Azul: Jardín de la Reina
¡Bienvenido de nuevo al palacio de Sintra! El rey Manuel I ha encargado a los mejores diseñadores de jardines de Portugal que construyan el jardín más extraordinario para su esposa, la reina María de Aragón.
En Azul: Jardín de la Reina, los jugadores tienen la tarea de construir un magnífico jardín para la encantadora esposa del rey, organizando preciosas plantas, árboles y elementos ornamentales.
Usando mecánicas de juego innovadoras, firma de la serie Azul, los jugadores tendrán que elegir minuciosamente losetas de colores para decorar su jardín. Solo los mejores diseñadores de jardines florecerán y obtendrán la complacencia de la Reina.
Número de jugadores: 2 - 4
Duración de la partida: 39 mn
Complejidad: 3 / 5
Juega Azul: Jardín de la Reina y 1296 otros juegos en línea.
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Con tus amigos y con miles de jugadores del mundo entero.
Libre.
Juega Azul: Jardín de la Reina y 1296 otros juegos en línea.
No es necesaria ninguna descarga - juega directamente desde tu navegador.
Con tus amigos y con miles de jugadores del mundo entero.
Libre.
Sumario de reglas
Objective
Arrange the most beautiful garden and have the most victory points at the end of 4 rounds.
Gameplay
This game is played in 4 rounds. Each round is played in 3 phases:
Phase 1: Players perform actions of acquiring tiles and placing them in their garden
Phase 2: Scoring
Phase 3: Preparation for next round (not performed in the 4th round)
Phase 1 - Actions
Note: a player's storage can hold 12 tiles and 2 expansions at any given time. If acquiring tiles and the player does not have enough room to acquire all applicable tiles, the player cannot take that action.
During the action phase, players choose 1 of the following actions on their turn:
- Acquire hexagons and garden expansions
- Place a hexagon
- Place or take a garden expansion
- Pass
Each player continues to perform one of these actions in turn order until all players have passed.
1. Acquiring Tiles:
- Take all hexagons and garden expansions of a chosen pattern or a chosen color (if two or more hexagons are identical in the selection, only take one). Place the hexagons in your storage.
2. Placing Hexagons:
Note: a group is formed when at least two hexagons of identical patterns or identical colors (not both) are adjacent. One hexagon can be part of a group for its pattern and also be a part of another group for its color.
- Select a tile from your storage, pay it's cost (as seen in the top corners of the player board) by discarding that number of tiles and/or garden expansions from storage and placing the tile on player's garden board. After placing the tile, see if any fountain, statue, bench or pavilion is completely surrounded and place a joker into the storage area if there is a free space.
- Paying a tiles cost can be done in one of the following ways:
- all discarded hexagons must be of the same color and different patterns
- all discarded hexagons must be of the same pattern and different colors
- Tiles are placed in one of the following ways:
- Not adjacent to any hexagon
- Adjacent to one or more hexagons where the color of the tile being placed must be the same as at leas one of the adjacent hexagons, and the placement of the new tile will not form a group that contains 2 identical hexagons (e.g. same pattern and same color)
3. Place or Take a Garden Expansion: (choose 1 for this action)
- Take a face down garden expansion, pay 6 victory points and place the expansion on a free expansion area around the fountain board in any orientation that satisfies the same placement rules as placing a hexagon.
- Take a garden expansion from your storage, pay its cost (paid same way as placing a hexagon) and place the expansion on a free expansion area around the fountain board in any orientation that satisfies the same placement rules as placing a hexagon.
4. Pass
Note: the first player to pass in a round gains the first player marker and moves back their scoring marker 1 space on the scoring track. A player who passed cannot take actions again for the remainder of the round's phase 1.
- A player may pass if they no longer wish to perform actions or if there are no legal actions to take.
- When passing, the player may choose to discard any number of tiles from their storage and deducting the same number of victory points.
Phase 2 - Scoring
Starting with the first player, each player calculates their round score. The rotary wheel indicates the 3 scored patters or colors for the round.
Points are scored for each hexagon in your garden matching the pattern or the color indicated by the wheel.
One point is scored for each visible pavilion in the player's garden
Phase 3 - Preparation (Rounds 1-3 only)
Turn the rotary wheel clockwise to its next position indicated by the lines.
Discard all remaining tiles from the face down garden expansions into the tower, and return all remaining garden expansions to the supply by turning them face down.
Place the next round stack in the display area and fill the top of that stack with exactly 4 tiles drawn randomly from the bag.
The new first player places the first player marker in the display area
End Game
The game ends after phase 2 of the 4th round is completed. Perform final scoring:
Gain 1 point for each remaining Joker
For each tile or garden expansion in storage, they lose points according to the pattern value for example tree is -1 flower is -5.
Move the evaluation marker to the first step of the evaluation track and score any group of at least 3 hexagons matching the current evaluation. (a group is scored by calculating the points for each single hexagon, in function of their pattern as shows by the values on the right side of the scoring board.
Repeat the evaluation for all colors, then for all patterns.
6 bonus points are scored for groups that have 6 hexagons
Whoever has the most points wins! (in case of a tie, the tied players all share the victory)
