoring, where you are instructed to exchange all resources to coins as step 1. On your turn you can do as many conversions as you want, before or after taking your action.
2. You may gain less power than all under two circumstances:
1. You do not have to gain more power than you need to move all power to bowl 3 (this actually would have made a (small) difference for me in the last game.
2. You can't go negative on the VP track.
In these two cases you may, as a third alternative to either "take all" or "take none", take exactly as much as you can.
3. You do not have to use all spades in a single area when using a transform and build action. Usually you have to, but there is a special exception: if you gain two or more spades (not buying them with workers, but actually gaining them through spending 6 power on the bottom of the board, for instance) and you only need one to transform a piece of terrain into your home terrain, you may use the other one on a second hex (but you may not build a dwelling there!) I interpret this as: if you can't split them, you don't have to waste them or use them somewhere that's not optimal to avoid wasting them.
4. The town tile with the four elements and 8vp lets you advance one step in each of the element tracks, not one of your choice like the Bonus Card (Bonus Cards are the Puerto Rico role cards)
5. If one of the structures is a sanctuary you only need three directly adjacent structures to found a town. This is what the symbol means we couldn't figure out. This also means a sanctuary just gets you a priest, not a priest per town!
6. The mermaid town tile does not "interrupt" indirect adjacency. Nothing does. You may trace indirect adjacency across river hexes without any restrictions (other than your shipping value, of course).
I think it is clear we have to asterisk that win of Rod's...
1. The arrows on the player board I asked about (underneath the priest and the worker, in the area where it tells you how you can always use power) are not indicating that you get them. They are just another exchange you may do. So you may exchange a priest for a worker at any time, and a worker for a gold. This is important also in end game scoring, where you are instructed to exchange all resources to coins as step 1. On your turn you can do as many conversions as you want, before or after taking your action.
2. You may gain less power than all under two circumstances:
1. You do not have to gain more power than you need to move all power to bowl 3 (this actually would have made a (small) difference for me in the last game.
2. You can't go negative on the VP track.
In these two cases you may, as a third alternative to either "take all" or "take none", take exactly as much as you can.
3. You do not have to use all spades in a single area when using a transform and build action. Usually you have to, but there is a special exception: if you gain two or more spades (not buying them with workers, but actually gaining them through spending 6 power on the bottom of the board, for instance) and you only need one to transform a piece of terrain into your home terrain, you may use the other one on a second hex (but you may not build a dwelling there!) I interpret this as: if you can't split them, you don't have to waste them or use them somewhere that's not optimal to avoid wasting them.
4. The town tile with the four elements and 8vp lets you advance one step in each of the element tracks, not one of your choice like the Bonus Card (Bonus Cards are the Puerto Rico role cards)
5. If one of the structures is a sanctuary you only need three directly adjacent structures to found a town. This is what the symbol means we couldn't figure out. This also means a sanctuary just gets you a priest, not a priest per town!
6. The mermaid town tile does not "interrupt" indirect adjacency. Nothing does. You may trace indirect adjacency across river hexes without any restrictions (other than your shipping value, of course).
I think it is clear we have to asterisk that win of Rod's...