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Dibaboù

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Dibaboù ar c'hoari

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ROUNDS

Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.

1: INCOME

Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.

2: PLACE WORKERS

Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.

Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.

If it is your own building, or if you have a worker in the Inn's rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.

Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.

3: ACTIVATE PLACES BEFORE THE BRIDGE

Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.

GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.

TRADING POST: Gain 3 deniers.

MERCHANTS' GUILD: Move the provost up to 3 squares forward or back, for free.

JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.

STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.

INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)

4: THE BRIDGE

In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.

5. ACTIVATE BUILDINGS

Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.

Notes on some buildings:

Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.

Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.

Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.

If you build over a building with a worker on it, the transformation is postponed until after the worker's action.

6. BUILD THE CASTLE

In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.

Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.

Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.

The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.

7. THE BAILIFF ADVANCES

If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.

8. STAGES OF THE CASTLE

If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:

Dungeon: no house = -2 VPs; 2+ houses = 1 favour

Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours

Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours

If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).

FINAL SCORING

In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.

ROYAL FAVOURS

There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available.

If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)

The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.


Distro d'ar c'hoari

K

Arvester ar bartienn-mañ ez oc'h
nellakram
28
1
89 devezh
Diskouez ar reti
0
 
4
 
1
 
1
 
2
8
2
karstohio
27
119
89 devezh
Diskouez ar reti
0
 
1
 
0
 
0
 
1
3
3
snesch
33
1
89 devezh
Diskouez ar reti
0
 
0
 
0
 
0
 
2
6
2
32
4
89 devezh
Diskouez ar reti
2
 
0
 
0
 
2
 
0
1
3
ljadkins
19
93
89 devezh
Diskouez ar reti
2
 
1
 
0
 
0
 
1
3
3
Reiñ (h)e dilez
Dilez
Trading post: karstohio gets 3 denier
All players have passed. Building activation starts.
nellakram passes
4/24/2025 12:43 PM
snesch passes
09:20 PM
nellakram places a worker on Peddler for 1 denier(s)
08:58 PM
jlhoover passes
08:57 PM
karstohio passes
08:55 PM
snesch places a worker on Sawmill for 2 denier(s)
08:21 PM
ljadkins is the first player to pass and gets 1 denier
06:03 PM
jlhoover gets 1 victory point: one of his building has been used
nellakram places a worker on Marketplace for 1 denier(s)
05:35 PM
jlhoover places a worker on Forest for 1 denier(s)
04:07 PM
karstohio places a worker on Castle for 1 denier(s)
04:05 PM
snesch places a worker on Castle for 1 denier(s)
01:04 PM
ljadkins places a worker on Gold Mine for 1 denier(s)
12:23 PM
nellakram places a worker on Farm for 1 denier(s)
4/23/2025 12:53 AM
jlhoover places a worker on Quarry for 1 denier(s)
08:42 PM
karstohio places a worker on Trading post for 1 denier(s)
08:12 PM
nellakram gets 1 victory point: one of his building has been used
snesch places a worker on Sawmill for 1 denier(s)
07:07 PM
jlhoover gets 1 victory point: one of his building has been used
ljadkins places a worker on Farm for 1 denier(s)
06:21 PM
snesch gets 1 victory point: one of his building has been used
nellakram places a worker on Quarry for 1 denier(s)
04:43 PM
jlhoover places a worker on Castle for 1 denier(s)
02:15 PM
nellakram gets 1 victory point: one of his building has been used
karstohio places a worker on Mason for 1 denier(s)
01:09 PM
karstohio gets 1 victory point: one of his building has been used
snesch places a worker on Farm for 1 denier(s)
12:53 PM
ljadkins places a worker on Jousting Field for 1 denier(s)
4/22/2025 12:32 PM
A new turn begins. Each player gets his revenue.
End of the turn ! The bailiff moves two spaces forward.
snesch gets a food with a favor
snesch chooses a favor from line: resources
snesch built the most houses and gains 1 favor
10:41 PM
nellakram builds a part of the castle (Walls) for 1 food, 1 wood and 1 stone and gets 4 points
snesch builds a part of the castle (Walls) for 1 food, 1 wood and 1 stone and gets 4 points
Marketplace: snesch sells one stone for 6 deniers
10:40 PM
Sawmill: jlhoover gets 2 wood
Farm: karstohio gets 1 food
09:15 PM
Quarry: karstohio gets 2 stone
Farm: nellakram gets 1 cloth
09:05 PM
Farm: ljadkins gets 1 cloth
08:17 PM
Quarry: snesch gets 1 stone
Forest: nellakram gets 1 food
Sawmill: nellakram gets 1 wood
nellakram chooses not to move the Provost
04:35 PM
snesch moves the provost 1 space(s) for 1 denier(s)
04:33 PM
jlhoover chooses not to move the Provost
04:31 PM
karstohio chooses not to move the Provost
03:29 PM
ljadkins chooses not to move the Provost
03:21 PM
jlhoover gets 3 deniers with a favor
jlhoover chooses a favor from line: deniers
01:45 PM
Jousting Field: jlhoover buys a favor for one denier and one cloth
01:44 PM
Trading post: ljadkins gets 3 denier
All players have passed. Building activation starts.
nellakram passes
01:35 PM
nellakram places a worker on Castle for 1 denier(s)
01:32 PM
snesch passes
01:24 PM
nellakram places a worker on Forest for 1 denier(s)
12:53 PM
jlhoover passes
09:47 AM
karstohio passes
4/21/2025 02:52 AM
snesch places a worker on Quarry for 2 denier(s)
12:47 PM
ljadkins is the first player to pass and gets 1 denier
4/20/2025 11:27 AM
nellakram places a worker on Sawmill for 1 denier(s)
01:38 PM
nellakram gets 1 victory point: one of his building has been used
jlhoover places a worker on Sawmill for 1 denier(s)
10:55 AM
snesch gets 1 victory point: one of his building has been used
karstohio places a worker on Quarry for 1 denier(s)
4/19/2025 04:44 AM
snesch places a worker on Castle for 1 denier(s)
4/18/2025 09:11 PM
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