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/join
1 (,2...6) sits at the table
/start
begins (1-6 player)
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Through fortunate draws
and skillful exchanges of stones, players achieve stone combinations
and score points.
The playing field is divided
into 4 ranges::
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On the right of and
left of the screen are the carpets, on which the fellow players
sit and collect their stones.
The carpet with the large diamonds indicates whose turn it is.
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Beside the player carpets, four jewel combination cards of five stones each are located. By completing one of these combinations, a player may purchase the card and score points.
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| 2.3 Draw Bag and Next-Player Symbol
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On the lower left-hand
edge, a player may draw one stone per turn from the bag, and ends
his or her turn by clicking on the next-player symbol. If gems
appear along the bottom and the bag does not become the next-player
symbol, then a wild card was drawn, and the player may select
a bead of his or her choice.
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The exchange table is in
the center of the gameboard, and functions in both directions. A
player clicks on the stone combination that s/he would like to receive
and pays the stones opposite it on the other side of the exchange
table from the stones on his or her carpet. |
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On his or her first
turn, a player begins by pulling a stone from the bag. Starting
from the second turn, one can either pull another stone from the
bag, or may make a single exchange at the Bazaar. After the exchange
or draw from the bag, the player ends his or her turn by clicking
the next-player symbol at the bottom left of the screen.
If the player has one of the shown combinations, s/he may also
purchase the combination card. S/he does so by clicking on the
combination card and then clicking on the next-player symbol.
A turn sequence is therefore
always:
1. Draw or exchange
2. Buy (optional
3. Pass
A purchase without prior pulling or trading is not permitted |
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If, following
a purchase, more stones are on the
player's carpet, those remain, and the player may use them in
the next round.
The number of points that one receives for a purchase depends
on how well the stones were traded before. If the player has exactly
the five stones indicated on one of the four purchase cards, s/he
receives the most points. The more stones remaining on the carpet,
though, the fewer points earned. In this example, ARMistice scored
only one point for the purchase.
In addition, the purchase of jewel combinations with at
least 4 stones of the same color is more lucrative than
the purchase of combinations with more varying stones.
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| All Purchase Stacks Remaining |
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With An Empty Purchase Stack |
| Number of Remaining Stones |
0
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1
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2
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3
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Number of Remaining Stones |
| Cheap Combination (varying stones) |
5
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3
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2
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1
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X
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| Valuable Combination (4 or 5 the same) |
8
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5
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3
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2
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Cheap Combination (varying stones) |
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X
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12
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8
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5
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3
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Valuable Combination (4 or 5 the same) |
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| In each
of the four purchase-card stacks there are six jewel combination
cards. If all purchase stacks are still occupied, apply the less
favorable scoring. If at least one pile is empty, the remaining
jewel combinations are more value and the scores on the right
side of the table apply.
A player can therefore score a maximum of 12 points and a minimum
of 1 point per purchase. |
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If all
24 jewel combination cards are sold, the game is over,
and the player with the highest score wins.
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| A new game can be started
with /reset. |
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