Can someone let me know the game flow about phase1 and phase2 (action and activation phase)
I am very confused after read them 3 times.
Please compare the flow of this game compare to other worker placement games such as Agricola and Caylus.
In a turn, when you need worker (Guild token) or when need Human Resource meeple (Adventurers and Villagers). In each action and activation, what is the limitation of worker placing compare to worker placement game.
I am worst in English listening skill. Any video is useless for me please describe them in text and/or picture.
Thank you all in advance.
Well, I am not sure if I got you right, but this should help you:
MOST worker placement games work as follows: You pick one of your workers, choose a place where to set your worker and take an action or other bonus (maybe you even have to pay moneay or other ressourcen to be allowed to use that action space).
In Karez it is a little different. The biggest difference is tha point that you pay for your action from a general supply. You pay by using citizens and heros which come to the city and can be used by every player. So if you don't use the others will do and maybe don't leave enough for your next turn.
The amount of available citizens and heros is decided by the threat level the city lives in. The more dangerous the dungeons surrounding the city are the more heros and the less citizens will be available for the next turn (and the other way round: The less danger the less heroes and the more citizens).
Your guild tokens limit the number of your actions. During the game you can "buy" buildings and place your guild tokens there. BUT the more buildings you buy the less guild tokens are left. And you need a guild token for an action outside your own buildings. So either buy every building you want to need throuth the whole game or leave some tokens for your actions.
Action and activation phase in general make a seperation of choosing an action (placing your guild token) and using the action. There could be some tricky situations that you need a special action BEFORE the other, because you maybe get some ressources within one action which are necessary for another action). In Agricola you have 100% control about which action you take in which order - you choose the action, place your disk and directly get the bonus.
That is not everything but I hope you get some ideas of Karez.
Juiz de Fora
No disassemble! Vídeos de Partidas Completas Passo a Passo
The guild crests are the workers in the light background actions. Gold background actions counts as an dedicated worker to the building's owner. In both cases, the villagers and adventurers are a common resource needed to use those actions.
I recommend you to read the three rounds example from Elad. It helped more than the manual.
DKI Jakarta - Jakarta Utara
Hi, as you know on this forum, the game itself has a poorly written rulebook. Hence, your confusion and others.
I'll try to help you with basic overall of the game play. Though there are few things left not clarified yet by the designer. So use house rule if you wish.
The game is played in 8 rounds. Each round there are several phases that need to be done in order:
1. Action Phase
2. Activation Phase
3. Adventure Phase
4. State of Karez Phase
5. Turn end and replenishing.
As you already know each player has several guild tokens, set one aside for player order marker.
During action phase, you can do many things:
A. Buy a building
During your turn you can buy a building (shown with a gold cost symbol on the right side of the building's name). To do this there are restrictions: the building must be active (check if it has a lava lamp token), no one has owned it and it's not a neutral building (with blue lava lamp). Pay the cost of the building to the supply and place one of your guild tokens. If you don't have any token left, you can acquire it.
B. Sending workers
In this game,several actions need worker in the process. During your turn you may send up to 2 citizens or 1 adventurer to use a building. There are 2 types of worker's slots in buildings. The private one shown by the grey / white banner background and the general one shown by the beige / brownish banner background. The private one is can only be used by the owner of the building, while the general one can be used by anyone else.
Sending workers to a building that you do not own requires you to place a guild token, this is done to easily mark your action when it comes to resolving it during the activation phase. So, if you don't have a free guild token left, you cannot send worker to buildings that you do not own.
This action also sometimes requires player to pay resources, place the resources on the supply and if there is a resources symbol over a guild symbol, this means you need to place the specific resource in the building. This means, the owner of the building will get the resources when it's activated.
Don't forget to place the worker in the correct state (either live or dead).
You may place your guild token if your sending to work action is complete, this means you need to pay the cost and place the required worker(s). If the required worker is not satisfied during your turn, you cannot place a guild token on it and next player may finished your unfinished sending worker action and take the chance left by you.
So there is a possibility that a player may place more than 1 guild token during the sending worker action.
Remember, when taking the sending worker action, you only place and pay the required resources, you get the benefit of that action on the activation phase.
Some actions do not need workers, only required resources and guild tokens, such as some visitors and the black market.
C. Buy Equipments
On your turn you may buy an item card (instant or equipment) that available at that time. So basically you can only buy cards that were revealed in previous round. To do this, pay the cost to the slot / space (not in supply) if someone owns the building and take the corresponding card. The owner only take the gold on the space at the end of activation phase.
D. Send heroes to an adventure
Players may use their guild token to send their heroes off an adventure / enter private dungeon. To do this only place the guild token to the adventure spot / dungeon spot of your choice. You must have at least 1 hero to do this.
Other players may place their guild tokens onto an already occupied adventure / dungeon. If during adventure phase the first in line player failed to complete the adventure, the next in line player may enter the adventure again.
E. Open / Close Private Dungeon
Place a guild token into an occupied private dungeon slot (there are only 2 slots on the board. Or you can take back (close) the guild token in your private dungeon.
During this phase each player in turn activate a building of his choice that has his guild token on it or a building he owns that has a worker on private slot. The designer suggest players to activate all the workers inside if a building is activated for the sake of faster game play. But it's okay if you don't, there are several reasons not to do it simultaneously.
Resolve the activation: take back your guild token (if any) and check the status of the worker(s), either dead or alive. If dead, returned them to supply, if alive back to city center.
Also, when resolving item action, only draw the card from the deck and place it on the slot. You don't buy the item this turn. So it's possible item that you make, can be bought by other players before your next turn.
I hope this is clear enough.
More questions, does each player can play the same building twice in action phase? May I heal my heroes multiple times?
all building can be use only one time per each "square" on it and only 1 at a turn by each playre ( if always free when its your turn )
for the Healing tent, when you want to heal heroes, just put 1 guild token on one of the "square" then turn on the side ALL heroes needing to be heal ... at the end of activation phase, all heroes tap/turn are heal of all there wound tokens AND all heroes that has been heal this way CAN'T go adventuring this turn ( ie on the phase 3: adventure phase )