Key Takeaways

First player advantage

No consistent first player advantage is observed, for any player count. Differences are slightly higher when strong players play against medium players in favour of the player going first, but this is not significant.

Between a third (for 2-player games) and a fifth (for 5-player games) of the games have no lead change. In games where this does occur, players behind in Prestige by up to 8 points have about 50% chance of recovering and winning the game in 2-player games. The chance of a comeback to win the game coming from a non-wining position decreases with the number of players.

There is no variation on Prestige point difference during the game between the first and the second player on games of different player counts. In 5-player games, it’s usual to observe a difference of 20 points between the players with most and least Prestige points.

Player Factions

Different factions show different winning rates, with ‘Ministers B’ showing up as significantly better than any other, winning 65.50% of the games played and achieving more than 40 points on average across all games (2-player games). For other player counts, ‘Ministers B’ is still the strongest faction, winning the majority of games. This is followed by ‘Tinkerers B’ in all player counts, but with a difference of 10% fewer victories than ‘Ministers B’. See the Player Win Rate -> By Player Faction for more details.

Adding factions to the game does not fundamentally change the data when playing with no factions (shown in the Phase 1 Report). Some minor changes include:

  1. A slight reduction on the use of the Gather Ichor action in favour of the respective faction action.
  2. An increase of game ends triggered by fully constructing the tower (from 6.96% to 18.7% in 2-player games).

Mission cards

Missions with higher Prestige rewards are preferred by winning players, but some with strong effects stand out as well, such as “Ruined Totem”, “Forced Cooperation” and (less pronounced) “Improvisation”. The strength of these cards is consistent across all player counts. Across all player counts, the following are the strongest mission cards: “Long-term strategy”, “Offer of Protection”, “Crusade”, “Saplings”, “Ruined Totem” and “Lucky Trophy”.

The analysis on resources spent in Mission Cards reveal that in general better cards (those with higher winning rates) cost the highest amount of resources. An exception to this is ‘Improvisation’, which costs 8 resources while achieving a moderate 50-60% winning rate (for 2-player and 3-player games). No mission card stands out as being particularly cheap with a high strength.

Locations and Tower Rooms

“The Ridge” tower room is consistently, for all player counts, the room that when built provides the highest chances of victory. This is followed by “The Abbys”, in all player counts being the second best.

“The Grove” board location has the highest win rate for all player counts. “The Isle” and “The Nest” alternate as the two board locations with the lowest win rates for all player counts.

“The Stroboscope” excavation site is the strongest location for all player counts, followed by “The Rig”, which is the second best in all variants.

No particular tactic card seems to be specially strong. “Unforeseen Changes” always appears at the top 3 of the table for all player counts.

Actions and Resources

Gather Ichor is the most used default action in the game, accounting for between 34-36% of all main player actions in their turn (for all player counts). Faction Actions are in last place in frequency of usage for all player counts.

Analysis on two actions played in combination on the same turn does not reveal any pair particularly strong, both during the game and as opening moves. Overall, being able to Collect and then Place (via council track, tactic, mission, or other effect rather than a straight Place action) is a strong combination whenever possible. See GameProgression -> Action Sets for more details.

Better players tend to gather more Artifacts during the game. This is consistent for all player counts.

Game end

The majority of 2-player games (81%) end with players reaching 40 Prestige. For 3 to 5-player games this end condition decreases in frequency: in 3-player games less than half games end by reaching the maximum prestige, while in 5-player games only 15% of the games finish this way. Naturally, the complementary is true: the higher the number of players in the game, the most likely is that the game ends when the tower is fully constructed. The number of ties decreases when augmenting the number of players (from 1.85% of the games ending with a tie-breaker in 2-player games, to 0.22% in 5-player games).

Games tend to be shorter as the number of players increases.

Back to top

Game Overview


Turris is a worker placement game in which players use their Scouts to gather resources (Ichor, Knowledge, Relics, Weaponry and Artifacts) to complete Missions, build Tower Rooms and otherwise earn Prestige in order to win. Each player turn consists of an Action phase (where players take 2 actions each), a Complete missions phase (where players may complete mission cards from the tableau or their reserved pile, if they have the required resources) and a Trionfi phase (where players build Tower rooms, upgrade corresponding locations on the board and receive Trionfi cards with bonus effects or extra free actions). After all player turns are completed, a Beast phase follows, where each of the 4 Beasts roaming the board moves, in order, towards the closest Scout (or the Fruit, if placed on the board, or the Abyss if no other target exists) and applies their unique effects: Pain devours Scouts, Delusion disperses Scouts to adjacent empty nodes, Despair consumes player resources and Harrow devours Scouts with a possible chain attack. Beasts usually move 1, but they may have their speed boosted by the Altar effect which rotates between the beasts each round. Scouts which die either by being devoured or sacrificed through other effects cause the corresponding player’s token to move on the Council Track and earn corresponding benefits.

The game end is triggered once all 6 Tower Rooms are built, or when any player reaches 40 Prestige. At the end of the next 4 Beast Phases (starting immediately if the game end is triggered during a Beast Phase), Beasts are removed from the board in reverse acting order (Harrow, then Despair, then Delusion, then Pain) and the game finishes once all Beasts are removed. The player with the most Prestige wins, and the number of resources acts as a tie-breaker.

Actions

The first 4 are default player actions. Each player can take 2 actions per turn:

  • Place: Place 1 scout from the reserve on a board location. The player must have at least 1 Scout in reserves, the board location must not contain Beasts or other Scouts if the location is exclusive, and the player must be able to execute the effect of the location if instant. Cannot execute ‘Place’ actions if ‘Collect’ actions have been taken in the same player turn already.
  • Collect: Pay 1 Ichor per Scout retrieved from a board location back to player reserves. If there is a Beast in the location, the effect cannot be executed (or was already executed with the Place action), the player gains no benefit. Cannot execute ‘Collect’ actions if ‘Place’ actions have been taken in the same player turn already.
  • Gather Ichor: Gain 1 Ichor. If 2+ Gather Ichor actions are taken in the same turn, the player earns 1 extra Ichor.
  • Force Revive: Spend 3 Ichor to return one of your Scouts from the Graveyard to your reserves. If all 4 Scouts are in the Graveyard when you are resolving this action, pay 1 Ichor instead.

Other extra actions which may not count towards the action point limit are enabled by Trionfi or Mission cards:

  • Play Tactics: Available by default. Play a Tactics card in hand and execute effect immediately. Free action (does not count to the limit of 2 per turn), but only 1 allowed per turn unless specified otherwise.
  • Trade Ichor for Knowledge / Relic / Weaponry : Free action.
  • Trade 2 Ichor for Artifact : Free action.
  • Trade 1 KRW to advance on the Council Track : Free action.
  • Trade 1 Ichor to advance on the Council Track : Free action.
  • Trade 3 Ichor for 3 KRW : Action takes up 2 action points, enabled by ongoing Mission card.

Back to top

Game parameters

The following parameters can be easily adjusted to obtain game variations.

  • maxPrestige = 40 (Number of Prestige points that triggers the end of the game)

  • excavationTriggerPoints = {10, 20, 30, 40} (Prestige points where a change of Excavation Sites is triggered)

  • nStartIchor = 3 (Ichor at the start of the game)

  • nScouts = 4 (Number of Scouts per player)

  • nTrionfiCards = 6 (Number of Trionfi cards in play)

  • nMissionsForTowerRoom = 2 (Number of Mission cards required to be completed for each Tower Room)

  • nMissionCardsDisplay = 5 (Number of Mission cards in the display)

  • nMaxOngoingMissions = 2 (Maximum number of ongoing Mission cards set as active)

  • nMissionsPerPhase = 1 (Number of Mission cards that can be completed per turn)

  • nDiscountReservedMission = 1 (How many resources are discounted when completing a Reserved mission)

  • nActionsPerPhase = 2 (Number of actions per turn)

  • nIchorGain = 1 (Number of Ichor resources gained with a Gather Ichor action)

  • nIchorBonus = 1 (Number of bonus Ichor resource obtained for 2+ Gather Ichor actions in the same turn)

  • nIchorCollectCost = 1 (Ichor cost per Scout in a Collect action)

  • ForceReviveCost = 3 (Regular Force Revive Ichor cost per Scout)

  • nIchorForceReviveAllGraveyard = 1 (Ichor cost for Force Revive action if all Scouts are in the Graveyard)

  • nMaxTacticsInHand = 4 (Limit of tactics cards in hand)

  • NTacticsPerTurn = 1 (Limit of tactics cards played per turn)

  • beastMoveSpeed = 1 (How much each Beast moves by default)

  • beastMoveSpeedBoosted = 2 (How much a Beast moves if it’s boosted with the Speed Token and the Altar matches itself)

  • ScoutProtectionResource = Artifact (Resource that can be used to protect a Scout from a Beast effect)

Back to top

AI Players

The players used to generate the data are all based on a tree-search algorithm (Monte Carlo Tree Search). At each decision point in the game, this algorithm creates a tree of statistics describing possible outcomes of various actions tried, up to a certain depth into the game (often the end for short games). It then picks the action most likely to lead to good outcomes.

In “Turris”, outcomes are considered better if the player gets closer to winning the game, and opponents do not, based on Prestige points. A bias is given to actions that have a high probability of winning or losing the game, based on the current state of the game and player resources.

2 P

There were a total of 7577 2-player games recorded, played by 109 variations of the AI player with different skill levels. The final ranking of all players is given below, sorted by the Glicko-2 rating system. The table shows the win rate across all games, number of games played, glicko-2 rating and average score in all games (overall, on wins and on losses). Strong players are selected as the group of players that form the top 20% of this ranking, medium players are the next 60%, and weak players are the bottom 20%.

Back to top

3 P

There were a total of 7477 3-player games recorded, played by 140 variations of the AI player with different skill levels. The final ranking of all players is given below, sorted by the Glicko-2 rating system. The table shows the win rate across all games, number of games played, glicko-2 rating and average score in all games (overall, on wins and on losses). Strong players are selected as the group of players that form the top 20% of this ranking, medium players are the next 60%, and weak players are the bottom 20%.

Back to top

4 P

There were a total of 8729 4-player games recorded, played by 172 variations of the AI player with different skill levels. The final ranking of all players is given below, sorted by the Glicko-2 rating system. The table shows the win rate across all games, number of games played, glicko-2 rating and average score in all games (overall, on wins and on losses). Strong players are selected as the group of players that form the top 20% of this ranking, medium players are the next 60%, and weak players are the bottom 20%.

Back to top

5 P

There were a total of 4669 5-player games recorded, played by 266 variations of the AI player with different skill levels. The final ranking of all players is given below, sorted by the Glicko-2 rating system. The table shows the win rate across all games, number of games played, glicko-2 rating and average score in all games (overall, on wins and on losses). Strong players are selected as the group of players that form the top 20% of this ranking, medium players are the next 60%, and weak players are the bottom 20%.

Back to top

Data

Main Board

The following is the definition for the main board, with adjustable parameters.

[
  {
    "type": "graph",
    "id": "main",
    "nodes": [
      {
        "id": 1,
        "name": "The Spire",
        "coordinates": [
          260,
          965
        ],
        "instant": true,
        "effect": "{#2;RefreshMissionTableau;ReserveMissions(nMissions=$nMissions)}",
        "upgrade": "{#2;RefreshMissionTableau;ReserveMissions(nMissions=$nMissions)}. {DrawTactics(nTactics=$nTactics)}",
        "parameters": {
          "nMissions": 1,
          "nTactics": 1
        },
        "text": "Refresh the Mission tableau, then reserve a Mission, or vice versa.",
        "upgrade-text": "Refresh the Mission tableau, then reserve a Mission, or vice versa. Draw 1 Tactics card.",
        "neighbours": [
          2,
          5
        ]
      },
      {
        "id": 2,
        "name": "The Forge",
        "coordinates": [
          260,
          475
        ],
        "instant": false,
        "effect": "GainResource(nResource=$nResource,resource=Weaponry)",
        "upgrade": "GainResource(nResource=$nResourceUpgrade,resource=Weaponry). GainIKWR(nResource=$nKWR)",
        "parameters": {
          "nResource": 2,
          "nResourceUpgrade": 1,
          "nKWR": 1
        },
        "text": "Gain 2 Weaponry",
        "upgrade-text": "Gain 1 Weaponry and 1 K/R/W.",
        "neighbours": [
          1,
          3,
          7
        ]
      },
      {
        "id": 3,
        "name": "The Guild",
        "coordinates": [
          695,
          780
        ],
        "instant": false,
        "effect": "GainResource(nResource=$nResource,resource=Knowledge)",
        "upgrade": "GainResource(nResource=$nResourceUpgrade,resource=Knowledge). GainIKWR(nResource=$nKWR)",
        "parameters": {
          "nResource": 2,
          "nResourceUpgrade": 1,
          "nKWR": 1
        },
        "text": "Gain 2 Knowledge",
        "upgrade-text": "Gain 1 Knowledge and 1 K/R/W.",
        "neighbours": [
          2,
          4,
          13
        ]
      },
      {
        "id": 4,
        "name": "The Shrine",
        "coordinates": [
          675,
          1225
        ],
        "instant": false,
        "effect": "GainResource(nResource=$nResource,resource=Relic)",
        "upgrade": "GainResource(nResource=$nResourceUpgrade,resource=Relic). GainIKWR(nResource=$nKWR)",
        "parameters": {
          "nResource": 2,
          "nResourceUpgrade": 1,
          "nKWR": 1
        },
        "text": "Gain 2 Relic",
        "upgrade-text": "Gain 1 Relic and 1 K/R/W.",
        "neighbours": [
          3,
          5,
          13
        ]
      },
      {
        "id": 5,
        "name": "The Garden",
        "coordinates": [
          260,
          1535
        ],
        "instant": true,
        "exclusive": true,
        "effect": "GainResource(nResource=$nResource,resource=Prestige). PlaceFruit",
        "upgrade": "GainResource(nResource=$nResource,resource=Prestige). GainResource(nResource=$nResource,resource=Ichor). PlaceFruit",
        "parameters": {
          "nResource": 1
        },
        "text": "Gain 1 Prestige, then place the Fruit token in a Location without Scouts or Beasts.",
        "upgrade-text": "Gain 1 Ichor and 1 Prestige, then place the Fruit token in a Location without Scouts or Beasts.",
        "neighbours": [
          1,
          4,
          8
        ]
      },
      {
        "id": 6,
        "name": "The Abyss",
        "coordinates": [
          1305,
          960
        ],
        "instant": true,
        "exclusive": false,
        "effect": "AbyssEffect(minScouts=$nScout, nKWR=$nResource, nArtifact=$nArtifact)",
        "upgrade": "AbyssEffect(upgradedVersion=true, minScouts=$xMin, nKWRInc=$xResInc, nArtifactInc=$xArtInc)",
        "parameters": {
          "nScout": 1,
          "nResource": 2,
          "nArtifact": 1,
          "xMin": 1,
          "xResInc": 1,
          "xArtInc": 0
        },
        "text": "Sacrifice a Scout to gain 2 K/R/W of the same type or 1 Artifact.",
        "upgrade-text": "Sacrifice X Scouts,  where X is 1 or more. Choose one: gain X+1 K/R/W or gain X Artifacts.",
        "neighbours": [
          13,
          7,
          14,
          8
        ]
      },
      {
        "id": 7,
        "name": "The Nest",
        "coordinates": [
          915,
          420
        ],
        "instant": true,
        "exclusive": false,
        "effect": "DrawTactics(nTactics=$nTactics). TradeIKWR(nResourceGive=$nResourceGive, nResourceReceive=$nResourceReceive, ichorIncluded=true, optional=true)",
        "upgrade": "DrawTactics(nTactics=$nTacticsUpgrade). TradeIKWR(nResourceGive=$nResourceGive, nResourceReceive=$nResourceReceive, ichorIncluded=true, optional=true)",
        "parameters": {
          "nTactics": 2,
          "nTacticsUpgrade": 3,
          "nResourceGive": 2,
          "nResourceReceive": 1
        },
        "text": "Draw 2 Tactics cards. You may trade 2 I/K/R/W for 1 I/K/R/W",
        "upgrade-text": "Draw 3 Tactics cards. You may trade 2 I/K/R/W for 1 I/K/R/W. ",
        "neighbours": [
          2,
          6,
          10,
          16
        ]
      },
      {
        "id": 8,
        "name": "The Grove",
        "coordinates": [
          1040,
          1555
        ],
        "instant": false,
        "exclusive": false,
        "effect": "GetTrionfiCard(bonusPrestige=$nPrestige)",
        "upgrade": "GetTrionfiCard(bonusPrestige=$nPrestige, artifactCostForDiscount=$nArtifactCost, discount=$nDiscount)",
        "parameters": {
          "nPrestige": 5,
          "nArtifactCost": 2,
          "nDiscount": 1
        },
        "text": "If you Collect from this Location and meet the prerequisites, gain 5 Prestige and Construct a Tower Room in the Trionfi Step",
        "upgrade-text": "If you Collect from this Location and meet the prerequisites, gain 5 Prestige and Construct a Tower Room in the Trionfi Step. You may discard 2 Artifacts to reduce the prerequisites by 1",
        "neighbours": [
          5,
          6,
          9,
          15
        ]
      },
      {
        "id": 9,
        "name": "The Isle",
        "coordinates": [
          1460,
          1780
        ],
        "instant": true,
        "exclusive": false,
        "effect": "IchorForRevive(min=$xMin,nBonus=$xScoutBonus,isIsleLocation=$isIsleLocation)",
        "upgrade": "IchorForRevive(min=$xMinUpgrade,nBonus=$xScoutBonusUpgrade,isIsleLocation=$isIsleLocation)",
        "parameters": {
          "xMin": 1,
          "xMinUpgrade": 0,
          "xScoutBonus": 0,
          "xScoutBonusUpgrade": 1,
          "isIsleLocation": true
        },
        "text": "Spend X Ichor to revive X Scouts, where X = 1 or more",
        "upgrade-text": "Spend X Ichor to revive X+1 Scouts, where X = 0 or more",
        "neighbours": [
          8,
          11,
          17
        ]
      },
      {
        "id": 10,
        "name": "The Ridge",
        "coordinates": [
          1590,
          560
        ],
        "instant": true,
        "exclusive": true,
        "effect": "MoveBeast(nSpaces=$nSpaces, flip=true, place=true). Trade(give=Ichor, receive=Artifact, nGive=2, nReceive=1, optional=true)",
        "upgrade": "MoveBeast(nSpaces=$nSpacesUp, flip=true, place=true). Trade(give=Ichor, receive=Artifact, nGive=2, nReceive=1, optional=true)",
        "parameters": {
          "nSpaces": 1,
          "nSpacesUp": 2
        },
        "text": "Move a Beast 1 step, then flip it. Place in its original Location. You may discard 2 Ichor to gain 1 Artifact.",
        "upgrade-text": "Move a Beast up to 2 steps, then flip it. Place in its original Location. You may discard 2 Ichor to gain 1 Artifact.",
        "neighbours": [
          7,
          14,
          12
        ]
      },
      {
        "id": 11,
        "name": "The Circle",
        "coordinates": [
          1880,
          1405
        ],
        "instant": true,
        "exclusive": true,
        "effect": "FlipBeast(nToFlip=$nToFlip). AdvanceCouncilTrack(nSteps=$nSteps, gainRewardMultipleSteps=false)",
        "upgrade": "FlipBeast(nToFlip=$nToFlip). AdvanceCouncilTrack(nSteps=$nStepsUp, gainRewardMultipleSteps=false)",
        "parameters": {
          "nToFlip": 1,
          "nSteps": 1,
          "nStepsUp": 2
        },
        "text": "Flip a Beast, then advance 1 step on the Council Track",
        "upgrade-text": "Flip a Beast, then advance up to 2 steps on the Council Track. Do not gain the reward of the skipped step",
        "neighbours": [
          14,
          12,
          9
        ]
      },
      {
        "id": 12,
        "name": "The Brink",
        "coordinates": [
          2200,
          855
        ],
        "instant": true,
        "exclusive": true,
        "effect": "FutureFirstPlayer. SetAltarTrack. DrawTactics(nTactics=1)",
        "upgrade": "{FutureFirstPlayer. SetAltarTrack} . {#1; DrawTactics(nTactics=1); ReserveMissions(nMissions=1)}",
        "parameters": {
          "nToFlip": 1,
          "nSteps": 1,
          "nStepsUp": 2
        },
        "text": "Gain the Future First Player token. Set the Altar track to the space of your choice. Draw 1 Tactics card.",
        "upgrade-text": "Gain the Future First Player token. Set the Altar track to the space of your choice. Draw 1 Tactics card or reserve 1 Mission.",
        "neighbours": [
          11,
          18,
          10
        ]
      },
      {
        "id": 13,
        "name": "BlankLeft",
        "location": false,
        "coordinates": [
          1005,
          1015
        ],
        "neighbours": [
          3,
          4,
          6
        ]
      },
      {
        "id": 14,
        "name": "BlankRight",
        "location": false,
        "coordinates": [
          1590,
          1015
        ],
        "neighbours": [
          6,
          10,
          11
        ]
      },
      {
        "id": 15,
        "name": "Excavation A",
        "excavation": 0,
        "location": false,
        "coordinates": [
          680,
          1825
        ],
        "neighbours": [
          8
        ]
      },
      {
        "id": 16,
        "name": "Excavation B",
        "excavation": 1,
        "location": false,
        "coordinates": [
          1430,
          245
        ],
        "neighbours": [
          7
        ]
      },
      {
        "id": 17,
        "name": "Excavation C",
        "excavation": 2,
        "location": false,
        "coordinates": [
          1900,
          1825
        ],
        "neighbours": [
          9
        ]
      },
      {
        "id": 18,
        "name": "Excavation D",
        "excavation": 3,
        "location": false,
        "coordinates": [
          2070,
          315
        ],
        "neighbours": [
          12
        ]
      }
    ]
  }
]

Back to top

Council Track

The following is the definition for the council track, with adjustable parameters:

[
  {
    "type": "graph",
    "id": "council",
    "nodes": [
      {
        "id": 0,
        "columnId": 0,
        "name": "Start",
        "coordinates": [
          2330,
          265
        ],
        "neighbours": [
          1
        ]
      },
      {
        "id": 1,
        "columnId": 1,
        "name": "Tower Build",
        "coordinates": [
          2490,
          265
        ],
        "effect": "GetTrionfiCard(bonusPrestige=$nPrestige)",
        "parameters": {
          "nPrestige": 3
        },
        "text": "Build tower room and get 3 Prestige.",
        "neighbours": [
          2,
          6,
          11
        ]
      },
      {
        "id": 2,
        "columnId": 2,
        "name": "Reserve Mission",
        "coordinates": [
          2650,
          95
        ],
        "effect": "ReserveMissions(nMissions=$nMissions)",
        "parameters": {
          "nMissions": 1
        },
        "text": "Reserve 1 mission.",
        "neighbours": [
          3,
          7
        ]
      },
      {
        "id": 3,
        "columnId": 3,
        "name": "Move beast",
        "coordinates": [
          2810,
          95
        ],
        "effect": "MoveBeast(nSpaces=$nSpaces)",
        "parameters": {
          "nSpaces": 1
        },
        "text": "Move a beast 1 space.",
        "neighbours": [
          4
        ]
      },
      {
        "id": 4,
        "columnId": 4,
        "name": "Place Fruit",
        "coordinates": [
          2970,
          95
        ],
        "effect": "PlaceFruit",
        "text": "Move a beast 1 space.",
        "neighbours": [
          5,
          9
        ]
      },
      {
        "id": 5,
        "columnId": 5,
        "name": "Gain resources",
        "coordinates": [
          3130,
          95
        ],
        "effect": "GainIKWR(nResource=$nResource, same=true)",
        "parameters": {
          "nResource": 3
        },
        "text": "Gain 3 resources.",
        "neighbours": [
          0
        ]
      },
      {
        "id": 6,
        "columnId": 2,
        "name": "Flip beast",
        "coordinates": [
          2650,
          265
        ],
        "effect": "FlipBeast(nToFlip=$nToFlip, optToPass=$optToPass)",
        "parameters": {
          "nToFlip": 1,
          "optToPass": false
        },
        "text": "Flip beast",
        "neighbours": [
          7
        ]
      },
      {
        "id": 7,
        "columnId": 3,
        "name": "Gain resource and ichor",
        "coordinates": [
          2810,
          265
        ],
        "effect": "GainResource(resource=Ichor, nResource=$nIchor).GainIKWR(nResource=$nResource, same=true)",
        "parameters": {
          "nResource": 1,
          "nIchor": 1
        },
        "text": "Gain resource and ichor",
        "neighbours": [
          4,
          8,
          13
        ]
      },
      {
        "id": 8,
        "columnId": 4,
        "name": "Get next first player token",
        "coordinates": [
          2970,
          265
        ],
        "effect": "FutureFirstPlayer",
        "text": "Get next first player token",
        "neighbours": [
          9,
          10
        ]
      },
      {
        "id": 9,
        "columnId": 5,
        "name": "Place revived scout",
        "coordinates": [
          3130,
          220
        ],
        "effect": "ReviveScoutAndPlace",
        "text": "Revive a scout and place",
        "neighbours": [
          0
        ]
      },
      {
        "id": 10,
        "columnId": 5,
        "name": "Activate excavation site",
        "coordinates": [
          3130,
          310
        ],
        "effect": "ActivateExcavationSite",
        "text": "Activate excavation site",
        "neighbours": [
          0
        ]
      },
      {
        "id": 11,
        "columnId": 2,
        "name": "Get tactics card",
        "coordinates": [
          2650,
          435
        ],
        "effect": "DrawTactics(nTactics=$nTactics)",
        "parameters": {
          "nTactics": 1
        },
        "text": "Get tactics card",
        "neighbours": [
          12,
          7
        ]
      },
      {
        "id": 12,
        "columnId": 3,
        "name": "Get artifact",
        "coordinates": [
          2810,
          435
        ],
        "effect": "GainResource(resource=Artifact, nResource=$nActions)",
        "parameters": {
          "nActions": 1
        },
        "text": "Get artifact",
        "neighbours": [
          13
        ]
      },
      {
        "id": 13,
        "columnId": 4,
        "name": "Retrieve Scout and Place",
        "coordinates": [
          2970,
          435
        ],
        "effect": "RetrieveScoutAndPlace",
        "text": "Move 1 Scout from the Main Board to your Reserves, then Place",
        "neighbours": [
          14,
          10
        ]
      },
      {
        "id": 14,
        "columnId": 5,
        "name": "Get a bonus action token",
        "coordinates": [
          3130,
          435
        ],
        "effect": "GainResource(resource=Action, nResource=$nActions)",
        "parameters": {
          "nActions": 1
        },
        "text": "Get a bonus action token",
        "neighbours": [
          0
        ]
      }
    ]
  }
]

Back to top

Excavation Sites

The following is the definition for the Excavation Sites, with adjustable parameters:

ID,Name,OriginalEffect,Instant,Exclusive,Effect
1,The Academy,Gain 1 Knowledge and 1 Weaponry.,FALSE,FALSE,"GainResource(resource=Knowledge,nResource=1).GainResource(resource=Weaponry,nResource=1)"
2,The Balloon,Return all of your Scouts from the Main Board to your Reserves. Discard this Excavation Site and draw a new one.,TRUE,TRUE,"RetrieveAllScoutsAndDiscardSite()"
3,The Cell,Gain 1 Knowledge and 1 Relic.,FALSE,FALSE,"GainResource(resource=Knowledge,nResource=1).GainResource(resource=Relic,nResource=1)"
4,The Dam,Discard 3 Tactics cards to gain 2 Prestige.,FALSE,FALSE,"DiscardTactics(nCards=3).GainPrestige(nResource=2)"
5,The Fountain,Gain 4 Ichor.,TRUE,TRUE,"GainResource(resource=Ichor,nResource=4)"
6,The Grinder,Discard 2 Ichor and a reserved Mission to gain 2 Prestige.,FALSE,FALSE,"DiscardMissions(nMissions=1).DiscardResource(nResource=2, resource=Ichor).GainPrestige(nResource=2)"
7,The Helix,Discard 1 Ichor to gain 2 K/R/W of the same type.,TRUE,TRUE,"DiscardResource(nResource=1, resource=Ichor).GainIKWR(nResource=2, same=true,ichorIncluded=false)"
8,The Horn,Sacrifice a Scout to reserve a Mission.,TRUE,TRUE,"SacrificeScouts(nScouts=1, advance=true).ReserveMissions(nMissions=1)"
9,The Hourglass,Draw 1 Tactics card of your choice from the discard pile. You may play a Tactics card.,TRUE,TRUE,"DrawTacticsFromDiscard(nCards=1).MayPlayTactics(nCards=1)"
10,The Hub,At the end of the Beast Phase you may discard 2 Ichor to return a Scout from this Location to your Reserves and take a Place action.,TRUE,FALSE,"AddEffect(decorator=ADD_AFTER, trigger=BeastPhase, type=Consumable, prototype=DiscardResource[\"resource=Ichor,nResource=2\"]&RetrieveScoutAndPlace[location=The_Hub], expiryDateType=END_ROUND)"
11,The Lighthouse,Move a Beast 2 steps or flip a Beast and gain 1 Ichor.,TRUE,TRUE,"{#1};{MoveBeast(nSpaces=2)};{FlipBeast(nToFlip=1).GainResource(nResource=1, resource=Ichor)}"
12,The Mill,Gain 2 Ichor and 1 K/R/W.,FALSE,FALSE,"GainResource(resource=Ichor,nResource=2).GainIKWR(nResource=1, ichorIncluded=false)"
13,The Mortuary,Gain 1 Ichor and advance 1 step on the Council Track.,TRUE,FALSE,"GainResource(resource=Ichor,nResource=1).AdvanceCouncilTrack(nSteps=1)"
14,The Obscura,Resolve the effect of an immediate Location with a Beast in it as if it were empty and you Placed there.,TRUE,TRUE,ResolveEffectOnBeast()
15,The Observatory,"In the beginning of the Player Turn Phase, if this Location has 1 or more of your Scouts and no Beasts, gain 2 K/R/W of the same type.",TRUE,FALSE,"SetPlayerSpecificParameter(param=GainOnObservatory, value=2)"
16,The Pagoda,Draw 2 Tactics cards. You may play a Tactics card.,TRUE,TRUE,"DrawTactics(nTactics=2).MayPlayTactics(nCards=1)"
17,The Rift,Discard 3 K/R/W to return a Scout from a Location on the Main Board to your Reserves and resolve the effect of that Location as if you Collected from there.,TRUE,FALSE,"DiscardKWR(nResource=3, requiresPayInFull=true).RetrieveAndExecuteEffect()"
18,The Rig,Gain 1 Artifact.,TRUE,TRUE,"GainResource(resource=Artifact,nResource=1)"
19,The Sanctuary,Gain 1 Relic and 1 Weaponry.,FALSE,FALSE,"GainResource(resource=Relic,nResource=1).GainResource(resource=Weaponry,nResource=1)"
20,The Saw,Reserve a Mission. You may play a Tactics card.,TRUE,TRUE,"ReserveMissions(nMissions=1).MayPlayTactics(nCards=1)"
21,The Stall,Discard 2 Ichor to return any Scout from a Location on the Main Board to its owner's Reserves and Place in that Location. The Scout's owner may then Place in another Location.,TRUE,TRUE,"DiscardResource(nResource=2, resource=Ichor).KickOutScoutAndOtherPlace()"
22,The Station,Gain 2 Ichor and the Future First Player token.,TRUE,TRUE,"GainResource(resource=Ichor,nResource=2).FutureFirstPlayer()"
23,The Stroboscope,Discard 1 Artifact to revive up to 3 Scouts.,TRUE,TRUE,"DiscardResource(resource=Artifact, nResource=1).ReviveScouts(nRevive=3)"
24,The Willow,Revive a Scout and take a Place action.,TRUE,TRUE,ReviveScoutAndPlace(nScouts=1)

Back to top

Trionfi Cards

The following is the definition for the Trionfi Cards, with adjustable parameters:

ID,Name,OriginalEffect,Type,Condition,Effect,Action
1,The Spire,Ignore the Ichor cost of the Missions you complete.,REPLACE,CompleteMission,"CompleteMission(discountIchor=-1)",
2,The Forge,Once per turn spend 1 I to gain 1 W,ACTION,,,TradeIforW
3,The Guild,Once per turn spend 1 I to gain 1 K,ACTION,,,TradeIforK
4,The Shrine,Once per turn spend 1 I to gain 1 R,ACTION,,,TradeIforR
5,The Garden,Gain 1 K/R/W each time you flip a Beast,ADD_AFTER,FlipBeast,"GainIKWR(ichorIncluded=false, nResource=1)",
6,The Abyss,"When you sacrifice a Scout in the Abyss, gain 2 Artifacts (instead of the regular effect)",REPLACE,AbyssEffect,"AbyssEffect(trionfiVersion=true, minScouts=1, nArtifactMult=2)",
7,The Nest,You may play any number of Tactics cards per turn,RULE_CHANGE,,"SetPlayerSpecificParameter(param=NTacticsPerTurn, value=-1)",
8,The Grove,"When Constructing a Tower Room, gain 1 additional Prestige",ADD_AFTER,ConstructTowerRoom,"GainResource(resource=Prestige, nResource=1)",
9,The Isle,"Each time when you complete a Mission, you may spend 1 I to revive a Scout",ADD_AFTER,CompleteMission,"PayToRevive(resource=Ichor, nResource=1, nScouts=1)",
10,The Ridge,Once per turn you may spend 2 I to gain 1 Artifact,ACTION,,,TradeIforA
11,The Circle,Once per turn you may spend 1 K/R/W to advance 1 step on the Council track,ACTION,,,TradeKWRforCouncil
12,The Brink,"When you gain the Future First Player token, gain 1 K/R/W and 1 I",ADD_AFTER,FutureFirstPlayer,"GainResource(resource=Ichor, nResource=1).GainIKWR(nResource=1, same=true)",

Back to top

Mission Cards

The following is the definition for the Cards, with adjustable parameters:

ID,Name,Cost,Prestige,Type,OriginalEffect,Effect
1,Ashes in the Wind,IK,1,OneAction,"When completed, you may move the Pain 1 space.","MoveBeast(beast=Pain, nSpaces=1, canPass=true)"
2,Mnemonic Device,IR,1,OneAction,"When completed, you may move the Delusion 1 space.","MoveBeast(beast=Delusion, nSpaces=1, canPass=true)"
3,Hollow Gaze,IW,1,OneAction,"When completed, you may move the Despair 1 space.","MoveBeast(beast=Despair, nSpaces=1, canPass=true)"
4,Space for Maneuver,III,1,OneAction,"When completed, you may move the Harrow 1 space.","MoveBeast(beast=Harrow, nSpaces=1, canPass=true)"
5,Ichorskin,IK,1,OneAction,"When completed, you may discard up to 3 Tactics cards to gain 1 K/R/W per card discarded.","GainKWRPerTacticsDiscard(nResourcePerDiscard=1, nMinDiscard=0, nMaxDiscard=3)"
6,Scientific Approach,IR,1,OneAction,"When completed, you may discard a Reserved Mission to gain 2 Prestige.","Optional(prototype=DiscardMissions[nMissions=1]&GainPrestige[nResource=2])"
7,Forbidden Rites,IW,1,OneAction,"When completed, you may move your Council Track token to another spot in the same column and resolve its effect.",Optional(prototype=ChangeCouncilTrackColumn&ResolveCurrentCouncilTrack)
8,Perseveration,IK,1,CurrentAction,"If you are completing this Mission from the Tableau, ignore its Ichor cost.","IgnoreMissionIchorIfInTableau"
9,Necessary Sacrifice,IR,1,CurrentAction,"If you are completing this Mission from the Tableau, ignore its Ichor cost.","IgnoreMissionIchorIfInTableau"
10,Double Shift,IW,1,CurrentAction,"If you are completing this Mission from the Tableau, ignore its Ichor cost.","IgnoreMissionIchorIfInTableau"
11,Reconnaissance,KKR,2,OneAction,"When completed, reserve a Mission.",ReserveMissions(nMissions=1)
12,Street Chase,KKW,2,OneAction,"When completed, you may flip a Beast.",Optional(prototype=FlipBeast[nToFlip=1])
13,Daring Rescue,KKK,2,OneAction,"When completed, you may revive one of your Scouts.", "ReviveScoutsOptional(nRevive=1, canPass=true)"
14,Unlikely Assistance,RRR,2,OneAction,"When completed, draw a Tactics card.",DrawTactics(nTactics=1)
15,Portable Generators,WWW,2,OneAction,"When completed, gain 1 Ichor + 1 K/R/W of your choice.","GainResource(resource=Ichor,nResource=1).GainIKWR(nResource=1, ichorIncluded=false)"
16,Artifact Creation,KWR,2,OneAction,"When completed, gain Artifact.","GainResource(resource=Artifact, nResource=1)"
17,Precipitation Forecast,KRR,2,OneAction,"When completed, you may pay 1 Ichor to take a Place action.","Optional(prototype=DiscardResource[\"resource=Ichor,nResource=1\"]&Place)"
18,Popular Assembly,RRW,2,OneAction,"When completed, you may gain the Future 1st Player Token.",Optional(prototype=FutureFirstPlayer)
19,Builder King,KWW,2,OnEffect,"Each time you construct a Tower Room, you may gain the Future 1st Player token.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=FutureFirstPlayer)"
20,Ichor Inebriation,RWW,2,RuleChange,"You may place the Fruit token in Locations with Beasts. If you do so, flip the Beast in that Location.","AddEffect(decorator=REPLACE, trigger=PlaceFruit, prototype=PlaceFruit[withBeasts=true])"
21,Rightful Claim,IKKRR,2,OnEffect,"When you gain the Future 1st Player token, take 1 K/R/W from each other player.","AddEffect(decorator=ADD_AFTER, trigger=FutureFirstPlayer, prototype=StealKWR[\"nStealPerPlayer=1, nPlayers=-1\"])"
22,Generous Offering,IKKWW,3,OnEffect,Gain 1 Ichor each time a Scout of yours is moved to the Graveyard.,"SetPlayerSpecificParameter(param=IchorGainOnDeadScout, value=1)"
23,Underworld Map,IRRWW,3,OneAction,"When completed, choose up to 2 Scouts belonging to other players, revive them, and gain 1 Ichor + 1 K/R/W for each revived Scout.","ReviveOtherScoutsAndGainIKRW(nRevive=2, upTo=true, nIchor=1, nKWR=1)"
24,Gabat's Strength,IKRRR,3,OnEffect,"Each time you construct a Tower Room, reserve a Mission.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=ReserveMissions[nMissions=1])"
25,The First Exploit,IRRRW,3,OnEffect,"When you move a Beast, you may move it 1 additional space.","AddEffect(decorator=REPLACE, trigger=MoveBeast, prototype=MoveBeast[nSpaces=2])"
26,Ornati Smelling Salts,IKWWW,3,OnEffect,"When you Force Revive a Scout, you may immediately take a Place Action.","AddEffect(decorator=ADD_AFTER, trigger=ForceRevive, prototype=Place)"
27,Yalmu's Knowledge,IRWWW,3,OnEffect,"Each time you Construct a Tower Room, draw 2 Tactics cards.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=DrawTactics[nTactics=2])"
28,Tev's Creed,IKKWR,3,OnEffect,Each time you Construct a Tower Room you may advance 1 step on the Council Track.,"AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=AdvanceCouncilTrack[\"nSteps=1,canPass=true\"])"
29,Koddal's Endurance,IKRRW,3,OnEffect,"Each time you Construct a Tower Room, gain an Artifact.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=GainResource[\"resource=Artifact, nResource=1\"])"
30,Atmospheric Disturbance,IKWRW,3,OnEffect,"When using an Artifact, gain 1 Ichor.","SetPlayerSpecificParameter(param=IchorGainOnArtifactUse, value=1)"
31,Cold Furnace,KKKRRW,2,RuleChange,"Once per round when you reserve a Mission, you may pay 1 Ichor to gain 1 K/R/W.","AddEffect(decorator=ADD_AFTER, trigger=ReserveMissions, prototype=TradeIforKWR[\"nIchorGive=1,nKWRReceive=1,oncePerTurn=true,canPass=true\"])"
32,Ruined Totem,KKKWRW,1,OneAction,"When completed, gain 1 Prestige for each 2 Missions you have completed (including this one).","GainPrestigeForMissionsCompleted(divideBy=2)"
33,Forced Cooperation,KKKWWW,1,OneAction,"When completed, gain 2 Artifacts.","GainResource(resource=Artifact, nResource=2)"
34,The Hunt,KKRRRW,2,ACTION,"Once per turn, as an action, you may pay 1 Ichor to advance 1 step on the Council Track.","AddEffect(decorator=ACTION, action=TradeIforCouncil)"
35,Fatigue Suppressor,KKWRWW,2,OnEffect,"When one of your Scouts is Devoured, you may spend 1 Ichor to return it to your Reserves rather than move it to the Graveyard (do not advance the Council Track token).","AddEffect(trigger=DevourScout, decorator=REPLACE, prototype=DevourScoutOrPayIchorToSave)"
36,Enhanced Extraction Methods,KRRRWW,3,ACTION,"As 2 actions on your turn, spend 3 Ichor to gain K/R/W + K/R/W + K/R/W.","AddEffect(decorator=ACTION, action=TradeIforKWR)"
37,Syzygy,RRRWWW,3,RuleChange,The cost of Force Revive action for you is 1 Ichor instead of 3 Ichor.,"SetPlayerSpecificParameter(param=ForceReviveCost, value=1)"
38,Register of Losses,KKKRRR,4,OnEffect,Draw a Tactics card each time your Scout is moved to the Graveyard.,"SetPlayerSpecificParameter(param=TacticsGainOnDeadScout, value=1)"
39,Profiteering,KRRWWW,4,OnEffect,"When you revive at least 1 Scout in the Isle location, you may immediately take a Place Action.","SetPlayerSpecificParameter(param=Profiteering, value=1)"
40,Helping Hand,KKRRWW,4,OnEffect,"Each time you Construct a Tower Room, gain K/R/W + K/R/W.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=GainIKWR[nResource=2])"
41,Improvisation,IKKKRRRW,1,RuleChange,"If at the beginning of your turn you don't have any Ichor, gain an additional Action.","SetPlayerSpecificParameter(param=Improvisation, value=1)"
42,Hopeless Prayer,IKKKWRWW,3,OnEffect,"Each time you Construct a Tower Room, you may revive up to 4 of your Scouts.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=ReviveScoutsOptional[\"nRevive=4,canPass=true\"])"
43,Drawbridge Repairs,IKRRRWWW,3,OneAction,"When completed, you may Place up to 2 times.",Optional(prototype=Place).Optional(prototype=Place)
44,Pond Skirmish,IKKKRRWW,3,OnEffect,"When a Beast enters a location with one or more of your Scouts, you may pay 1 Ichor per Scout to prevent the resolution of the Beast's effect.","SetPlayerSpecificParameter(param=ScoutProtectionResource, value=Ichor)"
45,Dedicated Research,IKKKRRWW,3,RuleChange,"One per turn when you gain 1 or more K/R/W, you may additionally gain 1 K/R/W of your choice.","SetPlayerSpecificParameter(param=GainExtraKWR, value=1)"
46,Saplings,IKKRRRWW,4,OneAction,"When completed, you may revive up to 4 of your Scouts.","ReviveScoutsOptional(nRevive=4, canPass=true)"
47,Lucky Trophy,IKKRRWWW,4,RuleChange,"Once on each of your turns, you may pay 1 Ichor instead of 1 K/R/W.","SetPlayerSpecificParameter(param=CanPayIchorPerKWR, value=1)"
48,Offer of Protection,IKKRRRWW,4,OnEffect,Gain 1 K/R/W when you move a Beast.,"AddEffect(decorator=ADD_AFTER, trigger=MoveBeast, prototype=GainIKWR[nResource=1])"
49,Long-Term Strategy,IKKRRWWW,4,OneAction,"When completed, reserve all Missions (from the Tableau).","ReserveMissions(nMissions=5, reserveAll=true)"
50,Crusade,IKKKRWWW,5,CurrentAction,"If this mission is reserved, you may ignore its Ichor cost.",IgnoreMissionIchorIfReserved

Back to top

Tactics Cards

The following is the definition for the Cards, with adjustable parameters:

ID,Name,OriginalEffect,Effect
1,All-out Advance,Return a Scout from the Board and take a Place Action,RetrieveScoutAndPlace()
2,Automated Pyres,"Score 1 Prestige for each of your Scouts in the Graveyard, up to 2 Prestige","GainPrestigeForScoutsInGraveyard(nResource=1, nMax=2)"
3,Bad Coagulation,Place the Pain in any empty location on the board without Beasts or Scouts. Gain 1 K/R/W,"PlaceBeast(beast=Pain). GainIKWR(nResource=1)"
4,Barter,Replace an Excavation Site with another one from the discard pile,"ReplaceExcavationSite(fromDiscardPile=true)"
5,Battle Readiness,"Revive a Scout, then take a Place Action",ReviveScoutAndPlace(nScouts=1)
6,Behavioral Patterns,"After playing, keep this card in your player area face up until the end of the Beast Phase, then discard. Flip all Beasts in the beginning of the Beast Phase.","AddEffect(decorator=ADD_BEFORE, trigger=BeastPhase, prototype=FlipAllBeasts, type=Consumable)"
7,Cannular Transit,Move all Scouts in a single Excavation Site to another one (this is not considered Collecting or Placing),"MoveScoutsExcavationSite()"
8,Competence Reassessment,"Refresh the Mission Tableau, then reserve a Mission, or vice versa","{#2;RefreshMissionTableau;ReserveMissions(nMissions=1)}"
9,Compulsory Drill,In turn order each player draws 1 Tactics card. You gain 1 Prestige,"DrawTacticsAll(nTactics=1). GainPrestige(nResource=1)"
10,Cutting Costs,Your next Collect has no Ichor cost,"AddEffect(decorator=REPLACE, trigger=Collect, prototype=Collect[noCost=true], type=Consumable)"
11,Delegating Responsibilities,"Spend 1 Ichor. Take a Scout on the board and place it in another location with no Beasts, Scouts, or Fruit token. Its owner resolves the location’s effects as if they took a Place Action with it","DiscardResource(nResource=1, resource=Ichor). ReplaceAnyScoutAlreadyOnBoard"
12,Drawing Lots,Gain 2 K/R/W. Every other player gets 1 K/R/W of that type,"MultiPlayerGainKWR(nResource=2, nOtherResource=1, allOthers=true)"
13,Early Elections,Gain the Future First Player Token,FutureFirstPlayer()
14,Equal Distribution,Choose a resource type (K/R/W). Each player gains 1. You gain 1 Prestige,"MultiPlayerGainKWR(nResource=1, gainPrestige=true, nOtherResource=1, allOthers=true)"
15,Eternal Bond,Pay 1 Ichor to revive 1 of your Scouts,"DiscardResource(resource=Ichor, nResource=1).ReviveScouts(nRevive=1)"
16,Excess of Opportunities,Draw 2 Tactics cards. You may play a Tactics card,"DrawTactics(nTactics=2).MayPlayTactics(nCards=1)"
17,Expropriation,"Choose another player. Gain 1 K/R/W, that player loses 1 K/R/W of the same type and gains 1 Ichor","MultiPlayerGainKWR(nResource=1, nOtherResource=-1, otherGainExtraIchor=1)"
18,Extreme Resilience,Resolve the effect of the spot where your Council Track token is,"ResolveCurrentCouncilTrack()"
19,Forbidden Knowledge,Gain 1 Knowledge + 1 Relic,"GainResource(nResource=1, resource=Knowledge).GainResource(nResource=1, resource=Relic)"
20,Fruitless Action,Place the Fruit token,PlaceFruit(beastAllowed=false)
21,Guided Learning,Reserve a Mission,ReserveMissions(nMissions=1)
22,Half-Hearted Measures,"After playing, keep this card in your player area face up until the end of the Beast Phase, then discard. During this Beast Phase all steps of the Altar are active simultaneously.","AddEffect(decorator=ADD_BEFORE, trigger=BeastPhase, prototype=ActivateAllAltar[active=true], type=Consumable). AddEffect(decorator=ADD_AFTER, trigger=BeastPhase, prototype=ActivateAllAltar[active=false], type=Consumable)"
23,Ichor Cloudburst,Gain 3 Ichor,"GainResource(nResource=3, resource=Ichor)"
24,Idle Gains,Discard one of your reserved Missions to gain 1 Prestige,"DiscardMissions(nMissions=1).GainPrestige(nResource=1)"
25,Infiltration,Choose a location with an Immediate effect. Resolve its effect as if that location was empty and you took a Place action there,"ChooseAndResolveImmediateEffect()"
26,Inscrutable Paths,Move your Council Track token to another spot in the same column and resolve its effect,"ChangeCouncilTrackColumn().ResolveCurrentCouncilTrack()"
27,Instant Gratification,Gain 2 K/R/W,"GainIKWR(nResource=2, same=false)"
28,Joint Effort,"Discard a reserved Mission, then reserve 2 Missions","DiscardMissions(nMissions=1).ReserveMissions(nMissions=2)"
29,Leaden Slumber,"Unflip a Beast, then move it up to 2 steps. (Cannot be played on unflipped Beasts)","FlipAndMoveBeast(nSpaces=2)"
30,Military Aide,In turn order each player reserves 1 Mission. You gain 1 Prestige,"ReserveMissionsAll(nMissions=1). GainPrestige(nResource=1)"
31,Military Science,Gain 1 Weaponry + 1 Knowledge,"GainResource(nResource=1, resource=Knowledge).GainResource(nResource=1, resource=Weaponry)"
32,Mists of Insanity,Place the Delusion in any empty location on the board without Beasts or Scouts. Gain 1 K/R/W,"PlaceBeast(beast=Delusion). GainIKWR(nResource=1)"
33,Naturalistic Observation,Place a Scout in a location adjacent to a Beast. Gain an Artifact,"PlaceScoutAdjacentToBeast().GainResource(nResource=1, resource=Artifact)"
34,Optimized Expenditure,You may complete a Mission this turn for 1 less I/K/R/W of your choice,"AddEffect(decorator=REPLACE, trigger=CompleteMission, prototype=CompleteMission[discountIKWR=1], type=Consumable, expiryDateType=END_TURN)"
35,Overproduction,Gain 3 Weaponry. Each other player gains 1 Weaponry,"GainResource(resource=Weaponry, nResource=2, checkExtra=false). GainResourceAll(resource=Weaponry, nResource=1)"
36,Paradox,Move or flip a Beast,"#1. MoveBeast(nSpaces=1). FlipBeast(nToFlip=1)"
37,Piety,Advance your Council Track token 2 steps and gain the reward of the destination. Rewards for the skipped step are not gained,"AdvanceCouncilTrack(nSteps=2, gainRewardMultipleSteps=false)"
38,Posthumous Fame,Choose a resource type (K/R/W). Gain 1 for each of your Scouts in the Graveyard,GainKWRPerScoutInGraveyard(nResourceMult=1)
39,Prudent Conservation,"Spend 2 Ichor, gain 1 Prestige","Trade(give=Ichor, nGive=2, receive=Prestige, nReceive=1)"
40,Reciprocation,"Discard I/K/R/W != I/K/R/W, gain 1 Prestige","DiscardKWR(nResource=2, same=false, requiresPayInFull=true). GainPrestige(nResource=1)"
41,Research Progress,Gain 3 Knowledge. Each other player gains 1 Knowledge,"GainResource(resource=Knowledge, nResource=2, checkExtra=false). GainResourceAll(resource=Knowledge, nResource=1)"
42,Righteous Fury,Gain 1 Weaponry + 1 Relic,"GainResource(nResource=1, resource=Relic).GainResource(nResource=1, resource=Weaponry)"
43,Rip-off,Trade 1 K/R/W for 1 K/R/W up to 3 times,"TradeIKWR(nResourceGive=3, nResourceReceive=3, optional=true)"
44,Scapegoat,Move one Scout from your Reserves to the Graveyard without advancing your Council Track token. Gain 1 Prestige,"SacrificeScouts(nScouts=1).GainResource(nResource=1, resource=Prestige)"
45,Shift Alternation,Pay 2 Ichor to swap any two Scouts on the board. (Effects of Immediate locations are not resolved after the swap),"DiscardResource(resource=Ichor, nResource=2).Swap2Scouts()"
46,Somber Trail,Place the Harrow in any empty location on the board without Beasts or Scouts. Gain 1 K/R/W,"PlaceBeast(beast=Harrow). GainIKWR(nResource=1)"
47,Superhuman Efforts,Gain 1 additional action token,"GainResource(nResource=1, resource=Action)"
48,Uncovered Treasure,Gain 3 Relics. Each other player gains 1 Relic,"GainResource(resource=Relic, nResource=2, checkExtra=false). GainResourceAll(resource=Relic, nResource=1)"
49,Unforeseen Changes,Pay 3 Ichor. Replace an Excavation site with a new one. Gain 2 Artifacts,"DiscardResource(resource=Ichor,nResource=3).ReplaceExcavationSite().GainResource(resource=Artifact,nResource=2)"
50,Wail,Place the Despair in any empty location on the board without Beasts or Scouts. Gain 1 K/R/W,"PlaceBeast(beast=Despair). GainIKWR(nResource=1)"

Back to top

Limitations and assumptions

We update the series of assumptions in the current implementation that are not clear within the rules, in case any need to be corrected:

  1. Wanderers A (Extra Action):
  • Once per turn as an action spend an Artifact to place the Fruit token in an empty location other than the Garden and resolve its effect as if you’ve placed there
  • We assumed this only referred to Immediate locations only, and it does not require all effects in the location to be able to be executed.

Back to top

Player win rate

This section shows winning rates statistics. We include the number of games, percentage of victories and average of scores obtained (overall, on wins and on losses). The analysis is presented for all players as a whole (across all games) and then divided by player strength and play order (playing first or second in turn order).

By Player Order

When summarising the data of all players across all games and divide it by play order, we can analyze the game looking for first player advantage for win rates.

2 P

Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 7577 50.81% 36.77 ± 11.98 45.20 ± 6.05 28.05 ± 10.22
2 7577 49.31% 36.31 ± 12.10 45.19 ± 5.96 27.68 ± 10.15

3 P

Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 7477 34.62% 31.75 ± 12.32 43.44 ± 8.09 25.56 ± 9.31
2 7477 32.44% 31.14 ± 12.19 43.01 ± 8.03 25.45 ± 9.43
3 7477 33.20% 31.43 ± 12.23 43.11 ± 8.16 25.62 ± 9.44

4 P

Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 8729 25.57% 27.32 ± 11.37 39.69 ± 8.95 23.07 ± 8.69
2 8729 24.97% 27.19 ± 11.30 39.79 ± 8.85 23.00 ± 8.58
3 8729 25.00% 27.27 ± 11.19 39.69 ± 8.75 23.13 ± 8.54
4 8729 24.46% 27.15 ± 11.32 39.96 ± 8.82 23.01 ± 8.61

5 P

Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 4669 19.16% 23.21 ± 10.02 35.58 ± 8.82 20.28 ± 7.81
2 4669 20.48% 23.49 ± 10.13 35.93 ± 8.58 20.28 ± 7.74
3 4669 20.62% 23.41 ± 9.91 35.42 ± 8.51 20.28 ± 7.60
4 4669 19.97% 23.25 ± 9.99 35.45 ± 8.56 20.21 ± 7.74
5 4669 19.88% 23.11 ± 10.02 35.48 ± 8.67 20.04 ± 7.70

By Player Strength

We further divide the data by player strength. Player strength is determined by the order in the ranking of all players presented in the Game Overview → Data section.

Strong Players

The following table shows the data for games that feature at least one strong AI player against other players:

2 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 1441 72.31% 45.01 ± 10.58 49.05 ± 7.28 34.46 ± 10.57
2 1324 71.42% 44.49 ± 10.78 49.02 ± 7.05 33.16 ± 10.16
3 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 1493 58.38% 40.67 ± 11.20 46.81 ± 8.29 32.06 ± 8.83
2 1472 53.66% 40.01 ± 11.05 46.61 ± 8.44 32.36 ± 8.49
3 1461 56.10% 40.69 ± 10.85 46.81 ± 8.19 32.86 ± 8.57
4 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 1700 46.47% 36.04 ± 10.84 43.08 ± 9.31 29.93 ± 7.99
2 1727 45.63% 35.57 ± 11.07 43.03 ± 9.31 29.30 ± 8.16
3 1815 45.67% 35.42 ± 10.68 42.34 ± 9.17 29.60 ± 8.07
4 1676 44.39% 35.88 ± 10.75 43.23 ± 9.11 30.02 ± 8.02
5 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 708 31.17% 29.80 ± 9.57 37.74 ± 9.41 26.21 ± 7.18
2 774 34.88% 29.90 ± 9.77 38.03 ± 9.01 25.55 ± 6.99
3 751 35.32% 29.82 ± 9.82 37.63 ± 9.01 25.55 ± 7.30
4 724 34.02% 29.82 ± 9.04 36.58 ± 8.38 26.33 ± 7.21
5 756 33.60% 29.92 ± 9.66 37.55 ± 9.38 26.06 ± 7.19

Medium Players

The following table shows the data for games that feature at least one medium AI player against other players:

2 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 3023 58.39% 38.06 ± 10.06 44.05 ± 4.88 29.66 ± 9.41
2 3133 56.30% 37.57 ± 10.46 44.24 ± 5.10 28.98 ± 9.26
3 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 2863 39.54% 33.44 ± 10.88 42.00 ± 7.50 27.83 ± 8.92
2 2883 37.95% 32.78 ± 10.65 41.44 ± 7.28 27.48 ± 8.73
3 2859 36.62% 32.69 ± 10.77 41.70 ± 7.53 27.48 ± 8.73
4 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 3412 26.61% 28.08 ± 10.12 38.19 ± 8.32 24.41 ± 8.00
2 3393 25.29% 27.80 ± 10.10 38.45 ± 8.27 24.20 ± 7.88
3 3287 25.83% 28.07 ± 9.95 38.41 ± 8.06 24.46 ± 7.79
4 3451 25.62% 28.03 ± 10.13 38.71 ± 8.08 24.36 ± 7.91
5 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 2019 23.33% 24.89 ± 9.48 34.98 ± 8.48 21.82 ± 7.42
2 1957 23.61% 24.82 ± 9.62 35.59 ± 8.54 21.49 ± 7.19
3 1983 24.51% 25.05 ± 9.19 34.91 ± 8.23 21.85 ± 6.93
4 2027 23.09% 24.58 ± 9.51 35.12 ± 8.68 21.42 ± 7.19
5 1928 22.93% 24.53 ± 9.35 35.02 ± 8.54 21.40 ± 7.01

Weak Players

The following table shows the data for games that feature at least one medium AI player against other players:

2 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 2709 34.48% 31.79 ± 11.94 43.22 ± 4.55 25.78 ± 10.09
2 2729 33.79% 31.68 ± 12.06 43.24 ± 4.39 25.78 ± 10.34
3 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 2761 20.72% 27.07 ± 10.75 41.22 ± 7.17 23.37 ± 8.15
2 2764 19.39% 26.68 ± 10.77 40.85 ± 7.04 23.27 ± 8.49
3 2819 21.50% 27.10 ± 10.92 40.55 ± 7.40 23.42 ± 8.59
4 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 3291 16.07% 23.35 ± 9.90 37.31 ± 7.88 20.68 ± 7.77
2 3218 16.22% 23.63 ± 9.74 37.21 ± 7.59 21.00 ± 7.71
3 3274 15.03% 23.32 ± 9.74 37.58 ± 8.03 20.80 ± 7.60
4 3229 15.42% 23.16 ± 9.80 37.41 ± 8.16 20.56 ± 7.60
5 P
Play Order Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
1 1773 11.34% 19.53 ± 8.92 34.66 ± 8.59 17.59 ± 6.88
2 1770 12.66% 20.07 ± 9.09 34.10 ± 7.59 18.03 ± 7.32
3 1780 11.63% 19.65 ± 8.86 33.94 ± 7.97 17.77 ± 7.07
4 1746 12.20% 19.86 ± 9.18 34.92 ± 8.50 17.76 ± 7.08
5 1820 12.64% 19.62 ± 8.99 34.06 ± 7.71 17.53 ± 7.02

By Player Faction

The table below shows win rates of different player factions, as well as the average score obtained when playing with each faction (average, winning and losing).

2 P

By Play Order

This table sub-divides the data above by player starting position, which allows to examine first player advantage by faction.

Back to top

3 P

By Play Order

This table sub-divides the data above by player starting position, which allows to examine first player advantage by faction.

Back to top

4 P

By Play Order

This table sub-divides the data above by player starting position, which allows to examine first player advantage by faction.

Back to top

5 P

By Play Order

This table sub-divides the data above by player starting position, which allows to examine first player advantage by faction.

Back to top

Game Scores

This section focuses exclusively on game scores observed during the game. For scores at the end of the game, see the “End Game” section.

Score Differences

The plot below shows the frequency of score differences between two players at any point during the game, calculated across all games played. The horizontal axis shows the distinct score differences, while the vertical axis shows how many times such a score difference was observed at least once in a game. The value printed on each bar indicates the percentage of rounds in which said score difference is observed. The vertical dashed line shows the median value of all data.

The plot below shows the score difference for all games with respect to the winner. Negative values represent the winner being behind in score, while positive values mean the winner being ahead in score. The vertical dashed line shows the median value of this score difference.

Back to top

Score Progression

The following figure aggregates the absolute value of the score difference per game round. The horizontal axis shows the round. of the game, while the vertical axis shows the average and standard deviation of the absolute score difference. Note that this plot does not show changes of game leader (see Lead Change section next).

Back to top

Lead Change

This section provides an analysis on the number of times a lead change happened. We define a lead change as a flip in which player is ahead in points during the game. For a flip to happen, the score difference must change from positive (player ‘A’ winning) to negative (player ‘A’ losing), excluding cases where the difference is 0 (players tied in score).

First, we show lead changes for all games played. The following table indicates the percentage of games that completed with no lead change at all, followed by the number of changes across all games (minimum, 25-quartile, mean, median, 75-quartile and maximum number of lead changes observed.)

Changes wrt Number of Players Games with no changes (%) Min P25 Mean Median P75 Max
Second Player 2-Player Games 35.21% 0 0 1.15 ± 1.13 1 2 7
Second Player 3-Player Games 27.50% 0 0 1.28 ± 1.11 1 2 6
Second Player 4-Player Games 23.29% 0 1 1.39 ± 1.12 1 2 6
Second Player 5-Player Games 21.42% 0 1 1.42 ± 1.10 1 2 7
Last Player 2-Player Games 35.21% 0 0 1.15 ± 1.13 1 2 7
Last Player 3-Player Games 47.84% 0 0 0.81 ± 0.96 1 1 6
Last Player 4-Player Games 55.20% 0 0 0.68 ± 0.90 0 1 6
Last Player 5-Player Games 60.10% 0 0 0.58 ± 0.83 0 1 5

The figure below shows the distribution of the number of score changes across all games. The horizontal axis shows the number of lead changes, and the vertical axis indicates how many of these changes took place across all games. The dashed vertical line shows the median of the data.

Back to top

Comebacks

The following plots show the percentages of games where a player, being behind a specific number of points, was able to turn the tables to win the game.

In the histograms below, each bar corresponds to the maximum score deficit a player had during a game and showing:

  • The number of games played where a player was behind in score by that amount.
  • The percentage of times a player with such disadvantage in score was able to win the game in the end.

This section analyzes comebacks in all games played. The horizontal axis shows the maximum score deficit for a player during a game, while the vertical axis shows the percentage of times when the player with this score deficit was able to recover and win the game.

Back to top

Game Events

This section analyzes different aspects and events in the games played and their relationship to probability of victory. In other words, this section shows the strength of certain elements of this game.

Completed missions

In this part, we look at which missions are completed. The following tabs show tables with all completed missions during the game. Each table shows, from left to right:

  • Name of the mission completed.
  • Win Rate: percentage of games in which the player that completed this mission won the game.
  • Prestige: number of prestige points the card grants upon completion.
  • Resource columns (Ichor, Knowledge, Weaponry, Relic): number of each resource that costs to complete the mission.
  • IKWR: sum of resources (Ichor, Knowledge, Weaponry and Relic) that costs to complete the mission

These tables can be sorted by any metric by clicking on the column header. It’s possible to search for terms using the right-hand input field, as well as filtering by column.

By clicking on the Show/hide extra data, you can also see:

  • Frequency: in how many games this mission was completed.
  • % Games: percentage of games played in which this mission was completed.
  • KWR: Number of resources of Knowledge, Weaponry and Relic that the mission card costs (i.e. excluding Ichor from IKWR)

2 P

Back to top

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

3 P

Back to top

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

4 P

Back to top

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

5 P

Back to top

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

Tower Rooms

In this part, we look at which tower rooms are built. The following tabs show tables with all tower rooms built during the game. Each table shows, from left to right:

  • Name of the tower room built.
  • Win Rate: percentage of games in which the player that built this tower room won the game.
  • Frequency: in how many games this tower room was built.
  • % Games: percentage of games played in which this tower room was built.

These tables can be sorted by any metric by clicking on the column header.

2 P

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

3 P

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

4 P

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

5 P

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

Tactic Cards

In this part, we look at which tactic cards are played. The following tabs show tables with all tactic cards played during the game. Each table shows, from left to right:

  • Name of the tactic card played.
  • Win Rate: percentage of games in which the player that played this card won the game.
  • Frequency: in how many games this tactic card was played.
  • % Games: percentage of games played in which this tactic card was played.

These tables can be sorted by any metric by clicking on the column header.

2 P

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

3 P

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

4 P

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

5 P

By Player Strength:

Strong Players

Back to top

Medium Players

Back to top

Weak Players

Back to top

Place Locations (Main)

In this part, we look at which non-Excavation locations Place actions are played. The following tabs show tables with all locations placed in during the game. Each table shows, from left to right:

  • Name of the location where the Place action happens.
  • Win Rate: percentage of games in which the player that placed in this location won the game.
  • Frequency: how many times, across all games, a player placed in this location.
  • Freq. per game: how many times per game players placed at this location.

These tables can be sorted by any metric by clicking on the column header.

2 P

By Player Strength:

Strong Players
Medium Players
Weak Players

3 P

By Player Strength:

Strong Players
Medium Players
Weak Players

4 P

By Player Strength:

Strong Players
Medium Players
Weak Players

5 P

By Player Strength:

Strong Players
Medium Players
Weak Players

Place Locations (Excavations)

In this part, we look at which Excavation locations Place actions are played. The following tabs show tables with all locations placed in during the game. Each table shows, from left to right:

  • Name of the location where the Place action happens.
  • Win Rate: percentage of games in which the player that placed in this location won the game.
  • Frequency: how many times, across all games, a player placed in this location.
  • Freq. per game: how many times per game players placed at this location.

These tables can be sorted by any metric by clicking on the column header.

2 P

By Player Strength:

Strong Players
Medium Players
Weak Players

3 P

By Player Strength:

Strong Players
Medium Players
Weak Players

4 P

By Player Strength:

Strong Players
Medium Players
Weak Players

5 P

By Player Strength:

Strong Players
Medium Players
Weak Players

Game Progression

This section analyses statistics relative to the progression of the game. Concretely, we look into actions played (in isolation, in pairs, and in opening moves) and the change in resources over time.

Actions Overall

This section offers statistics on the different actions executed in the game. We focus on default actions available to all players only, and present the percentage of each of the main actions, per game.

By Player Strength

2 P

3 P

4 P

5 P

Actions Progression

Here, we show the average preference for each action at each round in the game, across all games.

Action Sets

This section offers statistics on the different sets of actions executed in the game. We focus on default actions available to all players only, and present the percentage of each set of actions, per game. We observe the frequency of sets played as well as their winning rate, across all rounds in a game.

By clicking on the “Show/hide Counts” we can also observe the number of times (across all games) the pair of actions was registered and how many times per game is this pair normally played.

These tables can be sorted by any metric by clicking on the column header.

2 P

3 P

4 P

5 P

Opening moves

The following table shows the combination of moves on the first turn played by all players (overall, and by player strength) and their winning rates.

2 P

*Note: 'Place' includes main Place action and those triggered by other effects.

3 P

*Note: 'Place' includes main Place action and those triggered by other effects.

4 P

*Note: 'Place' includes main Place action and those triggered by other effects.

5 P

*Note: 'Place' includes main Place action and those triggered by other effects.

Resources

This section analyses the progression of resources held by a player over the course of a game, first for all players, then divided by player strength.

By Player Strength

2 P

3 P

4 P

5 P

End Game

This section presents average statistics observed at the end of the game, looking at conditions trigger the end of the game and other game specific features tracked, as well as game duration.

Duration of the Game

Here we study the duration of the games, as measured in rounds. The table below shows statistics on the number of rounds a game lasts, calculated over all games played.

Player min P25 median mean sd P75 max IQR
2-Player Games 11 23 29 30.8 9.97 38 55 15
3-Player Games 10 17 21 21.4 5.51 25 36 8
4-Player Games 7 16 19 19.5 4.51 23 30 7
5-Player Games 7 15 18 18.3 4.75 21 30 6

The plot below shows the frequency of game duration in rounds over all games played. The vertical dashed line shows the median of the data.

Back to top

Game End conditions

The following table shows the percentage of times each game end condition triggered in all games played, separate then by the skill of the player. A game would count for one skill level (e.g. strong players) if at least one of the players in the game is considered of that skill.

Game End Trigger Players All Players Strong Medium Weak
By reaching Prestige: 40 2-Player Games 81.21% 92.24% 70.44% 79.54%
By fully constructing the Tower 2-Player Games 18.79% 7.76% 29.56% 20.46%
By reaching Prestige: 40 3-Player Games 50.62% 47.34% 38.28% 46.72%
By fully constructing the Tower 3-Player Games 49.38% 52.66% 61.72% 53.28%
By reaching Prestige: 40 4-Player Games 27.99% 29.41% 16.83% 21.97%
By fully constructing the Tower 4-Player Games 72.01% 70.59% 83.17% 78.03%
By reaching Prestige: 40 5-Player Games 15.91% 13.64% 12.21% 13.67%
By fully constructing the Tower 5-Player Games 84.09% 86.36% 87.79% 86.33%

Tie-breaks

Here we observe the percentage of games resolved in tie breaks, split according to all player skill match-ups:

Games determined by tie-break Players Number of Games Percentage of Games
All Games 2-Player Games 140 1.84%
All Games 3-Player Games 160 1.42%
All Games 4-Player Games 138 0.79%
All Games 5-Player Games 26 0.22%

End condition: Prestige points

As more game end due to players reaching maximum Prestige, we analyse the number of tower rooms built when the game end is triggered due to Prestige limit:

Number of tower rooms built All Players Strong Medium Weak
2-Player Games 4.57 ± 1.15 4.54 ± 1.17 4.79 ± 1.06 4.69 ± 1.05
3-Player Games 5.09 ± 1.00 5.70 ± 0.56 5.34 ± 0.85 4.87 ± 1.08
4-Player Games 5.41 ± 0.82 5.33 ± 0.90 5.42 ± 0.72 5.22 ± 0.89
5-Player Games 5.45 ± 0.82 5.67 ± 0.58 5.56 ± 0.63 5.00 ± 1.06

End condition: Tower Rooms Built

In contrast, we extract data on the average Prestige players earn when the game end is triggered due to building all Tower Rooms. We list maximum value observed, leading player Prestige (player that is wining at the time), average Prestige (for both players), losing player Prestige (player that is losing at the time) and minimum value observed.

Players Maximum Leading Player Average Last Player Minimum
2-Player Games 39 34.46 ± 3.43 30.70 ± 3.55 26.95 ± 5.45 8
3-Player Games 39 31.57 ± 4.69 24.80 ± 3.77 17.63 ± 5.65 0
4-Player Games 39 29.24 ± 5.36 21.11 ± 3.70 12.97 ± 4.76 0
5-Player Games 39 26.76 ± 5.71 17.94 ± 3.50 9.83 ± 4.12 0

Score Difference to Winner

Here we examine the ending scores for the players, and the difference between the winner and the second player in ranking. The following table shows the different of scores at the end of the game for all games played, indicating the minimum, mean, median and maximum difference observed.

Players Games Min Mean Median Max
2-Player Games 7577 0 17.33 ± 11.88 16 63
3-Player Games 7477 0 12.44 ± 10.53 10 63
4-Player Games 8729 0 9.74 ± 9.58 6 53
5-Player Games 4669 0 7.78 ± 8.23 5 49

The figure below shows the same data as the distribution of all point differences observed across all games, with the specific point difference observed on the horizontal axis, and the number of times that point difference occurred on the vertical axis. The dashed line indicates the median of the data.

Completed and Reserved Missions

The table below shows statistics at the end of the game for the number of Missions completed and reserved by one player in the game, split according to the skill of the player (strong, medium or weak). The ‘Total’ column indicates the average number of Missions completed or reserved, respectably, by all players during the game.

Missions per game Players Total Strong Players Medium Players Weak Players
Completed 2-Player Games 20.09 ± 3.75 11.99 ± 3.19 10.57 ± 3.19 8.34 ± 3.47
Reserved 2-Player Games 11.72 ± 5.05 4.55 ± 2.68 5.62 ± 3.11 6.37 ± 3.53
Completed 3-Player Games 25.09 ± 4.51 10.21 ± 3.13 8.98 ± 3.12 7.13 ± 3.07
Reserved 3-Player Games 13.07 ± 4.94 3.91 ± 2.38 4.35 ± 2.73 4.41 ± 2.89
Completed 4-Player Games 28.57 ± 4.83 8.85 ± 3.01 7.42 ± 2.83 6.24 ± 2.70
Reserved 4-Player Games 16.51 ± 5.18 3.84 ± 2.53 4.18 ± 2.55 4.20 ± 2.74
Completed 5-Player Games 30.87 ± 4.97 7.40 ± 2.69 6.76 ± 2.70 5.28 ± 2.46
Reserved 5-Player Games 20.09 ± 5.85 3.74 ± 2.70 3.90 ± 2.63 4.14 ± 2.83

Back to top