Two interesting games for the game room. (novo)

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1. facelessghost,

Hello everyone
I understand that the implementation of any games will require some effort, and in no case do not insist!
But I want to suggest 2 interesting games.
1.
The card game "Fool".
Quite detailed rules can be found here.:
https://en.wikipedia.org/wiki/Durak

2. The Era of Heroes game.
Further detailed rules.
I bring them here.
If anyone knows a good source of information where the rules of the game are presented on the site, I would be grateful if you could tell me a good site with English rules.
These rules are also official, as the game has already been implemented in one project.
ontoys
But they didn't specify where they got the rules from.

So here they are:

Age of heroes

A dynamic and extremely exciting game with a bias towards strategy. Number of participants: from 2 up to 6.
Preparation
All the cards are set out a resource and a basic decks. The cards of tribes are distributed between players in a random way. The deck of resources is carefully shuffled. The basic deck consists of cards which can be constructed or acquired during the game.
All players throw the dice to set the priorities of a turn. The player who will get the best combination moves the first one.
Unused cards of tribes are put aside. Relative cards of special resources are kept in the resource deck but they don’t play in draw.
Each player draws from the basic deck one card «City» and one card «Army». Then everyone gets three cards from the resource deck. All players should keep the cards of resources until they are played. If among three dealt cards you get a card «disaster» («Hunger», «Barbarians», «Earthquake» or «Eruption») this card should be laid down. No new card instead of it is drawn from the deck of resources. There are special useful cards (such as «Population growth») which should be played at once even before the beginning of the game.
As soon as all the cards of disaster have been laid down and all the «good» cards have been played the fair begins (see Fair). During the first day of the fair as well as while the first card distribution no cards of disaster can be played and are laid down at once. After the fair each player makes a move. Initially the first player moves, then the left-hand player, and etc. Every time after all the players made the next move (i.e. before the new move of the first player) the fair begins again.
Move
The player’s move consists of five phases:
• The player draws one card of the resource deck (1),
• does some action (2),
• uses special resources (3),
• lays down extra cards (if they are more than five) (4),
• and lays down or moves the cards which changed their status (5).

  1. Getting a card
  2. The player draws one card. If the card should be played at once, the player must do it immideately. If the player gets the card of disaster he or she can not take another card instead. If the deck of resources is over you should shuffle the thrown cards of resources to set a new resource deck.
  3. Doing some action
  4. The player can do one (only one!) action of three possible:
    tax collection — the player can get one more card of resources for each city. If the player has no cities he or she puts down one card of resources and draws one card from the deck of resources.
    Construction — the player can use the cards of resources for construction. The players can build whatever if they have resources enough. If all the cards for construction are over it means that the player cannot get anything until some necessary cards are returned to the deck (for example, if 12 cities are constructed nobody can build one more city until one of already constructed cities is destroyed by eruption of the volcano).
    War — the player can send the armies to attack another player (see Battles)
    Each player has the right not to do any action. He or she can just miss this phase.
  5. Using of special resource
  6. Each player has the special kind of resources which should be collected to build the monument of culture (it is one of ways to win the game). The player can use resources of his or her nation only (for example, the Egyptians can not use concrete).
  7. Discarding
  8. At the end of the move the player should have no more than five cards (while a move of another player you can get some additional cards and hold more than five cards, but at the end of your move you should lay down extra cards). If players have more than five cards they must discard them.
  9. Moving and discarding
  10. While this phase some different card manipulations are made according to the game rules. The armies come back to their owner, the cards of earthquakes blocking the player’s armies are laid down.
    After the end of the move of a player the turn goes to the left-hand player. Every time when all the players have made their next moves (i.e. before a new move of the first player) the fair begins.
    Fair
    At the very beginning of the game and before each move of the first player the fair is arranged. During the fair players can exchange their cards from the deck of resources between each other.
    At the beginning of the fair each player starting from the first participant draws cards from the deck of resources. Each player should take from the resource deck at least one card. If the player’s tribe is connected with the other tribes by roads then the player should draw one more card for each tribe which his or her roads lead to (the road can pass through one or more tribes).
    When the players get their cards everyone (starting from the first player) uses the cards which should be played at once. After applying all effects of this Cards the bidding process begins. During the fair a player can have more than five cards.
    The card exchanging occurs at will of the players. For instance, a player offers stone in exchange for iron? somebody agrees and in this case iron and stone change their owners.
    If the players agree upon exchanging they cannot alter their decision and refuse to do it.
    You can exchange any cards from the resource deck (resources, special resources, events (for instance Olympic Games). But you cannot exchange the cards from the basic deck (Cities, Armies, Fortresses, Generals).
    If you wish to declare your desire to exchange this or that card you should click on it and select in the drop-down menu a suitable variant. If wishes of both participants are mutual the cards will change their owners automatically.
    Battles
    When a player makes a decision to attack he or she should choose the armies and generals who will be sent to the battle. The armies sent to a war cannot already be withdrawn back. It is also impossible to send any war reinforcement to them (for example, if a defending participant played the card «Hero» or «Olympic Games»). If an attacking player wishes to use the card «Hero» it should be played before sending the army to the war (thus it is necessary to select in what quality the hero will be used: as an army or general). As a general the card «Hero» is put on the card «army».
    While one move you can attack only one tribe. Any player cannot send armies to attack tribes of various kind. Attacking any tribe the player must declare the purpose of this attack. There are three purposes:
    • conquest — the gain of which is occupation of cities;
    • plunder for capturing the cards of resources;
    • destruction of the monument of culture.
    The main purpose of the barbarians’ attack is always plunder.
    The defending player should decide whether he or she uses special cards or not. Using the card «Olympic Games» you can turn round the attacking armies and send them back, the card «Hero» can strengthen the defending armies. The card «Fortune» cancels an invasion of the barbarians but it can not help in case of attacking by another player. The armies of the defending player which are under the influence of the earthquake don’t take part in the struggles.
    Estimation of a battle Results
    All players throw the dices by turn and add bonuses to the dropped points. A defending player gets +1 point for each fortress, any other player can get +2 points if the card «army» is played by the card «general»). The army with less force is defeated (if the army struggled under the leadership of the general- The general is defeated as well). In case of a draw game nothing happens. If the attacking army gains the victory this army is considered to be won.
    Then a new battle takes place with the participation of any other armies until the player who has less armies uses the cards of all his or her armies. When it occurs the battle is over. All the defeated armies and generals come back in the basic deck.
    The attacking player counts the won armies (which have won duelling against the army of defenders). The number of armies of the attacking player are added to them if the defending player doesn’t have enough armies (for example, if the player attacks with the help of six armies but the defending player has only four armies in this case the attacking player will have two victorious armies minimum).
    Victory in battle
    If the purpose of the attack is a conquest an attacking player can occupy one city in case if this player has two or three victorious armies left. If the player has 4 victorious armies or more he or she can occupy 2 cities.
    If the purpose of the attack is plunder an attacking player can draw two cards of resources for each victorious army. The resource cards given to the conqueror are set in a random way. While an attack of the barbarians the resource cards are laid down. If the purpose of the attack is destruction — any attacking player can lay down one special resource card of the monument of culture belonging to the defending player. If the attacking player has three victorious armies or more he or she can lay down two cards of the special resources.
    All the armies survived in the battle come back to the attacking player at the end of the next move of the attacking player. If there is a direct road between the tribes (not passing other tribes) the attacking armies come back immediately.
    Cards
    Deck of resources
    There are three types of cards in the resource deck:
    • Usual resources — iron, wood, grain, stone and gold. By means of these resources you can conquer cities, fortresses, armies, etc. Gold is a unique resource. It can be used instead of any other usual resource.
    • Cards of special resources — each tribe collects such cards to build the monument of culture. The Egyptians collect limestone, the Romans — concrete, the Greeks — marble, the Babylonians — bricks, the Celts — sandstone, the Chineses — granite. Each tribe can use only appropriate type of cards and only for constructing the monument of culture (therefore it is possible to exchange with another tribe having the special resource of this tribe).
    • Cards of events are the cards which benefit or cause harm to a tribe. Most of such cards are played immediately and you can hold some of them only («Hero», «Olympic Games», «Fortune»).
    «Population growth» — this card allows to get a new city free.
    «Earthquake» — if a player draws such card he or she should use it immediately for the army belonging to any other tribe. This army does not take part in the game till up to the end of the next move of its owner.
    «Eruption» — if a player draws such card he or she should play it immediately for the city belonging to any other tribe. This city is destroyed.
    The card «City» comes back in the basic deck.
    «Hunger» — If you get this card all the players lay down the cards of grain.
    «Barbarians» — the army of the barbarians attacks the player’s tribe! The Barbarians will plunder a tribe for two casual cards of the basic resources.
    «Olympic Games» — You can draw this card from the deck but use it later. The card «Olympic Games» allows to cancel an attack of the barbarians or any other player.
    In this case the card «Barbarians» is laid down and the armies of other player come back to its owner according to the rules (at once if there is a direct road or at the end of the next move of the attacking player).
    «Hero» — You can draw this card but use it later. The card «Hero» can be used instead of one army or one general for one (only one!) battle (while attacking or defending). By means of only one card «Hero» you can attack another tribe.
    «Fortune» — this card allows to cancel an action of the cards «Hunger», «Eruption», «Earthquake» or «Barbarians». It should be laid down after using.
    Basic deck
    In the basic deck there are cards which can be constructed or acquired.
    Armies are large groups of equipped men. For constructing an army you need iron and two grains.
    Fortresses are fortifications protecting a tribe. Each fortress adds 1 to defender’s force (cumulative effect). If a defender has several fortresses his or her armies get +1 for each fortress. Fortresses help to defend but not to attack. For constructing a fortress you need iron, wood and stone.
    Generals are leaders who increase efficiency of the armies. Each general adds 2 to force in battle (see Battles). Generals head armies — the card «General» is put on the card «Army» and kept there until this army is defeated (thus the army is defeated with the general). One army can be headed by only one general. For «constructing» a general you need iron and gold.
    Roads connect tribes. Each road allows a player to draw one additional card at the Fair (see Fair). Roads also help in battles — by means of them armies come back home faster. A player can build roads to the nearest two tribes only (neighbors on the left and right). The card «road» is put between the neighbor players as a reminder that their tribes are connected by the road. In order to build the road each player should get the approval of the neighbor to whom this road leads. For building the road you need two stones.
    Cities are the heart of a tribe. Each city allows a player to draw the card of resources while tax collection. In order to build a city you need stone and two wood.
    Building is limited by the quantity of cards in the basic deck (if there are no more cards of cities in the deck it means that you will have an opportunity to build a new city just when one of already built cities are destroyed).
    Loss
    A player loses if after failure in the war he or she has no card and no city left. If a player has at least one city or at least one card he or she continues to take part in the game. If a player loses all the roads which lead to this player are destroyed and come back in the basic deck. The tribes connected by these roads will have to build new roads.
    Victory
    You can win in three ways:
    • The first one is if all the players have lost and dropped out of the game (see Loss), the rest player becomes the winner.
    • The second one — to build the empire of five cities (they can be built or conquered).
    • The third one is to build the monument of culture by means of collecting and putting five cards of special resource of this player’s tribe (your tribe is recognized as the keeper of great culture).
    If a player has built the monument of culture or has five cities in this case the victory is not awarded automatically — «the last move» begins. The game continues up to the next move of this player including the Fair. If at the beginning of the next move of a player applying for the victory he or she owns five cities or if his / her monument of culture is not destroyed this player is announced as the winner (even if the player has just occupied five cities again or rebuilt the monument of culture again). Otherwise the game continues. While " the last move" any other player can win.

Skor: +0

2. browneye,

ludo could also be implemented. with various game boards/modes.

Skor: -1

3. glad,

the second game is more interesting

Skor: +0

4. browneye,

maybe more word games, or maybe sudoku for singleplayer, or kakuro.

Skor: -1

5. Nikola,

Hello,
Durak is also quite a fun game, but the second suggestion (Age of heroes) is, I believe, an excellent game for the Playroom, however not being able to find good rules in English is exactly why I haven't suggested it earlier. Maybe that's not even the name of this game in English, who knows...

Googling the Russian name (Эпоха героев) brings up several rule books, all of which refer to the original name as Age of heroes, so maybe it just wasn't so popular.

The rules over on OnToys are unfortunately machine translation very difficult to understand, and they are also missing a few details, such as the special resource of each tribe.

I'll give a basic summary of the game, maybe someone will have an idea on where to find its rules or if this game is known under a completely different name somewhere. Note that these rules only seem long and complex, full of various elements, but really, once you start to play it, this game is actually very simple to learn and play.

Essentially, there are two decks, the resources deck and the main deck.
The main deck contains 12 armies, 6 generals, 9 fortresses, 12 cities and as many roads as there are players (1 road with 2 players, 3 roads with 3 players, 4 with 4, and so on up to a maximum of 6).
When the game starts, each player from this main deck receives 1 city and 1 army. The rest of this deck is set aside for later.
The second deck, the resources deck, contains different cards, they can be combined to build different resources, which is how you get more cards from that main deck (they represent everything you've built).
I'll list the available cards and what you can do with them further down.

The main deck also contains something called a special resource. When the game starts, each player represents a random tribe. There are six tribes in total:

  • The Romans (concrete),
  • The Celts (sandstone),
  • The Babilonians (bricks),
  • The Greeks (marble),
  • The Egyptians (limestone),
  • The Chinese (granite).

Each of these tribes has their own special resource, that is the card I have listed in the brackets after the tribe name. These special resource cards are used to build the tribe's own cultural monument (which is one of the ways to win the game). Each card represents 20 percent of the monument, so you need 5 of them to build a complete one. There are 7 copies of each special resource card in the deck. As soon as you receive one of them, it is set aside and becomes a part of the monument you are building, that is, you don't keep this card in your hand.

Of course, if we have, for example, only two players in the game, and they represent, for instance, the Romans and the Egyptians, then the unneeded special resources of other tribes can be discarded. Generally they remain in the deck, but they play no role in the game.

After it is decided who plays the first turn by rolling the die, each player receives 3 cards from the resources deck. It is time to explain some other cards:
The resources deck contains the following cards:

  • Stone,
  • Wood,
  • Iron,
  • Gold,
  • Grain,
  • Population growth,
  • Earthquake,
  • Erruption,
  • Hunger,
  • Barbarians,
  • Olimpic games,
  • Hero,
  • Fortune.

These cards can be used either to trigger an action, or to build something:

  • To build a city - Wood, wood, stone.
  • To build an army, grain, grain, iron.
  • To build a fortress, iron, stone, wood.
  • To build a road, stone, stone.
  • To build a general, stone, gold.

In addition to generals, gold can also be used as a joker, it can replace any other missing card to build something else.

Here is what the other cards that don't participate in constructions do

  • Population growth: This card must be played immediately, and it gives the player who got it one more city.
  • Earthquake: Played immediately, this card causes the targeted player to lose one army for a turn.
  • Erruption: Played immediately, this card causes the targeted player to lose one city.
  • Hunger: Played immediately, this card forces all players to junk all grain cards in their hands.
  • Barbarians: Played immediately, this card forces all players to junk every resource card in their hands (only the cards that are used to build something count here).
  • Olimpic games: This card can be played if another player declares a war against you, in this case the war is immediately cancelled. However, if a barbarians card is played, you are automatically forced to play olimpic games, but in this case you don't have to discard anything as a result of a barbarian attack.
  • Hero: This card can be used when declaring a war against somebody. It can represent either an additional army, or an additional general, depending on your choice.
  • Fortune: This card is automatically played to cancel any disaster against you. For example, an erruption, a barbarian attack, an earthquake...

Now that you know how every card in the game works, it is time to explain the turns of the game:
Once we have rolled the dice to decide who plays first, each player receives 3 resource cards. If one of these 3 cards is a disaster card (Earthquake, eruption, hunger, barbarians), it is discarded with no effect. This is the only time disaster cards are discarded.
However, if it is a beneficial card (population growth), you can play it. All other cards remain in your hand.

Then, the fair or auction begins. This phase is often skipped when only 2 players play, however, with 4 or more, it's quite important.
In this phase, players can choose to exchange cards with each other. For example, I offer limestone in exchange for bricks which is my resource, we agree, and the exchange is completed. It can't be reversed.

This phase is finished if everybody decides they do not want to trade anymore or if there is only one more player remaining in the auction phase.

Then, each player takes a turn. ON their turn, a player can do one of the following:

  1. Collect taxes: In this case, the player draws as many cards from the resources deck as they have cities. if they do not have any cities, they must discard one card to draw something.
  2. Build: If a player has the right combination of cards to build something, they can do so. It is possible to build more than one construction, as long as you have the right amount of cards.
  3. Do nothing: In my 6 years of playing this game, I've never found this useful in any way and don't understand why it exists. If I tried to find an argument for this, it is that you may want to avoid drawing cards if you are a careful cards counter and you know that a disaster card is upcoming.

Once a player finishes their turn, it must be ensured that they have no more than 5 cards in their hand. If they have more cards, a player must discard cards until they are on 5 again.

Once everybody takes their turn, all players draw one card from the resources deck, the fair begins again, and the same procedure continues.

Now, there are only 3 items I haven't explained:

  1. Wars: When a player declares a war on another tribe, players first decide how many armies and generals they will use to fight. hen, they roll the dice. The higher number wins and kills one of the armies. If you decided to use two armies and lost one, you can continue fighting with the second one of course. The winner also has one more restriction: If you win a war, you can't immediately start another one, unless you have more armies. The armies that you sent for one war need to wait one turn before they are returned back.
  2. This is where generals and fortresses are useful:
    - Generals add 2 points to the dice result.
    - Fortresses add one point to the dice result, but only when you are defending against an attack, not when you are the one attacking.
    When declaring a war, you also have to announce your goal. There are three possible goals:
    - Conquest: If you win the war, you take over one of the cities of your opponent. Note that for this victoary to be counted, at least two armies must be fighting and alive. With 4 armies, you can take 2 cities.
    - Loot: If you win, your opponent discards one resource of the cultural monument they are building.
    - Plunder: If you win, your opponent must give you two cards, or 4 cards if you won with 2 armies. The cards given are random.
  3. Roads: Building a road is a special action: You can build a road connecting your tribe with the tribe to your left or the tribe to your right. In both cases, the other player has to agree.
  4. If the player agrees, both of you obtain the following benefits:
    - At the end of game turns, instead of drawing 1 card from the deck, both of you draw 2 cards. Of course, if you have even a third road, you draw 3 cards with the 2 connections you have made.
    - If you declare a war against this tribe, the armies return immediately and you can declare another war.
  5. Winning: There are three ways to win the game:
  6. Build 5 cities: If someone does this, every player has one more turn to attempt to take that city away. If they succeed, but the winning player builds the 5th city again immediately on their next turn, that player is the winner right away.
  7. Finish the cultural monument. Similar to the cities, if the monument is 100 percent complete, everybody has another turn to force the player to discard the cards of the monument via a war.
  8. Survive: It is possible to eliminate all other players and be the only one remaining. A player is eliminated if they have no more cities, their monument is at 0 percent and their hand is also completely empty by the time the fair begins. Such a player is out of the game.

If needed, I can also offer the exact contents of the deck in terms of the amount of copies for each card.

Skor: +0

6. facelessghost,

Hello everyone
Thanks for the constructive messages in the subject!

In that
I've been trying to find the rules in English, but I can't find them.
But there is a strong feeling that the game is still in another language.
Everything is clear about special resources:

  1. The Greeks marble.
  2. The Egyptians limestone.
  3. Romans concrete.
  4. Chinese granite.
  5. Celts sandstone.
  6. Babylonian bricks.
  7. The game is aptly called the Age of Heroes.
    Perhaps it is in the form of a physical version.
    And because of this, the rules are not so well known.

Skor: +0

7. facelessghost,

Hi all!
I continue to improve the text to the best of my ability.
I tried to improve the text of the rules of the game "Age of Heroes" using clot.
I hope this version turned out better!
Be sure to write if the option is better than what was proposed at the beginning of this topic.
text of the rules of the game Age of Heroes.
option 2:

The Age of Heroes
The Age of Heroes is a dynamic and extremely engaging game with a strategic focus. It involves 2 to 6 players.

Game Setup
The cards are divided into a resource deck and a main deck. The tribe cards are randomly distributed among the players. The resource deck is thoroughly shuffled. The main deck consists of cards that can be built or acquired during the game.

To determine the order of turns, players roll dice. The player with the highest combination goes first.

Unused tribe cards are set aside. The corresponding special resource cards remain in the resource deck but do not play any role in the game.

Each player takes one city card and one army card from the main deck. Then everyone receives three cards from the resource deck. Resource cards should be held in hand until they are played. If a catastrophe card (Famine, Barbarians, Earthquake, or Eruption) is among the three dealt cards, that card is discarded. No new card is taken from the resource deck to replace it. Special beneficial cards that need to be played immediately (e.g., Population Growth) are played right away, even before the game begins.

As soon as all catastrophe cards are discarded and all "good" cards are played, the fair begins (see Fair). During the first day of the fair, as with the first deal, any catastrophe cards have no effect and are immediately discarded. After the fair, each player takes a turn. The first player goes first, then their neighbor to the left, and so on. Each time all players have taken their turn (i.e., before the first player's new turn), the fair begins again.

Turn
A player's turn consists of five phases. The player draws one resource card (1), performs an action (2), uses special resources (3), discards excess cards from their hand (if they have more than five) (4), and discards or moves cards whose status has changed (5).
1. Drawing a Card
The player draws one card. If the card needs to be played immediately, the player must play it right away. If the player draws a catastrophe card, they cannot draw another card to replace it. If the resource deck runs out, shuffle the discarded resource cards to form a new resource deck.

2. Performing an Action
The player can perform one (only one!) action out of three possible options:

Collecting Taxes - The player can draw one additional resource card for each of their cities. If the player has no cities, they can discard one resource card from their hand and draw one from the resource deck.

Building - The player can use resource cards to build. They can build anything as long as they have enough resources. If all the cards that can be built run out, it means that the player cannot acquire anything until the corresponding cards return to the deck (for example, if 12 cities have been built, no one can build another city until one of the already built ones is destroyed by a volcanic eruption).

War - The player can send their troops to attack another player (see Battles).
The player is not obligated to perform an action. They can simply skip this phase.
3. Using a Special Resource
Each player has a special type of resource that needs to be collected to build a cultural monument (this is one of the ways to win the game). The player can only use the resources of their nation (for example, Egyptians cannot use concrete).

4. Discarding Cards
At the end of the turn, the player must have no more than five cards in their hand (during another player's turn, it is possible to receive additional cards and hold more than five cards in the hand, but at the end of their turn, the excess cards will have to be discarded). If the player has more than five cards in their hand, they discard the excess ones.

5. Moving and Discarding Cards
During this phase, card manipulations are performed in accordance with the game rules. Armies return to their owner, earthquake cards blocking the player's armies are sent to the discard pile. After completing the player's turn, the turn passes to their neighbor on the left. Each time all players have made their next turn (i.e., before the first player's new turn), a fair begins.
Fair
At the very beginning of the game and before the start of each turn of the first player, a fair is held. During the fair, players can exchange cards from the resource deck with each other.
At the beginning of the fair, each player, starting with the first one, draws cards from the resource deck. Each player must take at least one card from the resource deck. If the player's tribe is connected by roads to other tribes, the player must draw one more card for each tribe to which their roads lead (the road can pass through one or more tribes).
After the players have drawn cards, each one (starting with the first player) uses the cards that need to be played immediately. After applying all the effects of the cards, the bidding begins. During the fair, the player can have more than five cards in their hand.
The exchange of cards takes place at the players' discretion. For example, a player offers a stone in exchange for iron, someone agrees, and the iron and stone change their owners. If the players have agreed to make an exchange, they cannot change their mind and refuse to make the exchange.
Any cards from the resource deck can be exchanged (resources, special resources, events (e.g., Olympic Games). It is not allowed to exchange cards from the main deck (cities, armies, fortresses, generals).
In order to announce your desire to exchange a particular card, you should click on it and select the appropriate option from the drop-down menu. As soon as the desires of two participants match, the cards will automatically change their owners.
Battles
When a player decides to go on the attack, they need to choose the armies and generals they are sending to fight. Armies sent to war can no longer be recalled. Reinforcements cannot be sent to them either (for example, if the defender played the Hero or Olympic Games card). If the attacking player wants to use the "Hero" card, they need to play it before sending the army to war (while choosing in what capacity the hero will be used: as an army or as a general). When used as a general, the "Hero" card is placed on the army card.
In one turn, only one tribe can be attacked. The player cannot send troops to attack different tribes. When attacking a tribe, the player must declare the purpose of the attack. There are three goals in total:
• conquest, the purpose of which is to capture cities;
• looting for the purpose of capturing resource cards;
• destruction of a cultural monument.
(The attack of the barbarians always has the purpose of looting).
The defending player must decide whether to use special cards. Using the "Olympic Games", you can turn the attacking armies around and send them back, the "Hero" can strengthen the defending troops. The "Luck" card cancels the invasion of the barbarians, but is not able to help in the case of an attack by another player. The armies of the defending player, which are affected by the earthquake, do not take part in the battle.
Determining the outcome of the battle
Players take turns rolling the die and adding bonuses to the points rolled. The defending player gets +1 for each of their fortresses, any player can get +2 if a general was played on their army card). The army whose strength is less is destroyed (if the army fought under the leadership of a general, the general is destroyed along with it). If there is a tie, nothing happens. If the attacking army wins, such an army is considered victorious.
After that, a new battle is held with the participation of other armies, until the player who has fewer armies uses the cards of all their armies. When this happens, the battle ends. All destroyed armies and generals are returned to the main deck.
The attacking player counts their victorious armies (those that won the duel against the defending army). To them are added the number of armies of the attacker, which the defending player did not have enough armies for (for example, if the player attacked with six armies, and the defending player has only four armies, then at least two armies of the attacker will be victorious).
Victory in battle
If the goal of the attack was conquest, the attacking player can capture one city if they have two or three victorious armies left. If the player has 4 or more victorious armies, they can capture 2 cities.
If the goal of the attack was looting, the attacking player can take two resource cards for each victorious army. The resource cards that go to the conqueror are determined randomly. When barbarians attack, the resource cards are discarded.
If the goal of the attack was destruction, the attacking player can send one special resource card from the defending player's cultural monument to the discard pile. If the attacking player has three or more victorious armies, then they can send two special resource cards to the discard pile.
All armies that survived the battle return to the attacking player at the end of the attacking player's next turn. If there is a direct road between the tribes (not passing through other tribes), the attacking armies return immediately.
Cards

Resource Deck
There are three types of cards in the resource deck:

  1. Basic resources - iron, wood, grain, stone, and gold. These resources are used to acquire cities, fortresses, armies, etc. Gold is a unique resource. It can be used in place of any other basic resource.
  2. Special resource cards - each tribe collects such cards to build a cultural monument. Egyptians collect limestone, Romans - concrete, Greeks - marble, Babylonians - bricks, Celts - sandstone, Chinese - granite. Each tribe can only use the type of cards corresponding to them and only for building a cultural monument (therefore, it can be profitable to exchange with a tribe, having the special resource of that tribe).
  3. Event cards - these are cards that bring benefits or harm to the tribe. Most event cards are played immediately, and only some (Hero, Olympic Games, Luck) can be held in hand.
  4. Population Growth - this card allows you to get a new city for free.
    Earthquake - if this card is drawn, the player who received it must immediately use it on an army belonging to any other tribe. This army does not participate in the game until the end of its owner's next turn.
    Eruption - if this card is drawn, the player who got it must immediately play it on a city belonging to any other tribe. This city is destroyed. The city card is returned to the main deck.
    Famine - when this card is drawn, all players discard grain cards.
    Barbarians - a barbarian army attacks the player's tribe! The barbarians will raid the tribe for two random basic resource cards.
    Olympic Games - this card can be taken into your hand to use later. "Olympic Games" allows you to cancel a barbarian attack or an attack by another player. In this case, the barbarian card is discarded, and the armies of the other player return to them according to the usual rules (immediately, if there is a direct road, or at the end of the attacking player's next turn).
    Hero - this card can be taken into your hand to use later. The "Hero" card can be used instead of one army or general in one (only one!) battle (in attack or defense). With the help of just one hero card, you can attack another tribe.
    Luck - this card allows you to cancel the effect of the "Famine", "Eruption", "Earthquake" or "Barbarians" cards. Discarded when used.
    Main Deck
    The main deck contains cards that can be built or acquired.
    Armies are large groups of equipped men. Building an army requires iron and two grains.
    Fortresses are fortifications that protect the tribe. Each fortress adds 1 to the strength of the defenders (the effect is cumulative). If the defender has several fortresses, then their armies get +1 for each fortress. Fortresses help to defend, but not to attack. To build a fortress, you need iron, wood, and stone.
    Generals are leaders who increase the effectiveness of armies. Each general adds 2 to the strength in battle (see Battles). Generals lead armies - the general card is placed on the army card and remains there until that army is destroyed (in which case the army dies along with the general). Only one general can lead one army. To "build" a general requires iron and gold.
    Roads connect tribes to each other. Each road allows the player to draw an additional card at the Fair (see Fair). Roads also help in battle - armies return home faster on them. A player can only build roads to the two nearest tribes (neighbors to the left and right). The road card is placed on the table between neighboring players as a reminder that the tribes of these players are connected by a road. To build a road, the player must obtain the consent of the neighbor to whom the road will lead. Building a road requires two stones.
    Cities are the heart of the tribe. Each city allows the player to draw a resource card when collecting taxes. Building a city requires stone and two woods.
    Construction is limited by the number of cards in the main deck (if the city cards in the deck run out, it means that a new city can only be built when one of the built ones is destroyed).
    Defeat
    A player loses if, after a failure in war, they have no cards left in their hand and they have no cities. If the player has at least one city or at least one card in their hand, they continue to participate in the game. If a player loses, all roads that led to them are destroyed and returned to the main deck. Tribes that were connected by these roads will need to build new roads.
    Winning the Game
    There are three ways to win.
    The first is if the other players have lost and dropped out of the game (see Defeat), the remaining player is declared the winner.
    The second is to build an empire of five cities (they can be either built or conquered).
    The third is to build a cultural monument by collecting and placing on the table five cards of your tribe's special resource (your tribe is recognized as the bearer of a great culture).
    If a player has built a cultural monument or has five cities, then victory is not awarded automatically - the "last turn" begins. The game continues until the next turn of this player, including the Fair. If at the beginning of the next turn of the player claiming victory, they own five cities or their cultural monument is not destroyed, the player is declared the winner (even if the player has just regained five cities or rebuilt the cultural monument). Otherwise, the game continues. During the "last turn", another player can also win.

Skor: +0

8. Aminiel,

Hello,

  1. Fool/Durak has already been proposed in another topic
  2. Era of heroes: this game looks quite interesting, but there are many imprecisions and missing information.

In the future, please create a different topic for each game. Suggesting several games in the same topic make them harder to follow, what is mostly accepted or refused, rules could be mixed up, etc.

For the next, let's consider that this topic is reserved to Era of Heroes only.

Asking ChatGPT to rephrase or translate the rules won't magically make missing or unclear information appear, and it may invent something different than what was intended. A few things needing precisions in my mind right now:

  • How many cards of each kind does the deck contain ?
  • The effect of catastrophy cards isn't all clear, especially earthquake, and also when/where you can play them
  • How a barbarian attack is triggered ?
  • Does the general has a die for himself, or only add +2 to another die ?
  • Who you can build roads with ? And what are advantages in doing so outside of battles ?

As you have understood, all these small things ahve to be given precisions, otherwise I won't ever be able to well understand the philosophy and implement this game.

Just a note, though: I feel it a priori quite sad that battle results are mostly decided by randomness, while the rest of the game looks quite strategical elsewhere.

Skor: +1

Poslednja izmena od strane Aminiel, 15 Jan 2025 18:45:28

9. Nikola,

Hello,
a lot of these questions should be answered in post 5, but of course I do not mind giving further clarifications, perhaps the organization of that post wasn't the bes... The rules in post 7 are also already much better, good job!

Currently, I can't tell you the exact number of cards in the deck as I would need to clarify this and confirm the final numbers, but if you decide that this game is definitely accepted, it wouldn't be a problem to do that and write everything down. Post 5 at least contains the numbers for the main deck, for now.

The effect of catastrophy cards isn't all clear, especially earthquake, and also when/where you can play them

Catastrophy cards are played as soon as you draw them, whether that is during the tax collection phase of your turn, or at the end of the turn when all players draw a card and before the fair/auction. If you got one, you must play it before anything else happens.
If multiple players happen to draw one at the same time, they again have to be played right away, the order is the same as the turn order.
Example: Players A, B, C and D are playing in that order. A and C both received catastrophy cards, A plays his card, after him, C must play his.

As for earthquakes, the effect is essentially that the targeted tribe loses one army during that turn. This army recovers after that turn is over. Both with earthquake and eruption, once you play them, you choose who to target.

How a barbarian attack is triggered ?

This is also considered one of the catastrophy cards, except that you don't choose a target, this card targets you. Once it is drawn, you discard two random resource cards from your hand (Stone, gold, iron, wood or grain).
If a player has the olimpic games card, that card is played automatically and stops the barbarian attack.
Both barbarians and olimpic games have 2 copies in the deck.

Barbarians are a bit like somebody declared a war against you and chose loot as the goal, except that you can't defend using your armies.

Since you need to follow the count of these cards if you want to increase the chances of winning, I can already tell you that all of these disaster and event cards contain two copies in the deck, that is, population growth, eruption, earthquake, barbarians, hunger or olimpic games.
A hero is a small exception which has three copies, but as said, I'll probably submit the whole count in a better format.

Does the general has a die for himself, or only add +2 to another die ?

A general only adds plus 2 to the die result, so your maximum becomes 8 instead of 6.
I can understand you consider it a shame that the wars are random, but even in that case you can increase your chances:

  • You can play either very defensively, by building many fortresses. They can be cumulated as much as you want, each fortress adds plus 1 to the die result, but only when you are defending, not when attacking.
  • You can ignore fortresses entirely, instead preferring to build generals. A general adds plus 2 in all cases, but only one general can be attached to one army, so you never build more generals than you have armies, and you never get more than plus 2 in one turn.

Fortresses are thus more profitable, but at the same time, you are wasting more turns and if you never get a chance to win the game, you will never be attacked, so they aren't going to be so useful. It's conveniently chosen that to build a fortress, you use stone, wood, iron, and to build a city (one of the ways to win the game), you use stone, wood, wood, so by building fortresses, you possibly need to use up some cards slowing down the advancement of your tribe. It's best to build them if you are already in a relatively good position, but we're already reaching into subjective strategies and individual player choice.

Who you can build roads with ? And what are advantages in doing so outside of battles ?

You can build up to two roads, with a player sitting to your left, and a player sitting to your right.
The tribes connected via a road draw two cards instead of one when everybody draws a card from the deck before the auction, and if you attack a player with whom you built a road before, then you do not need to wait one turn for your army to return back from the war and you can use it right away, of course if that army was not killed.

Skor: +1

10. facelessghost,

Hello!
Thank you for your interest in this game!
I will take these important notes into account and format new suggestions as you advised.
Now I will try to answer the questions about the game "Age of Heroes":

• 1. The number of cards of each type is not set by the rules.
Unfortunately, this is not an error, and all versions of the rules do not provide specific numbers.
This may be due to implementation, and it is left up to the players to decide.
Let's take a number so that the rules cover games with 1 player and 6 players.
In the version of the game where I saw the implemented game, there was a fixed number of 108.
We can stick to the same value.
Simply put, if more players are added, the number of resources in the deck changes.
The maximum amount of resources available in the game is when two people play.
Here’s an example:

When playing with two players:

In the deck: 108.
Armies: 10.
Generals: 6.
Fortresses: 9.
Cities: 10.
Roads: 1.
And if we have six players, then the values will be as follows:

In the deck: 108.
Armies: 6.
Generals: 6.
Fortresses: 9.
Cities: 6.
Roads: 6.
As we can see, only the number of buildings changes.
When playing with two players, we have one road available for construction.

But we can build 10 armies.
The number of generals remains unchanged.
The number of fortresses also stays the same.

If we have a maximum of 6 players, the number of armies available for construction changes, as does the number of cities.
There are 6 roads. That is, according to the number of players.
Thus, depending on the number of players from 2 to 6, only the number of armies in the deck, cities, and roads changes.
The number of generals and fortresses is fixed.
Based on this data, let's get the following values:
The data will be shown for a game with two players.

According to the data, there are 108 cards in the deck. The distribution of cards by type is as follows:

Armies: 10
Generals: 6
Fortresses: 9
Cities: 10
Roads: 1

Total: divide the 108 resource cards as follows:

  • Common resources (iron, wood, grain, stone, gold) – 12 cards each, total 60 cards
  • Special resources (limestone, concrete, marble, bricks, sandstone, granite) – 8 cards each, total 48 cards
  • Event cards (Population Growth, Earthquake, Eruption, Famine, Barbarians, Olympic Games, Hero, Luck) – total 10 cards

So, we get:

  • Common resources: 60 cards
  • Special resources: 48 cards
  • Event cards: 10 cards

Altogether, 60 + 48 + 10 = 108 cards in the resource deck.
Unfortunately, I cannot be any more precise.
• 2. Disasters work quite simply:

  1. At the start of the game after rolling the dice and determining the turn order, card dealing begins.
  2. During the first market, if disaster cards such as Famine, Barbarians, Earthquake, or Eruption are drawn, they are simply discarded, and nothing happens.
    Then the game continues according to the rules.
  3. After the game progresses and disasters are drawn, they work like this:
  4. Famine
    • When this card appears, all players discard their grain cards.
    • If a player has the "Luck" card, they discard it instead, and thus do not lose their grain.
    • Barbarians
    • A barbarian army attacks the player's tribe! If victorious, the barbarians plunder the tribe.
    • According to the rules, the barbarian army attacks the tribe of the player who drew the "Barbarians" card from the resource deck:
      When a player draws the "Barbarians" card, it means that the barbarian army is attacking that player's tribe.
      The barbarian attack occurs during the market phase, immediately after the player plays the "Barbarians" card. The market is paused until the battle with the barbarians is over.
      The defending player must use their armies to repel the barbarian attack. If the barbarians win, they plunder the defending player's tribe.
      The barbarian attack does not depend on other players' actions.
      Therefore, the barbarian army always attacks the tribe of the player who drew the "Barbarians" card from the resource deck. Other players cannot influence or interfere with this event.
      It should be remembered that if a player has the "Luck" card, the effect of this disaster is canceled, and the luck card is discarded.
    • Earthquake
    • If this card is drawn, the player who received it must immediately use it against another tribe's army. This army cannot participate in the game until the end of its owner's next turn. If the army is led by a general, the earthquake cannot be played on it.
    • 4. Eruption
    • If this card is drawn, the player who obtained it must immediately play it on a city belonging to another tribe. This city is destroyed. The city card returns to the main deck. It can be neutralized by the "Luck" card.
    • Famine, earthquake, and volcanic eruption cards are played immediately upon being drawn.
      I hope I've answered this question adequately.
      • 3. The barbarian attack proceeds as follows:
    • If the "Barbarians" card is drawn during the resource draw, it means that the barbarian army is attacking one of the tribes.
    • The market is suspended until the end of the battle with the barbarians.
    • The player whose tribe is under attack must deploy all his armies against them. He can also use the "Hero" or "Olympic Games" cards to strengthen his defense.
    • The battle takes place according to the general rules.
    • If the barbarians win, they plunder the defending player's tribe. He must randomly discard two resource cards for each winning barbarian army.
    • If the strength of the defending armies is equal to or greater than that of the barbarians, the barbarian attack is repelled, the "Barbarians" card is discarded, and the market resumes.
    • • 4. The general does not have his own dice but adds +2 to the die roll.
      • 5. According to the rules, a player can only build roads to the two nearest tribes—those to the immediate left and right. Building a road requires the consent of the neighboring tribe to which the road will lead.
      Benefits of building roads outside battles:
    • Each road allows a player to draw an additional resource card during the market phase. This provides an opportunity to obtain more resources.
    • If there is a direct road between tribes (not passing through other tribes), the attacker’s armies return to him immediately after the battle, rather than at the end of his next turn. This speeds up the return of troops.
    • I tried to answer all the questions as thoroughly as possible!
      Yes, a die is used in combat.
      And when determining the turn order.
      In one version of the rules, I found information that instead of rolling a die, the turn order is determined as follows:
      Players draw one card each from the combat deck.
      The holder of the card with the most combinations of "Shield-and-Sword" goes first.
      Unfortunately, I haven't encountered any better implementations that match this game.
      It's interesting how else the turn order could be determined.

Skor: +0

11. facelessghost,

Hi all!
Nikola, thank you, you answered the questions very accurately!
Unfortunately, I don’t know how to formulate answers so clearly.

Skor: +0

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