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	<updated>2026-10-09T12:00:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelppickomino&amp;diff=29574</id>
		<title>Gamehelppickomino</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelppickomino&amp;diff=29574"/>
		<updated>2026-04-23T21:44:57Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: /* End of turn actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pickomino ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This is a dice drafting and tile collecting game with &amp;quot;push your luck&amp;quot; elements.&lt;br /&gt;
&lt;br /&gt;
The BGA game is based on the 40th anniversary edition, in which players are meerkats competing to gather tasty bugs.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
The aim is to gather more bugs than your opponents. You do this by using a combination of dice rolls to either win tiles from the playing area, or steal tiles from other players.&lt;br /&gt;
&lt;br /&gt;
=== Game play ===&lt;br /&gt;
1. Roll the dice. Choose one value. All the dice with that value are moved and put in a line at the bottom of the board. &lt;br /&gt;
&lt;br /&gt;
* For example, if you rolled some 3s, you could choose them and they would all be added to the line.&lt;br /&gt;
&lt;br /&gt;
2. Once you&#039;ve added dice to the line, you can re-roll the remaining dice. However, you cannot choose any dice value that is already in the line. &lt;br /&gt;
&lt;br /&gt;
* For example, you might roll a 3 and decide to add it to the line. If you now re-roll the remaining dice and get another 3, you cannot use it.&lt;br /&gt;
&lt;br /&gt;
3. Your score so far is shown on the right hand side of the line. This is calculated as a total of all the dice, plus 5 points for each paw print.&lt;br /&gt;
&lt;br /&gt;
4. To win a tile, you must have at least 1 paw print in your line by the end of the turn.&lt;br /&gt;
&lt;br /&gt;
5. Continue re-rolling dice until either:&lt;br /&gt;
&lt;br /&gt;
* you are happy with your current score, or&lt;br /&gt;
* there are no more dice to roll, or&lt;br /&gt;
* you can&#039;t add any more dice to your line. -&amp;gt; you BUST&lt;br /&gt;
&lt;br /&gt;
You can now do the end of turn actions.&lt;br /&gt;
&lt;br /&gt;
=== End of turn actions ===&lt;br /&gt;
If you have bust, not scored enough to collect a tile, or you do not have a paw print, you will not be able to collect a tile. In this case, you lose the top-most tile from your hand, which is returned into play on the game board (if you don&#039;t have any tiles, there is no penalty). Next, if you returned a tile, the highest value tile on the game board is turned over and removed from play for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
If you have a paw print in your line, you may now choose a tile from those available. If a tile exactly matches your score for this turn, you must take it, even if it is in another player&#039;s hand. Doing this steals points from your opponent. Otherwise, you may take a tile that is worth less than your score from the playing area.&lt;br /&gt;
&lt;br /&gt;
Your new tile is placed on top of any existing tiles you have already collected. This protects the existing tiles, as your opponents can only steal the top-most tile.&lt;br /&gt;
&lt;br /&gt;
Play now passes clockwise to the next player.&lt;br /&gt;
&lt;br /&gt;
=== End of game ===&lt;br /&gt;
The game ends when there are no more tiles available on the game board.&lt;br /&gt;
&lt;br /&gt;
Final scores are calculated by the number of bugs shown on each tile (not the tile value). The player with the most bugs is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Hints ===&lt;br /&gt;
&lt;br /&gt;
* Remember that you need to add at least one paw print to your line, on each turn&lt;br /&gt;
* To get higher value tiles, you could hold out for more than one paw print to boost your score, but you run the risk of getting none&lt;br /&gt;
* Lower value tiles are easier to win, but also easier for opponents to steal&lt;br /&gt;
* Remember that the final score is based on the number of bugs on the tile, not the value of the tile&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpromirami&amp;diff=28988</id>
		<title>Gamehelpromirami</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpromirami&amp;diff=28988"/>
		<updated>2026-03-17T14:23:38Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: /* Turns */ Improved wording, fixed misspelling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
In the card game Romi Rami you select &#039;&#039;&#039;Number&#039;&#039;&#039; cards to build your hand then use them to complete &#039;&#039;&#039;Contract&#039;&#039;&#039; cards.&lt;br /&gt;
&lt;br /&gt;
Score points by fulfilling Contracts, earning suit bonuses and competing for trophies.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* 3 Number cards and a Joker token (a Star) are dealt to each player&lt;br /&gt;
&lt;br /&gt;
* 6 cards are dealt to the Number card market&lt;br /&gt;
&lt;br /&gt;
* 4 cards are dealt to the Contract card market&lt;br /&gt;
&lt;br /&gt;
* Four Trophies are randomly chosen&lt;br /&gt;
&lt;br /&gt;
* One player receives the First Player token&lt;br /&gt;
&lt;br /&gt;
== Rounds ==&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds. A round always starts with the first player. Each players plays a Turn in order. The game always ends at the end of a Round.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player must follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Take 1, 2, or 3 cards from the Number card market. The cards must all have matching Numbers or matching Suits.&lt;br /&gt;
&lt;br /&gt;
* Complete any number of Contract cards. Completed contract cards are added to the player’s play area. See the Completing Contracts section for details.&lt;br /&gt;
&lt;br /&gt;
* If the player has fewer than 3 cards in hand, their hand is automatically replenished to 3 cards from the facedown deck. If the player has more than 10 cards in hand, they must discard down to 10 cards.&lt;br /&gt;
&lt;br /&gt;
== Completing Contracts ==&lt;br /&gt;
&lt;br /&gt;
To complete a Contract, you must play Number cards from your hand and you must respect the requirements. The requirements are always for the numbers on the Number cards and never for the suit. The requirements can be:&lt;br /&gt;
&lt;br /&gt;
* 2, 3, 4 or 5 cards with the SAME NUMBER. Some contracts require a specific pair, like a pair of 1.&lt;br /&gt;
&lt;br /&gt;
* 3, 4 or 5 cards forming a SEQUENCE or RUN. Examples: 1, 2, 3 or 2, 3, 4.&lt;br /&gt;
&lt;br /&gt;
You can also use your Joker (Star) once per game in place of a Number card. If unused, the Joker (Star) scores 1 point at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Once a contract is completed, the used Number cards with a Suit matching the Suit on the Contract are placed in a face-down pile. These are the Suit Bonus cards, each worth one point. The used Numbers cards that do not match the Suit on the Contract are discarded. The Joker (Star) does not count as a Suit Bonus.&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round when at least one player has fulfilled enough Contract cards:&lt;br /&gt;
&lt;br /&gt;
* In a 2 players game, 7 contracts are needed to end the game.&lt;br /&gt;
&lt;br /&gt;
* In a 3 players game, 6 contracts are needed to end the game.&lt;br /&gt;
&lt;br /&gt;
* In a 4 players game, 5 contracts are needed to end the game.&lt;br /&gt;
&lt;br /&gt;
== Trophies ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, Trophies are awarded to the player with the most of each requirement at the top of their Contract cards. In case of a tie, the Trophy is not awarded at all.&lt;br /&gt;
&lt;br /&gt;
The Trophies with a Suit are given to the player with the most of this Suit on their Contract cards.&lt;br /&gt;
&lt;br /&gt;
The Trophies with 2, 3, 4 and 5 cards are given to the player with the most of these icons on their Contract cards.&lt;br /&gt;
&lt;br /&gt;
== Scores ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the total score of a player is counted by adding:&lt;br /&gt;
&lt;br /&gt;
* The score on each of their Contract cards;&lt;br /&gt;
&lt;br /&gt;
* The score on each of their Trophies;&lt;br /&gt;
&lt;br /&gt;
* One point for each card in their Suit Bonus pile;&lt;br /&gt;
&lt;br /&gt;
* One point if the player has not used their Joker (Star)&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most card in their Suit Bonus pile wins.&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpupordown&amp;diff=27809</id>
		<title>Gamehelpupordown</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpupordown&amp;diff=27809"/>
		<updated>2025-12-21T14:46:00Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: Improved Gameplay section, fixed scoring section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up or Down?&#039;&#039; is similar to &#039;&#039;Racko&#039;&#039;, though you now have three racks, and they can go in either ascending or descending order. The way cards are drawn and discarded is also different. &lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| # of Players || Card Range (short game) || Card Range (long game)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 1-42 || 1-54&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 1-60 || 1-78&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 1-78 || 1-102&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5-6&#039;&#039;&#039; || 1-96 || 1-126 (all cards)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each player gets a hand of three cards. The remaining are placed in two piles: one face up and one face down. Six cards are placed face up around the decks--this is called the &#039;&#039;display&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
On your turn, do the following actions in order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Place a card from your hand into the display (the cards around the deck). The card must be placed in numerical sequence.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Take a card from the display adjacent to the card you just put down.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Place that card on one of your columns.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Draw a new card from either the face-up pile or the face-down pile and add it to your hand.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you place a second card on a column, that determines whether the column will be ascending or descending. You want the first card of each column to be at one of the two extremes. &lt;br /&gt;
&lt;br /&gt;
If you cannot or do not want to place a card in a column, you can discard an entire column and begin a new one. Each discarded column scores 1 point. NOTE: As of 2025-12-20, the tutorial says you can discard a single card. This is not the case, you have to discard an entire column.&lt;br /&gt;
&lt;br /&gt;
Turns continue until all players no longer have any cards in their hands (even after both the face-up and face-down piles are depleted). &lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
The score of each column is the &#039;&#039;&#039;number of cards of the most frequent color&#039;&#039;&#039; &#039;&#039;times&#039;&#039; &#039;&#039;&#039;the number of cards in the column&#039;&#039;&#039;. The score of each column added together plus the number of cards in your discard pile is your total score.&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelprefuge&amp;diff=27384</id>
		<title>Gamehelprefuge</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelprefuge&amp;diff=27384"/>
		<updated>2025-11-20T18:37:44Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: Corrected storm warning explanation about losing steps to refer specifically to forest tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal of Refuge is to create a path by both drawing tiles from your bag and adding useful tiles to your bag to draw later.&lt;br /&gt;
&lt;br /&gt;
Players conduct five (5) walks during the game. Each walk consists of a variable number of turns. On each turn, players draw tiles from their bag to add to their path until they choose to go home, ending their walk, or encounter a storm. At the end of the fifth walk, the player with the most victory points is the winner.&lt;br /&gt;
&lt;br /&gt;
Each turn consists of the following actions:&lt;br /&gt;
&lt;br /&gt;
1. (All players, simultaneously.) Draw two tiles from your bag. You may opt to return to the refuge instead of drawing tiles. If no tiles remain in your bag, you must return to the refuge. These tiles are secret to each player.&lt;br /&gt;
&lt;br /&gt;
2. Choose one of the two drawn tiles to play. NOTE: Tiles with an exclamation point (!) symbol on them must be chosen, except in the case that both tiles carry the symbol. If that occurs, the player chooses as normal. ALSO NOTE: If a storm is drawn, it is immediately added to the weather track, and the other tile must be chosen. If both are storms, both are added to the weather track and no tile is chosen.&lt;br /&gt;
&lt;br /&gt;
3. Apply the effect of the played tile if there is one. Effects include a boot indicating a number of steps gained, a heart indicating number of victory points gained, a tile symbol indicating that you must play a second tile (Either your drawn second tile or a new tile drawn from your bag.), or a broken tile symbol indicating that you may discard your second tile permanently from the game. Any effects with a slash ( / ) allow you to choose which effect to apply. Effects with an addition symbol ( + ) award both listed effects. Effects with a multiplication symbol ( x ) award the goods indicated multiplied by how many matching tiles are in your path or on the weather track.&lt;br /&gt;
&lt;br /&gt;
4. Flip the tile and add it to your path, from left to right. In the case that you&#039;ve drawn a storm, add it to your weather track. If you drew two storms, add both to your weather track.&lt;br /&gt;
&lt;br /&gt;
5. Optionally, buy a tile, paying the cost in steps, adding it to your bag.&lt;br /&gt;
&lt;br /&gt;
6. Turn over the top tile of the weather deck, adding it to the weather track. NOTE: If there are no tiles remaining in the weather deck, a storm is added from the reserves. If the number of storm tiles has reached or exceeded 6 for two players, 7 for three player, or 9 for four players, a storm warning is triggered.&lt;br /&gt;
&lt;br /&gt;
7. Any un-played tiles drawn in step 1 are returned to the bag. &lt;br /&gt;
&lt;br /&gt;
If a player returns to the refuge, any remaining players continue playing until the walk is ended for all players. When returning to the refuge, tiles are scored according to the number of animals on them. &lt;br /&gt;
&lt;br /&gt;
If a player returns to the refuge, they may permanently discard one of their played tiles from the game.&lt;br /&gt;
&lt;br /&gt;
All other tiles are returned to their bag after returning to the refuge.&lt;br /&gt;
&lt;br /&gt;
If a player is caught by a storm warning without returning to the refuge, they receive no points for animals on their tiles, and they must pay one step for each forest tile in their path. (Forest tiles have an image of the forest on the back.) If the player has insufficient steps, they lose 1 victory point for each step they are short, to a minimum of 0. They then return all tiles to their bag.&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=26282</id>
		<title>Gamehelpburglebros</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=26282"/>
		<updated>2025-08-25T16:51:11Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: /* Guards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Play ==&lt;br /&gt;
&lt;br /&gt;
Burgle Bros is a cooperative rogue-like puzzle game with tile exploration and problem-solving. &lt;br /&gt;
&lt;br /&gt;
===Objective===&lt;br /&gt;
&lt;br /&gt;
Open and loot all safes and then escape (with that loot) through the stairs on the top floor. All members of the heist team need to make it to the roof for the players to win the game -- if any player is caught by a guard without having any remaining stealth tokens left, the players lose the game. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Take up to 4 actions.  If you have two or more unused actions left on your turn when you end it, an [[#Events|event]] will be triggered.  You can perform the actions in any order and you can do the same action multiple times in a turn if possible.&lt;br /&gt;
&lt;br /&gt;
After you are done taking actions, the guard will move on your floor.&lt;br /&gt;
&lt;br /&gt;
=== Actions === &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peek&#039;&#039;&#039;: Reveal an adjacent room tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039;: Move to an adjacent room tile. If it is unrevealed, reveal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tile-specific actions&#039;&#039;&#039;: Hack a computer -OR- add a Die to a Safe (costs 2 actions) -OR- Crack a Safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character ability&#039;&#039;&#039;: Depending on your character, your character-specific ability might only be available as your first action on a turn.  It might be free or consume one or more actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Tools (free)&#039;&#039;&#039;: Discard a Tool card and apply its effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trade (free)&#039;&#039;&#039;: Trade Tools and/or Loot with another player on the same tile (with the other player&#039;s permission).&lt;br /&gt;
&lt;br /&gt;
===Cracking Safes===&lt;br /&gt;
&lt;br /&gt;
Once you have located a safe tile, you need to make sure all the tiles in the same row and the same column as the safe are revealed. For example, if the safe tile is in A1 then all the tiles in column A and all the tiles in row 1 need to be revealed, so A2, A3, A4, B1, C1, and D1 (in the four by four layout). During your turn, you may add a die to a safe for 2 actions. No more than six dice can be added to a given safe tile.  Once all the tiles you must reveal for a safe are revealed, rolling dice from the safe tile can &amp;quot;crack&amp;quot; the safe. The combination of the safe is the small numbers on the lower right corner of the tiles that are in the same row or same column as the safe. For example, if the numbers on the lower right corner of the room tiles are 1, 3, 1, 4, 6, and 3, you will need to roll the dice until a 1, 3, 4, and 6 have been rolled. You do not need to roll a 3 multiple times to unlock all the tiles with 3 on them. Small green circle tokens will appear on room tiles that match the numbers rolled. Once all the required numbers have been rolled the safe will open and give you a tool and a loot card.&lt;br /&gt;
== Guards ==&lt;br /&gt;
&lt;br /&gt;
Each guard&#039;s destination is determined by the top card drawn from the Patrol deck.  Each guard&#039;s movement speed is dictated by its guard die.  Guards always takes the shortest path to get to their destination. When multiple paths can be taken in the same number of moves, the guard prefers to take the left-most path at a fork. The guard will move one additional tile per triggered alarm. Once a guard reaches their destination, a new destination is set; if the guard has any movement remaining, they immediately move towards their new destination.&lt;br /&gt;
&lt;br /&gt;
Triggering an alarm changes the destination for the guard on that floor to the location of the alarm. Once the guard reaches that location, they will continue to their original destination.&lt;br /&gt;
&lt;br /&gt;
After a safe is cracked, the guard on the current floor and each guard below the current floor are aware of the safe being cracked and permanently increase their movement speed by one.&lt;br /&gt;
&lt;br /&gt;
Each time the patrol deck runs out and gets reshuffled, the movement speed of the guard on that floor is increased by one permanently. Each guard&#039;s maximum movement speed is six.&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
The default scenario is the Bank Job, the beginner scenario is the Office Job, and the Fort Knox Job has a larger layout. &lt;br /&gt;
  &lt;br /&gt;
=== The Bank Job ===&lt;br /&gt;
&lt;br /&gt;
The building is 3 floors arranged in a grid of 4x4 room tiles, so 16 tiles per floor. There will be 1 safe and 1 stairs on each floor. All the tiles listed in the tile distribution will be in the building.   &lt;br /&gt;
&lt;br /&gt;
=== The Office Job ===&lt;br /&gt;
&lt;br /&gt;
This job is good for beginners. The building is 2 floors and has 16 tiles per floor. There will be 1 safe and 1 stairs per floor, so a total of 2 safes and 2 stairs in the building. The tile distribution is different for the Office Job. There will be 3 camera tiles, 2 fingerprint tiles, 2 laser tiles, 2 motion tiles, 2 thermo tiles, 2 deadbolt tiles, 2 keypad tiles, 2 foyer tiles, 2 secret door tiles, 2 service duct tiles, 1 laboratory tile, 1 lavatory tile, 2 walkway tiles, and 3 computer tiles. &lt;br /&gt;
&lt;br /&gt;
=== The Fort Knox Job ===&lt;br /&gt;
&lt;br /&gt;
In this job the building is 2 floors and has a 5x5 layout. There will be 24 tiles and an empty space (grey square surrounded by walls - consider it a support beam) on each floor. Each floors will have at least one stairs and one safe; the remaining stairs and safe will be randomly distributed into the floors.   &lt;br /&gt;
&lt;br /&gt;
=== Tile Distribution ===&lt;br /&gt;
&lt;br /&gt;
The Bank Job and The Fort Knox Job will have the tile distribution below. See [[#The Office Job| The Office Job]] for its tile distribution.   &lt;br /&gt;
&lt;br /&gt;
1x - Lavatory &lt;br /&gt;
&lt;br /&gt;
2x - Atrium, Foyer, Secret Door, Service Duct, Laboratory&lt;br /&gt;
&lt;br /&gt;
3x - Computer, Deadbolt, Detector, Fingerprint, Keypad, Laser, Motion, Safe, Stairs, Thermo, Walkway&lt;br /&gt;
&lt;br /&gt;
4x - Camera&lt;br /&gt;
&lt;br /&gt;
== Room Tiles ==&lt;br /&gt;
&lt;br /&gt;
Atrium - While on the atrium tile, you can peek at the tile directly above or below this location (on the adjacent floor).  However if a guard moves to either the tile directly above or below you, you lose a stealth token if you have one available.&lt;br /&gt;
&lt;br /&gt;
Camera - If a guard is on any camera on any floor when a player enters this tile, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Computer - You must be in a computer room to use the Hack action (to generate a hack token of the corresponding type).  Hack tokens can be used to cancel the corresponding alarm on any floor.  There are three types of computer rooms: fingerprint, laser and motion, corresponding to three types of alarms that can be cancelled thereby.  One can only store six tokens per computer room.&lt;br /&gt;
&lt;br /&gt;
Deadbolt - Entering this tile type requires three actions unless a guard or player is already on it.  If you attempt to enter an unrevealed deadbolt tile without the required three actions, the tile is revealed but you do not enter and all remaining actions are consumed. &lt;br /&gt;
&lt;br /&gt;
Detector (Alarm) - If you move into this tile while holding a loot or tool, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Fingerprint (Alarm) - When you enter this tile, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Foyer - Guards can spy you from adjacent tiles on the same floor in addition to from the tile itself.&lt;br /&gt;
&lt;br /&gt;
Keypad - When you attempt to move into this tile while it is locked, roll a number of dice equal to the number of attempts you made on this turn (including this one). If any of them is a 6, this tile is unlocked and you enter it, otherwise the action is wasted.&lt;br /&gt;
&lt;br /&gt;
Laboratory - The first player who enter this tile draws a tool.&lt;br /&gt;
 &lt;br /&gt;
Lavatory - When revealed 3 stealth tokens are placed on this tile. If the guard enters this tile when you are in it, a stealth token on the tile will be removed instead of from your own. If more than one person is on the lavatory tile when the guard enters then that many stealth tokens will be removed from the tile. Once the stealth tokens are used up from the tile then you will lose stealth tokens as normal.&lt;br /&gt;
&lt;br /&gt;
Laser (Alarm) - When you enter this tile, you must spend 2 actions or an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Motion (Alarm) - If a player enters this tile without ending their turn on it, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Safe - You must be in a safe to add a die into it or crack that safe. Safes start with no dice and can have at most 6 die.&lt;br /&gt;
&lt;br /&gt;
Secret door - You may enter onto this tile through walls (but not the other way around).&lt;br /&gt;
&lt;br /&gt;
Service duct - If both service ducts are discovered, you can move from one to another, even if they are on different floors.&lt;br /&gt;
&lt;br /&gt;
Stairs - A downstairs token is put onto the corresponding tile on the upper floor, unless it is the highest floor. You may move and peek from the stairs to its corresponding downstairs tile, and you can move from that tile to the stairs. The stairs on the highest floor is used to escape to the roof after all loots are discovered.&lt;br /&gt;
&lt;br /&gt;
Thermo (Alarm) - If you end your turn on this tile, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Walkway - If you enter this tile while it is unrevealed, you fall onto the corresponding tile on the floor below it, unless it is the lowest floor. Falling does not count as entering. While on a walkway tile you can peek down on the tile below if unrevealed.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
All characters have a basic ability and an advanced ability, depending on the table settings you may get to chose which ability your character will have for the game. &lt;br /&gt;
      &lt;br /&gt;
&#039;&#039;&#039;The Acrobat (Retired Performer)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Flexibility (Basic ability): You may move into a tile with a guard as a free action (multiple times per turn) and will not lose a stealth token if you leave the tile before the guard moves (meaning you leave the tile with the guard before ending your turn in order to not lose stealth).&lt;br /&gt;
&lt;br /&gt;
Climb Window (Advanced ability): If you are on a perimeter tile (or next to the empty tile in Fort Knox) you may spend 3 actions to move up or down one floor to the corresponding tile, all movement rules for trying to enter a tile still apply, doing so consumes all your actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hacker (Computer Guy)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jammer (Basic ability): You do not trigger fingerprint, laser, or motion tiles and other players will not trigger those tiles if you are there. The ability is not optional and does not apply to detector and thermo tiles.&lt;br /&gt;
&lt;br /&gt;
Laptop (Advanced ability): You can add a hack token to yourself as an action. This token can be used as a fingerprint, laser or motion hack token by any player. You can only store up to one hack token on yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hawk (Recon Pro)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-Ray (Basic ability): As a free action, once per turn, you can peek through an adjacent wall to reveal a tile. &lt;br /&gt;
&lt;br /&gt;
Enhance (Advanced ability): As a free action, once per turn, you may peek at a tile up to two spaces away. You cannot skip over unrevealed tiles and you cannot see through walls but you can use the ability to peek around corners and peek up stairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Juicer (Electronics Expert)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crybaby (Basic ability): As a free action (multiple times per turn), you may create an alarm in an adjacent tile, but not through walls.&lt;br /&gt;
&lt;br /&gt;
Reroute (Advanced ability): As a free action, once per turn, you may pick up an active alarm on your tile and draw a new patrol card, or discard one of your alarm tokens to trigger an alarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peterman (Safecracker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Steady Hands (Basic ability): Roll 1 additional die when rolling for the safe or keypad.&lt;br /&gt;
&lt;br /&gt;
Drill (Advanced ability): You may add dice and roll on safes above or below your tile. However, you&#039;ve unable to loot safes from another floor so the loot remains in the safe until retrieved.  Do note that all loot must be carried up to the roof to end and win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Raven (Maverick Falconer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distract (Basic ability): As a free action, you may place the crow up to two tiles away from your character but not through walls. The crow remains in that location until you move it again.  The guard loses an move each time he enters the crow&#039;s tile (so a crow placed on the guard&#039;s tile won&#039;t affect the guard until a subsequent move into said tile.)&lt;br /&gt;
&lt;br /&gt;
Disrupt (Advanced ability): As a free action, you may place the crow on your current tile. If the guard starts his movement on the same tile as the crow and there are no alarms, he loses all movement and the crow is returned to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rigger (Tinkerer Savant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Solution (Basic ability): You start with the dynamite tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
&lt;br /&gt;
Tinker (Advanced ability): You can lose one stealth to draw a tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rook (Mastermind)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Orders (Basic ability): As an action, once per turn, you may move another player one tile.  When moving the other player, lasers and deadbolts do not cost extra actions but otherwise all normal movement rules such as keypads and alarm tiles apply.&lt;br /&gt;
&lt;br /&gt;
Disguise (Advanced ability): You may spend your first action swapping places with any player. This does not count as entering the tile for either of you.  Please note that the disguise action is only available as the first action and other actions, even free, such as tool use executed first would consume the opportunity to make use of the disguise action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Spotter (Psychic Gone Rogue)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clairvoyance (Basic ability): As an action, once per turn, you may look at the top card of the patrol deck for your floor. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
&lt;br /&gt;
Precognition (Advanced ability): As an action, once per turn, you may look at the top card of the event deck. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
You draw an event card if you use 2 or fewer actions on your turn, however you may not simply go back and forth between tiles to avoid an event. Some events benefit the guards, others the players. However, most events are subjective to the situation of the game and can help or hinder the team under the right circumstances.&lt;br /&gt;
&lt;br /&gt;
Brown out - Alarm tokens on all floors are removed. A new patrol card will be drawn for each alarm removed this way.&lt;br /&gt;
&lt;br /&gt;
Buddy system - Choose a character and move their meeple onto your current tile.&lt;br /&gt;
&lt;br /&gt;
Change of plans - If there are no active alarms on your floor, the guard on your floor gets a new patrol card.&lt;br /&gt;
&lt;br /&gt;
Crash! - If there are no active alarms on your floor, then the guard&#039;s new destination will be the current tile you are on.&lt;br /&gt;
&lt;br /&gt;
Daydreaming - The guard on your floor has one less movement this turn.&lt;br /&gt;
&lt;br /&gt;
Dead drop - Current player passes all tools and loot to the player on their right.&lt;br /&gt;
&lt;br /&gt;
Espresso - The guard on your floor has one additional movement this turn.&lt;br /&gt;
&lt;br /&gt;
Freight elevator - Fall up one floor, this can&#039;t be used as an escape method.&lt;br /&gt;
&lt;br /&gt;
Go with your gut - If you are adjacent to an unrevealed tile, move on to it now, your choice if there is more than one unrevealed tile.&lt;br /&gt;
&lt;br /&gt;
Gymnastics - Until your next turn, all players can walk onto a walkway tile above their current tile as if it were stairs.&lt;br /&gt;
&lt;br /&gt;
Heads up! - The next player gains an additional action on their turn.&lt;br /&gt;
&lt;br /&gt;
Jump the gun - Skip the next player&#039;s turn (including the guard movement).&lt;br /&gt;
&lt;br /&gt;
Jury-rig - Gain a tool.&lt;br /&gt;
&lt;br /&gt;
Keycode change - Any open keypad tiles are now locked again. &lt;br /&gt;
&lt;br /&gt;
Lampshade - Gain a stealth token.&lt;br /&gt;
&lt;br /&gt;
Lost grip - Fall down one floor. &lt;br /&gt;
&lt;br /&gt;
Peekhole - You may peek at one adjacent tile, even through a wall or up/down floors (you may choose to ignore this event).&lt;br /&gt;
&lt;br /&gt;
Reboot - All revealed computer rooms will reset to one hack token.&lt;br /&gt;
&lt;br /&gt;
Shift change - Guard does not move on your floor, instead revealed guards on other floors move this turn.&lt;br /&gt;
&lt;br /&gt;
Shoplifting - Alarms are triggered on all laboratory tiles that have had tools taken from them.&lt;br /&gt;
&lt;br /&gt;
Squeak - The guard on your floor moves one tile towards the nearest character.&lt;br /&gt;
&lt;br /&gt;
Switch signs - The guard on your floor and his destination swap positions.&lt;br /&gt;
&lt;br /&gt;
Throw voice - Move the guard destination into an adjacent tile from its current location (following normal movement rules).&lt;br /&gt;
&lt;br /&gt;
Time lock - Players cannot move up or down through stairs for one round.&lt;br /&gt;
&lt;br /&gt;
Video loop - All camera tiles are disabled for one round.&lt;br /&gt;
&lt;br /&gt;
Where is he? - Guard on your floor jumps to his current destination.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
You get a loot when you crack a safe. It comes with a penalty and cannot be dropped, but you can give it to another player in the same tile as a free action if both players agree. All loot must be held by players for them to escape to the roof.&lt;br /&gt;
&lt;br /&gt;
Bust - You cannot use tool cards, although you can still hold them.&lt;br /&gt;
&lt;br /&gt;
Chihuahua - At the start of your turn, roll a die. If the result is 6, the dog barks and an alarm is triggered on your tile.&lt;br /&gt;
&lt;br /&gt;
Cursed goblet - When it is drawn, the player who draws it lose one stealth unless they have none.&lt;br /&gt;
&lt;br /&gt;
Gemstone - You must spend an extra action to move into a tile with other players.&lt;br /&gt;
&lt;br /&gt;
Gold bar - An extra gold bar is placed on the tile. Both must be picked up to win. A player may hold at most 1 gold bar.&lt;br /&gt;
&lt;br /&gt;
Isotope - You trigger an alarm immediately if you move into a thermo tile.&lt;br /&gt;
&lt;br /&gt;
Keycard - A safe cannot be cracked if the player with the keycard is not on it.&lt;br /&gt;
&lt;br /&gt;
Mirror - You take one fewer action every turn but you can now pass through laser tiles without needing to hack or trigger alarm.&lt;br /&gt;
&lt;br /&gt;
Painting - You cannot use secret doors or service ducts. You can still move into and out of them normally.&lt;br /&gt;
&lt;br /&gt;
Persian kitty - At the start of your turn, if it isn’t on a tile, roll a die. If the result is 1 or 2, it escapes 1 tile closer to the nearest alarm tile. While the kitty is on a tile no one owns so any player can pick it up and will gain the card. If the kitty is on a tile no one can escape.&lt;br /&gt;
&lt;br /&gt;
Stamp - You draw an event card if you use 3 or fewer actions on your turn, instead of 2.&lt;br /&gt;
&lt;br /&gt;
Tiara - If you move onto a tile adjacent to a guard, the guard will see you.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
You get tools by cracking a safe, entering a laboratory for the first time, drawing specific event cards, or using the advanced Rigger’s special ability. You can use a tool as a free action on your turn by discarding it and apply its effect. You can give it to another player as a free action if both players agree, but you cannot drop them.&lt;br /&gt;
&lt;br /&gt;
Blueprints - Peek at a tile anywhere on any floor.&lt;br /&gt;
&lt;br /&gt;
Crowbar - Permanently disable an adjacent tile. It cannot block movement or trigger alarms.&lt;br /&gt;
&lt;br /&gt;
Crystal ball - Draw the top 3 events and put them back in any order.&lt;br /&gt;
&lt;br /&gt;
Donut - Select a guard. The next time he would move, he doesn’t move instead.&lt;br /&gt;
&lt;br /&gt;
Dynamite - Destroy a wall adjacent to you. Trigger an alarm on your current tile.&lt;br /&gt;
&lt;br /&gt;
EMP - Remove all triggered alarms. Until the start of your next turn, all alarms triggered are instead cancelled.&lt;br /&gt;
&lt;br /&gt;
Invisible suit - You cannot be seen by guards or cameras and gain one additional action this turn.&lt;br /&gt;
&lt;br /&gt;
Makeup kit - All players on your tile gain one stealth.&lt;br /&gt;
&lt;br /&gt;
Rollerskates - Gain two additional actions this turn.&lt;br /&gt;
&lt;br /&gt;
Smoke bomb - Add 3 stealth tokens to your tile. These can be used by players on this tile.&lt;br /&gt;
&lt;br /&gt;
Stereoscope - You may use when cracking a safe to change the result of a die to any side you wish.&lt;br /&gt;
&lt;br /&gt;
Thermal bomb - Your current tile is also treated as stairs in addition to its original effect from now on (you can use this to escape from the 3rd floor as well). Trigger an alarm on your current tile.&lt;br /&gt;
&lt;br /&gt;
Virus - Place a total of 3 hack tokens in any revealed computer tiles.&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=26203</id>
		<title>Gamehelpburglebros</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=26203"/>
		<updated>2025-08-13T21:13:46Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: /* Objective */ Various improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Play ==&lt;br /&gt;
&lt;br /&gt;
Burgle Bros is a cooperative rogue-like puzzle game with tile exploration and problem-solving. &lt;br /&gt;
&lt;br /&gt;
===Objective===&lt;br /&gt;
&lt;br /&gt;
Open and loot all safes and then escape (with that loot) through the stairs on the top floor. All members of the heist team need to make it to the roof for the players to win the game -- if any player is caught by a guard without having any remaining stealth tokens left, the players lose the game. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Take up to 4 actions.  If you have two or more unused actions left on your turn when you end it, an [[#Events|event]] will be triggered.  You can perform the actions in any order and you can do the same action multiple times in a turn if possible.&lt;br /&gt;
&lt;br /&gt;
After you are done taking actions, the guard will move on your floor.&lt;br /&gt;
&lt;br /&gt;
=== Actions === &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peek&#039;&#039;&#039;: Reveal an adjacent room tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039;: Move to an adjacent room tile. If it is unrevealed, reveal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tile-specific actions&#039;&#039;&#039;: Hack a computer -OR- add a Die to a Safe (costs 2 actions) -OR- Crack a Safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character ability&#039;&#039;&#039;: Depending on your character, your character-specific ability might only be available as your first action on a turn.  It might be free or consume one or more actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Tools (free)&#039;&#039;&#039;: Discard a Tool card and apply its effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trade (free)&#039;&#039;&#039;: Trade Tools and/or Loot with another player on the same tile (with the other player&#039;s permission).&lt;br /&gt;
&lt;br /&gt;
===Cracking Safes===&lt;br /&gt;
&lt;br /&gt;
Once you have located a safe tile, you need to make sure all the tiles in the same row and the same column as the safe are revealed. For example, if the safe tile is in A1 then all the tiles in column A and all the tiles in row 1 need to be revealed, so A2, A3, A4, B1, C1, and D1 (in the four by four layout). During your turn, you may add a die to a safe for 2 actions. No more than six dice can be added to a given safe tile.  Once all the tiles you must reveal for a safe are revealed, rolling dice from the safe tile can &amp;quot;crack&amp;quot; the safe. The combination of the safe is the small numbers on the lower right corner of the tiles that are in the same row or same column as the safe. For example, if the numbers on the lower right corner of the room tiles are 1, 3, 1, 4, 6, and 3, you will need to roll the dice until a 1, 3, 4, and 6 have been rolled. You do not need to roll a 3 multiple times to unlock all the tiles with 3 on them. Small green circle tokens will appear on room tiles that match the numbers rolled. Once all the required numbers have been rolled the safe will open and give you a tool and a loot card.&lt;br /&gt;
== Guards ==&lt;br /&gt;
&lt;br /&gt;
Each guard&#039;s destination is determined by the top card drawn from the Patrol deck.  Each guard&#039;s movement speed is dictated by its guard die.  Guards always takes the shortest path to get to their destination. When multiple paths can be taken in the same number of moves, the guard prefers to take the left-most path at a fork. The guard will move one additional tile per triggered alarm. Once a guard reaches their destination, a new destination is set; if the guard has any movement remaining, they immediately move towards their new destination. Triggered alarms will change their destinationAfter a safe is cracked, the guard on the current floor and each guard below the current floor are aware of the safe being cracked and permanently increase their movement speed by one.&lt;br /&gt;
&lt;br /&gt;
Each time the patrol deck runs out and gets reshuffled, the movement speed of the guard on that floor is increased by one permanently. Each guard&#039;s maximum movement speed is six.&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
The default scenario is the Bank Job, the beginner scenario is the Office Job, and the Fort Knox Job has a larger layout. &lt;br /&gt;
  &lt;br /&gt;
=== The Bank Job ===&lt;br /&gt;
&lt;br /&gt;
The building is 3 floors arranged in a grid of 4x4 room tiles, so 16 tiles per floor. There will be 1 safe and 1 stairs on each floor. All the tiles listed in the tile distribution will be in the building.   &lt;br /&gt;
&lt;br /&gt;
=== The Office Job ===&lt;br /&gt;
&lt;br /&gt;
This job is good for beginners. The building is 2 floors and has 16 tiles per floor. There will be 1 safe and 1 stairs per floor, so a total of 2 safes and 2 stairs in the building. The tile distribution is different for the Office Job. There will be 3 camera tiles, 2 fingerprint tiles, 2 laser tiles, 2 motion tiles, 2 thermo tiles, 2 deadbolt tiles, 2 keypad tiles, 2 foyer tiles, 2 secret door tiles, 2 service duct tiles, 1 laboratory tile, 1 lavatory tile, 2 walkway tiles, and 3 computer tiles. &lt;br /&gt;
&lt;br /&gt;
=== The Fort Knox Job ===&lt;br /&gt;
&lt;br /&gt;
In this job the building is 2 floors and has a 5x5 layout. There will be 24 tiles and an empty space (grey square surrounded by walls - consider it a support beam) on each floor. Each floors will have at least one stairs and one safe; the remaining stairs and safe will be randomly distributed into the floors.   &lt;br /&gt;
&lt;br /&gt;
=== Tile Distribution ===&lt;br /&gt;
&lt;br /&gt;
The Bank Job and The Fort Knox Job will have the tile distribution below. See [[#The Office Job| The Office Job]] for its tile distribution.   &lt;br /&gt;
&lt;br /&gt;
1x - Lavatory &lt;br /&gt;
&lt;br /&gt;
2x - Atrium, Foyer, Secret Door, Service Duct, Laboratory&lt;br /&gt;
&lt;br /&gt;
3x - Computer, Deadbolt, Detector, Fingerprint, Keypad, Laser, Motion, Safe, Stairs, Thermo, Walkway&lt;br /&gt;
&lt;br /&gt;
4x - Camera&lt;br /&gt;
&lt;br /&gt;
== Room Tiles ==&lt;br /&gt;
&lt;br /&gt;
Atrium - While on the atrium tile, you can peek at the tile directly above or below this location (on the adjacent floor).  However if a guard moves to either the tile directly above or below you, you lose a stealth token if you have one available.&lt;br /&gt;
&lt;br /&gt;
Camera - If a guard is on any camera on any floor when a player enters this tile, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Computer - You must be in a computer room to use the Hack action (to generate a hack token of the corresponding type).  Hack tokens can be used to cancel the corresponding alarm on any floor.  There are three types of computer rooms: fingerprint, laser and motion, corresponding to three types of alarms that can be cancelled thereby.  One can only store six tokens per computer room.&lt;br /&gt;
&lt;br /&gt;
Deadbolt - Entering this tile type requires three actions unless a guard or player is already on it.  If you attempt to enter an unrevealed deadbolt tile without the required three actions, the tile is revealed but you do not enter and all remaining actions are consumed. &lt;br /&gt;
&lt;br /&gt;
Detector (Alarm) - If you move into this tile while holding a loot or tool, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Fingerprint (Alarm) - When you enter this tile, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Foyer - Guards can spy you from adjacent tiles on the same floor in addition to from the tile itself.&lt;br /&gt;
&lt;br /&gt;
Keypad - When you attempt to move into this tile while it is locked, roll a number of dice equal to the number of attempts you made on this turn (including this one). If any of them is a 6, this tile is unlocked and you enter it, otherwise the action is wasted.&lt;br /&gt;
&lt;br /&gt;
Laboratory - The first player who enter this tile draws a tool.&lt;br /&gt;
 &lt;br /&gt;
Lavatory - When revealed 3 stealth tokens are placed on this tile. If the guard enters this tile when you are in it, a stealth token on the tile will be removed instead of from your own. If more than one person is on the lavatory tile when the guard enters then that many stealth tokens will be removed from the tile. Once the stealth tokens are used up from the tile then you will lose stealth tokens as normal.&lt;br /&gt;
&lt;br /&gt;
Laser (Alarm) - When you enter this tile, you must spend 2 actions or an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Motion (Alarm) - If a player enters this tile without ending their turn on it, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Safe - You must be in a safe to add a die into it or crack that safe. Safes start with no dice and can have at most 6 die.&lt;br /&gt;
&lt;br /&gt;
Secret door - You may enter onto this tile through walls (but not the other way around).&lt;br /&gt;
&lt;br /&gt;
Service duct - If both service ducts are discovered, you can move from one to another, even if they are on different floors.&lt;br /&gt;
&lt;br /&gt;
Stairs - A downstairs token is put onto the corresponding tile on the upper floor, unless it is the highest floor. You may move and peek from the stairs to its corresponding downstairs tile, and you can move from that tile to the stairs. The stairs on the highest floor is used to escape to the roof after all loots are discovered.&lt;br /&gt;
&lt;br /&gt;
Thermo (Alarm) - If you end your turn on this tile, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Walkway - If you enter this tile while it is unrevealed, you fall onto the corresponding tile on the floor below it, unless it is the lowest floor. Falling does not count as entering. While on a walkway tile you can peek down on the tile below if unrevealed.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
All characters have a basic ability and an advanced ability, depending on the table settings you may get to chose which ability your character will have for the game. &lt;br /&gt;
      &lt;br /&gt;
&#039;&#039;&#039;The Acrobat (Retired Performer)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Flexibility (Basic ability): You may move into a tile with a guard as a free action (multiple times per turn) and will not lose a stealth token if you leave the tile before the guard moves (meaning you leave the tile with the guard before ending your turn in order to not lose stealth).&lt;br /&gt;
&lt;br /&gt;
Climb Window (Advanced ability): If you are on a perimeter tile (or next to the empty tile in Fort Knox) you may spend 3 actions to move up or down one floor to the corresponding tile, all movement rules for trying to enter a tile still apply, doing so consumes all your actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hacker (Computer Guy)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jammer (Basic ability): You do not trigger fingerprint, laser, or motion tiles and other players will not trigger those tiles if you are there. The ability is not optional and does not apply to detector and thermo tiles.&lt;br /&gt;
&lt;br /&gt;
Laptop (Advanced ability): You can add a hack token to yourself as an action. This token can be used as a fingerprint, laser or motion hack token by any player. You can only store up to one hack token on yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hawk (Recon Pro)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-Ray (Basic ability): As a free action, once per turn, you can peek through an adjacent wall to reveal a tile. &lt;br /&gt;
&lt;br /&gt;
Enhance (Advanced ability): As a free action, once per turn, you may peek at a tile up to two spaces away. You cannot skip over unrevealed tiles and you cannot see through walls but you can use the ability to peek around corners and peek up stairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Juicer (Electronics Expert)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crybaby (Basic ability): As a free action (multiple times per turn), you may create an alarm in an adjacent tile, but not through walls.&lt;br /&gt;
&lt;br /&gt;
Reroute (Advanced ability): As a free action, once per turn, you may pick up an active alarm on your tile and draw a new patrol card, or discard one of your alarm tokens to trigger an alarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peterman (Safecracker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Steady Hands (Basic ability): Roll 1 additional die when rolling for the safe or keypad.&lt;br /&gt;
&lt;br /&gt;
Drill (Advanced ability): You may add dice and roll on safes above or below your tile. However, you&#039;ve unable to loot safes from another floor so the loot remains in the safe until retrieved.  Do note that all loot must be carried up to the roof to end and win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Raven (Maverick Falconer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distract (Basic ability): As a free action, you may place the crow up to two tiles away from your character but not through walls. The crow remains in that location until you move it again.  The guard loses an move each time he enters the crow&#039;s tile (so a crow placed on the guard&#039;s tile won&#039;t affect the guard until a subsequent move into said tile.)&lt;br /&gt;
&lt;br /&gt;
Disrupt (Advanced ability): As a free action, you may place the crow on your current tile. If the guard starts his movement on the same tile as the crow and there are no alarms, he loses all movement and the crow is returned to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rigger (Tinkerer Savant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Solution (Basic ability): You start with the dynamite tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
&lt;br /&gt;
Tinker (Advanced ability): You can lose one stealth to draw a tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rook (Mastermind)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Orders (Basic ability): As an action, once per turn, you may move another player one tile.  When moving the other player, lasers and deadbolts do not cost extra actions but otherwise all normal movement rules such as keypads and alarm tiles apply.&lt;br /&gt;
&lt;br /&gt;
Disguise (Advanced ability): You may spend your first action swapping places with any player. This does not count as entering the tile for either of you.  Please note that the disguise action is only available as the first action and other actions, even free, such as tool use executed first would consume the opportunity to make use of the disguise action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Spotter (Psychic Gone Rogue)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clairvoyance (Basic ability): As an action, once per turn, you may look at the top card of the patrol deck for your floor. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
&lt;br /&gt;
Precognition (Advanced ability): As an action, once per turn, you may look at the top card of the event deck. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
You draw an event card if you use 2 or fewer actions on your turn, however you may not simply go back and forth between tiles to avoid an event. Some events benefit the guards, others the players. However, most events are subjective to the situation of the game and can help or hinder the team under the right circumstances.&lt;br /&gt;
&lt;br /&gt;
Brown out - Alarm tokens on all floors are removed. A new patrol card will be drawn for each alarm removed this way.&lt;br /&gt;
&lt;br /&gt;
Buddy system - Choose a character and move their meeple onto your current tile.&lt;br /&gt;
&lt;br /&gt;
Change of plans - If there are no active alarms on your floor, the guard on your floor gets a new patrol card.&lt;br /&gt;
&lt;br /&gt;
Crash! - If there are no active alarms on your floor, then the guard&#039;s new destination will be the current tile you are on.&lt;br /&gt;
&lt;br /&gt;
Daydreaming - The guard on your floor has one less movement this turn.&lt;br /&gt;
&lt;br /&gt;
Dead drop - Current player passes all tools and loot to the player on their right.&lt;br /&gt;
&lt;br /&gt;
Espresso - The guard on your floor has one additional movement this turn.&lt;br /&gt;
&lt;br /&gt;
Freight elevator - Fall up one floor, this can&#039;t be used as an escape method.&lt;br /&gt;
&lt;br /&gt;
Go with your gut - If you are adjacent to an unrevealed tile, move on to it now, your choice if there is more than one unrevealed tile.&lt;br /&gt;
&lt;br /&gt;
Gymnastics - Until your next turn, all players can walk onto a walkway tile above their current tile as if it were stairs.&lt;br /&gt;
&lt;br /&gt;
Heads up! - The next player gains an additional action on their turn.&lt;br /&gt;
&lt;br /&gt;
Jump the gun - Skip the next player&#039;s turn (including the guard movement).&lt;br /&gt;
&lt;br /&gt;
Jury-rig - Gain a tool.&lt;br /&gt;
&lt;br /&gt;
Keycode change - Any open keypad tiles are now locked again. &lt;br /&gt;
&lt;br /&gt;
Lampshade - Gain a stealth token.&lt;br /&gt;
&lt;br /&gt;
Lost grip - Fall down one floor. &lt;br /&gt;
&lt;br /&gt;
Peekhole - You may peek at one adjacent tile, even through a wall or up/down floors (you may choose to ignore this event).&lt;br /&gt;
&lt;br /&gt;
Reboot - All revealed computer rooms will reset to one hack token.&lt;br /&gt;
&lt;br /&gt;
Shift change - Guard does not move on your floor, instead revealed guards on other floors move this turn.&lt;br /&gt;
&lt;br /&gt;
Shoplifting - Alarms are triggered on all laboratory tiles that have had tools taken from them.&lt;br /&gt;
&lt;br /&gt;
Squeak - The guard on your floor moves one tile towards the nearest character.&lt;br /&gt;
&lt;br /&gt;
Switch signs - The guard on your floor and his destination swap positions.&lt;br /&gt;
&lt;br /&gt;
Throw voice - Move the guard destination into an adjacent tile from its current location (following normal movement rules).&lt;br /&gt;
&lt;br /&gt;
Time lock - Players cannot move up or down through stairs for one round.&lt;br /&gt;
&lt;br /&gt;
Video loop - All camera tiles are disabled for one round.&lt;br /&gt;
&lt;br /&gt;
Where is he? - Guard on your floor jumps to his current destination.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
You get a loot when you crack a safe. It comes with a penalty and cannot be dropped, but you can give it to another player in the same tile as a free action if both players agree. All loot must be held by players for them to escape to the roof.&lt;br /&gt;
&lt;br /&gt;
Bust - You cannot use tool cards, although you can still hold them.&lt;br /&gt;
&lt;br /&gt;
Chihuahua - At the start of your turn, roll a die. If the result is 6, the dog barks and an alarm is triggered on your tile.&lt;br /&gt;
&lt;br /&gt;
Cursed goblet - When it is drawn, the player who draws it lose one stealth unless they have none.&lt;br /&gt;
&lt;br /&gt;
Gemstone - You must spend an extra action to move into a tile with other players.&lt;br /&gt;
&lt;br /&gt;
Gold bar - An extra gold bar is placed on the tile. Both must be picked up to win. A player may hold at most 1 gold bar.&lt;br /&gt;
&lt;br /&gt;
Isotope - You trigger an alarm immediately if you move into a thermo tile.&lt;br /&gt;
&lt;br /&gt;
Keycard - A safe cannot be cracked if the player with the keycard is not on it.&lt;br /&gt;
&lt;br /&gt;
Mirror - You take one fewer action every turn but you can now pass through laser tiles without needing to hack or trigger alarm.&lt;br /&gt;
&lt;br /&gt;
Painting - You cannot use secret doors or service ducts. You can still move into and out of them normally.&lt;br /&gt;
&lt;br /&gt;
Persian kitty - At the start of your turn, if it isn’t on a tile, roll a die. If the result is 1 or 2, it escapes 1 tile closer to the nearest alarm tile. While the kitty is on a tile no one owns so any player can pick it up and will gain the card. If the kitty is on a tile no one can escape.&lt;br /&gt;
&lt;br /&gt;
Stamp - You draw an event card if you use 3 or fewer actions on your turn, instead of 2.&lt;br /&gt;
&lt;br /&gt;
Tiara - If you move onto a tile adjacent to a guard, the guard will see you.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
You get tools by cracking a safe, entering a laboratory for the first time, drawing specific event cards, or using the advanced Rigger’s special ability. You can use a tool as a free action on your turn by discarding it and apply its effect. You can give it to another player as a free action if both players agree, but you cannot drop them.&lt;br /&gt;
&lt;br /&gt;
Blueprints - Peek at a tile anywhere on any floor.&lt;br /&gt;
&lt;br /&gt;
Crowbar - Permanently disable an adjacent tile. It cannot block movement or trigger alarms.&lt;br /&gt;
&lt;br /&gt;
Crystal ball - Draw the top 3 events and put them back in any order.&lt;br /&gt;
&lt;br /&gt;
Donut - Select a guard. The next time he would move, he doesn’t move instead.&lt;br /&gt;
&lt;br /&gt;
Dynamite - Destroy a wall adjacent to you. Trigger an alarm on your current tile.&lt;br /&gt;
&lt;br /&gt;
EMP - Remove all triggered alarms. Until the start of your next turn, all alarms triggered are instead cancelled.&lt;br /&gt;
&lt;br /&gt;
Invisible suit - You cannot be seen by guards or cameras and gain one additional action this turn.&lt;br /&gt;
&lt;br /&gt;
Makeup kit - All players on your tile gain one stealth.&lt;br /&gt;
&lt;br /&gt;
Rollerskates - Gain two additional actions this turn.&lt;br /&gt;
&lt;br /&gt;
Smoke bomb - Add 3 stealth tokens to your tile. These can be used by players on this tile.&lt;br /&gt;
&lt;br /&gt;
Stereoscope - You may use when cracking a safe to change the result of a die to any side you wish.&lt;br /&gt;
&lt;br /&gt;
Thermal bomb - Your current tile is also treated as stairs in addition to its original effect from now on (you can use this to escape from the 3rd floor as well). Trigger an alarm on your current tile.&lt;br /&gt;
&lt;br /&gt;
Virus - Place a total of 3 hack tokens in any revealed computer tiles.&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpwizard&amp;diff=22295</id>
		<title>Gamehelpwizard</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpwizard&amp;diff=22295"/>
		<updated>2024-08-25T15:59:41Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
==Objective==&lt;br /&gt;
The objective is to correctly predict the number of tricks you will take in each round in order to receive points. Highest score wins!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Shuffle all 60 cards, include 13 dwarves, 13 elves, 13 giants, 13 humans, 4 wizards and 4 jesters.&lt;br /&gt;
* Deal a number of cards equal to the round number to each player. The next card turned up is trump.&lt;br /&gt;
* If the card is jester, there is no trump. If the card is wizard, the dealer chooses the trump. In the last round there is no trump.&lt;br /&gt;
* Each player, starting from the player to the left of the dealer, bids a number of tricks that they are going to take.&lt;br /&gt;
* The player to the left of the dealer starts the first trick and leads any card. If the card led is a wizard, it wins (the other players may play any suit). If it is a jester, the next card played determines the lead suit. If only jesters are played, the first jester wins.&lt;br /&gt;
* Players must follow suit if possible. If a player cannot follow, they play any other suit, including the trump suit. Wizards and jesters can be played at any time.&lt;br /&gt;
* A trick is won by the first wizard played. If there are no wizards, it is won by the highest trump. Else, it is won by the highest card of the lead suit. The winner of a trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* If a player predicts correctly, they score 20 points, plus 10 points for each trick taken.&lt;br /&gt;
* If a player predicts wrongly, they lose 10 points for each over or under trick.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When all the cards are dealt out in a round, that round is the last.&lt;br /&gt;
* That means there are 20 rounds with three players, 15 rounds with four, 12 rounds with five and 10 rounds with 6.&lt;br /&gt;
* At the end of the game, the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Bidding===&lt;br /&gt;
* Hidden prediction: Predictions are revealed simultaneously before the round is played.&lt;br /&gt;
* Plus/minus 1: The total number of tricks predicted by the players may not equal the number of tricks available in any round.&lt;br /&gt;
* Secret prediction: Predictions are not revealed until the round ends.&lt;br /&gt;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
* 5 rounds: Only 5 rounds are played.&lt;br /&gt;
* Amigo tournament rules: 10 rounds are played with modified number of cards. With 3 players, start with 2 and add 2 each round. With 4 players, start with 1, add 2 until the 6th round, then add 1 each round. With 5 players, start with 2, add 2 in 2nd round and 1 in other rounds.&lt;br /&gt;
&lt;br /&gt;
===Foresight===&lt;br /&gt;
In the first round, when each player only has one card, players do not look at their own cards. Each player holds their card up in front of their forehead so all other players can see the front of the card. After all players have seen the others’ cards, but not their own, predictions are made.&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpchakra&amp;diff=19825</id>
		<title>Gamehelpchakra</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpchakra&amp;diff=19825"/>
		<updated>2024-02-04T01:46:57Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components &amp;amp; Setup == &lt;br /&gt;
* The common lotus board has 7 coloured karma spaces for the face down plenitude tokens.  Each token shows a value from 1 to 4, which indicates the number of plenitude points that a player wins when they have harmonized the corresponding Chakra. There are 8 tokens total (2 of each value) - each game, one is unused. &lt;br /&gt;
* The bottom half of the lotus board has three vertical streams of maya flow holding the energies.&lt;br /&gt;
* The universe bag has different energies, 3 of each colour per player.&lt;br /&gt;
* Each player has 5 inspiration tokens and a randomly allocated coloured meditation token which allows them to see the initial value of one plenitude token.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Get the most plenitude points by hamorizing (placing three energy of the right colour) chakras and allaviating negative energies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
During their turn, the player performs one of these 3 actions:&lt;br /&gt;
&lt;br /&gt;
=== Receive Energies ===&lt;br /&gt;
* The player takes 1, 2, or 3 energy of different colours from the same maya flow (vertical column).&lt;br /&gt;
* If a player wants to take energy from a flow that shows at least 1 negative energy (black), they must take it, with or without other energy gems of different colours. &lt;br /&gt;
* All the energy that a player has taken must be placed in the same location:&lt;br /&gt;
* Either on the bhagya bubbles above the purple Chakra (each bubble can hold only one energy).&lt;br /&gt;
* Or directly on a chakra, after having placed an inspiration token in the notch next to the chakra. &lt;br /&gt;
* Each chakra can hold up to 3 energies. If there is already an inspiration token in the notch, placing energy directly on this chakra is no longer allowed.&lt;br /&gt;
&lt;br /&gt;
=== Channel Energy ===&lt;br /&gt;
* The player places one of their Inspiration tokens on one of the 8 Inspiration spaces (movement) of their board, if there is no token on it yet.&lt;br /&gt;
* Then, they perform the corresponding action.&lt;br /&gt;
* All the moves indicated by the chosen action must be performed. If it is not possible, this action cannot be chosen.&lt;br /&gt;
* A move is allowed if there is a free space on each chakra that you cross and/or reach.&lt;br /&gt;
* The indicated moves are not simultaneous: the player chooses in which order they are performed. &lt;br /&gt;
* If a chakra is harmonized (entirely filled with energy of the same colour), energies can skip this chakra without counting towards the moves performed. &lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
*• Move three energies down by one chakra.&lt;br /&gt;
*• One energy down by two chakras, and another energy by one chakra.&lt;br /&gt;
*• Move down one energy by three chakras.&lt;br /&gt;
*• Move up one energy by two chakras.&lt;br /&gt;
*• Move up two energy by one chakra.&lt;br /&gt;
*• Move down one energy and move up another energy by one chakra.&lt;br /&gt;
*• Move one energy up or down by one Chakra.&lt;br /&gt;
*• Discard one alleviated energy (a black energy at the lowest position), and then choose one energy from the bag. You must place it in an available bhagya bubble at the top.&lt;br /&gt;
&lt;br /&gt;
=== Meditate ===&lt;br /&gt;
When a player meditates, they perform these 2 actions:&lt;br /&gt;
&lt;br /&gt;
==== Take Inspiration ====&lt;br /&gt;
* They take back all their Inspiration tokens placed on Inspiration spaces.&lt;br /&gt;
* Meditating does not allow a player to take back the Inspiration tokens placed in the notches next to the Chakras.&lt;br /&gt;
* A player can meditate even when all their Inspiration tokens are not used.&lt;br /&gt;
&lt;br /&gt;
==== Look ====&lt;br /&gt;
* They choose a new coloured Meditation token and place it on their individual board next to the same-coloured Chakra. &lt;br /&gt;
* Then, secretly look at the corresponding Plenitude token.&lt;br /&gt;
&lt;br /&gt;
== Fine Points ==&lt;br /&gt;
=== Harmonzing a Chakra ===&lt;br /&gt;
* A Chakra is harmonized when a player has collected 3 energy of its colour on it.&lt;br /&gt;
* If an Inspiration token was placed in the notch next to the harmonized Chakra, the player immediately takes it back.&lt;br /&gt;
&lt;br /&gt;
=== Allevating Negative Energies ===&lt;br /&gt;
* When a black energy reaches the earth (the area under the red Chakra), this energy is considered as alleviated. &lt;br /&gt;
* The number of alleviated energy that the earth can hold is unlimited.&lt;br /&gt;
* Each one is worth 1 point at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
* The end of the game is triggered when a player has at least five harmonized Chakras at the end of their turn.&lt;br /&gt;
* The current round is finished, allowing all players the same number of turns (check the First player token for a reminder).&lt;br /&gt;
&lt;br /&gt;
== Final scoring ==&lt;br /&gt;
* The 7 Plenitude tokens placed on the Lotus board are revealed and each player counts their plenitude level.&lt;br /&gt;
* Players gain 1 to 4 plenitude points for each harmonized chakra.&lt;br /&gt;
* Players also gain 1 plenitude point for each alleviated energy. &lt;br /&gt;
* Any negative energy still on the player’s board do not count as negative points.&lt;br /&gt;
* Each player counts, on their board, the number of aligned harmonized Chakras, from the bottom to the top. The player(s) with the most Chakras thus aligned gain 2 plenitude points.&lt;br /&gt;
* Most plenitude points wins.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
[[File:Chakra harmonization bonus.png]]&lt;br /&gt;
&lt;br /&gt;
The first player scores:&lt;br /&gt;
*• For the harmonized chakra - 12 points (blue - 4; light blue - 2; green - 1; yellow - 3; orange - 2)&lt;br /&gt;
*• For alleviated energy - 2 points (1 point per each)&lt;br /&gt;
*• Total: 14 points&lt;br /&gt;
&lt;br /&gt;
The second player scores:&lt;br /&gt;
*• For the harmonized chakra - 10 points (blue - 4; yellow - 3; orange - 2, red - 1)&lt;br /&gt;
*• For alleviated energy - 0 points&lt;br /&gt;
*• Harmonization bonus: 2 points &lt;br /&gt;
*• Total: 12 points&lt;br /&gt;
&lt;br /&gt;
First player wins.&lt;br /&gt;
&lt;br /&gt;
Harmonization explanation: to work out who will get the harmonization bonus, see whether either player has harmonized the red chakra.&lt;br /&gt;
*• If neither player has harmonized their red chakra, no-one gets harmonization bonus.&lt;br /&gt;
*• If one player has harmonized their red chakra, this player will get the harmonization bonus•.&lt;br /&gt;
*• If both players have harmonized their red chakra, count upwards from red to see who has the longest unbroken sequence of harmonized chakras.  This player will get the harmonization bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Module A: Yin Yang ===&lt;br /&gt;
* There are 3 positive energies (white) per player in the universe bag.&lt;br /&gt;
* If a player wants to take energy from a flow with at least positive energy (white), they must take it with other energies.&lt;br /&gt;
* White energies cannot be taken with black energies.&lt;br /&gt;
* A Chakra is considered temporarily harmonised when it contains 3 energies with at least one positive energy.&lt;br /&gt;
* However, inspiration tokens cannot be returned and it scores no points at the end of the game.&lt;br /&gt;
* When both a black and white energy are on the same chakra at the end of your turn, discard both energies and get a half yin-yang token.&lt;br /&gt;
* At the end of the game, each complete yin-yang scores 3 points while half a yin-yang scores 1.&lt;br /&gt;
* You can move a white energy onto the earth but it scores no points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Module D: Objectives ===&lt;br /&gt;
* Reveal 3 objectives in the centre of the table if there are 3 or more players, else 2. &lt;br /&gt;
* Place a token of 2 and a token of 1 points on each objective.&lt;br /&gt;
* The first player to achieve an objective takes the 2 value bonus, while the second player to achieve the same objective takes the 1 value bonus.&lt;br /&gt;
* A player cannot take both bonuses for the same objective, even if it can be achieved more than once during a game.&lt;br /&gt;
* At the end of the game, add the value of your bonuses to your total score.&lt;br /&gt;
&lt;br /&gt;
==== Objectives ====&lt;br /&gt;
* Harmonize the chakras shown (blue and orange/light blue and yellow/purple and red).&lt;br /&gt;
* Have at least one energy in each chakra.&lt;br /&gt;
* Harmonize 3 successive chakras.&lt;br /&gt;
* Harmonize 2 pairs of different chakras touching each other.&lt;br /&gt;
* Collect all meditation tokens.&lt;br /&gt;
* Alleviate 3 black energies.&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=17748</id>
		<title>Gamehelpgangsta</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=17748"/>
		<updated>2023-08-08T18:37:40Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: /* Cooperative heists */ Clarify explanation of cooperative heists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Gangsta!&#039;&#039;&#039;, players personify the character of a Boss who is determined to expand their influence at the expense of their rival factions. Players will be required to recruit a number of gangsters in order to perform the most profitable heists available. At the end of the game, the player with the most Influence wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player randomly receives a Boss Card and the indicated number of $.&lt;br /&gt;
* Set up a river of 5 available heists from the first chapter (Genesis).&lt;br /&gt;
* Set up a river of 5 available gangsters.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.&lt;br /&gt;
&lt;br /&gt;
At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately&lt;br /&gt;
&lt;br /&gt;
== Gang mobilization ==&lt;br /&gt;
&lt;br /&gt;
If a gangster previously took part in a heist they are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039;, if not they are &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During this phase a player can pay 1$ to change a gangster from &#039;&#039;engaged&#039;&#039; to &#039;&#039;available&#039;&#039;, this can be performed for free once per &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039; gangster with the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill&lt;br /&gt;
&lt;br /&gt;
=== synchronization ===&lt;br /&gt;
&lt;br /&gt;
If all the of gangsters of a player are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039; the gang is deemed &#039;&#039;&#039;&#039;&#039;synchronized&#039;&#039;&#039;&#039;&#039; and they all become available.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
&lt;br /&gt;
A player can recruit a gangster by paying the cost of that gangster to the bank.&lt;br /&gt;
&lt;br /&gt;
=== Perform a Heist ===&lt;br /&gt;
&lt;br /&gt;
In order to perform a heist, a player must engage enough gangsters to have all the skills required by the Heist Card. Heists can only be performed by Available gangsters.&lt;br /&gt;
&lt;br /&gt;
The player first selects the heist then starts engaging gangsters taking part in the heist. A gangster can on be selected if they have at least one skill still needed to perform the heist.&lt;br /&gt;
&lt;br /&gt;
Once all the skills needed for the heist are met, all the gangsters are &#039;&#039;engaged&#039;&#039; and the player collects &#039;&#039;&#039;Influence&#039;&#039;&#039;, &#039;&#039;&#039;Money&#039;&#039;&#039; as well as any additional rewards from the heist.&lt;br /&gt;
&lt;br /&gt;
==== Cooperative heists ====&lt;br /&gt;
&lt;br /&gt;
When selecting the team performing the heist once the first gangster has been selected following the usual rule, the remaining gangsters can be picked from any player gang. If two or more players are involved, each player who has at least one gangster participating in the heist will gain the cooperative reward (including the initiator).&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
A player can decide to pass their turn. By doing so, the player receives an income equivalent to the number of gangsters possessing the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill.&lt;br /&gt;
&lt;br /&gt;
=== Snitch ===&lt;br /&gt;
&lt;br /&gt;
When a &#039;&#039;&#039;snitch&#039;&#039;&#039; card is revealed (during chapter 2 &amp;amp; 3) each player must immediately pay 1$ per &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill on the card. They can reduce this cost by 1$ per Informant skill in their gang.&lt;br /&gt;
&lt;br /&gt;
If they do not have enough money to pay they must discard one gangster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Boss can never, under any circumstance be discarded&#039;&#039;&#039;, if they are the only eligible gangster then nothing happens.&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
&lt;br /&gt;
The game is divided in three chapters&lt;br /&gt;
* &#039;&#039;&#039;Genesis&#039;&#039;&#039; is the first chapter&lt;br /&gt;
* &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;4th&#039;&#039;&#039; gangster&lt;br /&gt;
* &#039;&#039;&#039;Domination&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;7th&#039;&#039;&#039; gangster&lt;br /&gt;
&lt;br /&gt;
=== Genesis ===&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Genesis&#039;&#039;&#039; chapter an additional income is awarded to players called &#039;&#039;opportunity income&#039;&#039;.&lt;br /&gt;
Each player adds the amount of skills within their gang&lt;br /&gt;
* The player with the most skills receives nothing&lt;br /&gt;
* The players with fewer skills receive the difference in money&lt;br /&gt;
&lt;br /&gt;
=== Gang Wars ===&lt;br /&gt;
&lt;br /&gt;
There are 3 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; chapter each player adds up the amount of &#039;&#039;&#039;Mercenary&#039;&#039;&#039; (grey) skill in their gang.&lt;br /&gt;
* The player with the most &#039;&#039;Mercenaries&#039;&#039; doesn&#039;t lost any gangster&lt;br /&gt;
* Every other player (everyone in case of a tie) must discard 1 gangster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special rule for 2 players&amp;lt;/u&amp;gt; : if one player has &#039;&#039;&#039;double&#039;&#039;&#039; the amount of &#039;&#039;Mercenary&#039;&#039; (grey) skill or more, they will choose which gangster is discarded.&lt;br /&gt;
&lt;br /&gt;
=== Domination ===&lt;br /&gt;
&lt;br /&gt;
There are 5 snitches in the &#039;&#039;Domination&#039;&#039; heist deck, rated 3 or 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game immediately ends when a player recruits their 9th gangster, or when the 3rd Snitch from the Domination Chapter is revealed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each player will add the &#039;&#039;Influence&#039;&#039; they have gained.&lt;br /&gt;
&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; on your gangsters&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; from heists you have performed&lt;br /&gt;
* The wealthiest player wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
* The player with the most gangsters wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
&lt;br /&gt;
The player with the most &#039;&#039;Influence&#039;&#039; wins the game.&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpforsale&amp;diff=14147</id>
		<title>Gamehelpforsale</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpforsale&amp;diff=14147"/>
		<updated>2022-07-26T18:43:11Z</updated>

		<summary type="html">&lt;p&gt;JackNapis: Fixed rounding direction under &amp;quot;Passing&amp;quot;; improved explanation of selling; fixed grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For Sale is comprised of two sections: bidding and selling. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bidding&#039;&#039;&#039;&lt;br /&gt;
Each player in turn will be given the chance to &#039;bid&#039; or &#039;pass&#039; on a property. If you pass you are given the first card on the left for half of your current bid. If you have not placed a bid yet, you get the lowest value card for no fee. If you bid, the game continues until all players have had a chance to bid. It then goes around again and gives players the option to bid again until someone passes. The cards are then given out in order of who either passes first or has the highest bid.  Strategically you could bid low just to ensure that you do not get the lowest card, however, if everyone else bids too then you may end up paying for a card you could have gotten for free. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passing&#039;&#039;&#039;&lt;br /&gt;
If a player passes, they take the property that remains on the table with the lowest value. They also take back half of their bid (rounded down). For example, if a player had previously bid $3,000, but ultimately decides to pass, they take back $1,000 into their hand.&lt;br /&gt;
&lt;br /&gt;
The rest of the money is returned to the bank and is placed out of the game. After all players but one have passed, the remaining bidding player takes the highest-valued property, but pays the full amount of their bid to the bank.&lt;br /&gt;
&lt;br /&gt;
It is not necessary to bid anything to gain the least valuable property. You can pass, pay nothing and secure the least valuable property at no charge.&lt;br /&gt;
Depending on your position and who is the first to pass, you could end up with a good card without bidding any money if others have passed before you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to bid on BGA:&#039;&#039;&#039; &lt;br /&gt;
You click on the little silver coins to the value of the bid that you would like to make. You then click &#039;bid&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
There are 30 money cards, the highest of which is $15,000 and the lowest is $0. (There are two of each -- $15,000, 14,000, 13,000, etc. -- skipping $1,000). In each round of selling, the values that appear are determined randomly. Sometimes the highest is $12,000, for example. You then select which property to &#039;sell&#039; and hope that you have a higher card number than anyone else in that round. The player selling the highest-numbered property card gets the highest money card; the second-highest money card goes to the player selling the second-highest property card, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties&#039;&#039;&#039;&lt;br /&gt;
There are 30 property cards, the highest of which is 30 and the lowest is 1. (There is one of each number.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of game&#039;&#039;&#039;&lt;br /&gt;
The person who has the most money from selling + left over bidding money is the winner. If any players are tied, the tied player with the most bidding money left over wins the tie. If there is still a tie, the tied player with the highest property card wins the tie. &lt;br /&gt;
&lt;br /&gt;
In a BGA game&#039;s results, the Coins &amp;amp; Property tiebreaker is calculated as a number: 100 x (# coins left over) + highest property. For example, suppose three players tie. Player 1 had 3 coins left over and their highest property was 27. Player 2 had 3 coins left over and their highest property was 24. Player 3 had 5 coins left over and their highest property was 16. BGA would give the following values in the tiebreaker:&lt;br /&gt;
&lt;br /&gt;
Player 1: 100*3 + 27 = 327&lt;br /&gt;
&lt;br /&gt;
Player 2: 100*3 + 24 = 324&lt;br /&gt;
&lt;br /&gt;
Player 3: 100*5 + 16 = 516&lt;br /&gt;
&lt;br /&gt;
So Player 3 would win the tie, then Player 1, and Player 2 would be last.&lt;/div&gt;</summary>
		<author><name>JackNapis</name></author>
	</entry>
</feed>