Homeworlds Settlers: Difference between revisions

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* '''Red ~ Conquer'''. You can ''conquer'' an opponent’s piece bordering your Red action piece if '''a.)''' the piece you try to conquer is ''not larger'' than your conquering piece, AND '''b.)''' the total pip count of all of your Red pieces bordering the opponent’s piece is ''larger'' than the total pip count of all the opponent’s Red pieces bordering it (and if the attacked piece is Red, then its pips must also be counted). To conquer a piece, turn it 180 degrees on its field, pointing away from you. '''Note.''' Red pieces can therefore attack (on your turn) and defend (on your opponent’s turn). Once you conquered an opponent's ship, it counts as yours, even during your current turn if you still have actions available.
* '''Red ~ Conquer'''. You can ''conquer'' an opponent’s piece bordering your Red action piece if '''a.)''' the piece you try to conquer is ''not larger'' than your conquering piece, AND '''b.)''' the total pip count of all of your Red pieces bordering the opponent’s piece is ''larger'' than the total pip count of all the opponent’s Red pieces bordering it (and if the attacked piece is Red, then its pips must also be counted). To conquer a piece, turn it 180 degrees on its field, pointing away from you. '''Note.''' Red pieces can therefore attack (on your turn) and defend (on your opponent’s turn). Once you conquered an opponent's ship, it counts as yours, even during your current turn if you still have actions available.


* '''Yellow ~ Move'''. You start with as many unused action pips as the pip-count of your Yellow action piece. Repeat the following move procedure until either '''a.)''' you’ve used all your action pips, or '''b.)''' you decide to forfeit any unused action pips. '''Move Procedure.''' Choose a number ''N'' up to the number of unused action pips (not more than 3) of your chosen Yellow action piece, and do the following:
* '''Yellow ~ Move'''. Make a partition (n1, n2, n3) of the number of pips n of your chosen Yellow action piece, such that n1 + n2 + n3 = n. For each number in your partition, choose a ''moving piece'', EITHER the said Yellow action piece OR a piece bordering to ''where said Yellow action piece now is''; move the moving piece the corresponding number of bordering spaces using only unoccupied fields. '''Note.''' If n = 1, there is only one partition, i.e., (1): you can only move 1 piece over 1 space. If n = 2, there are two partitions, i.e., (2) and (1, 1): you can EITHER move 1 piece over 2 spaces, OR 2 pieces over 1 space each. If n = 3, there are three partitions, i.e., (3), (2, 1), (1,1,1): you can EITHER '''a.)''' move 1 piece over 3 spaces, OR '''b.)''' 1 piece over 2 spaces and another piece over 1 space, OR '''c.)''' 3 pieces over 1 space each.
** first, choose a ''moving piece'', which can be EITHER the said Yellow action piece, OR a ship bordering to the ''current'' position of said Yellow action piece;
** then, ''move'' the moving piece over the corresponding number of spaces, one space at a time (to move a ship one space, choose an empty field bordering it and then move the ship there);
** finally, subtract the used action pips from the number of unused action pips.
** If you still have unused action pips, you may repeat this procedure, or forfeit them to end your turn.
'''Note.''' For a Large action piece, you can choose ''up to 3'' moving pieces. You first choose and then move each moving piece, before you choose and move another. In particular, when you move your Yellow ''action'' piece, there will be different ships bordering it before and after moving it, affecting the available ''moving'' pieces for any remaining actions!
'''Example.''' If you choose a Large Yellow action piece, you can either move 1 ship (itself, or a bordering mid) 3 spaces; or you can move 2 ships, one of which you move 1 space, and the other you move 2 spaces; or you can move 3 ships, each 1 space. If you first move the Yellow action piece less than its number of pips, you must choose any ''consecutive'' moving piece among the ones bordering it, ''after'' it has moved.


* '''Green ~ Build'''. For each pip of your chosen Green action piece, check these conditions:
* '''Green ~ Build'''. ''For each pip'' of your chosen Green action piece, you check these conditions in sequence 1.) ''build'', 2.) ''transfer'', and 3.) ''landing'', as follows:
** If your chosen Green action piece has space, you can use one of its bordering empty fields to Build a piece there from the Bank in ''any color''; take the ''smallest'' piece in that color available from the Bank, and place it there.
# '''Default: Build.''' If your chosen Green action piece ''has space'', choose any color available from the Bank. You can ''build'' a ship as follows: take the ''smallest'' mid in the chosen color, available from the Bank, and place it flat and pointing away from you (to indicate ownership) on one of said Green action piece’s bordering empty spaces. '''Note.''' If your chosen Green action piece doesn’t have space, but you have another Green ship that has space, you can transfer your building effort (see below); if you don’t have a Green ship that has space, you can land a ship (see below).
** Otherwise, if your chosen Green action piece is out of space, choose any other Green piece you own that has space. Continue as if you started your turn choosing ''this'' as your action piece. '''Note.''' Consider this a bonus turn. The unused actions of the previous action piece are forfeited. The successively chosen Green piece can be of any size, providing that many actions. You can have more than one of these bonus turns, if a successively chosen Green piece runs out of space and you still have one or more unused action pips.
# '''Bonus: Transfer.''' If your chosen Green action piece has run ''out of space'', your unused build actions are forfeited, ''but'' you can ''transfer'' your building effort: choose any other Green ship you own that ''has space'', and continue as if you started your turn choosing said other ship as your Green action piece (see 1.). '''Note.''' Basically, transfer gives you a bonus turn; it’s to promote building! Your ''successively'' chosen Green action piece can be of any size. You can have as many bonus turns as the number of your Green ships that have less space than their pip count. '''Example.''' At the beginning of your turn, your G3 action piece has only 1 space left, and you build a Green ship there so that it runs out of space. Now, you can choose another Green ship ''with space'' (even the one you just built, if it has space) as your successive Green action piece and keep building, etc.
** Otherwise, if NONE of your Green pieces have space (or if you ''don’t own'' a Green piece), your unused actions are forfeited, but you may build the ''smallest'' Green piece available from the Bank on ''any'' empty field. '''Note.''' Consider this a bonus turn. If there aren’t any Green pieces left in the Bank, you can not use this action and you must forfeit it. If ''any'' of your Green pieces has space, it follows that you will build there ''first'', before being able to use ''this'' build option.
# '''Bonus: Landing.''' If your chosen action piece doesn’t have space, and if ''none'' of your Green ships have space (i.e., you don’t have a Green ship, or you can’t transfer), your unused build actions are forfeited, ''but'' you may ''land'' a ''Green'' ship as follows: choose the ''smallest'' Green mid available from the Bank and place it on ''any'' empty field, pointing away from you. This concludes your turn. '''Note.''' Basically, if you can’t transfer, landing is a bonus turn. You can only land a Green ship, so if there aren’t any more Greens in the Bank, you can ''not'' use this action and you must forfeit it. Also, if your current Green action piece runs out of space, you can ''not'' automatically land a ship, because if any of your Green ships has space, you must ''transfer'' your building effort (see 2.) and build there first (see 1.).


'''Summary.''' If one of your Green ships has space, you must ''build'' there. But if your current Green action piece runs ''out of space'', you can ''transfer'' your building effort to another Green ship (effectively getting a bonus turn). However, if you don’t have a ship that has space, or you can’t transfer, you may ''land'' a new ship (effectively getting a bonus turn).
* '''Blue ~ Upgrade/Trade'''. You can Upgrade or Trade the chosen Blue action piece or any bordering piece you own. To Upgrade a piece, replace it with a piece of the ''same color'' and ''exactly'' 1 pip larger, available from the Bank. To Trade a piece, replace it with a piece of the ''same size'' and ''different color'', available from the Bank. '''Clarification.''' If the Blue action piece is Traded or Upgraded, the new piece in its stead becomes the action piece, and behaves as if it did not change: for all intents and purposes it remains Blue until the end of turn, and your remaining action pips are not affected. '''Note.''' If the piece you need is not available from the Bank, you can not use this action. Any piece you return to the Bank is immediately available for the next Upgrade/Trade, if you have unused actions. If you have 2 or more available actions, you can Trade AND Upgrade the same piece (in any order), OR Upgrade the same piece twice (to get a Large).

* '''Blue ~ Upgrade/Trade'''. You can ''Upgrade'' or ''Trade'' the chosen Blue action piece or any bordering piece you own.
** To ''Trade'' a piece, replace it with a piece of the ''same size'' and ''different color'', available from the Bank.
** To ''Upgrade'' a ship, replace it with a piece of the ''same color'' and ''exactly'' 1 pip larger, available from the Bank.
'''Clarification.''' When the Blue action piece is Traded or Upgraded, the new piece in its stead becomes the action piece, but its action type (Blue) and remaining action pips (related to the size of the ''original'' action piece) are not affected.
'''Note.''' You can use all your action pips to affect the same ship, and switch between Upgrade and Trade for each action.
'''Note.''' If the ship you need is ''not'' available from the Bank, you can ''not'' use the chosen action. Any piece you return to the Bank is immediately available for the next Upgrade/Trade, if you still have unused actions.


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