![]() ( B) Representative contour plot and histogram overlays provide comparisons for portal (red) versus lobular (blue) detection of HepPar1, CD45, and/or CD3 expression, with expected lobular but not portal detection for HepPar1 + hepatocytes and both lobular and portal detection for CD45 + or CD3 + immune cells. ![]() Far right contour plot overlay shows that CD68 +CD45 + gate (red) is enriched for concurrent CD16/CD14 expression, compared with CD68 –CD45 + gate (blue). Since they tie, both will receive the 3rd place bonus (nothing) They also score one point for each shield (a score of 2).( A) Acquired IMC images are visualized in representative pseudocolor plots and histogram with overlays to show that HepPar1 + events can be gated separately from CD45 + events, and that CD45 + events are enriched for immune markers (e.g., CD3, CD8, CD68). Sea power scoring: Red has the greatest number of shields and scores 2 points of bonus plus 1 point for each shield, scoring a total of 5 points. The fourth place is therefore not scored and black gets 1 point for the clan with 5 black shields. Black has the 2nd largest group and scores 6 points. Scoring ExampleĬlan Scoring: Blue has 14 shields which are connected and therefore scores 8 points. If all the spaces in an established country have one of your shields on them, then you have sovereignty! You get the first number of points shown on the space for that country plus 2 bonus. With a tie, those players score the next lower value. The next player gets the 2nd number and the 3rd gets the 3rd number. The player with the most shields in the country being scored gets the first number of points shown on the space for that country. one begins with Britannien and ends with Dalmatien. The countries are from left to right rated on the valuation border, i.e. The player with the most shields on sea spaces receives a 2 points bonus, the player with the 2nd most sea power receives a 1 point bonus. Players receive 1 point for each shiled on a sea space. If one player has more than one clan of the same size, he scores the points for the same place multiplied by the number of clans. A clan can be spread over a sea or over several countries. There must be at least 3 adjacent shields to form a clan. After scoring, the person in last place then chooses who will be the new starting player for the next round. ![]() If a second tribal scoring is triggered during the same round, this is postponed to the end of the next round.ĭuring tribal scoring, sea power and country rating is performed for each tribe. Tribal scoring takes place when an Established Country marker is taken from the 4th, 8th or 12th space (red spaces). If the movement of the tribal leader ends up on an occupied space, it advances to the next free space.Įach country can be established only once! Tribal Scoring The furthest most left establishment marker is taken from the scoreboard and placed in that country and the tribal leader of that player is advanced as many points as shown on the freed up space on the scoreboard. Click again to close it.Īs soon as the last space in a country is occupied, this country is considered established. To bring a new tribe/shield into play, click on the Button “Expand”, select one of iyour hand cards and place it in an appropriate free space.Īt any time you can click in the player announcement panel to see the Score window. At the end of your turn your cards in hand are replenished to maintain 10 cards. You do not have to play all these actions during your turn.
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