Homeworlds Settlers: Difference between revisions

no edit summary
imported>Cuc
No edit summary
imported>Cuc
No edit summary
Line 56:
** If there is ''no'' empty field bordering ANY of your Green pieces (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.''' If there aren’t any Green pieces left in the Bank, you can not use this action.
 
* '''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 tradedTraded or upgradedUpgraded, 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 upgradeUpgrade the same piece twice (to get a Large).
 
== End ==
Line 83:
* During the middle game, there is a Green/Blue dynamic that allows for rapid (exponential?) growth if unchecked by the opponent.
 
* The endgame may allow the use of Yellow/Red to conquer a few more pieces, and smart use of Yellow/Blue/Green to tradeTrade/upgradeUpgrade/buildBuild another few points.
 
== Variants ==
Line 111:
 
== Change Log ==
'''20210418''' - Small edits.
 
'''20210210''' - Added the link to Landing Zone, the game that inspired Homeworlds Settlers.
 
Anonymous user