De Goudmijnen

From Wikicarpedia
Jump to navigation Jump to search
This page is a translated version of the page The Goldmines and the translation is 42% complete.
Outdated translations are marked like this.
Other languages:
English • ‎Nederlands • ‎français • ‎română


Algemene informatie en opmerkingen

Markering

De nieuwe editie van De Goudmijnen (Mini #4) werd in 2017 uitgegeven door HiG en maakt deel uit van Big Box 6.

Er ligt goud verspreid over het rijk, en iedereen is ernaar op zoek. De waarde van elke goudstaaf blijft echter tot het einde van het spel onbekend.

Speelmateriaal

  • 8 landtegels met goudsymbool
  • 1 overzichtstegel
Tegel met goudsymbool
Overzichtstegel
  • 16 houten goudstaven
Figure Gold.png

Spelregels

Voorbereiding

Schud de nieuwe landtegels door die van het basisspel en leg ze zoals gebruikelijk in gedekte stapels. Leg de goudstaven klaar voor gebruik.

Spelverloop


Voorbeeld 1: Jij legt een tegel met een goudsymbool. Vervolgens leg je een goudstaaf op de zojuist gelegde tegel en leg je een goudstaaf op de aangrenzende tegel linksboven.

}}

2. Een meeple zetten

Na het leggen van de goudstaven mag je zoals gebruikelijk een meeple zetten.


Voorbeeld 2: Jij bouwt de stad af. Doordat jij de meerderheid in de stad hebt, krijg jij de drie goudstaven die op de stad liggen.

}}


De eindtelling

Als er geen gelijke stand is bij het bepalen van de meerderheid van een project met goudstaven op één of meer van de tegels, dan mag iedere speler die betrokken is bij de gelijke stand (te beginnen met de speler die aan de beurt is, en dan met de klok mee) steeds 1 goudstaaf van het te tellen project pakken. Dit gaat zo door totdat alle goudstaven van de afgebouwde projecten genomen zijn. [1]

Voorbeeld 3: Jij bouwt de weg af. Jij hebt samen met blauw de meerderheid en jullie hebben beiden recht op het goud. Omdat het jouw beurt is, neem jij eerst een goudstaaf, dan neemt blauw de tweede en tot slot neem jij de derde.

Elke speler legt zijn goudstaven open voor zicht neer. De punten voor de goudstaven worden bij de eindtelling bepaald.

Samenvatting van de volgorde

Bij het spelen met De Goudmijnen, is de beurtvolgorde als volgt:

1. Landtegel leggen
2. Twee goudstaven leggen
3. Een meeple zetten
4. Puntentellingen afhandelen
5. Goudstaven verdelen

Other Expansions

Symbol BridgesCastlesBazaars C1C2.png Exp. 8 - Bridges, Castles & Bazaars:

  • Icon World Black.png A castle lord can collect gold ingots placed in its castle fief. It does not matter if the gold ingots are not located on tiles occupied by the feature triggering the castle scoring.

     Icon Open Book.png Question: Can a castle receive collect gold ingots placed in its fief the same as monastery collects gold ingots placed on the monastery tile or any adjacent tile?

    Answer: A castle can also take gold ingots, those located in the castle fief. The castle fief has 6 tiles: the two on which the castle was built, the two to the right and the two to the left of it. The castle lord can take gold ingots from them.

    If there are several players entitled to gold ingots, the gold is distributed one by one, as described in the rules. (6/2013)

    The following examples illustrate how gold ingots are distributed in some scenarios involving castles: [2]

    • When scoring a castle, its owner can only collect gold ingots placed in the castle fief. Any gold ingots on tiles outside the castle fief will not be eligible even if they belong to the feature triggering the castle scoring.
    Players take turns when taking eligible gold ingots placed on the tiles of the features being scoring. Depending on the sequence followed, some players with eligible gold ingots may end up taking none.


    Example 1: Exploring various sequences
    Example 1A: Red completes the city occupied by Blue, which triggers the scoring of the castle occupied by Red. As the active player, Red takes a gold ingot first, and then Blue. Blue was also entitled to the gold ingot taken by Red (placed in the castle fief and also on one tile of the city controlled by Blue), but it was Red's only choice in this case. Therefore, Blue can only take the gold ingot at the bottom of the city.
    Example 1B-1: Blue completes their city, which triggers the scoring of the castle occupied by Red. As the active player, Blue takes a gold ingot first and then Red. Blue was also entitled to the gold ingot taken by Red (placed in the castle fief and also on one tile of the city controlled by Blue), and it was Red's only choice in this case, since Blue took the gold ingot at the bottom of the city.
    Example 1B-2: Blue completes their city, which triggers the scoring of the castle occupied by Red. As the active player, Blue manages to take both gold ingots. Blue takes the gold ingot in the castle fief first (both Red and Blue were entitled to take it), so Red cannot take any gold ingots. Finally, Blue takes the gold ingot at the bottom of the city.

    Example 2: Exploring best outcome
    Example 2A: Blue completes their city, which triggers the scoring of the castle occupied by Red. There are two gold ingots in the castle fief, one of them placed on a tile of the city controlled by Blue). As the active player, Blue decides to take the gold ingot in the castle fief which Red is also entitled to, so Red is forced to take the other gold ingot in the fief. Finally, Blue takes the gold ingot at the bottom of the city.
    Blue gets 2 gold ingots and Red gets one gold ingot.
    Example 2B: Red completes the city occupied by Blue, which triggers the scoring of the castle occupied by Red. There are two gold ingots in the castle fief, one of them placed on a tile of the city controlled by Blue). As the active player, Red decides to take the gold ingot in the castle fief which Blue is also entitled to, so Blue is forced to take the gold ingot at the bottom of the city. Finally, Red takes the other gold ingot in the fief.
    Blue gets 1 gold ingot and Red gets 2 gold ingots.

    Example 3: Triggering the gold ingot distribution but collecting none
    Example 3: Red completes the city occupied by Blue, which triggers the scoring of the castle occupied by Red. However, Red is not entitled to any gold ingots, since they are not in the castle fief. Therefore, Red does not receive any gold ingots and Blue receives 2 gold pieces.


    • When scoring a castle, its owner is only entitled to those gold ingots placed in the castle fief, even if they are not on tiles belonging to the feature triggering the castle scoring.


    Example 4: Features triggering the scoring are irrelevant
    Example 4: Red completes an unoccupied city, which triggers the scoring of the castle occupied by Red. Red will take the gold ingot in the castle fief, no matter it is not on a tile of the city triggering the scoring.

    Example 5: Sequence involving the building of a castle
    Example 5.1: Yellow places a monastery with monk, and two gold ingots.
    Example 5.2: Red places a tile completing a small city.
    Example 5.3: Red decides to build a castle instead of scoring the small city. Since no scoring takes place, no gold ingots are distributed at this point.
    Example 5.4: Blue completes their city, triggering the scoring of the castle occupied by Red. Blue and Red will take gold ingots in turns. Blue will take the two ingots at the bottom of the city and Red will take the two gold ingots in the castle fief, no matter the gold ingots are not on the feature triggering the castle scoring.


    • When monastery in a castle fief is scored, its owner can take any gold ingots placed on its neighborhood. The neighboring castle, can only consider those gold ingots in its castle fief.


    Example 6: Exploring the scoring of a monastery overlapping a castle fief
    Example 6-1: Red completes the monastery occupied by Yellow, triggering the scoring of the castle occupied by Red. Red and Yellow will take one gold ingot each, no matter the order they are chosen, since the two gold ingots are both in the castle fief and in the vicinity of the monastery (i.e. on the monastery tile or any adjacent tile).
    Example 6-2: Yellow completes their monastery, triggering the scoring of the castle occupied by Red. Yellow and Red will take one gold ingot each, no matter the order they are chosen, since the two gold ingots are both in the castle fief and in the vicinity of the monastery (i.e. on the monastery tile or any adjacent tile).

Tegelverdeling

Aantal tegels: 9

Gold Mines C2 Tile A.jpg x1
(K)
Gold Mines C2 Tile B.jpg x1
(W)
Gold Mines C2 Tile C.jpg x1
 
Gold Mines C2 Tile D.jpg x1
 
Gold Mines C2 Tile E.jpg x1
 
Gold Mines C2 Tile F.jpg x1
(R)
Gold Mines C2 Tile G.jpg x1
 
Gold Mines C2 Tile H.jpg x1
 

Op sommige tegels staat een kleine illustratie. De letters tussen haakjes geven aan om welke illustratie het gaat:

Feature Cows C2.png
K | Koeienstal
Feature WaterTower C2.png
W | Watertoren
Feature Highwayman C2.png
R | Struikrovers

Extra tegel: 1

Gold Mines C2 Scoring Token.png x1
Overzichtstegel met puntentelling

Voetnoten

Ga voor licentie en uitleg over de pictogrammen naar de pictogrammen pagina.

  1. Icon World Black.png In de regel kiest de speler die aan de beurt is (als hij recht heeft op goudstaven) en als er meerdere projecten bij de puntentelling betrokken zijn, de eerste goudstaaf en hij mag daarbij elke goudstaaf kiezen van de projecten waar hij recht op heeft. Merk op dat het als gevolg hiervan kan gebeuren dat een andere speler die eerst wel recht had op een goudstaaf er uiteindelijk geen meer krijgt omdat die al is weggenomen voordat die speler aan de beurt is om er één te kiezen. (6/2013)
  2. Icon World Black.png These examples are based on the clarifications provided by Kettlefish on the following threads, according to the clarification provided by Christof Tisch from 6/2013.