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	<updated>2026-10-12T01:06:21Z</updated>
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		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpskyfive&amp;diff=31827</id>
		<title>Gamehelpskyfive</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpskyfive&amp;diff=31827"/>
		<updated>2026-10-09T15:26:18Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot; = Sky Five =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Sky Five&amp;#039;&amp;#039;&amp;#039; is a push-your-luck card game for 2–6 players.  Draw cards to collect points, or roll the die to safely bank your cards. Be careful! Drawing the wrong color or rolling the wrong number can cause you to &amp;#039;&amp;#039;&amp;#039;BUST&amp;#039;&amp;#039;&amp;#039; and lose your unbanked cards.  The player with the most banked points at the end of the game wins.  == Components ==  * 107 cards, including 1 Reference Card * 1 Rainbow Die  &amp;#039;&amp;#039;&amp;#039;Card Deck:&amp;#039;&amp;#039;&amp;#039; * 5 different colors *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Sky Five =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Five&#039;&#039;&#039; is a push-your-luck card game for 2–6 players.&lt;br /&gt;
&lt;br /&gt;
Draw cards to collect points, or roll the die to safely bank your cards. Be careful! Drawing the wrong color or rolling the wrong number can cause you to &#039;&#039;&#039;BUST&#039;&#039;&#039; and lose your unbanked cards.&lt;br /&gt;
&lt;br /&gt;
The player with the most banked points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 107 cards, including 1 Reference Card&lt;br /&gt;
* 1 Rainbow Die&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Card Deck:&#039;&#039;&#039;&lt;br /&gt;
* 5 different colors&lt;br /&gt;
* Each color contains two 0 cards and three copies of each number from 1–6&lt;br /&gt;
* 6 colorless Shooting Star cards, numbered 1–6&lt;br /&gt;
&lt;br /&gt;
Each card&#039;s number represents its point value when banked.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Shuffle all cards together to form the draw deck and place it face down.&lt;br /&gt;
# Remove cards randomly from the deck according to the number of players.&lt;br /&gt;
# Place the Reference Card beside the deck.&lt;br /&gt;
# The player who most recently experienced good luck goes first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cards Removed During Setup:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Cards Removed&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 52&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of removed cards does not need to be exact. Getting close is sufficient.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turns clockwise.&lt;br /&gt;
&lt;br /&gt;
On your turn, choose &#039;&#039;&#039;one&#039;&#039;&#039; of two actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the deck.&lt;br /&gt;
# &#039;&#039;&#039;Attempt to Bank&#039;&#039;&#039; your face-up cards by rolling the Rainbow Die.&lt;br /&gt;
&lt;br /&gt;
Your face-up cards are your unbanked cards. They remain at risk until successfully banked.&lt;br /&gt;
&lt;br /&gt;
Cards that have been banked are placed face down in your scoring pile and are safe for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
=== Action 1: Draw ===&lt;br /&gt;
&lt;br /&gt;
Draw the top card from the deck and reveal it.&lt;br /&gt;
&lt;br /&gt;
What happens next depends on the card&#039;s color.&lt;br /&gt;
&lt;br /&gt;
==== New Color ====&lt;br /&gt;
&lt;br /&gt;
If you do not currently have a face-up card of the drawn color:&lt;br /&gt;
&lt;br /&gt;
* Keep the drawn card face up in front of you.&lt;br /&gt;
* It becomes part of your unbanked cards.&lt;br /&gt;
&lt;br /&gt;
==== Duplicate Color ====&lt;br /&gt;
&lt;br /&gt;
If you already have a face-up card of the drawn color:&lt;br /&gt;
&lt;br /&gt;
* You &#039;&#039;&#039;must give&#039;&#039;&#039; the newly drawn card to another player.&lt;br /&gt;
* The receiving player must not already have a face-up card of that color.&lt;br /&gt;
* The receiving player places the card face up in front of them.&lt;br /&gt;
&lt;br /&gt;
You cannot keep a second card of the same color through normal drawing.&lt;br /&gt;
&lt;br /&gt;
==== All Players Have That Color ====&lt;br /&gt;
&lt;br /&gt;
If you draw a card and &#039;&#039;&#039;every player&#039;&#039;&#039;, including yourself, already has a face-up card of that color:&lt;br /&gt;
&lt;br /&gt;
* You immediately &#039;&#039;&#039;BUST&#039;&#039;&#039;.&lt;br /&gt;
* Resolve the bust according to the Busting rules below.&lt;br /&gt;
&lt;br /&gt;
=== Action 2: Attempt to Bank ===&lt;br /&gt;
&lt;br /&gt;
Instead of drawing, you may attempt to bank all your face-up cards.&lt;br /&gt;
&lt;br /&gt;
# Roll the Rainbow Die.&lt;br /&gt;
# Compare the rolled number against the numbers on your face-up cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Successful Bank:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the rolled number does &#039;&#039;&#039;not&#039;&#039;&#039; match the number on any of your face-up cards:&lt;br /&gt;
&lt;br /&gt;
* Bank &#039;&#039;&#039;all&#039;&#039;&#039; your face-up cards.&lt;br /&gt;
* Move them into your face-down scoring pile.&lt;br /&gt;
* These cards are permanently safe and cannot be lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failed Bank:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the rolled number matches the number on &#039;&#039;&#039;any&#039;&#039;&#039; of your face-up cards:&lt;br /&gt;
&lt;br /&gt;
* You immediately &#039;&#039;&#039;BUST&#039;&#039;&#039;.&lt;br /&gt;
* Resolve the bust according to the Busting rules below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have four face-up cards with values 6, 2, 2, and 1.&lt;br /&gt;
&lt;br /&gt;
* Rolling a 3: Success! Bank all four cards.&lt;br /&gt;
* Rolling a 2: BUST! At least one card matches the rolled number.&lt;br /&gt;
&lt;br /&gt;
Only the numbers on your face-up cards determine whether the banking attempt succeeds. Card colors do not affect the die roll.&lt;br /&gt;
&lt;br /&gt;
== Busting ==&lt;br /&gt;
&lt;br /&gt;
You BUST when either of the following occurs:&lt;br /&gt;
&lt;br /&gt;
* You draw a colored card and every player already has that color face up.&lt;br /&gt;
* You attempt to bank and roll a number matching at least one of your face-up cards.&lt;br /&gt;
&lt;br /&gt;
=== Resolving a Bust ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: Other Players May Take Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting with the player immediately clockwise from the player who busted:&lt;br /&gt;
&lt;br /&gt;
* Each other player may take &#039;&#039;&#039;one&#039;&#039;&#039; face-up card from the busted player&#039;s cards.&lt;br /&gt;
* A player may only take a card if they do not already have a face-up card of that color.&lt;br /&gt;
* Continue clockwise until every other player has had the opportunity to take a card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Discard Remaining Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* After all other players have had their opportunity, discard the busted player&#039;s remaining face-up cards.&lt;br /&gt;
* Place discarded cards in a discard pile beside the draw deck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Only the busted player&#039;s unbanked face-up cards are at risk.&lt;br /&gt;
* Previously banked cards remain safe.&lt;br /&gt;
* Other players are not required to take a card when you bust.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Shooting Star Cards ===&lt;br /&gt;
&lt;br /&gt;
Shooting Star cards have &#039;&#039;&#039;no color&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When you draw a Shooting Star:&lt;br /&gt;
&lt;br /&gt;
* You always keep it.&lt;br /&gt;
* It is placed face up in front of you.&lt;br /&gt;
* You may have multiple Shooting Stars face up at the same time.&lt;br /&gt;
* Shooting Stars do not cause a duplicate-color bust.&lt;br /&gt;
&lt;br /&gt;
Shooting Stars still have numbered values and are subject to the normal banking rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have a Shooting Star numbered 5 and roll a 5 while attempting to bank, you BUST.&lt;br /&gt;
&lt;br /&gt;
=== Sky Five! ===&lt;br /&gt;
&lt;br /&gt;
If you ever have face-up cards of &#039;&#039;&#039;all five different colors&#039;&#039;&#039;, you immediately achieve a &#039;&#039;&#039;Sky Five!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When this happens:&lt;br /&gt;
&lt;br /&gt;
* Announce &amp;quot;Sky Five!&amp;quot;&lt;br /&gt;
* Immediately bank &#039;&#039;&#039;all&#039;&#039;&#039; your face-up cards.&lt;br /&gt;
* You do &#039;&#039;&#039;not&#039;&#039;&#039; need to roll the Rainbow Die.&lt;br /&gt;
* This happens even if it is not your turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sky Five can occur when you receive a card from another player, not just when drawing on your own turn.&lt;br /&gt;
&lt;br /&gt;
Shooting Star cards have no color and therefore do not count as one of the five colors required for a Sky Five.&lt;br /&gt;
&lt;br /&gt;
However, any Shooting Stars you currently have face up are also banked when a Sky Five occurs.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
=== Final Round ===&lt;br /&gt;
&lt;br /&gt;
The final round begins after the &#039;&#039;&#039;last card is drawn&#039;&#039;&#039; from the deck.&lt;br /&gt;
&lt;br /&gt;
Every player takes &#039;&#039;&#039;one final turn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During this final turn:&lt;br /&gt;
&lt;br /&gt;
* Players &#039;&#039;&#039;must attempt to bank&#039;&#039;&#039; their remaining face-up cards.&lt;br /&gt;
* Players cannot choose to draw.&lt;br /&gt;
* Banking follows the normal die-rolling rules.&lt;br /&gt;
* A failed banking attempt causes a normal bust.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Final-Round Restriction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After a player has completed their final turn, they may no longer receive cards from another player who busts during the final round.&lt;br /&gt;
&lt;br /&gt;
The game ends after every player has completed their final turn.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game:&lt;br /&gt;
&lt;br /&gt;
# Each player adds together the printed numbers on all cards in their banked scoring pile.&lt;br /&gt;
# The player with the &#039;&#039;&#039;highest total score wins&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreakers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# If two or more players tie for the highest score, the tied player with the &#039;&#039;&#039;most banked cards&#039;&#039;&#039; wins.&lt;br /&gt;
# If the tied players also have the same number of banked cards, they &#039;&#039;&#039;share the victory&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Cards that were never successfully banked do not contribute to the final score.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Draw a new color || Keep the card face up&lt;br /&gt;
|-&lt;br /&gt;
| Draw a color you already have || Give the card to another eligible player&lt;br /&gt;
|-&lt;br /&gt;
| Draw a color everyone already has || BUST&lt;br /&gt;
|-&lt;br /&gt;
| Draw a Shooting Star || Always keep it&lt;br /&gt;
|-&lt;br /&gt;
| Bank roll matches any face-up number || BUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank roll matches no face-up number || Bank all face-up cards&lt;br /&gt;
|-&lt;br /&gt;
| Collect all five colors || SKY FIVE! Bank all face-up cards immediately&lt;br /&gt;
|-&lt;br /&gt;
| BUST || Other players may take eligible cards; discard the rest&lt;br /&gt;
|-&lt;br /&gt;
| Draw deck runs out || Each player gets one final banking attempt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Design:&#039;&#039;&#039; Grace Kendall &amp;amp; Mike Belsole&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Development:&#039;&#039;&#039; JB Howell and Michael Mihealsick&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illustration:&#039;&#039;&#039; Ben Daniel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic Design:&#039;&#039;&#039; Matt Paquette &amp;amp; Co.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play Testers:&#039;&#039;&#039; Bess Carnan, Kevin Akselrod, Leah Hamm, Simon &amp;amp; Galya Wechsler, and the Game Designers of North Carolina&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelptricktothefuture&amp;diff=31763</id>
		<title>Gamehelptricktothefuture</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelptricktothefuture&amp;diff=31763"/>
		<updated>2026-10-05T19:04:29Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Trick to the Future =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Trick to the Future&amp;#039;&amp;#039;&amp;#039; is a competitive trick-taking game about time travel.  Players use Fuel Rods to modify the values of cards they play. Winning tricks represents successful jumps through time and can earn points, while collecting spent Fuel Rods provides additional scoring opportunities.  However, you must manage your fuel carefully.  At the end of each round, compare:  * The number of tricks you won. * The number of unspe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Trick to the Future =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick to the Future&#039;&#039;&#039; is a competitive trick-taking game about time travel.&lt;br /&gt;
&lt;br /&gt;
Players use Fuel Rods to modify the values of cards they play. Winning tricks represents successful jumps through time and can earn points, while collecting spent Fuel Rods provides additional scoring opportunities.&lt;br /&gt;
&lt;br /&gt;
However, you must manage your fuel carefully.&lt;br /&gt;
&lt;br /&gt;
At the end of each round, compare:&lt;br /&gt;
&lt;br /&gt;
* The number of tricks you won.&lt;br /&gt;
* The number of unspent Fuel Rods remaining on your Player Board.&lt;br /&gt;
&lt;br /&gt;
If you won more tricks than you have unspent Fuel Rods, you are &#039;&#039;&#039;Lost in Time&#039;&#039;&#039; and score no points for the round.&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;3 rounds&#039;&#039;&#039;. The player with the most points after the third round wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players:&#039;&#039;&#039; 2–5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing Time:&#039;&#039;&#039; Approximately 40 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ages:&#039;&#039;&#039; 12+&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 36 Playing Cards&lt;br /&gt;
** Values 0–8&lt;br /&gt;
** 4 suits&lt;br /&gt;
* 5 Player Boards&lt;br /&gt;
* 25 Fuel Rods&lt;br /&gt;
* 54 Point Tokens&lt;br /&gt;
** 1-point tokens&lt;br /&gt;
** 5-point tokens&lt;br /&gt;
** 10-point tokens&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Suits ==&lt;br /&gt;
&lt;br /&gt;
The four suits represent different points in time:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Past&#039;&#039;&#039; — Yellow&lt;br /&gt;
* &#039;&#039;&#039;Present&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Future&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Beyond&#039;&#039;&#039; — Purple&lt;br /&gt;
&lt;br /&gt;
The purple &#039;&#039;&#039;Beyond&#039;&#039;&#039; suit is the trump suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-player exception:&#039;&#039;&#039; The Beyond suit is removed, so there is no trump suit in a 2-player game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Prepare Point Tokens ===&lt;br /&gt;
&lt;br /&gt;
Place the Point Tokens in a common supply.&lt;br /&gt;
&lt;br /&gt;
=== 2. Player Boards ===&lt;br /&gt;
&lt;br /&gt;
Give each player 1 Player Board.&lt;br /&gt;
&lt;br /&gt;
=== 3. Prepare the Playing Cards ===&lt;br /&gt;
&lt;br /&gt;
Modify the deck according to the player count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Cards Removed&lt;br /&gt;
|-&lt;br /&gt;
| 2 || All purple Beyond cards, plus all 4s, [rank unclear in supplied rules text], and 8s&lt;br /&gt;
|-&lt;br /&gt;
| 3 || All 4s, [rank unclear in supplied rules text], and 8s&lt;br /&gt;
|-&lt;br /&gt;
| 4 || None; use all 36 cards&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Yellow Past 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Shuffle the remaining cards.&lt;br /&gt;
&lt;br /&gt;
=== 4. Deal Cards ===&lt;br /&gt;
&lt;br /&gt;
Deal cards to each player according to the player count:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Cards per Player&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep your hand hidden from the other players.&lt;br /&gt;
&lt;br /&gt;
=== 5. Distribute Fuel Rods ===&lt;br /&gt;
&lt;br /&gt;
Give each player Fuel Rods according to the player count:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Fuel Rods per Player&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Place your Fuel Rods on the spaces of your Player Board.&lt;br /&gt;
&lt;br /&gt;
=== 6. Determine the First Leader ===&lt;br /&gt;
&lt;br /&gt;
The player holding the &#039;&#039;&#039;yellow Past 0&#039;&#039;&#039; leads the first trick.&lt;br /&gt;
&lt;br /&gt;
=== 2-Player Exception ===&lt;br /&gt;
&lt;br /&gt;
In a 2-player game, 6 cards remain undealt.&lt;br /&gt;
&lt;br /&gt;
It is therefore possible that neither player has the yellow Past 0.&lt;br /&gt;
&lt;br /&gt;
If neither player has the yellow 0, the player holding the &#039;&#039;&#039;lowest yellow Past card&#039;&#039;&#039; leads the first trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game consists of &#039;&#039;&#039;3 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each round consists of a series of tricks.&lt;br /&gt;
&lt;br /&gt;
During each trick:&lt;br /&gt;
&lt;br /&gt;
# One player leads a card.&lt;br /&gt;
# All other players play 1 card, following suit if possible.&lt;br /&gt;
# Players may spend Fuel Rods to modify their played cards.&lt;br /&gt;
# Determine the trick winner.&lt;br /&gt;
# The winner collects the cards and spent Fuel Rods.&lt;br /&gt;
# The winner leads the next trick.&lt;br /&gt;
&lt;br /&gt;
Continue until all players have played every card in their hands.&lt;br /&gt;
&lt;br /&gt;
Then score the round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing a Trick ==&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
&lt;br /&gt;
The leader plays any card from their hand face up.&lt;br /&gt;
&lt;br /&gt;
The suit of this card becomes the &#039;&#039;&#039;lead suit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Follow Suit ===&lt;br /&gt;
&lt;br /&gt;
Proceed clockwise.&lt;br /&gt;
&lt;br /&gt;
Each other player must play a card matching the lead suit if they have one.&lt;br /&gt;
&lt;br /&gt;
If you cannot follow suit, you may play any card from your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Modifying a card&#039;s value does not change its suit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fuel Rods and Card Values ==&lt;br /&gt;
&lt;br /&gt;
When you play a card, you may modify its value by:&lt;br /&gt;
&lt;br /&gt;
* Rotating the card.&lt;br /&gt;
* Spending Fuel Rods.&lt;br /&gt;
* Using a combination of rotation and Fuel Rods.&lt;br /&gt;
&lt;br /&gt;
Only Fuel Rods currently on your Player Board are available to spend.&lt;br /&gt;
&lt;br /&gt;
Place spent Fuel Rods directly onto the card you played.&lt;br /&gt;
&lt;br /&gt;
=== Legal Modified Values ===&lt;br /&gt;
&lt;br /&gt;
The edge of each Playing Card shows the values into which that card may be transformed.&lt;br /&gt;
&lt;br /&gt;
After modifying the card, its resulting value must exactly match one of the values shown on that card.&lt;br /&gt;
&lt;br /&gt;
You cannot simply add Fuel Rods to a card to create any arbitrary value.&lt;br /&gt;
&lt;br /&gt;
=== Rotating Cards ===&lt;br /&gt;
&lt;br /&gt;
Some card values can be changed by rotating the physical card.&lt;br /&gt;
&lt;br /&gt;
For example, rotating certain digital-style numbers can transform them into a different value.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s final orientation determines its value for that trick.&lt;br /&gt;
&lt;br /&gt;
=== Spending Fuel ===&lt;br /&gt;
&lt;br /&gt;
Fuel Rods spent on a card remain with that trick.&lt;br /&gt;
&lt;br /&gt;
They do &#039;&#039;&#039;not&#039;&#039;&#039; return to the player who spent them.&lt;br /&gt;
&lt;br /&gt;
Instead, the player who wins the trick collects all Fuel Rods spent during that trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Determining the Trick Winner ==&lt;br /&gt;
&lt;br /&gt;
After every player has played a card, determine the winner in this order:&lt;br /&gt;
&lt;br /&gt;
# The highest &#039;&#039;&#039;Beyond&#039;&#039;&#039; trump card wins.&lt;br /&gt;
# If no Beyond card was played, the highest card of the &#039;&#039;&#039;lead suit&#039;&#039;&#039; wins.&lt;br /&gt;
# If multiple qualifying cards have the same value, the card that was &#039;&#039;&#039;played later&#039;&#039;&#039; wins the tie.&lt;br /&gt;
&lt;br /&gt;
Cards that are neither trump nor the lead suit cannot win the trick.&lt;br /&gt;
&lt;br /&gt;
=== 2-Player Exception ===&lt;br /&gt;
&lt;br /&gt;
The Beyond suit is removed in a 2-player game.&lt;br /&gt;
&lt;br /&gt;
Therefore, there is no trump suit.&lt;br /&gt;
&lt;br /&gt;
The highest-valued card of the lead suit always wins.&lt;br /&gt;
&lt;br /&gt;
Ties are still won by the card played later.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning a Trick ==&lt;br /&gt;
&lt;br /&gt;
The trick winner collects:&lt;br /&gt;
&lt;br /&gt;
* All cards played during the trick.&lt;br /&gt;
* All Fuel Rods spent on cards during the trick.&lt;br /&gt;
&lt;br /&gt;
Place the cards in a facedown pile beside your Player Board.&lt;br /&gt;
&lt;br /&gt;
Place the collected Fuel Rods on top of that pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not return collected Fuel Rods to your Player Board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They count as collected spent Fuel Rods for scoring purposes.&lt;br /&gt;
&lt;br /&gt;
=== Keep Tricks Separate ===&lt;br /&gt;
&lt;br /&gt;
If you win multiple tricks, keep each trick in a separate pile.&lt;br /&gt;
&lt;br /&gt;
You need to know exactly how many tricks you won when scoring the round.&lt;br /&gt;
&lt;br /&gt;
The winner of the trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of a Round ==&lt;br /&gt;
&lt;br /&gt;
The round ends when all players have played all cards from their hands.&lt;br /&gt;
&lt;br /&gt;
Each player now determines:&lt;br /&gt;
&lt;br /&gt;
* How many tricks they won.&lt;br /&gt;
* How many unspent Fuel Rods remain on their Player Board.&lt;br /&gt;
* How many spent Fuel Rods they collected from tricks.&lt;br /&gt;
&lt;br /&gt;
Use these values to determine your scoring category.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round Scoring ==&lt;br /&gt;
&lt;br /&gt;
There are four possible scoring outcomes:&lt;br /&gt;
&lt;br /&gt;
* Lost in Time&lt;br /&gt;
* Safe Journey&lt;br /&gt;
* Perfect Journey&lt;br /&gt;
* Inoperative&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lost in Time ===&lt;br /&gt;
&lt;br /&gt;
If:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unspent Fuel &amp;lt; Tricks Won&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
you are &#039;&#039;&#039;Lost in Time&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You score:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You do not score points for your tricks or collected Fuel Rods.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Safe Journey ===&lt;br /&gt;
&lt;br /&gt;
If:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unspent Fuel &amp;gt; Tricks Won&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
you complete a &#039;&#039;&#039;Safe Journey&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Score:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 points&#039;&#039;&#039; per trick won.&lt;br /&gt;
* &#039;&#039;&#039;1 point&#039;&#039;&#039; per spent Fuel Rod collected.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
A player finishes with:&lt;br /&gt;
&lt;br /&gt;
* 4 unspent Fuel Rods&lt;br /&gt;
* 3 tricks won&lt;br /&gt;
* 4 collected Fuel Rods&lt;br /&gt;
&lt;br /&gt;
Because 4 unspent Fuel Rods is greater than 3 tricks, this is a Safe Journey.&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
&lt;br /&gt;
* 3 tricks × 2 = 6 points&lt;br /&gt;
* 4 collected Fuel Rods × 1 = 4 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total: 10 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Perfect Journey ===&lt;br /&gt;
&lt;br /&gt;
If:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unspent Fuel = Tricks Won&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
you complete a &#039;&#039;&#039;Perfect Journey&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your normal scoring is doubled.&lt;br /&gt;
&lt;br /&gt;
Score:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 points&#039;&#039;&#039; per trick won.&lt;br /&gt;
* &#039;&#039;&#039;2 points&#039;&#039;&#039; per spent Fuel Rod collected.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
A player finishes with:&lt;br /&gt;
&lt;br /&gt;
* 2 unspent Fuel Rods&lt;br /&gt;
* 2 tricks won&lt;br /&gt;
* 3 collected Fuel Rods&lt;br /&gt;
&lt;br /&gt;
Because the number of unspent Fuel Rods exactly equals the number of tricks won, this is a Perfect Journey.&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
&lt;br /&gt;
* 2 tricks × 4 = 8 points&lt;br /&gt;
* 3 collected Fuel Rods × 2 = 6 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total: 14 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inoperative ===&lt;br /&gt;
&lt;br /&gt;
If you win &#039;&#039;&#039;0 tricks&#039;&#039;&#039; during the round, your time machine is Inoperative.&lt;br /&gt;
&lt;br /&gt;
Instead of using the normal Safe or Perfect Journey scoring rules, score:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 points per empty Fuel space on your Player Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This includes every empty Fuel space, including any Fuel space that began the round empty.&lt;br /&gt;
&lt;br /&gt;
This is especially important in 3- and 5-player games.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
A player wins:&lt;br /&gt;
&lt;br /&gt;
* 0 tricks&lt;br /&gt;
&lt;br /&gt;
They have:&lt;br /&gt;
&lt;br /&gt;
* 2 Fuel Rods remaining&lt;br /&gt;
* 4 empty Fuel spaces&lt;br /&gt;
&lt;br /&gt;
They score:&lt;br /&gt;
&lt;br /&gt;
4 × 3 = &#039;&#039;&#039;12 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round Scoring Reference ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Result !! Condition !! Score&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lost in Time&#039;&#039;&#039; || Unspent Fuel &amp;lt; Tricks Won || 0 points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Safe Journey&#039;&#039;&#039; || Unspent Fuel &amp;gt; Tricks Won || 2 per trick + 1 per collected Fuel Rod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Perfect Journey&#039;&#039;&#039; || Unspent Fuel = Tricks Won || 4 per trick + 2 per collected Fuel Rod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inoperative&#039;&#039;&#039; || 0 Tricks Won || 3 per empty Fuel space&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Preparing the Next Round ==&lt;br /&gt;
&lt;br /&gt;
After scoring:&lt;br /&gt;
&lt;br /&gt;
# Take Point Tokens equal to the points you earned.&lt;br /&gt;
# Collect and shuffle the Playing Cards.&lt;br /&gt;
# Prepare and deal the cards again according to the player-count setup.&lt;br /&gt;
# Redistribute the starting Fuel Rods according to the player-count setup.&lt;br /&gt;
# Determine the first leader again.&lt;br /&gt;
&lt;br /&gt;
The player holding the &#039;&#039;&#039;yellow Past 0&#039;&#039;&#039; leads the first trick of the new round.&lt;br /&gt;
&lt;br /&gt;
In a 2-player game, if neither player has the yellow 0, the player with the lowest yellow Past card leads.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends after &#039;&#039;&#039;3 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add the values of all your Point Tokens.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
=== Tiebreaker ===&lt;br /&gt;
&lt;br /&gt;
If players are tied, the tied player who scored the most points during the &#039;&#039;&#039;third and final round&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
If still tied, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Trick Order ===&lt;br /&gt;
&lt;br /&gt;
# Leader plays any card.&lt;br /&gt;
# Other players must follow suit if possible.&lt;br /&gt;
# Players may modify played cards using rotation and/or Fuel Rods.&lt;br /&gt;
# Highest Beyond trump wins.&lt;br /&gt;
# If no trump was played, highest lead-suit card wins.&lt;br /&gt;
# Tied values are won by the card played later.&lt;br /&gt;
# Winner collects all cards and spent Fuel Rods.&lt;br /&gt;
# Winner leads the next trick.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
* Only Fuel Rods on your Player Board may be spent.&lt;br /&gt;
* Fuel modifies card values only according to the values printed along that card&#039;s edge.&lt;br /&gt;
* Spent Fuel is collected by the trick winner.&lt;br /&gt;
* Collected Fuel does not return to the winner&#039;s Player Board.&lt;br /&gt;
* Remaining Fuel determines whether your journey is Safe, Perfect, or Lost in Time.&lt;br /&gt;
&lt;br /&gt;
=== Round Scoring ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lost in Time&#039;&#039;&#039;&lt;br /&gt;
* Unspent Fuel &amp;lt; Tricks&lt;br /&gt;
* 0 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safe Journey&#039;&#039;&#039;&lt;br /&gt;
* Unspent Fuel &amp;gt; Tricks&lt;br /&gt;
* 2 points per trick&lt;br /&gt;
* 1 point per collected Fuel Rod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Journey&#039;&#039;&#039;&lt;br /&gt;
* Unspent Fuel = Tricks&lt;br /&gt;
* 4 points per trick&lt;br /&gt;
* 2 points per collected Fuel Rod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inoperative&#039;&#039;&#039;&lt;br /&gt;
* Win 0 tricks&lt;br /&gt;
* 3 points per empty Fuel space&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
After 3 rounds:&lt;br /&gt;
&lt;br /&gt;
* Highest total score wins.&lt;br /&gt;
* Tie: most points in the final round.&lt;br /&gt;
* Still tied: shared victory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Game Design:&#039;&#039;&#039; Taiki Shinzawa&lt;br /&gt;
* &#039;&#039;&#039;Development:&#039;&#039;&#039; Paul Salomon and Pete Wissinger&lt;br /&gt;
* &#039;&#039;&#039;Illustration:&#039;&#039;&#039; George Bletsis&lt;br /&gt;
* &#039;&#039;&#039;Graphic Design:&#039;&#039;&#039; Jon Merchant&lt;br /&gt;
* &#039;&#039;&#039;Playtesting:&#039;&#039;&#039; EJ Ash, Laura Dunn, Tyson Gajewski, April Herrick, Braxton Herrick, Patrick Logan, Darren Neely, Tommy O&#039;Brien, Nelson Oliver, Chris Porter, Matthew Roberts, Alex Sarkissian, Paul Watson, and more&lt;br /&gt;
&lt;br /&gt;
© 2026 GameHead Products Incorporated.&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgasha&amp;diff=31695</id>
		<title>Gamehelpgasha</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgasha&amp;diff=31695"/>
		<updated>2026-10-02T14:42:22Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Gasha =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Gasha&amp;#039;&amp;#039;&amp;#039; is a set-collection card game inspired by Japanese gashapon toy dispensers.  Players draw Gasha cards without knowing exactly which Gasha they will receive, then trade combinations of Gashas for valuable Set Reward cards.  Some Set Reward cards also contain Ticket halves. Completing Tickets earns Bonus tokens that can provide additional actions, Wild Gashas, or victory points.  At the end of the game, the player with the most points...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Gasha =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gasha&#039;&#039;&#039; is a set-collection card game inspired by Japanese gashapon toy dispensers.&lt;br /&gt;
&lt;br /&gt;
Players draw Gasha cards without knowing exactly which Gasha they will receive, then trade combinations of Gashas for valuable Set Reward cards.&lt;br /&gt;
&lt;br /&gt;
Some Set Reward cards also contain Ticket halves. Completing Tickets earns Bonus tokens that can provide additional actions, Wild Gashas, or victory points.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 75 Gasha cards&lt;br /&gt;
** 15 Magical Girl&lt;br /&gt;
** 15 Kitsune&lt;br /&gt;
** 15 Robot&lt;br /&gt;
** 15 Radish&lt;br /&gt;
** 15 Sushi&lt;br /&gt;
* 35 Set Reward cards&lt;br /&gt;
* 15 Bonus tokens&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gasha Cards ==&lt;br /&gt;
&lt;br /&gt;
Each Gasha card represents one of five different Gashas:&lt;br /&gt;
&lt;br /&gt;
* Magical Girl&lt;br /&gt;
* Kitsune&lt;br /&gt;
* Robot&lt;br /&gt;
* Radish&lt;br /&gt;
* Sushi&lt;br /&gt;
&lt;br /&gt;
The back of each Gasha card indicates which possible Gashas may be on the front.&lt;br /&gt;
&lt;br /&gt;
Because cards are drawn without first seeing their fronts, you cannot know exactly which Gasha you will receive.&lt;br /&gt;
&lt;br /&gt;
Some effects provide &#039;&#039;&#039;Wild Gashas&#039;&#039;&#039;. A Wild Gasha may be treated as any Gasha when completing a Set Reward.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
Collect Gasha cards and trade them for Set Reward cards.&lt;br /&gt;
&lt;br /&gt;
Set Reward cards provide victory points and may contain Ticket halves that can be combined to earn Bonus tokens.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, score your Set Reward cards, applicable Bonus tokens, and unused Gashas.&lt;br /&gt;
&lt;br /&gt;
The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Gasha Cards ===&lt;br /&gt;
&lt;br /&gt;
# Shuffle all Gasha cards.&lt;br /&gt;
# Deal 4 Gasha cards to each player.&lt;br /&gt;
# Divide the remaining Gasha cards into 4 roughly equal facedown decks in the center of the play area.&lt;br /&gt;
# Leave space nearby for a Gasha discard pile.&lt;br /&gt;
&lt;br /&gt;
=== Set Reward Cards ===&lt;br /&gt;
&lt;br /&gt;
Shuffle the appropriate Set Reward cards into a facedown deck.&lt;br /&gt;
&lt;br /&gt;
Some Set Reward cards are marked for use only at higher player counts.&lt;br /&gt;
&lt;br /&gt;
* With 5 players, include the Set Reward cards marked for 5 players.&lt;br /&gt;
* With 6 players, also include the Set Reward cards marked for 6 players.&lt;br /&gt;
&lt;br /&gt;
Reveal 4 Set Reward cards and place them face up in a row.&lt;br /&gt;
&lt;br /&gt;
There should normally be 4 available Set Reward cards.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Tokens ===&lt;br /&gt;
&lt;br /&gt;
Shuffle the Bonus tokens and place the appropriate number facedown according to the player count:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Bonus Tokens&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The rules also allow players to select which Bonus tokens are included instead of choosing them randomly.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must perform &#039;&#039;&#039;one&#039;&#039;&#039; of the following actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Draw 2 Gasha cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trade Gasha cards for a Set Reward card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Draw 2 Gasha Cards ==&lt;br /&gt;
&lt;br /&gt;
Draw a total of 2 Gasha cards.&lt;br /&gt;
&lt;br /&gt;
You may:&lt;br /&gt;
&lt;br /&gt;
* Draw both cards from the same Gasha deck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Draw 1 card from each of two different Gasha decks.&lt;br /&gt;
&lt;br /&gt;
Add both cards to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Rebuilding the Gasha Decks ===&lt;br /&gt;
&lt;br /&gt;
If one of the 4 Gasha decks runs out:&lt;br /&gt;
&lt;br /&gt;
# Find the largest remaining Gasha deck.&lt;br /&gt;
# Divide that deck approximately in half to create a new deck.&lt;br /&gt;
&lt;br /&gt;
If it is no longer possible to create 4 decks this way, shuffle the Gasha discard pile to create new decks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The top card of each existing Gasha deck must not change during this process.&lt;br /&gt;
&lt;br /&gt;
If it becomes impossible to create 4 Gasha decks, this can trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trade Gasha Cards for a Set Reward ==&lt;br /&gt;
&lt;br /&gt;
Instead of drawing cards, you may claim 1 of the 4 available Set Reward cards.&lt;br /&gt;
&lt;br /&gt;
To do so:&lt;br /&gt;
&lt;br /&gt;
# Choose an available Set Reward whose requirements you can fulfill.&lt;br /&gt;
# Discard the required Gasha cards from your hand.&lt;br /&gt;
# Take the Set Reward card.&lt;br /&gt;
# Place it face up in front of you.&lt;br /&gt;
# Reveal a new Set Reward card to replace it.&lt;br /&gt;
&lt;br /&gt;
There should be 4 available Set Reward cards whenever possible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Set Reward Requirements ==&lt;br /&gt;
&lt;br /&gt;
Each Set Reward card shows the Gashas required to claim it.&lt;br /&gt;
&lt;br /&gt;
You must discard the indicated combination of Gasha cards.&lt;br /&gt;
&lt;br /&gt;
Some Set Rewards require &#039;&#039;&#039;identical Gashas&#039;&#039;&#039; rather than specific different types.&lt;br /&gt;
&lt;br /&gt;
Wild Gashas may be treated as any Gasha when completing a Set Reward.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tickets and Bonus Tokens ==&lt;br /&gt;
&lt;br /&gt;
Some Set Reward cards contain half of a Ticket.&lt;br /&gt;
&lt;br /&gt;
When you have 2 Set Reward cards containing Ticket halves, you may combine them to create a complete Ticket.&lt;br /&gt;
&lt;br /&gt;
When a complete Ticket is created:&lt;br /&gt;
&lt;br /&gt;
# Take 1 facedown Bonus token.&lt;br /&gt;
# Reveal the Bonus token.&lt;br /&gt;
# Place the Bonus token on the 2 Set Reward cards used to complete the Ticket.&lt;br /&gt;
&lt;br /&gt;
Those 2 Set Reward cards cannot be used to gain another Bonus token.&lt;br /&gt;
&lt;br /&gt;
=== Ticket Colors ===&lt;br /&gt;
&lt;br /&gt;
Ticket halves may have a color.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Wild Ticket half&#039;&#039;&#039; may count as any color.&lt;br /&gt;
&lt;br /&gt;
If the 2 Ticket halves used to complete a Ticket are the &#039;&#039;&#039;same color&#039;&#039;&#039;, you also draw 1 Gasha card from one of the Gasha decks.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Bonus Tokens ==&lt;br /&gt;
&lt;br /&gt;
Bonus tokens provide one of the following benefits.&lt;br /&gt;
&lt;br /&gt;
=== One More Turn ===&lt;br /&gt;
&lt;br /&gt;
Immediately take another turn.&lt;br /&gt;
&lt;br /&gt;
After resolving this effect, flip the Bonus token to show that it has been spent.&lt;br /&gt;
&lt;br /&gt;
=== 2 Wild Gashas ===&lt;br /&gt;
&lt;br /&gt;
This Bonus token represents &#039;&#039;&#039;2 Wild Gashas&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They may be spent when completing a future Set Reward.&lt;br /&gt;
&lt;br /&gt;
After using them, flip the Bonus token to show that it has been spent.&lt;br /&gt;
&lt;br /&gt;
=== 3 Points ===&lt;br /&gt;
&lt;br /&gt;
This Bonus token is worth &#039;&#039;&#039;3 victory points&#039;&#039;&#039; at the end of the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of the game is triggered when any of the following occurs:&lt;br /&gt;
&lt;br /&gt;
* The last available Bonus token is taken.&lt;br /&gt;
* The Set Reward deck is empty.&lt;br /&gt;
* It becomes impossible to create 4 Gasha card decks.&lt;br /&gt;
&lt;br /&gt;
Once the game end has been triggered, all other players receive &#039;&#039;&#039;one final turn&#039;&#039;&#039; before scoring.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players calculate their scores.&lt;br /&gt;
&lt;br /&gt;
=== Set Reward Cards ===&lt;br /&gt;
&lt;br /&gt;
Score the victory points shown on all of your collected Set Reward cards.&lt;br /&gt;
&lt;br /&gt;
=== 3-Point Bonus Tokens ===&lt;br /&gt;
&lt;br /&gt;
Score &#039;&#039;&#039;3 points&#039;&#039;&#039; for each 3-point Bonus token you collected.&lt;br /&gt;
&lt;br /&gt;
=== Unused Gashas ===&lt;br /&gt;
&lt;br /&gt;
Score &#039;&#039;&#039;1 additional point for each unused Gasha&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
&lt;br /&gt;
* Each unused Gasha card in your hand.&lt;br /&gt;
* Each unused Wild Gasha provided by a Bonus token.&lt;br /&gt;
&lt;br /&gt;
Used Gashas do not score.&lt;br /&gt;
&lt;br /&gt;
Add all of these points together to determine your final score.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
=== Tiebreakers ===&lt;br /&gt;
&lt;br /&gt;
If players are tied:&lt;br /&gt;
&lt;br /&gt;
# The tied player with the most Bonus tokens wins.&lt;br /&gt;
# If still tied, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Choose exactly one:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw Gashas&#039;&#039;&#039;&lt;br /&gt;
* Draw 2 Gasha cards.&lt;br /&gt;
* They may come from the same deck or two different decks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Claim a Set Reward&#039;&#039;&#039;&lt;br /&gt;
* Discard the required Gashas.&lt;br /&gt;
* Take 1 available Set Reward.&lt;br /&gt;
* Refill the Set Reward display.&lt;br /&gt;
&lt;br /&gt;
=== Complete a Ticket ===&lt;br /&gt;
&lt;br /&gt;
When 2 Set Rewards provide Ticket halves:&lt;br /&gt;
&lt;br /&gt;
* Combine them to form a Ticket.&lt;br /&gt;
* Take and reveal a Bonus token.&lt;br /&gt;
* Place the token on those 2 Set Rewards.&lt;br /&gt;
* Those Set Rewards cannot form another Ticket.&lt;br /&gt;
* If the Ticket halves are the same color, also draw 1 Gasha card.&lt;br /&gt;
* Wild Ticket halves count as any color.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Tokens ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;One More Turn:&#039;&#039;&#039; Immediately take another turn.&lt;br /&gt;
* &#039;&#039;&#039;2 Wild Gashas:&#039;&#039;&#039; Use as 2 Wild Gashas toward a future Set Reward.&lt;br /&gt;
* &#039;&#039;&#039;3 Points:&#039;&#039;&#039; Worth 3 points at game end.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
Triggered when:&lt;br /&gt;
&lt;br /&gt;
* The final Bonus token is taken.&lt;br /&gt;
* The Set Reward deck is empty.&lt;br /&gt;
* 4 Gasha decks can no longer be created.&lt;br /&gt;
&lt;br /&gt;
All other players then receive one final turn.&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
&lt;br /&gt;
* Set Reward cards: printed points&lt;br /&gt;
* 3-point Bonus tokens: +3 points each&lt;br /&gt;
* Unused Gasha cards: +1 point each&lt;br /&gt;
* Unused Wild Gashas: +1 point each&lt;br /&gt;
&lt;br /&gt;
Highest score wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Game Design:&#039;&#039;&#039; Jason Levine&lt;br /&gt;
* &#039;&#039;&#039;Illustration:&#039;&#039;&#039; Christine Alcouffe, Miguel Coimbra&lt;br /&gt;
* &#039;&#039;&#039;Publisher:&#039;&#039;&#039; Bankiiiz&lt;br /&gt;
&lt;br /&gt;
© Bankiiiz. All rights reserved.&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpzoolorettodice&amp;diff=31586</id>
		<title>Gamehelpzoolorettodice</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpzoolorettodice&amp;diff=31586"/>
		<updated>2026-09-25T14:32:55Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot; = Zooloretto: The Dice Game =  == Overview ==  Time to roll the dice on your zoo!  Players are the zoo directors of small zoos trying to fill their enclosures with animals. These are worth points at the end of the game.  But once the enclosures are full, extra animals have to go into the barn, where they are worth negative points.  The player with the most points at the end of the game is the winner.  &amp;#039;&amp;#039;&amp;#039;Players:&amp;#039;&amp;#039;&amp;#039; 2–4  &amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 7+  ----  == Components ==  * 10 dic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Zooloretto: The Dice Game =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Time to roll the dice on your zoo!&lt;br /&gt;
&lt;br /&gt;
Players are the zoo directors of small zoos trying to fill their enclosures with animals. These are worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
But once the enclosures are full, extra animals have to go into the barn, where they are worth negative points.&lt;br /&gt;
&lt;br /&gt;
The player with the most points at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players:&#039;&#039;&#039; 2–4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 7+&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 10 dice, each with 6 symbols&lt;br /&gt;
* 1 double-sided game board showing 3 or 4 delivery trucks&lt;br /&gt;
* 1 score pad with 100 pages&lt;br /&gt;
* 1 pencil&lt;br /&gt;
&lt;br /&gt;
=== Dice Symbols ===&lt;br /&gt;
&lt;br /&gt;
Each die has 6 symbols:&lt;br /&gt;
&lt;br /&gt;
* Crocodile&lt;br /&gt;
* Ostrich&lt;br /&gt;
* Monkey&lt;br /&gt;
* Elephant&lt;br /&gt;
* Lion&lt;br /&gt;
* Coin&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Prepare the Dice ===&lt;br /&gt;
&lt;br /&gt;
Use the following number of dice according to the player count:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Dice !! Delivery Trucks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These dice form the supply.&lt;br /&gt;
&lt;br /&gt;
Return any unused dice to the game box.&lt;br /&gt;
&lt;br /&gt;
=== 2. Prepare the Game Board ===&lt;br /&gt;
&lt;br /&gt;
Place the game board in the middle of the playing area.&lt;br /&gt;
&lt;br /&gt;
* For 2 or 3 players, use the side showing 3 delivery trucks.&lt;br /&gt;
* For 4 players, use the side showing 4 delivery trucks.&lt;br /&gt;
&lt;br /&gt;
Each delivery truck has 3 crates.&lt;br /&gt;
&lt;br /&gt;
=== 3. Prepare the Zoos ===&lt;br /&gt;
&lt;br /&gt;
Give each player a sheet from the score pad representing their zoo.&lt;br /&gt;
&lt;br /&gt;
Place the pencil within reach of all players.&lt;br /&gt;
&lt;br /&gt;
=== 4. Choose the Starting Player ===&lt;br /&gt;
&lt;br /&gt;
The youngest player is the start player and begins the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game is played over several rounds.&lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose one of the following two actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A. Roll Two Dice and Add Them to Delivery Trucks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;B. Take All Dice from a Delivery Truck and Pass for the Rest of the Round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Play then proceeds to the next player in clockwise order.&lt;br /&gt;
&lt;br /&gt;
Once every player has taken dice from a delivery truck, the current round ends and a new round begins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Action A: Roll Two Dice and Add Them to Delivery Trucks ==&lt;br /&gt;
&lt;br /&gt;
Take 2 dice from the supply and roll them.&lt;br /&gt;
&lt;br /&gt;
You must place them onto empty crates of your choice among the available delivery trucks on the game board.&lt;br /&gt;
&lt;br /&gt;
=== Placing Dice ===&lt;br /&gt;
&lt;br /&gt;
* You may place both dice on the same delivery truck.&lt;br /&gt;
* You may split the dice between two different delivery trucks.&lt;br /&gt;
* No delivery truck may contain more than 3 dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; You may not change the die results after rolling the dice.&lt;br /&gt;
&lt;br /&gt;
=== Empty Dice Supply ===&lt;br /&gt;
&lt;br /&gt;
If the supply of dice is exhausted, you cannot choose Action A.&lt;br /&gt;
&lt;br /&gt;
You must choose Action B instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Action B: Take All Dice from a Delivery Truck ==&lt;br /&gt;
&lt;br /&gt;
Choose a delivery truck containing at least 1 die.&lt;br /&gt;
&lt;br /&gt;
Take all dice from that truck and place them in the dice space in the upper-right corner of your zoo.&lt;br /&gt;
&lt;br /&gt;
You must immediately add the symbols shown on those dice to your zoo.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
Once you have taken dice from a delivery truck, you must pass for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
You will only get to play again in the next round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; You may only choose a delivery truck containing at least 1 die.&lt;br /&gt;
&lt;br /&gt;
The delivery truck you selected remains available for the other players to use.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Adding Symbols to Your Zoo ==&lt;br /&gt;
&lt;br /&gt;
When you take dice from a delivery truck, you must immediately add their symbols to your zoo.&lt;br /&gt;
&lt;br /&gt;
Follow the rules below for Animal Symbols and Coin Symbols.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Animal Symbols ===&lt;br /&gt;
&lt;br /&gt;
For each Animal Symbol, cross off 1 space in the corresponding animal enclosure.&lt;br /&gt;
&lt;br /&gt;
Enclosures must be filled from left to right.&lt;br /&gt;
&lt;br /&gt;
=== Full Enclosures ===&lt;br /&gt;
&lt;br /&gt;
If the corresponding animal enclosure is already full, you must cross off the barn space for that animal type instead.&lt;br /&gt;
&lt;br /&gt;
If that barn space has already been crossed off, ignore the additional Animal Symbol.&lt;br /&gt;
&lt;br /&gt;
=== Enclosure Bonuses ===&lt;br /&gt;
&lt;br /&gt;
The first player to completely fill an animal type&#039;s enclosure must announce this.&lt;br /&gt;
&lt;br /&gt;
That player receives a bonus and crosses off the bonus space to the left of the corresponding enclosure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The other players cannot claim the bonus for that animal type anymore.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Coin Symbols ===&lt;br /&gt;
&lt;br /&gt;
For each Coin Symbol, cross off 1 space in the ticket office.&lt;br /&gt;
&lt;br /&gt;
The ticket office must be filled from left to right.&lt;br /&gt;
&lt;br /&gt;
Once your ticket office is full, ignore any additional Coin Symbols.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of a Round ==&lt;br /&gt;
&lt;br /&gt;
Once every player has taken dice from a delivery truck, the round ends.&lt;br /&gt;
&lt;br /&gt;
Return all dice to the supply.&lt;br /&gt;
&lt;br /&gt;
Begin a new round with the player who was last to take dice in the previous round.&lt;br /&gt;
&lt;br /&gt;
=== Last Remaining Player ===&lt;br /&gt;
&lt;br /&gt;
Once all players except one have passed, the remaining player may continue to play and take multiple actions, if possible, before finally choosing a truck and passing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game end is triggered when a player, after passing, has either:&lt;br /&gt;
&lt;br /&gt;
* Filled all of their enclosures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Only has spaces left in a single enclosure.&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Once every player has taken dice and passed, the game is over and scoring takes place.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Players calculate the positive and negative points for their zoos and enter the results in their score spaces.&lt;br /&gt;
&lt;br /&gt;
=== Animals in Enclosures ===&lt;br /&gt;
&lt;br /&gt;
Each crossed-off animal space in the enclosures is worth &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Enclosure Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Each crossed-off bonus space next to an enclosure is worth the number of points indicated by the adjacent hex.&lt;br /&gt;
&lt;br /&gt;
=== Coins ===&lt;br /&gt;
&lt;br /&gt;
The 6 coin spaces in the ticket office are divided into 3 groups.&lt;br /&gt;
&lt;br /&gt;
Players must choose how to use each individual fully crossed-out group.&lt;br /&gt;
&lt;br /&gt;
Each completed coin group may be used for one of the following:&lt;br /&gt;
&lt;br /&gt;
* Score &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Remove 1 crossed-out animal type from the barn.&lt;br /&gt;
&lt;br /&gt;
Each fully crossed-out coin group may be used individually.&lt;br /&gt;
&lt;br /&gt;
=== Animals in the Barn ===&lt;br /&gt;
&lt;br /&gt;
Each crossed-out animal type remaining in the barn is worth &#039;&#039;&#039;2 negative points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring Example ==&lt;br /&gt;
&lt;br /&gt;
A player receives 1 point for each animal in their enclosures.&lt;br /&gt;
&lt;br /&gt;
They also gain bonuses for the crocodile and lion enclosures because they were the first player to completely fill them.&lt;br /&gt;
&lt;br /&gt;
They were only able to complete a single coin group and use it to remove the crossed-out crocodile from their barn.&lt;br /&gt;
&lt;br /&gt;
The ostrich remaining in their barn costs them 2 negative points.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
Players total their scores, adding the overall result to their bottom score spaces.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
=== Tiebreaker ===&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the winner is the tied player with the most coins.&lt;br /&gt;
&lt;br /&gt;
If there is still a tie, there are multiple winners.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Choose one action:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A. Roll Two Dice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Roll 2 dice from the supply.&lt;br /&gt;
* Place them on empty crates among the delivery trucks.&lt;br /&gt;
* Each truck can hold a maximum of 3 dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B. Take a Delivery Truck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Take all dice from a truck containing at least 1 die.&lt;br /&gt;
* Immediately add their symbols to your zoo.&lt;br /&gt;
* Pass for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
=== Animal Symbols ===&lt;br /&gt;
&lt;br /&gt;
* Fill the corresponding enclosure from left to right.&lt;br /&gt;
* If the enclosure is full, cross off that animal type in the barn.&lt;br /&gt;
* Ignore additional animals if their barn space is already crossed off.&lt;br /&gt;
* The first player to fill an enclosure receives its bonus.&lt;br /&gt;
&lt;br /&gt;
=== Coin Symbols ===&lt;br /&gt;
&lt;br /&gt;
* Fill the ticket office from left to right.&lt;br /&gt;
* Each completed coin group scores 1 point or removes 1 crossed-out animal type from the barn.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
The round ends when every player has taken dice from a delivery truck.&lt;br /&gt;
&lt;br /&gt;
The last player to take dice begins the next round.&lt;br /&gt;
&lt;br /&gt;
=== End of Game ===&lt;br /&gt;
&lt;br /&gt;
The game end is triggered when a player, after passing, has filled every enclosure or has empty spaces remaining in only one enclosure.&lt;br /&gt;
&lt;br /&gt;
Finish the current round, then score.&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
&lt;br /&gt;
* Each animal in an enclosure: +1 point&lt;br /&gt;
* Each completed enclosure bonus: Printed bonus value&lt;br /&gt;
* Each completed coin group: +1 point or remove 1 animal type from the barn&lt;br /&gt;
* Each animal type remaining in the barn: −2 points&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Game Design: Michael Schacht&lt;br /&gt;
* Graphics: Design/Main&lt;br /&gt;
* English Translation: Patrick Korner&lt;br /&gt;
&lt;br /&gt;
© 2012 ABACUSSPIELE Verlags GmbH &amp;amp; Co. KG.&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpseerscatalog&amp;diff=31570</id>
		<title>Gamehelpseerscatalog</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpseerscatalog&amp;diff=31570"/>
		<updated>2026-09-24T21:57:38Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot; = Seers Catalog =  == Overview ==  In Seers Catalog, players compete to reduce their hands while keeping valuable cards for scoring.  Players take turns playing increasingly powerful combinations of cards, called melds, or passing.  A round ends immediately when any player runs out of cards.  Players with 5 or fewer cards remaining may earn bonus points based on the lowest-valued card in their hand. However, every remaining card also carries a 1-point penalty.  The game...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Seers Catalog =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Seers Catalog, players compete to reduce their hands while keeping valuable cards for scoring.&lt;br /&gt;
&lt;br /&gt;
Players take turns playing increasingly powerful combinations of cards, called melds, or passing.&lt;br /&gt;
&lt;br /&gt;
A round ends immediately when any player runs out of cards.&lt;br /&gt;
&lt;br /&gt;
Players with 5 or fewer cards remaining may earn bonus points based on the lowest-valued card in their hand. However, every remaining card also carries a 1-point penalty.&lt;br /&gt;
&lt;br /&gt;
The game lasts 4 rounds. The player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 60 Suited Cards (12 cards in each of 5 suits)&lt;br /&gt;
* 5 Wild Cards&lt;br /&gt;
* 15 Artifact Cards&lt;br /&gt;
* 5 Bonus Tokens&lt;br /&gt;
* 1 Artifact Reference&lt;br /&gt;
&lt;br /&gt;
The five suits are Yellow, Plum, Silver, Teal, and Green.&lt;br /&gt;
&lt;br /&gt;
Each suit contains cards numbered 2 through 13.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Prepare the Cards ===&lt;br /&gt;
&lt;br /&gt;
The cards used depend on the number of players.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Suited Cards !! Artifacts !! Wild Cards&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 suits, numbers 2–10, minus 3 random suited cards || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3 suits, numbers 2–13 || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 suits, numbers 2–13 || 8 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 suits, numbers 2–13 || 10 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For a 2-player game, remove 3 random suited cards after selecting the 3 suits and removing cards numbered 11–13.&lt;br /&gt;
&lt;br /&gt;
Always include the Go First Artifact among the Artifacts used.&lt;br /&gt;
&lt;br /&gt;
Return all unused cards to the box.&lt;br /&gt;
&lt;br /&gt;
=== Player Setup ===&lt;br /&gt;
&lt;br /&gt;
Each player receives:&lt;br /&gt;
&lt;br /&gt;
* 12 randomly dealt Suited Cards&lt;br /&gt;
* 1 Wild Card&lt;br /&gt;
* 2 randomly dealt Artifact Cards, face-down&lt;br /&gt;
* 1 Bonus Token, with the 6+ side face-up&lt;br /&gt;
&lt;br /&gt;
Each player begins the round with 15 cards in hand.&lt;br /&gt;
&lt;br /&gt;
The player holding the Go First Artifact becomes the Start Seer.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Seers Catalog is played over 4 rounds.&lt;br /&gt;
&lt;br /&gt;
During each round, players take turns playing melds of cards or passing.&lt;br /&gt;
&lt;br /&gt;
A sequence of increasingly powerful melds is called a trick.&lt;br /&gt;
&lt;br /&gt;
When all players except one have passed, the remaining player wins the trick and starts a new one.&lt;br /&gt;
&lt;br /&gt;
The round ends immediately when any player runs out of cards.&lt;br /&gt;
&lt;br /&gt;
== Starting a Trick ==&lt;br /&gt;
&lt;br /&gt;
The Start Seer plays any valid meld face-up.&lt;br /&gt;
&lt;br /&gt;
A meld may be:&lt;br /&gt;
&lt;br /&gt;
* A Single&lt;br /&gt;
* A Matching Set&lt;br /&gt;
* A Suited Run&lt;br /&gt;
&lt;br /&gt;
The opening meld determines the type and number of cards that all subsequent melds must follow during that trick.&lt;br /&gt;
&lt;br /&gt;
A meld may include Wild Cards or Artifact Cards, subject to their individual rules.&lt;br /&gt;
&lt;br /&gt;
Play proceeds clockwise, beginning with the player to the Start Seer&#039;s left.&lt;br /&gt;
&lt;br /&gt;
=== If the Start Seer Cannot Play ===&lt;br /&gt;
&lt;br /&gt;
If the Start Seer cannot make a legal opening play, they must pass.&lt;br /&gt;
&lt;br /&gt;
The player to their left becomes the new Start Seer.&lt;br /&gt;
&lt;br /&gt;
== Playing on a Trick ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player must either:&lt;br /&gt;
&lt;br /&gt;
* Play a higher meld of the same type and number of cards.&lt;br /&gt;
* Pass.&lt;br /&gt;
&lt;br /&gt;
A player who cannot make a legal play must pass.&lt;br /&gt;
&lt;br /&gt;
A player may voluntarily pass even if they have a legal play, unless they are in the Bonus.&lt;br /&gt;
&lt;br /&gt;
A player who passes cannot play again until the next trick.&lt;br /&gt;
&lt;br /&gt;
Players who have not passed may continue playing on the same trick whenever their turn comes around.&lt;br /&gt;
&lt;br /&gt;
=== Winning a Trick ===&lt;br /&gt;
&lt;br /&gt;
When every player except one has passed:&lt;br /&gt;
&lt;br /&gt;
* The remaining player wins the trick.&lt;br /&gt;
* All cards played during the trick are set aside.&lt;br /&gt;
* The winning player becomes the Start Seer for the next trick.&lt;br /&gt;
&lt;br /&gt;
The winning player may lead any valid meld.&lt;br /&gt;
&lt;br /&gt;
== Meld Types ==&lt;br /&gt;
&lt;br /&gt;
=== Singles ===&lt;br /&gt;
&lt;br /&gt;
A Single consists of exactly 1 card.&lt;br /&gt;
&lt;br /&gt;
Normally, this is a Suited Card numbered 2–13, although certain Artifacts may also be played as Singles.&lt;br /&gt;
&lt;br /&gt;
Each subsequent Single must have a higher value than the previously played Single.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
A player leads a 5.&lt;br /&gt;
&lt;br /&gt;
The next player may play a 6 or higher.&lt;br /&gt;
&lt;br /&gt;
A 5 or lower is not a legal response.&lt;br /&gt;
&lt;br /&gt;
=== Matching Sets ===&lt;br /&gt;
&lt;br /&gt;
A Matching Set consists of 2 or more cards with the same numerical value.&lt;br /&gt;
&lt;br /&gt;
The cards may belong to different suits.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Plum 6&lt;br /&gt;
* Green 6&lt;br /&gt;
* Teal 6&lt;br /&gt;
&lt;br /&gt;
These cards form a Matching Set of three 6s.&lt;br /&gt;
&lt;br /&gt;
To beat this meld, another player must play exactly 3 cards of a higher matching value.&lt;br /&gt;
&lt;br /&gt;
For example, three 7s would beat three 6s.&lt;br /&gt;
&lt;br /&gt;
A Wild Card may represent any number from 2 through 13 and may be included in a Matching Set.&lt;br /&gt;
&lt;br /&gt;
=== Suited Runs ===&lt;br /&gt;
&lt;br /&gt;
A Suited Run consists of 2 or more consecutive cards belonging to the same suit.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Teal 4&lt;br /&gt;
* Teal 5&lt;br /&gt;
&lt;br /&gt;
These cards form a 2-card Suited Run.&lt;br /&gt;
&lt;br /&gt;
To beat a Suited Run, another player must play a run that:&lt;br /&gt;
&lt;br /&gt;
* Contains the same number of cards.&lt;br /&gt;
* Uses consecutive numerical values.&lt;br /&gt;
* Contains cards of a single suit.&lt;br /&gt;
* Ends with a higher card than the previous run.&lt;br /&gt;
&lt;br /&gt;
The responding run does not have to use the same suit as the previous run.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
A Teal 4–5 run may be beaten by a Plum 5–6 run.&lt;br /&gt;
&lt;br /&gt;
A Wild Card may represent any number from 2 through 13 and any suit needed to complete the run.&lt;br /&gt;
&lt;br /&gt;
== Wild Cards ==&lt;br /&gt;
&lt;br /&gt;
Wild Cards may represent any numerical value from 2 through 13 and any suit.&lt;br /&gt;
&lt;br /&gt;
They may be used in:&lt;br /&gt;
&lt;br /&gt;
* Singles&lt;br /&gt;
* Matching Sets&lt;br /&gt;
* Suited Runs&lt;br /&gt;
&lt;br /&gt;
When playing a Wild Card, its chosen value and suit must produce a legal meld.&lt;br /&gt;
&lt;br /&gt;
Wild Cards remaining in a player&#039;s hand have a value of 0 for scoring purposes.&lt;br /&gt;
&lt;br /&gt;
== Artifact Cards ==&lt;br /&gt;
&lt;br /&gt;
Each player begins a round with 2 Artifact Cards.&lt;br /&gt;
&lt;br /&gt;
Artifacts have special abilities that may modify normal gameplay.&lt;br /&gt;
&lt;br /&gt;
The Go First Artifact determines the Start Seer for the round.&lt;br /&gt;
&lt;br /&gt;
Other Artifacts may affect the value, composition, or resolution of melds.&lt;br /&gt;
&lt;br /&gt;
Except for the Go First Artifact, a player may play one Artifact Card with a legal meld and declare that they are not using its ability.&lt;br /&gt;
&lt;br /&gt;
Artifact Cards remaining in a player&#039;s hand have a value of 0 for scoring purposes.&lt;br /&gt;
&lt;br /&gt;
For the individual Artifact abilities, refer to the Artifact Reference.&lt;br /&gt;
&lt;br /&gt;
== The Bonus ==&lt;br /&gt;
&lt;br /&gt;
Each player begins a round with their Bonus Token showing the 6+ side.&lt;br /&gt;
&lt;br /&gt;
When a player has 5 or fewer cards remaining in their hand:&lt;br /&gt;
&lt;br /&gt;
* Flip their Bonus Token to the Bonus side.&lt;br /&gt;
* That player is now considered to be in the Bonus.&lt;br /&gt;
&lt;br /&gt;
=== Mandatory Play ===&lt;br /&gt;
&lt;br /&gt;
A player in the Bonus may not voluntarily pass if they have a legal play.&lt;br /&gt;
&lt;br /&gt;
They must play a valid meld whenever possible.&lt;br /&gt;
&lt;br /&gt;
This requirement includes legal plays involving one or more Artifact Cards.&lt;br /&gt;
&lt;br /&gt;
If the player has no legal play, they must pass.&lt;br /&gt;
&lt;br /&gt;
=== Leaving the Bonus ===&lt;br /&gt;
&lt;br /&gt;
If a player gains cards and their hand increases to more than 5 cards:&lt;br /&gt;
&lt;br /&gt;
* Flip their Bonus Token back to the 6+ side.&lt;br /&gt;
* They are no longer in the Bonus.&lt;br /&gt;
&lt;br /&gt;
They may once again voluntarily pass.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Example 1 ===&lt;br /&gt;
&lt;br /&gt;
A player leads a Single 5.&lt;br /&gt;
&lt;br /&gt;
The next player has these 5 cards:&lt;br /&gt;
&lt;br /&gt;
* 5&lt;br /&gt;
* 5&lt;br /&gt;
* 7&lt;br /&gt;
* 8&lt;br /&gt;
* 9&lt;br /&gt;
&lt;br /&gt;
Because the second player is in the Bonus and has legal plays, they must play a higher Single.&lt;br /&gt;
&lt;br /&gt;
They may play their 7, 8, or 9.&lt;br /&gt;
&lt;br /&gt;
They cannot voluntarily pass.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Example 2 ===&lt;br /&gt;
&lt;br /&gt;
A player leads a Matching Set of two 5s.&lt;br /&gt;
&lt;br /&gt;
The next player has 3 cards:&lt;br /&gt;
&lt;br /&gt;
* 2&lt;br /&gt;
* 6&lt;br /&gt;
* Wild&lt;br /&gt;
&lt;br /&gt;
Because this player is in the Bonus and can legally play the 6 and Wild as a Matching Set of two 6s, they must do so.&lt;br /&gt;
&lt;br /&gt;
They cannot voluntarily pass.&lt;br /&gt;
&lt;br /&gt;
== Round End ==&lt;br /&gt;
&lt;br /&gt;
A round ends immediately when any player runs out of cards.&lt;br /&gt;
&lt;br /&gt;
No additional players may take turns after this happens.&lt;br /&gt;
&lt;br /&gt;
All players calculate their scores based on the cards remaining in their hands.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each player calculates their round score using the following rules.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Points ===&lt;br /&gt;
&lt;br /&gt;
If a player has 5 or fewer cards remaining:&lt;br /&gt;
&lt;br /&gt;
* Find the lowest numerical value among their remaining cards.&lt;br /&gt;
* Gain points equal to that value.&lt;br /&gt;
&lt;br /&gt;
Wild Cards and Artifact Cards have a scoring value of 0.&lt;br /&gt;
&lt;br /&gt;
Therefore, a player with a Wild Card or Artifact Card among their remaining cards receives no Bonus Points.&lt;br /&gt;
&lt;br /&gt;
A player with no cards remaining receives 0 Bonus Points.&lt;br /&gt;
&lt;br /&gt;
Players with more than 5 cards remaining receive no Bonus Points.&lt;br /&gt;
&lt;br /&gt;
=== Card Penalty ===&lt;br /&gt;
&lt;br /&gt;
Every player loses 1 point for each card remaining in their hand.&lt;br /&gt;
&lt;br /&gt;
This includes Suited Cards, Wild Cards, and Artifact Cards.&lt;br /&gt;
&lt;br /&gt;
=== Final Round Score ===&lt;br /&gt;
&lt;br /&gt;
Round Score = Bonus Points − Number of Cards Remaining&lt;br /&gt;
&lt;br /&gt;
A player&#039;s round score may be negative.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Examples ===&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
A player has no cards remaining.&lt;br /&gt;
&lt;br /&gt;
Bonus Points: 0&lt;br /&gt;
Card Penalty: 0&lt;br /&gt;
&lt;br /&gt;
Round Score: 0&lt;br /&gt;
&lt;br /&gt;
Example 2:&lt;br /&gt;
&lt;br /&gt;
A player has two cards remaining: 8 and 9.&lt;br /&gt;
&lt;br /&gt;
Bonus Points: 8&lt;br /&gt;
Card Penalty: 2&lt;br /&gt;
&lt;br /&gt;
Round Score: 6&lt;br /&gt;
&lt;br /&gt;
Example 3:&lt;br /&gt;
&lt;br /&gt;
A player has six cards remaining: 2, 2, 3, 6, 6, and 10.&lt;br /&gt;
&lt;br /&gt;
Bonus Points: 0&lt;br /&gt;
Card Penalty: 6&lt;br /&gt;
&lt;br /&gt;
Round Score: -6&lt;br /&gt;
&lt;br /&gt;
Example 4:&lt;br /&gt;
&lt;br /&gt;
A player has three cards remaining: 7, 9, and a Wild Card.&lt;br /&gt;
&lt;br /&gt;
Bonus Points: 0&lt;br /&gt;
Card Penalty: 3&lt;br /&gt;
&lt;br /&gt;
Round Score: -3&lt;br /&gt;
&lt;br /&gt;
== Preparing the Next Round ==&lt;br /&gt;
&lt;br /&gt;
After each of the first 3 rounds:&lt;br /&gt;
&lt;br /&gt;
# Collect and shuffle all suited cards.&lt;br /&gt;
# Deal the suited cards evenly among all players.&lt;br /&gt;
# Give each player 1 Wild Card.&lt;br /&gt;
# Shuffle and deal 2 Artifact Cards face-down to each player.&lt;br /&gt;
# Reset each player&#039;s Bonus Token to the 6+ side.&lt;br /&gt;
&lt;br /&gt;
The player who receives the Go First Artifact becomes the Start Seer for the new round.&lt;br /&gt;
&lt;br /&gt;
Continue until 4 rounds have been completed.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends after the fourth round.&lt;br /&gt;
&lt;br /&gt;
Add each player&#039;s scores from all 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
=== Tiebreakers ===&lt;br /&gt;
&lt;br /&gt;
If multiple players are tied for the highest total score:&lt;br /&gt;
&lt;br /&gt;
# The tied player who scored the most points during the fourth round wins.&lt;br /&gt;
# If still tied, the first tied player to grab the Seers Catalog box wins.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
* Play a higher meld of the same type and size, or pass.&lt;br /&gt;
* If you have already passed, wait until the next trick.&lt;br /&gt;
* If you are in the Bonus, you must play whenever you have a legal play.&lt;br /&gt;
&lt;br /&gt;
=== Melds ===&lt;br /&gt;
&lt;br /&gt;
Single:&lt;br /&gt;
One card with a higher value.&lt;br /&gt;
&lt;br /&gt;
Matching Set:&lt;br /&gt;
The same number of cards, all matching, with a higher value.&lt;br /&gt;
&lt;br /&gt;
Suited Run:&lt;br /&gt;
The same number of consecutive cards in one suit, ending at a higher value.&lt;br /&gt;
&lt;br /&gt;
=== End of Trick ===&lt;br /&gt;
&lt;br /&gt;
When all other players have passed, the remaining player wins the trick and leads the next one.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
The round ends immediately when any player runs out of cards.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
5 or fewer cards:&lt;br /&gt;
Lowest remaining card value minus the number of remaining cards.&lt;br /&gt;
&lt;br /&gt;
More than 5 cards:&lt;br /&gt;
Negative 1 point per remaining card.&lt;br /&gt;
&lt;br /&gt;
No cards:&lt;br /&gt;
0 points.&lt;br /&gt;
&lt;br /&gt;
=== Winning ===&lt;br /&gt;
&lt;br /&gt;
Highest total score after 4 rounds wins.&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgetbit&amp;diff=31513</id>
		<title>Gamehelpgetbit</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgetbit&amp;diff=31513"/>
		<updated>2026-09-21T18:22:43Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Get Bit! =  == Overview ==  You and the other toys thought you were alone in the tub... but that familiar squeaking can only mean one thing:  &amp;#039;&amp;#039;&amp;#039;Rubber Shark!&amp;#039;&amp;#039;&amp;#039;  In &amp;#039;&amp;#039;&amp;#039;Get Bit!&amp;#039;&amp;#039;&amp;#039;, players try to stay ahead of the shark by secretly choosing numbered cards.  Players who choose the same number do not move. Players who choose unique numbers move toward the front of the line, while the player left in the back gets bitten.  You do not have to swim faster than the shark.  Y...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Get Bit! =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
You and the other toys thought you were alone in the tub... but that familiar squeaking can only mean one thing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rubber Shark!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Get Bit!&#039;&#039;&#039;, players try to stay ahead of the shark by secretly choosing numbered cards.&lt;br /&gt;
&lt;br /&gt;
Players who choose the same number do not move. Players who choose unique numbers move toward the front of the line, while the player left in the back gets bitten.&lt;br /&gt;
&lt;br /&gt;
You do not have to swim faster than the shark.&lt;br /&gt;
&lt;br /&gt;
You just have to swim faster than your friends.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
=== Base Game ===&lt;br /&gt;
&lt;br /&gt;
* 42 Swimmer Cards&lt;br /&gt;
* 6 Action Figures&lt;br /&gt;
* 1 Shark&lt;br /&gt;
&lt;br /&gt;
=== Playing as the Shark ===&lt;br /&gt;
&lt;br /&gt;
* 6 Shark Cards&lt;br /&gt;
* 6 Hunger Tokens&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
# Chooses 1 Action Figure.&lt;br /&gt;
# Takes all Swimmer Cards matching that figure&#039;s color.&lt;br /&gt;
&lt;br /&gt;
Adjust each player&#039;s hand based on player count:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Cards Removed&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Remove the 6 and 7&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Remove the 7&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Use all cards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Place all Action Figures in a line in the center of the table.&lt;br /&gt;
&lt;br /&gt;
They should be:&lt;br /&gt;
&lt;br /&gt;
* Lying down as though swimming.&lt;br /&gt;
* Facing the same direction.&lt;br /&gt;
* Arranged in a random order.&lt;br /&gt;
&lt;br /&gt;
Place the Shark directly behind the feet of the last Action Figure.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Each round has 3 phases:&lt;br /&gt;
&lt;br /&gt;
# Choose Cards&lt;br /&gt;
# Move Action Figures&lt;br /&gt;
# Get Bit!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip the Get Bit! phase during the first round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Choose Cards ==&lt;br /&gt;
&lt;br /&gt;
Each player chooses 1 card from their hand.&lt;br /&gt;
&lt;br /&gt;
Place it face-down in front of you.&lt;br /&gt;
&lt;br /&gt;
Keep the card being played this round separate from cards played during previous rounds.&lt;br /&gt;
&lt;br /&gt;
When everyone has chosen:&lt;br /&gt;
&lt;br /&gt;
* Reveal all cards simultaneously.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Move Action Figures ==&lt;br /&gt;
&lt;br /&gt;
Compare all revealed cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tied Cards ===&lt;br /&gt;
&lt;br /&gt;
If 2 or more players played the same number:&lt;br /&gt;
&lt;br /&gt;
* None of those players move.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Untied Cards ===&lt;br /&gt;
&lt;br /&gt;
Among all unique cards:&lt;br /&gt;
&lt;br /&gt;
# The player with the lowest untied number moves their Action Figure to the front of the line.&lt;br /&gt;
# The player with the next-lowest untied number then moves to the front.&lt;br /&gt;
# Continue in ascending order until every player with a unique card has moved.&lt;br /&gt;
&lt;br /&gt;
Because each player moves to the front one at a time, the player with the highest untied number will ultimately end closest to the front.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Get Bit! ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skip this phase during the first round.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After movement is finished:&lt;br /&gt;
&lt;br /&gt;
* The Action Figure at the back of the line gets bitten by the Shark.&lt;br /&gt;
&lt;br /&gt;
That player:&lt;br /&gt;
&lt;br /&gt;
# Removes 1 complete limb from their Action Figure.&lt;br /&gt;
# Moves their Action Figure to the front of the line.&lt;br /&gt;
# Picks up all of their previously played cards and returns them to their hand.&lt;br /&gt;
&lt;br /&gt;
A removed limb may be:&lt;br /&gt;
&lt;br /&gt;
* Right Arm&lt;br /&gt;
* Left Arm&lt;br /&gt;
* Right Leg&lt;br /&gt;
* Left Leg&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Devoured ==&lt;br /&gt;
&lt;br /&gt;
If an Action Figure loses its last remaining limb:&lt;br /&gt;
&lt;br /&gt;
* That Action Figure is devoured.&lt;br /&gt;
* The player is eliminated from the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Refreshing Your Hand ==&lt;br /&gt;
&lt;br /&gt;
After the Get Bit! phase, check your remaining cards.&lt;br /&gt;
&lt;br /&gt;
If you have only &#039;&#039;&#039;1 card left in your hand&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Pick up all of your previously played cards.&lt;br /&gt;
* Return them to your hand.&lt;br /&gt;
&lt;br /&gt;
This means:&lt;br /&gt;
&lt;br /&gt;
* You are never forced to play the final card remaining in your hand.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
* Leave previously played cards face-up in front of you.&lt;br /&gt;
&lt;br /&gt;
Keep them in the order they were played so that all players can see which numbers have already been used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Next Round ==&lt;br /&gt;
&lt;br /&gt;
After resolving the Get Bit! phase and any hand refreshes:&lt;br /&gt;
&lt;br /&gt;
* Begin a new round with the Choose Cards phase.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Suppose the swimming order from front to back is:&lt;br /&gt;
&lt;br /&gt;
# John&lt;br /&gt;
# Anne&lt;br /&gt;
# Beth&lt;br /&gt;
# Ted&lt;br /&gt;
&lt;br /&gt;
The players choose:&lt;br /&gt;
&lt;br /&gt;
* John: 4&lt;br /&gt;
* Anne: 1&lt;br /&gt;
* Beth: 4&lt;br /&gt;
* Ted: 5&lt;br /&gt;
&lt;br /&gt;
John and Beth both played 4, so they are tied and do not move.&lt;br /&gt;
&lt;br /&gt;
Anne played the lowest unique number, 1:&lt;br /&gt;
&lt;br /&gt;
* Anne moves to the front.&lt;br /&gt;
&lt;br /&gt;
Ted played the next unique number, 5:&lt;br /&gt;
&lt;br /&gt;
* Ted then moves to the front.&lt;br /&gt;
&lt;br /&gt;
The resulting order is:&lt;br /&gt;
&lt;br /&gt;
# Ted&lt;br /&gt;
# Anne&lt;br /&gt;
# John&lt;br /&gt;
# Beth&lt;br /&gt;
&lt;br /&gt;
The Action Figure at the back is then bitten.&lt;br /&gt;
&lt;br /&gt;
That player:&lt;br /&gt;
&lt;br /&gt;
* Loses 1 limb.&lt;br /&gt;
* Moves to the front.&lt;br /&gt;
* Retrieves all previously played cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Continue playing until only &#039;&#039;&#039;2 Action Figures&#039;&#039;&#039; remain.&lt;br /&gt;
&lt;br /&gt;
As soon as this happens:&lt;br /&gt;
&lt;br /&gt;
* The Shark immediately devours the Action Figure at the back of the line.&lt;br /&gt;
&lt;br /&gt;
This happens regardless of how many limbs that figure still has.&lt;br /&gt;
&lt;br /&gt;
The Action Figure at the front escapes.&lt;br /&gt;
&lt;br /&gt;
That player wins the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 3-Player Variant =&lt;br /&gt;
&lt;br /&gt;
For a 3-player game:&lt;br /&gt;
&lt;br /&gt;
* Set up as though playing a 4-player game.&lt;br /&gt;
&lt;br /&gt;
Create a fourth automated swimmer:&lt;br /&gt;
&lt;br /&gt;
# Choose an unused Action Figure and matching card set.&lt;br /&gt;
# Prepare its cards using the normal 4-player rules.&lt;br /&gt;
# Shuffle those cards into a face-down stack.&lt;br /&gt;
&lt;br /&gt;
During each Choose Cards phase:&lt;br /&gt;
&lt;br /&gt;
* Reveal the top card of the automated player&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
Whenever the automated swimmer:&lt;br /&gt;
&lt;br /&gt;
* Gets bitten&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Has only 1 card remaining in its stack&lt;br /&gt;
&lt;br /&gt;
shuffle all of its cards together to form a new stack.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
* Follow all normal 4-player rules.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 2-Player Variant =&lt;br /&gt;
&lt;br /&gt;
Each player controls:&lt;br /&gt;
&lt;br /&gt;
* 2 Action Figures of different colors.&lt;br /&gt;
&lt;br /&gt;
Each player chooses cards separately for both of their figures.&lt;br /&gt;
&lt;br /&gt;
Follow the normal rules with one major change:&lt;br /&gt;
&lt;br /&gt;
* As soon as either player has one of their Action Figures eliminated, that player immediately loses.&lt;br /&gt;
&lt;br /&gt;
The other player wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Memory Variant =&lt;br /&gt;
&lt;br /&gt;
Play using the normal rules, except:&lt;br /&gt;
&lt;br /&gt;
During the Get Bit! phase:&lt;br /&gt;
&lt;br /&gt;
* Turn all previously played cards face-down.&lt;br /&gt;
&lt;br /&gt;
Players must remember which numbers have already been used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Playing as the Shark =&lt;br /&gt;
&lt;br /&gt;
One player may control the Shark instead of playing a Swimmer.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shark Setup ==&lt;br /&gt;
&lt;br /&gt;
Choose 1 player to play the Shark.&lt;br /&gt;
&lt;br /&gt;
Give that player:&lt;br /&gt;
&lt;br /&gt;
* All 6 Shark Cards.&lt;br /&gt;
* 1 Hunger Token for each Swimmer player in the game.&lt;br /&gt;
&lt;br /&gt;
Set up the base game normally.&lt;br /&gt;
&lt;br /&gt;
The Shark still does &#039;&#039;&#039;not&#039;&#039;&#039; bite during the first round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shark Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Swimmer players follow the normal rules.&lt;br /&gt;
&lt;br /&gt;
During the Choose Cards phase:&lt;br /&gt;
&lt;br /&gt;
* The Shark player chooses 1 Shark Card from their hand.&lt;br /&gt;
&lt;br /&gt;
Reveal the Shark Card at the same time the Swimmer Cards are revealed.&lt;br /&gt;
&lt;br /&gt;
After all Swimmers have moved:&lt;br /&gt;
&lt;br /&gt;
* Resolve the Shark Card against the Swimmer at the back of the line.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shark Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Right Leg ===&lt;br /&gt;
&lt;br /&gt;
If the Swimmer at the back still has their Right Leg:&lt;br /&gt;
&lt;br /&gt;
# Remove the Right Leg.&lt;br /&gt;
# Move that Swimmer to the front.&lt;br /&gt;
# That player picks up all previously played cards.&lt;br /&gt;
&lt;br /&gt;
If the Swimmer does not have their Right Leg:&lt;br /&gt;
&lt;br /&gt;
* The attack is a Miss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Left Leg ===&lt;br /&gt;
&lt;br /&gt;
If the Swimmer at the back still has their Left Leg:&lt;br /&gt;
&lt;br /&gt;
# Remove the Left Leg.&lt;br /&gt;
# Move that Swimmer to the front.&lt;br /&gt;
# That player picks up all previously played cards.&lt;br /&gt;
&lt;br /&gt;
If the Swimmer does not have their Left Leg:&lt;br /&gt;
&lt;br /&gt;
* The attack is a Miss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Right Arm ===&lt;br /&gt;
&lt;br /&gt;
If the Swimmer at the back still has their Right Arm:&lt;br /&gt;
&lt;br /&gt;
# Remove the Right Arm.&lt;br /&gt;
# Move that Swimmer to the front.&lt;br /&gt;
# That player picks up all previously played cards.&lt;br /&gt;
&lt;br /&gt;
If the Swimmer does not have their Right Arm:&lt;br /&gt;
&lt;br /&gt;
* The attack is a Miss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Left Arm ===&lt;br /&gt;
&lt;br /&gt;
If the Swimmer at the back still has their Left Arm:&lt;br /&gt;
&lt;br /&gt;
# Remove the Left Arm.&lt;br /&gt;
# Move that Swimmer to the front.&lt;br /&gt;
# That player picks up all previously played cards.&lt;br /&gt;
&lt;br /&gt;
If the Swimmer does not have their Left Arm:&lt;br /&gt;
&lt;br /&gt;
* The attack is a Miss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Exhaustion ===&lt;br /&gt;
&lt;br /&gt;
If there were any tied Swimmer Cards this round:&lt;br /&gt;
&lt;br /&gt;
* Every Swimmer involved in a tie discards their played card for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
If there were no ties:&lt;br /&gt;
&lt;br /&gt;
* The Shark is exhausted.&lt;br /&gt;
* The attack counts as a Miss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Any Limb ===&lt;br /&gt;
&lt;br /&gt;
If any Swimmer Cards were tied this round:&lt;br /&gt;
&lt;br /&gt;
* The Swimmer at the back loses 1 limb of their choice.&lt;br /&gt;
* Move that Swimmer to the front.&lt;br /&gt;
* That player picks up all previously played cards.&lt;br /&gt;
&lt;br /&gt;
If there were no tied Swimmer Cards:&lt;br /&gt;
&lt;br /&gt;
* The attack is a Miss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shark Hand Refresh ==&lt;br /&gt;
&lt;br /&gt;
Like a Swimmer, if the Shark has only &#039;&#039;&#039;1 card remaining in hand&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Pick up all previously played Shark Cards.&lt;br /&gt;
* Return them to the Shark&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Miss ==&lt;br /&gt;
&lt;br /&gt;
Whenever a Shark Card results in a Miss:&lt;br /&gt;
&lt;br /&gt;
# The Shark loses 1 Hunger Token.&lt;br /&gt;
# The Shark picks up all previously played Shark Cards.&lt;br /&gt;
&lt;br /&gt;
The Swimmer at the back:&lt;br /&gt;
&lt;br /&gt;
* Does not lose a limb.&lt;br /&gt;
* Does not move to the front.&lt;br /&gt;
* Does not pick up their cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shark Game End ==&lt;br /&gt;
&lt;br /&gt;
The game may end in one of two ways.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swimmers Win ===&lt;br /&gt;
&lt;br /&gt;
If the Shark loses their final Hunger Token:&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately.&lt;br /&gt;
&lt;br /&gt;
The Swimmer with the most remaining limbs wins.&lt;br /&gt;
&lt;br /&gt;
If tied:&lt;br /&gt;
&lt;br /&gt;
* The tied Swimmer closest to the front of the line wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Shark Wins ===&lt;br /&gt;
&lt;br /&gt;
If the game is ever reduced to:&lt;br /&gt;
&lt;br /&gt;
* 1 Swimmer&lt;br /&gt;
* 1 Shark&lt;br /&gt;
&lt;br /&gt;
the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
The Shark wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* The first round never includes a Get Bit! phase.&lt;br /&gt;
* Matching card values cancel movement for all players who played that value.&lt;br /&gt;
* Unique values move from lowest to highest.&lt;br /&gt;
* A bitten Swimmer always moves to the front after losing a limb.&lt;br /&gt;
* A bitten Swimmer retrieves all previously played cards.&lt;br /&gt;
* Players with only 1 card left automatically retrieve all previously played cards.&lt;br /&gt;
* Players are never forced to play the final card in their hand.&lt;br /&gt;
* The game ends as soon as only 2 Swimmers remain in the base game.&lt;br /&gt;
* In the Shark variant, a Miss does not cause the rear Swimmer to move or retrieve cards.&lt;br /&gt;
* Exhaustion and Any Limb depend on whether any Swimmer Cards tied that round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Each Round ===&lt;br /&gt;
&lt;br /&gt;
# Secretly choose a card.&lt;br /&gt;
# Reveal simultaneously.&lt;br /&gt;
# Tied numbers do not move.&lt;br /&gt;
# Unique numbers move to the front from lowest to highest.&lt;br /&gt;
# Rear Swimmer gets bitten.&lt;br /&gt;
# Bitten Swimmer loses a limb, moves to the front, and retrieves all cards.&lt;br /&gt;
# Any player with only 1 card left retrieves all cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember: Skip Step 5 during the first round.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Game Design: Dave Chalker&lt;br /&gt;
* Game Development: Chris Burton, Maggie Clayton, Chris Kirkman, Matthew Kroll&lt;br /&gt;
* Art: Si’yann&lt;br /&gt;
* Sculpts: Chad Hoverter&lt;br /&gt;
* Graphic Design: Anahi Anchondo&lt;br /&gt;
* Creative Direction: SaRae Henderson&lt;br /&gt;
* Editor: Matt Bender&lt;br /&gt;
* Editor-in-Chief: Christopher Badell&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpwinecellar&amp;diff=31484</id>
		<title>Gamehelpwinecellar</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpwinecellar&amp;diff=31484"/>
		<updated>2026-09-17T01:30:46Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Wine Cellar =  == Overview ==  In &amp;#039;&amp;#039;&amp;#039;Wine Cellar&amp;#039;&amp;#039;&amp;#039;, you and your rival sommeliers compete to build the best collection of wines for your Client.  Over the course of &amp;#039;&amp;#039;&amp;#039;8 rounds&amp;#039;&amp;#039;&amp;#039;, players bid Wine Bottle cards to determine the order in which they select Prize bottles.  Each bottle:  * Has a Bid Value used during auctions. * Has a Wine Type. * Has a Country of Origin. * Has a series of Age Scores.  Your Client also has preferences for particular Wine Types and Countri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wine Cellar =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Wine Cellar&#039;&#039;&#039;, you and your rival sommeliers compete to build the best collection of wines for your Client.&lt;br /&gt;
&lt;br /&gt;
Over the course of &#039;&#039;&#039;8 rounds&#039;&#039;&#039;, players bid Wine Bottle cards to determine the order in which they select Prize bottles.&lt;br /&gt;
&lt;br /&gt;
Each bottle:&lt;br /&gt;
&lt;br /&gt;
* Has a Bid Value used during auctions.&lt;br /&gt;
* Has a Wine Type.&lt;br /&gt;
* Has a Country of Origin.&lt;br /&gt;
* Has a series of Age Scores.&lt;br /&gt;
&lt;br /&gt;
Your Client also has preferences for particular Wine Types and Countries of Origin.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, you score:&lt;br /&gt;
&lt;br /&gt;
# The Age Scores of the bottles in your cellar.&lt;br /&gt;
# Bonuses for matching your Client&#039;s preferences.&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 72 Wine Bottle cards&lt;br /&gt;
* 30 Client cards&lt;br /&gt;
* 1 Scorepad&lt;br /&gt;
* 1 Rulebook&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Prepare the Wine Bottles ===&lt;br /&gt;
&lt;br /&gt;
Use Wine Bottle cards according to the number of players:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players&lt;br /&gt;
! Wine Bottle Cards&lt;br /&gt;
|-&lt;br /&gt;
| 1–2&lt;br /&gt;
| 1–18&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1–27&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1–36&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1–45&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 1–54&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 1–63&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| All cards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return all unused Wine Bottle cards to the box.&lt;br /&gt;
&lt;br /&gt;
=== Deal Cards ===&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Wine Bottle cards.&lt;br /&gt;
# Deal &#039;&#039;&#039;8 cards facedown&#039;&#039;&#039; to each player.&lt;br /&gt;
# Place all remaining Wine Bottle cards faceup in a column in the middle of the table.&lt;br /&gt;
&lt;br /&gt;
These faceup cards are the &#039;&#039;&#039;Prize bottles&#039;&#039;&#039; for the first round.&lt;br /&gt;
&lt;br /&gt;
=== Choose Clients ===&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Client cards.&lt;br /&gt;
# Deal 2 Client cards facedown to each player.&lt;br /&gt;
# Each player secretly looks at their 2 Clients.&lt;br /&gt;
# Choose 1 Client to keep and place it faceup in front of you.&lt;br /&gt;
# Discard the other Client.&lt;br /&gt;
&lt;br /&gt;
You are now ready to begin.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Wine Bottle Cards ==&lt;br /&gt;
&lt;br /&gt;
Each Wine Bottle card contains several pieces of information used during the game.&lt;br /&gt;
&lt;br /&gt;
=== Bid Value ===&lt;br /&gt;
&lt;br /&gt;
The Bid Value determines your position in the auction when the card is played as a Bid.&lt;br /&gt;
&lt;br /&gt;
Higher Bid Values choose Prize bottles before lower Bid Values.&lt;br /&gt;
&lt;br /&gt;
=== Wine Type ===&lt;br /&gt;
&lt;br /&gt;
Wine Types include:&lt;br /&gt;
&lt;br /&gt;
* Rosé&lt;br /&gt;
* Red&lt;br /&gt;
* Sparkling&lt;br /&gt;
* White&lt;br /&gt;
&lt;br /&gt;
Wine Type may provide bonus points if it matches your Client&#039;s preferences.&lt;br /&gt;
&lt;br /&gt;
=== Country of Origin ===&lt;br /&gt;
&lt;br /&gt;
Each bottle comes from a particular country.&lt;br /&gt;
&lt;br /&gt;
Clients award bonus points for bottles from preferred Countries of Origin.&lt;br /&gt;
&lt;br /&gt;
=== Age Scores ===&lt;br /&gt;
&lt;br /&gt;
Each bottle contains a row of &#039;&#039;&#039;8 Age Scores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These represent the quality of the wine depending on when it is opened.&lt;br /&gt;
&lt;br /&gt;
The position of a bottle in your cellar determines which Age Score it uses at the end of the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;8 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each round consists of:&lt;br /&gt;
&lt;br /&gt;
# Choose a Bid.&lt;br /&gt;
# Reveal Bids.&lt;br /&gt;
# Select Prize bottles.&lt;br /&gt;
# Add bottles to your cellar.&lt;br /&gt;
# Prepare the next auction.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Choose a Bid ==&lt;br /&gt;
&lt;br /&gt;
Each player simultaneously chooses &#039;&#039;&#039;1 Wine Bottle card&#039;&#039;&#039; from their hand.&lt;br /&gt;
&lt;br /&gt;
Place the chosen card facedown in front of you.&lt;br /&gt;
&lt;br /&gt;
This card is your &#039;&#039;&#039;Bid&#039;&#039;&#039; for the round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Reveal Bids ==&lt;br /&gt;
&lt;br /&gt;
Once everyone has selected a card:&lt;br /&gt;
&lt;br /&gt;
* Reveal all Bid cards simultaneously.&lt;br /&gt;
&lt;br /&gt;
Compare their Bid Values.&lt;br /&gt;
&lt;br /&gt;
The player with the highest Bid Value chooses first.&lt;br /&gt;
&lt;br /&gt;
The player with the second-highest Bid Value chooses second.&lt;br /&gt;
&lt;br /&gt;
Continue in descending Bid Value order until every player has chosen a Prize bottle.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Select Prize Bottles ==&lt;br /&gt;
&lt;br /&gt;
When it is your turn to choose:&lt;br /&gt;
&lt;br /&gt;
* Take 1 available Prize bottle from the center of the table.&lt;br /&gt;
&lt;br /&gt;
Each player takes exactly 1 Prize bottle during the round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Build Your Cellar ==&lt;br /&gt;
&lt;br /&gt;
Take your Prize bottle and turn it sideways to represent storing the bottle in your Client&#039;s cellar.&lt;br /&gt;
&lt;br /&gt;
=== First Bottle ===&lt;br /&gt;
&lt;br /&gt;
Your first Prize bottle begins your cellar.&lt;br /&gt;
&lt;br /&gt;
=== Later Bottles ===&lt;br /&gt;
&lt;br /&gt;
Every later bottle must be added to either:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;top&#039;&#039;&#039; of your existing cellar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;bottom&#039;&#039;&#039; of your existing cellar.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;never insert a bottle between bottles already in your cellar&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is important because the final position of each bottle determines which of its Age Scores will be used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 5. Prepare the Next Auction ==&lt;br /&gt;
&lt;br /&gt;
After every player has selected a Prize bottle:&lt;br /&gt;
&lt;br /&gt;
* Move all Wine Bottle cards that were used as Bids into the center of the table.&lt;br /&gt;
&lt;br /&gt;
These cards become the &#039;&#039;&#039;Prize bottles for the next round&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Begin the next round by choosing new Bid cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Continue playing until:&lt;br /&gt;
&lt;br /&gt;
* All Wine Bottle cards have been played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Every player has exactly &#039;&#039;&#039;8 bottles&#039;&#039;&#039; in their cellar.&lt;br /&gt;
&lt;br /&gt;
The game then ends and scoring begins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
Your final score consists of:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cellar Score + Client Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cellar Score ==&lt;br /&gt;
&lt;br /&gt;
Each Wine Bottle has a row of 8 Age Scores.&lt;br /&gt;
&lt;br /&gt;
The position of the bottle in your cellar determines which score it uses.&lt;br /&gt;
&lt;br /&gt;
* Bottle 1 uses its &#039;&#039;&#039;1st Age Score&#039;&#039;&#039;.&lt;br /&gt;
* Bottle 2 uses its &#039;&#039;&#039;2nd Age Score&#039;&#039;&#039;.&lt;br /&gt;
* Bottle 3 uses its &#039;&#039;&#039;3rd Age Score&#039;&#039;&#039;.&lt;br /&gt;
* Bottle 4 uses its &#039;&#039;&#039;4th Age Score&#039;&#039;&#039;.&lt;br /&gt;
* Bottle 5 uses its &#039;&#039;&#039;5th Age Score&#039;&#039;&#039;.&lt;br /&gt;
* Bottle 6 uses its &#039;&#039;&#039;6th Age Score&#039;&#039;&#039;.&lt;br /&gt;
* Bottle 7 uses its &#039;&#039;&#039;7th Age Score&#039;&#039;&#039;.&lt;br /&gt;
* Bottle 8 uses its &#039;&#039;&#039;8th Age Score&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;top bottle&#039;&#039;&#039; in your cellar is Bottle 1 and is the first bottle opened.&lt;br /&gt;
&lt;br /&gt;
Add the Age Scores of all 8 bottles.&lt;br /&gt;
&lt;br /&gt;
This is your &#039;&#039;&#039;Cellar Score&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Client Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Compare the bottles in your cellar with your Client card.&lt;br /&gt;
&lt;br /&gt;
Clients award bonus points for:&lt;br /&gt;
&lt;br /&gt;
* Preferred Wine Type 1&lt;br /&gt;
* Preferred Wine Type 2&lt;br /&gt;
* Preferred Countries of Origin&lt;br /&gt;
&lt;br /&gt;
Score the listed bonus for &#039;&#039;&#039;each matching bottle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single Wine Bottle may qualify for multiple Client bonuses.&lt;br /&gt;
&lt;br /&gt;
For example, a bottle could simultaneously:&lt;br /&gt;
&lt;br /&gt;
* Match a preferred Wine Type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Come from a preferred Country of Origin.&lt;br /&gt;
&lt;br /&gt;
In that case, it receives both bonuses.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Countries of Origin ===&lt;br /&gt;
&lt;br /&gt;
When scoring your Client&#039;s Country of Origin bonus:&lt;br /&gt;
&lt;br /&gt;
* Only use the countries listed for the current number of players.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Score ==&lt;br /&gt;
&lt;br /&gt;
Add together:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cellar Score + Wine Type Bonuses + Country Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
=== Tie ===&lt;br /&gt;
&lt;br /&gt;
If players tie for the highest score:&lt;br /&gt;
&lt;br /&gt;
* The tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
Or play again!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring Example ==&lt;br /&gt;
&lt;br /&gt;
Suppose a player&#039;s 8 bottles produce the following Age Scores:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 + 2 + 5 + 7 + 7 + 3 + 4 + 8 = 42&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their Cellar Score is therefore:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If their Client awards:&lt;br /&gt;
&lt;br /&gt;
* +6 for each matching Sparkling bottle&lt;br /&gt;
* +1 for each matching White bottle&lt;br /&gt;
* +3 for each matching Country of Origin bottle&lt;br /&gt;
&lt;br /&gt;
and their cellar contains:&lt;br /&gt;
&lt;br /&gt;
* 1 matching Sparkling bottle = 6 points&lt;br /&gt;
* 3 matching White bottles = 3 points&lt;br /&gt;
* 1 matching Country bottle = 3 points&lt;br /&gt;
&lt;br /&gt;
their final score is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42 + 6 + 3 + 3 = 54 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Advanced 3-Game Variant =&lt;br /&gt;
&lt;br /&gt;
For a longer competition, play &#039;&#039;&#039;3 connected games&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your Wine Bottles carry forward from one game to the next, while your Client changes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Advanced Setup ==&lt;br /&gt;
&lt;br /&gt;
Prepare the normal number of Wine Bottle cards for your player count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players&lt;br /&gt;
! Wine Bottle Cards&lt;br /&gt;
|-&lt;br /&gt;
| 1–2&lt;br /&gt;
| 1–18&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1–27&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1–36&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1–45&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 1–54&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 1–63&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| All cards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return unused cards to the box.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Divide the Wine Bottles ===&lt;br /&gt;
&lt;br /&gt;
Divide the Wine Bottle cards into 2 piles:&lt;br /&gt;
&lt;br /&gt;
* The lower-numbered half.&lt;br /&gt;
* The higher-numbered half.&lt;br /&gt;
&lt;br /&gt;
If there is an odd number of cards:&lt;br /&gt;
&lt;br /&gt;
* Put the extra card in the lower-numbered pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A 4-player game uses cards 1–36.&lt;br /&gt;
&lt;br /&gt;
Divide them into:&lt;br /&gt;
&lt;br /&gt;
* Cards 1–18.&lt;br /&gt;
* Cards 19–36.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Deal Starting Hands ===&lt;br /&gt;
&lt;br /&gt;
Shuffle the 2 piles separately.&lt;br /&gt;
&lt;br /&gt;
Deal each player:&lt;br /&gt;
&lt;br /&gt;
* 4 cards from the lower-numbered pile.&lt;br /&gt;
* 4 cards from the higher-numbered pile.&lt;br /&gt;
&lt;br /&gt;
Each player therefore begins with 8 Wine Bottle cards.&lt;br /&gt;
&lt;br /&gt;
The remaining Wine Bottle cards become the Prize bottles for the first round as normal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Prepare Clients ===&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Client cards are divided into A and B sets.&lt;br /&gt;
* Choose either the A set or B set.&lt;br /&gt;
* Use only Clients from the chosen set.&lt;br /&gt;
* Return the other set to the box.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;4 or more players&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Use all Client cards.&lt;br /&gt;
&lt;br /&gt;
Shuffle the appropriate Client cards.&lt;br /&gt;
&lt;br /&gt;
Deal 2 to each player.&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
# Chooses 1 Client.&lt;br /&gt;
# Places it faceup.&lt;br /&gt;
# Discards the other.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing the Advanced Variant ==&lt;br /&gt;
&lt;br /&gt;
Play the first game according to the normal rules.&lt;br /&gt;
&lt;br /&gt;
At game end:&lt;br /&gt;
&lt;br /&gt;
# Score the game normally.&lt;br /&gt;
# Record everyone&#039;s score.&lt;br /&gt;
# Do &#039;&#039;&#039;not&#039;&#039;&#039; declare the overall winner yet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Preparing the Next Game ==&lt;br /&gt;
&lt;br /&gt;
Discard the current Client cards.&lt;br /&gt;
&lt;br /&gt;
Deal each player 2 new Client cards.&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
# Chooses 1.&lt;br /&gt;
# Places it faceup.&lt;br /&gt;
# Discards the other.&lt;br /&gt;
&lt;br /&gt;
Next, take all &#039;&#039;&#039;8 Wine Bottle cards from your previous cellar&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Those 8 cards become your starting hand for the next game.&lt;br /&gt;
&lt;br /&gt;
The cards used for the &#039;&#039;&#039;final Bid&#039;&#039;&#039; of the previous game become the Prize bottles for the first round of the next game.&lt;br /&gt;
&lt;br /&gt;
Then play another complete game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Advanced Variant Game End ==&lt;br /&gt;
&lt;br /&gt;
After completing &#039;&#039;&#039;3 games&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Add together each player&#039;s scores from all 3 games.&lt;br /&gt;
&lt;br /&gt;
The player with the highest combined score wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Solo Game: Playing Against Eno =&lt;br /&gt;
&lt;br /&gt;
Wine Cellar can also be played solo against an automated opponent named &#039;&#039;&#039;Eno&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Solo Setup ==&lt;br /&gt;
&lt;br /&gt;
Use Wine Bottle cards numbered &#039;&#039;&#039;1–18&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Shuffle them and deal:&lt;br /&gt;
&lt;br /&gt;
* 8 cards facedown as your hand.&lt;br /&gt;
* 8 cards facedown as Eno&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
Place the remaining &#039;&#039;&#039;2 Wine Bottle cards&#039;&#039;&#039; faceup as the Prize bottles for the first round.&lt;br /&gt;
&lt;br /&gt;
Shuffle the Client cards and draw 2.&lt;br /&gt;
&lt;br /&gt;
* Choose 1 as your Client.&lt;br /&gt;
* The other becomes Eno&#039;s Client.&lt;br /&gt;
&lt;br /&gt;
Eno&#039;s Client determines which Prize bottle Eno prefers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Solo Round ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round:&lt;br /&gt;
&lt;br /&gt;
# Choose 1 Wine Bottle from your hand.&lt;br /&gt;
# Place it faceup as your Bid.&lt;br /&gt;
&lt;br /&gt;
Eno then reveals Bid cards.&lt;br /&gt;
&lt;br /&gt;
=== First Round ===&lt;br /&gt;
&lt;br /&gt;
Reveal &#039;&#039;&#039;2 cards&#039;&#039;&#039; from Eno&#039;s deck.&lt;br /&gt;
&lt;br /&gt;
=== Later Rounds ===&lt;br /&gt;
&lt;br /&gt;
One of Eno&#039;s Bid cards remains faceup from the previous round.&lt;br /&gt;
&lt;br /&gt;
Reveal &#039;&#039;&#039;1 new card&#039;&#039;&#039; from Eno&#039;s deck so that Eno again has 2 revealed Bid cards.&lt;br /&gt;
&lt;br /&gt;
Compare your Bid Value against the &#039;&#039;&#039;higher of Eno&#039;s 2 Bid Values&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== If You Win the Bid ==&lt;br /&gt;
&lt;br /&gt;
If your Bid Value is higher than Eno&#039;s highest Bid Value:&lt;br /&gt;
&lt;br /&gt;
# You choose first from the 2 Prize bottles.&lt;br /&gt;
# Add your chosen bottle to your cellar according to the normal placement rules.&lt;br /&gt;
# Eno would receive the remaining Prize bottle, but Eno does not build a cellar.&lt;br /&gt;
# Return Eno&#039;s Prize bottle to the box.&lt;br /&gt;
&lt;br /&gt;
Then prepare the next round:&lt;br /&gt;
&lt;br /&gt;
* Your Bid card becomes a Prize bottle.&lt;br /&gt;
* Eno&#039;s &#039;&#039;&#039;lower-value Bid card&#039;&#039;&#039; becomes the other Prize bottle.&lt;br /&gt;
* Eno&#039;s higher-value Bid card remains faceup for the next round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== If Eno Wins the Bid ==&lt;br /&gt;
&lt;br /&gt;
If your Bid Value is lower than Eno&#039;s highest Bid Value:&lt;br /&gt;
&lt;br /&gt;
* Eno chooses first.&lt;br /&gt;
&lt;br /&gt;
Eno chooses the Prize bottle that best matches Eno&#039;s Client according to this priority:&lt;br /&gt;
&lt;br /&gt;
# First Wine Type bonus.&lt;br /&gt;
# Second Wine Type bonus.&lt;br /&gt;
# First Country of Origin bonus.&lt;br /&gt;
# Highest Bid Value.&lt;br /&gt;
&lt;br /&gt;
If neither Prize matches Eno&#039;s Client, or both Prize bottles are equally good matches:&lt;br /&gt;
&lt;br /&gt;
* Eno chooses the Prize bottle with the higher Bid Value.&lt;br /&gt;
&lt;br /&gt;
Return Eno&#039;s chosen Prize bottle to the box.&lt;br /&gt;
&lt;br /&gt;
You take the other Prize bottle and add it to your cellar according to the normal placement rules.&lt;br /&gt;
&lt;br /&gt;
Then prepare the next round:&lt;br /&gt;
&lt;br /&gt;
* Your Bid card becomes a Prize bottle.&lt;br /&gt;
* Eno&#039;s &#039;&#039;&#039;higher-value Bid card&#039;&#039;&#039; becomes the other Prize bottle.&lt;br /&gt;
* Eno&#039;s lower-value Bid card remains faceup for the next round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Solo Game End ==&lt;br /&gt;
&lt;br /&gt;
Continue until you have collected and arranged &#039;&#039;&#039;8 Wine Bottles&#039;&#039;&#039; in your cellar.&lt;br /&gt;
&lt;br /&gt;
Score your cellar according to the normal rules.&lt;br /&gt;
&lt;br /&gt;
Your final score determines your solo ranking.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score&lt;br /&gt;
! Ranking&lt;br /&gt;
|-&lt;br /&gt;
| 73+&lt;br /&gt;
| Master Sommelier&lt;br /&gt;
|-&lt;br /&gt;
| 67–72&lt;br /&gt;
| Capable Sommelier&lt;br /&gt;
|-&lt;br /&gt;
| 60–67&lt;br /&gt;
| Wine Geek&lt;br /&gt;
|-&lt;br /&gt;
| 0–60&lt;br /&gt;
| Still Fermenting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Quick Reference =&lt;br /&gt;
&lt;br /&gt;
== Each Multiplayer Round ==&lt;br /&gt;
&lt;br /&gt;
# Choose 1 Wine Bottle from your hand as your Bid.&lt;br /&gt;
# Reveal all Bids.&lt;br /&gt;
# Highest Bid chooses a Prize bottle first.&lt;br /&gt;
# Continue in descending Bid order.&lt;br /&gt;
# Add your Prize bottle to the top or bottom of your cellar.&lt;br /&gt;
# Move all Bid cards to the center as next round&#039;s Prize bottles.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Building Your Cellar ==&lt;br /&gt;
&lt;br /&gt;
* Your cellar contains 8 bottles.&lt;br /&gt;
* New bottles may only be added to the top or bottom.&lt;br /&gt;
* Bottles cannot later be rearranged.&lt;br /&gt;
* Bottle position determines which Age Score it uses.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Score = Cellar Score + Client Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Score:&lt;br /&gt;
&lt;br /&gt;
* Each bottle&#039;s Age Score based on its position.&lt;br /&gt;
* Each matching preferred Wine Type.&lt;br /&gt;
* Each matching Country of Origin for the current player count.&lt;br /&gt;
&lt;br /&gt;
Highest score wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Andrew Stiles&lt;br /&gt;
* Art: Vincent Dutrait&lt;br /&gt;
* Graphic Design: Matt Paquette &amp;amp; Co.&lt;br /&gt;
* Development &amp;amp; Production: Chad Elkins&lt;br /&gt;
* UX/UI Consulting: Kate Finch, Joel Finch&lt;br /&gt;
* Rulebook Editing: Ric White, Joel Finch, Jon Healey&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgoldengoal&amp;diff=31424</id>
		<title>Gamehelpgoldengoal</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgoldengoal&amp;diff=31424"/>
		<updated>2026-09-15T01:53:58Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Golden Goal =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Golden Goal&amp;#039;&amp;#039;&amp;#039; is a 2-player soccer game played on a grid.  After a hard-fought match, the score is tied and the game has gone to overtime. The first team to score a goal wins immediately!  On your turn:  # Roll the Golden Die. # Choose 1 player to move. # Spend die pips to move that player. # If they reach the ball, kick it using any remaining pips.  Players can pass, bend shots, block opponents, and position their team to create a pa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Golden Goal =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Golden Goal&#039;&#039;&#039; is a 2-player soccer game played on a grid.&lt;br /&gt;
&lt;br /&gt;
After a hard-fought match, the score is tied and the game has gone to overtime. The first team to score a goal wins immediately!&lt;br /&gt;
&lt;br /&gt;
On your turn:&lt;br /&gt;
&lt;br /&gt;
# Roll the Golden Die.&lt;br /&gt;
# Choose 1 player to move.&lt;br /&gt;
# Spend die pips to move that player.&lt;br /&gt;
# If they reach the ball, kick it using any remaining pips.&lt;br /&gt;
&lt;br /&gt;
Players can pass, bend shots, block opponents, and position their team to create a path to the winning goal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Field Mat&lt;br /&gt;
* 1 Golden Die&lt;br /&gt;
* 1 Ball&lt;br /&gt;
* 8 Outfielders (4 per player)&lt;br /&gt;
* 2 Keepers (1 per player)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Place the Field Mat between the players.&lt;br /&gt;
# Place the Ball in the exact center of the field.&lt;br /&gt;
# Each player chooses a team and takes their 5 Player Pawns:&lt;br /&gt;
#* 4 Outfielders&lt;br /&gt;
#* 1 Keeper&lt;br /&gt;
# Choose a random team to place the first player.&lt;br /&gt;
# Take turns placing 1 Player Pawn at a time until all players have been placed.&lt;br /&gt;
&lt;br /&gt;
Each team may place their players in any order, but must follow these requirements:&lt;br /&gt;
&lt;br /&gt;
* Your Keeper must start in front of your net.&lt;br /&gt;
* 2–3 of your Outfielders must start on your half of the field.&lt;br /&gt;
* 1 of those Outfielders must be in the Center Circle.&lt;br /&gt;
* 1–2 of your Outfielders must start on your opponent&#039;s half.&lt;br /&gt;
* Outfielders on your opponent&#039;s half may not start in the Center Circle.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Field ==&lt;br /&gt;
&lt;br /&gt;
The Field Mat is divided into square spaces, similar to a chessboard.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;1 player&#039;&#039;&#039; may occupy each space.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Center Line ===&lt;br /&gt;
&lt;br /&gt;
Divides the field into two halves.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Center Circle ===&lt;br /&gt;
&lt;br /&gt;
The Kickoff begins here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Penalty Box ===&lt;br /&gt;
&lt;br /&gt;
You may have at most &#039;&#039;&#039;1 defending Outfielder&#039;&#039;&#039; inside your own Penalty Box at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Front of Net ===&lt;br /&gt;
&lt;br /&gt;
Each net has 2 spaces directly in front of it.&lt;br /&gt;
&lt;br /&gt;
Normally:&lt;br /&gt;
&lt;br /&gt;
* Only the defending Keeper may end their turn in these spaces.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Out of Bounds ===&lt;br /&gt;
&lt;br /&gt;
Players may move into and through Out of Bounds spaces.&lt;br /&gt;
&lt;br /&gt;
The Ball may never move Out of Bounds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Kickoff ==&lt;br /&gt;
&lt;br /&gt;
To begin the game:&lt;br /&gt;
&lt;br /&gt;
# Both players roll the Golden Die.&lt;br /&gt;
# If tied, roll again until one player rolls higher.&lt;br /&gt;
# The team with the higher roll wins the Kickoff.&lt;br /&gt;
# Move the Ball into the Center Circle space occupied by that team&#039;s player.&lt;br /&gt;
# That player immediately kicks the Ball.&lt;br /&gt;
&lt;br /&gt;
The Kickoff kick has a distance equal to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Higher Roll − Lower Roll&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow the normal rules for kicking, with the special Kickoff movement exception described below.&lt;br /&gt;
&lt;br /&gt;
The team that &#039;&#039;&#039;lost the Kickoff&#039;&#039;&#039; takes the first normal turn of the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kickoff Restrictions ===&lt;br /&gt;
&lt;br /&gt;
* You may not score a goal during the Kickoff.&lt;br /&gt;
* The initial Kickoff kick does &#039;&#039;&#039;not&#039;&#039;&#039; receive the normal free first space.&lt;br /&gt;
* If the Ball is passed to another player during the Kickoff, that player&#039;s kick receives the normal free first space.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game Turns ==&lt;br /&gt;
&lt;br /&gt;
Players alternate turns until someone wins.&lt;br /&gt;
&lt;br /&gt;
At the start of your turn:&lt;br /&gt;
&lt;br /&gt;
# Roll the Golden Die.&lt;br /&gt;
# Choose 1 of your players.&lt;br /&gt;
# Spend 1 or more die pips moving that player.&lt;br /&gt;
&lt;br /&gt;
Only the chosen player moves during that turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Player Movement ==&lt;br /&gt;
&lt;br /&gt;
Each die pip moves your chosen player &#039;&#039;&#039;1 space&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players follow these movement rules:&lt;br /&gt;
&lt;br /&gt;
* Players move only orthogonally.&lt;br /&gt;
* Players may change direction any number of times while moving.&lt;br /&gt;
* Players may move into or through Out of Bounds spaces.&lt;br /&gt;
* Players may move through spaces they previously occupied during the same turn.&lt;br /&gt;
* Players may not move into or through a space occupied by another player.&lt;br /&gt;
&lt;br /&gt;
If your player enters the space containing the Ball:&lt;br /&gt;
&lt;br /&gt;
* They immediately stop moving.&lt;br /&gt;
* They must kick the Ball.&lt;br /&gt;
&lt;br /&gt;
Any unused die pips may then be used for the kick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Kicking the Ball ==&lt;br /&gt;
&lt;br /&gt;
When a player kicks the Ball:&lt;br /&gt;
&lt;br /&gt;
# Choose an orthogonal or diagonal direction.&lt;br /&gt;
# Move the Ball 1 space in that direction for free.&lt;br /&gt;
# If you have unused die pips, you may continue moving the Ball in the same direction.&lt;br /&gt;
# Spend 1 die pip for each additional space.&lt;br /&gt;
&lt;br /&gt;
The Ball stops when:&lt;br /&gt;
&lt;br /&gt;
* You choose to stop spending pips.&lt;br /&gt;
* You run out of pips.&lt;br /&gt;
* The Ball reaches one of your own players and is passed again.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Going the Distance ==&lt;br /&gt;
&lt;br /&gt;
Every kick normally receives &#039;&#039;&#039;1 free space&#039;&#039;&#039; before any die pips are spent.&lt;br /&gt;
&lt;br /&gt;
This applies every time the Ball is kicked, including passes.&lt;br /&gt;
&lt;br /&gt;
For example, with 2 die pips remaining, a kick can travel:&lt;br /&gt;
&lt;br /&gt;
* 1 free space&lt;br /&gt;
* +1 space for the first pip&lt;br /&gt;
* +1 space for the second pip&lt;br /&gt;
&lt;br /&gt;
For a total of &#039;&#039;&#039;3 spaces&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Even with &#039;&#039;&#039;0 pips remaining&#039;&#039;&#039;, a player can still kick the Ball 1 space.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kickoff Exception ===&lt;br /&gt;
&lt;br /&gt;
The initial Kickoff kick does not receive the free first space.&lt;br /&gt;
&lt;br /&gt;
Instead, count the Kickoff distance directly from the player&#039;s space.&lt;br /&gt;
&lt;br /&gt;
If the Ball is passed during the Kickoff:&lt;br /&gt;
&lt;br /&gt;
* All subsequent kicks receive the normal free first space.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
&lt;br /&gt;
If you kick the Ball into a space occupied by one of your own players:&lt;br /&gt;
&lt;br /&gt;
* That player immediately kicks the Ball again.&lt;br /&gt;
&lt;br /&gt;
The new kick follows all normal kicking rules, including its free first space.&lt;br /&gt;
&lt;br /&gt;
You may:&lt;br /&gt;
&lt;br /&gt;
* Pass any number of times during your turn.&lt;br /&gt;
* Pass back to a player who already kicked during the same turn.&lt;br /&gt;
&lt;br /&gt;
All remaining die pips carry through the entire sequence.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Bending a Kick ==&lt;br /&gt;
&lt;br /&gt;
Once during &#039;&#039;&#039;each kick&#039;&#039;&#039;, you may change the Ball&#039;s direction by exactly &#039;&#039;&#039;45 degrees&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may bend:&lt;br /&gt;
&lt;br /&gt;
* From orthogonal to diagonal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* From diagonal to orthogonal.&lt;br /&gt;
&lt;br /&gt;
The bend may occur at any point during the Ball&#039;s path before:&lt;br /&gt;
&lt;br /&gt;
* The Ball reaches another player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Ball stops.&lt;br /&gt;
&lt;br /&gt;
A new kick created by a pass may use its own bend.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Blocking &amp;amp; Boundaries ==&lt;br /&gt;
&lt;br /&gt;
You may not kick the Ball:&lt;br /&gt;
&lt;br /&gt;
* Into a space occupied by an opposing player.&lt;br /&gt;
* Through a space occupied by an opposing player.&lt;br /&gt;
* Out of Bounds.&lt;br /&gt;
&lt;br /&gt;
Opposing players therefore block the Ball&#039;s path.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of Turn ==&lt;br /&gt;
&lt;br /&gt;
Your turn ends when:&lt;br /&gt;
&lt;br /&gt;
* All die pips have been spent and the Ball has stopped moving.&lt;br /&gt;
&lt;br /&gt;
If you did &#039;&#039;&#039;not&#039;&#039;&#039; kick the Ball during your turn:&lt;br /&gt;
&lt;br /&gt;
* You must spend all of your die pips moving your chosen player before ending your turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Keepers ==&lt;br /&gt;
&lt;br /&gt;
Your Keeper is the only player who can normally end their move in either of the 2 spaces directly in front of your net.&lt;br /&gt;
&lt;br /&gt;
The Keeper:&lt;br /&gt;
&lt;br /&gt;
* May leave the front of the net.&lt;br /&gt;
* Moves normally.&lt;br /&gt;
* Kicks normally.&lt;br /&gt;
* Does not have to remain near the goal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Front-of-Net Exception ==&lt;br /&gt;
&lt;br /&gt;
If the Ball is in front of either net at the start of your turn:&lt;br /&gt;
&lt;br /&gt;
* You may move an Outfielder into that space to kick the Ball.&lt;br /&gt;
&lt;br /&gt;
After the Outfielder kicks:&lt;br /&gt;
&lt;br /&gt;
* Immediately move that Outfielder to an adjacent empty space.&lt;br /&gt;
* This movement costs &#039;&#039;&#039;0 die pips&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring a Goal ==&lt;br /&gt;
&lt;br /&gt;
To score, the Ball must move:&lt;br /&gt;
&lt;br /&gt;
* From 1 of the 2 spaces directly in front of the net&lt;br /&gt;
* Across the End Line&lt;br /&gt;
* Into the goal&lt;br /&gt;
&lt;br /&gt;
A shot crossing the End Line from beside the net does &#039;&#039;&#039;not&#039;&#039;&#039; score.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hitting the Post ===&lt;br /&gt;
&lt;br /&gt;
If the Ball hits a goal post from inside the Penalty Box:&lt;br /&gt;
&lt;br /&gt;
* It bounces into the net.&lt;br /&gt;
* A goal is scored.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
The first team to score a legal goal:&lt;br /&gt;
&lt;br /&gt;
* Immediately wins the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== No Killjoy Rules ==&lt;br /&gt;
&lt;br /&gt;
The following restrictions ensure that both teams always have opportunities to play.&lt;br /&gt;
&lt;br /&gt;
=== No Kickoff Goal ===&lt;br /&gt;
&lt;br /&gt;
You may not score during the initial Kickoff.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leave a Path to the Ball ===&lt;br /&gt;
&lt;br /&gt;
At the end of your turn:&lt;br /&gt;
&lt;br /&gt;
* Your opponent must have a clear path from at least 1 of their players to the Ball without going Out of Bounds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Penalty Box Limit ===&lt;br /&gt;
&lt;br /&gt;
At the end of your turn:&lt;br /&gt;
&lt;br /&gt;
* You may have no more than 1 defending Outfielder inside your own Penalty Box.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Front of Net ===&lt;br /&gt;
&lt;br /&gt;
Outfielders may move through the 2 spaces directly in front of a net.&lt;br /&gt;
&lt;br /&gt;
Normally, they may not end their turn there.&lt;br /&gt;
&lt;br /&gt;
If the Ball begins your turn in one of these spaces:&lt;br /&gt;
&lt;br /&gt;
* An Outfielder may move there to kick it.&lt;br /&gt;
* After kicking, immediately move that Outfielder to an adjacent empty space for free.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Longer Matches ==&lt;br /&gt;
&lt;br /&gt;
Instead of ending the game after the first goal, you may use one of the following variants.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Time Limit ===&lt;br /&gt;
&lt;br /&gt;
Play a total of &#039;&#039;&#039;25 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each round consists of:&lt;br /&gt;
&lt;br /&gt;
* 1 turn for each team.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== First to 3 ===&lt;br /&gt;
&lt;br /&gt;
The first team to score:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3 goals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
wins the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Last Chance ===&lt;br /&gt;
&lt;br /&gt;
When a team scores:&lt;br /&gt;
&lt;br /&gt;
* The opposing team has 3 rounds to tie the game.&lt;br /&gt;
&lt;br /&gt;
If they fail:&lt;br /&gt;
&lt;br /&gt;
* The leading team wins.&lt;br /&gt;
&lt;br /&gt;
If the game becomes tied during those 3 rounds:&lt;br /&gt;
&lt;br /&gt;
* Continue playing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Restarting After a Goal ==&lt;br /&gt;
&lt;br /&gt;
When a goal is scored during a Longer Match:&lt;br /&gt;
&lt;br /&gt;
# The opposing team begins the next turn.&lt;br /&gt;
# Place their Keeper in either space in front of their net.&lt;br /&gt;
# Place the Ball with the Keeper.&lt;br /&gt;
# Roll the Golden Die.&lt;br /&gt;
# Kick the Ball that many spaces, counting from the Keeper&#039;s space as during the Kickoff.&lt;br /&gt;
&lt;br /&gt;
If the player rolls a 1:&lt;br /&gt;
&lt;br /&gt;
* Reroll the die.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* Only 1 Player Pawn may occupy a space.&lt;br /&gt;
* A player may move only orthogonally.&lt;br /&gt;
* The Ball may move orthogonally or diagonally.&lt;br /&gt;
* Players may move Out of Bounds; the Ball may not.&lt;br /&gt;
* Players cannot move through other players.&lt;br /&gt;
* The Ball cannot move into or through an opposing player.&lt;br /&gt;
* Entering the Ball&#039;s space immediately ends that player&#039;s movement and begins a kick.&lt;br /&gt;
* Each kick normally receives 1 free space.&lt;br /&gt;
* A kick with 0 pips remaining can therefore still move 1 space.&lt;br /&gt;
* Each separate kick may bend once by exactly 45 degrees.&lt;br /&gt;
* Passing creates a new kick and therefore another free space and another opportunity to bend.&lt;br /&gt;
* The initial Kickoff kick is the only kick that does not receive a free first space.&lt;br /&gt;
* You may pass to a player who has already kicked during the same turn.&lt;br /&gt;
* A goal must cross the End Line from one of the 2 spaces directly in front of the net.&lt;br /&gt;
* A shot from beside the net does not score.&lt;br /&gt;
* If the Ball hits a post from inside the Penalty Box, it bounces into the goal.&lt;br /&gt;
* The No Killjoy Rules must still be satisfied at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
# Roll the die.&lt;br /&gt;
# Choose 1 player.&lt;br /&gt;
# Move orthogonally, spending 1 pip per space.&lt;br /&gt;
# If you reach the Ball, stop moving.&lt;br /&gt;
# Kick the Ball.&lt;br /&gt;
# Spend remaining pips on the kick.&lt;br /&gt;
# Apply all end-of-turn restrictions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Each Kick ===&lt;br /&gt;
&lt;br /&gt;
# Choose an orthogonal or diagonal direction.&lt;br /&gt;
# Move 1 space for free.&lt;br /&gt;
# Spend 1 pip per additional space.&lt;br /&gt;
# Optionally bend exactly 45° once.&lt;br /&gt;
# If you pass to a teammate, that player immediately begins a new kick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
&lt;br /&gt;
The Ball must cross the End Line from one of the &#039;&#039;&#039;2 spaces directly in front of the net&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
First legal goal wins!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Corné van Moorsel&lt;br /&gt;
* Illustration: Sai Beppu &amp;amp; Alexandra Preda&lt;br /&gt;
* Graphic Design: Anca Gavril &amp;amp; Co.&lt;br /&gt;
* Rules Editing: Jeff Fraser&lt;br /&gt;
* 3D Artist: Filip Gavril&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpeggsandempires&amp;diff=31401</id>
		<title>Gamehelpeggsandempires</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpeggsandempires&amp;diff=31401"/>
		<updated>2026-09-11T22:25:57Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Eggs and Empires =  == Overview ==  In &amp;#039;&amp;#039;&amp;#039;Eggs and Empires&amp;#039;&amp;#039;&amp;#039;, players send Adventurers to Ridback Mountain to collect valuable Dragon Eggs while trying to avoid Exploding Eggs.  Each player has a matching deck of Adventurers numbered &amp;#039;&amp;#039;&amp;#039;1–10&amp;#039;&amp;#039;&amp;#039;. On each turn, players simultaneously choose an Adventurer from their hand.  Normally, the highest-numbered Adventurer chooses an Egg first, followed by the next highest, and so on. However, many Adventurers have special abil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Eggs and Empires =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Eggs and Empires&#039;&#039;&#039;, players send Adventurers to Ridback Mountain to collect valuable Dragon Eggs while trying to avoid Exploding Eggs.&lt;br /&gt;
&lt;br /&gt;
Each player has a matching deck of Adventurers numbered &#039;&#039;&#039;1–10&#039;&#039;&#039;. On each turn, players simultaneously choose an Adventurer from their hand.&lt;br /&gt;
&lt;br /&gt;
Normally, the highest-numbered Adventurer chooses an Egg first, followed by the next highest, and so on. However, many Adventurers have special abilities that can change the order or affect what happens to the collected Eggs.&lt;br /&gt;
&lt;br /&gt;
The game is played over &#039;&#039;&#039;3 rounds of 9 turns each&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the player with the most total VP wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 60 Empire Cards&lt;br /&gt;
** 6 matching decks of 10 Adventurers&lt;br /&gt;
* 42 Egg Cards&lt;br /&gt;
* 13 Egg Tokens&lt;br /&gt;
* 1 Tie Breaker Marker&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Prepare the Egg Deck ===&lt;br /&gt;
&lt;br /&gt;
Remove Egg Cards based on the number of players.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Egg Cards Used&lt;br /&gt;
|-&lt;br /&gt;
| 2–4 || Cards marked 2/3/4p&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Cards marked 2/3/4p and 5p&lt;br /&gt;
|-&lt;br /&gt;
| 6 || All Egg Cards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return all unused Egg Cards to the box.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Player Setup ===&lt;br /&gt;
&lt;br /&gt;
Each player takes 1 Empire Deck.&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
&lt;br /&gt;
# Shuffle your 10 Empire Cards.&lt;br /&gt;
# Place them face-down as your personal draw pile.&lt;br /&gt;
# Draw the top 3 cards into your hand.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, each player may &#039;&#039;&#039;once&#039;&#039;&#039; choose to discard their entire starting hand and draw 3 new Empire Cards.&lt;br /&gt;
&lt;br /&gt;
If you do:&lt;br /&gt;
&lt;br /&gt;
* Shuffle the discarded cards together with your remaining Empire Cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Prepare the Play Area ===&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Egg Deck.&lt;br /&gt;
# Place it face-down in the center.&lt;br /&gt;
# Reveal starting Egg Cards based on the player count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Eggs Revealed Each Turn&lt;br /&gt;
|-&lt;br /&gt;
| 2–4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Give the Tie Breaker Marker to the player who most recently got eaten by a Dragon.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;3 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each round lasts &#039;&#039;&#039;9 turns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Every turn follows these steps:&lt;br /&gt;
&lt;br /&gt;
# Choose an Empire Card.&lt;br /&gt;
# Reveal Empire Cards.&lt;br /&gt;
# Collect Eggs.&lt;br /&gt;
# Discard played cards and unclaimed Eggs, then reveal new Eggs.&lt;br /&gt;
# Resolve Turn End abilities and draw back up to 3 cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Choose an Empire Card ==&lt;br /&gt;
&lt;br /&gt;
Each player secretly chooses 1 Empire Card from their hand.&lt;br /&gt;
&lt;br /&gt;
Place it face-down in front of you.&lt;br /&gt;
&lt;br /&gt;
Once everyone has chosen:&lt;br /&gt;
&lt;br /&gt;
* Reveal all selected Empire Cards simultaneously.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Reveal Empire Cards ==&lt;br /&gt;
&lt;br /&gt;
After revealing, determine the order in which players will collect Eggs.&lt;br /&gt;
&lt;br /&gt;
Normally:&lt;br /&gt;
&lt;br /&gt;
* The highest-numbered Empire Card chooses first.&lt;br /&gt;
* The next-highest chooses second.&lt;br /&gt;
* Continue in descending numerical order.&lt;br /&gt;
&lt;br /&gt;
Some Adventurer abilities override this order.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Collect Eggs ==&lt;br /&gt;
&lt;br /&gt;
Starting with the highest eligible Empire Card, players collect available Egg Cards.&lt;br /&gt;
&lt;br /&gt;
Continue until all revealed Eggs have been collected, if possible.&lt;br /&gt;
&lt;br /&gt;
=== Collecting Rules ===&lt;br /&gt;
&lt;br /&gt;
* A player normally collects no more than &#039;&#039;&#039;1 Egg per turn&#039;&#039;&#039;.&lt;br /&gt;
* Players &#039;&#039;&#039;must&#039;&#039;&#039; take an Egg if able.&lt;br /&gt;
* Collected Egg Cards are placed &#039;&#039;&#039;face-down&#039;&#039;&#039; in the player&#039;s play area.&lt;br /&gt;
* Empire Card abilities may change collection order or prevent a player from collecting an Egg.&lt;br /&gt;
* If a player does not collect an Egg, move to the next eligible Empire Card.&lt;br /&gt;
* Continue until all available Eggs have been taken or no eligible player can take one.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tie Breaker Marker ==&lt;br /&gt;
&lt;br /&gt;
If multiple players reveal Empire Cards with the same number:&lt;br /&gt;
&lt;br /&gt;
# Begin with the player holding the Tie Breaker Marker.&lt;br /&gt;
# Proceed clockwise from that player to determine the order among tied players.&lt;br /&gt;
&lt;br /&gt;
After any turn in which a tie occurred:&lt;br /&gt;
&lt;br /&gt;
* Pass the Tie Breaker Marker to the player on the left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multiple Dark Priestesses (9) canceling each other is &#039;&#039;&#039;not&#039;&#039;&#039; considered a tie for purposes of moving the Tie Breaker Marker.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Prepare the Next Turn ==&lt;br /&gt;
&lt;br /&gt;
After Eggs have been collected:&lt;br /&gt;
&lt;br /&gt;
# Discard all played Empire Cards unless an ability instructs otherwise.&lt;br /&gt;
# Discard any unclaimed Egg Cards.&lt;br /&gt;
# Reveal new Egg Cards according to the player count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! New Eggs&lt;br /&gt;
|-&lt;br /&gt;
| 2–4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 5. Resolve Turn End Abilities ==&lt;br /&gt;
&lt;br /&gt;
Resolve any applicable &#039;&#039;&#039;Turn End&#039;&#039;&#039; Empire Card abilities.&lt;br /&gt;
&lt;br /&gt;
Then each player draws back up to:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3 Empire Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exception:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before the 9th turn of a round, there are no Empire Cards remaining to draw.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Empire Card Abilities ==&lt;br /&gt;
&lt;br /&gt;
Each Empire Deck contains Adventurers numbered 1–10.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 1 — Bard ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve the Bard normally according to its rank.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 2 — Scout ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After Egg Cards have been collected:&lt;br /&gt;
&lt;br /&gt;
# Take the top card of the Egg Deck.&lt;br /&gt;
# Secretly look at it.&lt;br /&gt;
# Place it face-down in the center of the play area.&lt;br /&gt;
&lt;br /&gt;
This Egg becomes available during the &#039;&#039;&#039;next turn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The normal number of Egg Cards is still revealed face-up for the next turn.&lt;br /&gt;
&lt;br /&gt;
Therefore, the face-down Egg is &#039;&#039;&#039;in addition&#039;&#039;&#039; to the normal revealed Eggs.&lt;br /&gt;
&lt;br /&gt;
If multiple Scouts were played:&lt;br /&gt;
&lt;br /&gt;
* Each Scout player performs this ability in player order.&lt;br /&gt;
* Each player may look only at the face-down Egg they personally added.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 3 — Shepherd ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collect Eggs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shepherd always collects an Egg &#039;&#039;&#039;before any Blacksmith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 4 — Courier ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Courier collected an Egg:&lt;br /&gt;
&lt;br /&gt;
* You may give that Egg to any other player.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 5 — Merchant ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Merchant did &#039;&#039;&#039;not&#039;&#039;&#039; collect an Egg:&lt;br /&gt;
&lt;br /&gt;
* The Merchant is worth &#039;&#039;&#039;+6 VP&#039;&#039;&#039; at the end of the round.&lt;br /&gt;
&lt;br /&gt;
Place the Merchant in your scoring pile to track this bonus.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 6 — Priest ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Priest collected an Egg:&lt;br /&gt;
&lt;br /&gt;
* You may discard any Egg Card you previously collected.&lt;br /&gt;
&lt;br /&gt;
This may include:&lt;br /&gt;
&lt;br /&gt;
* The Egg collected by the Priest this turn&lt;br /&gt;
* An Egg collected during an earlier turn&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 7 — Mage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collect Eggs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Mage never collects a &#039;&#039;&#039;face-up Exploding Egg&#039;&#039;&#039; with negative VP.&lt;br /&gt;
&lt;br /&gt;
If a face-down Egg is available:&lt;br /&gt;
&lt;br /&gt;
* The Mage may choose whether to collect it.&lt;br /&gt;
&lt;br /&gt;
If the Mage chooses a face-down Egg:&lt;br /&gt;
&lt;br /&gt;
* You must keep it after revealing it, even if it is an Exploding Egg.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 8 — Blacksmith ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Blacksmith did &#039;&#039;&#039;not&#039;&#039;&#039; collect an Egg:&lt;br /&gt;
&lt;br /&gt;
* The Blacksmith is worth &#039;&#039;&#039;-4 VP&#039;&#039;&#039; at the end of the round.&lt;br /&gt;
&lt;br /&gt;
Place the Blacksmith in your scoring pile to track this penalty.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 9 — Dark Priestess ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collect Eggs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If more than 1 Dark Priestess is played during the same turn:&lt;br /&gt;
&lt;br /&gt;
* All Dark Priestesses cancel.&lt;br /&gt;
* None of them collect an Egg.&lt;br /&gt;
&lt;br /&gt;
This cancellation does not count as a tie for purposes of the Tie Breaker Marker.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 10 — Hero ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve the Hero normally according to its rank.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round End ==&lt;br /&gt;
&lt;br /&gt;
A round ends after &#039;&#039;&#039;9 turns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At that point:&lt;br /&gt;
&lt;br /&gt;
* Each player will have exactly 1 unused Empire Card.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Round Scoring ===&lt;br /&gt;
&lt;br /&gt;
Each player totals the VP from:&lt;br /&gt;
&lt;br /&gt;
* Collected Egg Cards&lt;br /&gt;
* Positive VP&lt;br /&gt;
* Negative VP from Exploding Eggs&lt;br /&gt;
* Merchant bonuses&lt;br /&gt;
* Blacksmith penalties&lt;br /&gt;
* Any other applicable scoring effects&lt;br /&gt;
&lt;br /&gt;
Record each player&#039;s score.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Prepare the Next Round ===&lt;br /&gt;
&lt;br /&gt;
After scoring:&lt;br /&gt;
&lt;br /&gt;
# Each player shuffles their Empire Cards.&lt;br /&gt;
# Place them face-down as a new draw pile.&lt;br /&gt;
# Draw 3 cards.&lt;br /&gt;
# Players may choose to discard their starting hand and draw 3 new Empire Cards as in previous rounds.&lt;br /&gt;
# Give the Tie Breaker Marker to the player with the &#039;&#039;&#039;lowest total VP&#039;&#039;&#039;.&lt;br /&gt;
# Collect all Egg Cards.&lt;br /&gt;
# Shuffle the Egg Deck.&lt;br /&gt;
# Place it face-down in the center.&lt;br /&gt;
# Reveal the appropriate number of starting Egg Cards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Starting Eggs&lt;br /&gt;
|-&lt;br /&gt;
| 2–4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then begin the next round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends after the completion of &#039;&#039;&#039;Round 3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add each player&#039;s scores from all 3 rounds.&lt;br /&gt;
&lt;br /&gt;
The player with the highest total VP wins.&lt;br /&gt;
&lt;br /&gt;
If tied:&lt;br /&gt;
&lt;br /&gt;
* The tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 2-Player Rules =&lt;br /&gt;
&lt;br /&gt;
A 2-player game follows the normal rules with the following changes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2-Player Setup ==&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;&#039;3/4-player Egg Deck setup&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
# Takes 2 complete Empire Decks.&lt;br /&gt;
# Shuffles those decks together.&lt;br /&gt;
# Draws a hand of 4 Empire Cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2-Player Turns ==&lt;br /&gt;
&lt;br /&gt;
Each player plays:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 Empire Cards per turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player may collect:&lt;br /&gt;
&lt;br /&gt;
* Up to &#039;&#039;&#039;2 Egg Cards per turn&#039;&#039;&#039;, if able.&lt;br /&gt;
&lt;br /&gt;
You may not choose to play two copies of the same Empire Card on the same turn.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* You may not play both Heroes (10) together.&lt;br /&gt;
* You may not play both Blacksmiths (8) together.&lt;br /&gt;
&lt;br /&gt;
Resolve all played Adventurers together according to their ranks and abilities.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2-Player Example ==&lt;br /&gt;
&lt;br /&gt;
Suppose the available Eggs are:&lt;br /&gt;
&lt;br /&gt;
* 13 VP Egg&lt;br /&gt;
* -6 VP Egg&lt;br /&gt;
&lt;br /&gt;
Player 1 reveals:&lt;br /&gt;
&lt;br /&gt;
* Hero (10)&lt;br /&gt;
* Blacksmith (8)&lt;br /&gt;
&lt;br /&gt;
Player 2 reveals:&lt;br /&gt;
&lt;br /&gt;
* Blacksmith (8)&lt;br /&gt;
* Shepherd (3)&lt;br /&gt;
&lt;br /&gt;
The collection order is:&lt;br /&gt;
&lt;br /&gt;
# Hero (10)&lt;br /&gt;
# Shepherd (3)&lt;br /&gt;
# Blacksmith (8)&lt;br /&gt;
# Blacksmith (8)&lt;br /&gt;
&lt;br /&gt;
The Hero takes the 13 VP Egg.&lt;br /&gt;
&lt;br /&gt;
The Shepherd collects before the Blacksmiths because of its ability and must take the -6 VP Egg.&lt;br /&gt;
&lt;br /&gt;
Neither Blacksmith collects an Egg.&lt;br /&gt;
&lt;br /&gt;
Therefore:&lt;br /&gt;
&lt;br /&gt;
* Both players place their Blacksmith in their respective scoring piles for its -4 VP penalty.&lt;br /&gt;
&lt;br /&gt;
Players then draw back up to 4 Empire Cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Con/Pub Scoring Variant =&lt;br /&gt;
&lt;br /&gt;
Instead of tracking cumulative VP across 3 rounds, you may use Egg Tokens.&lt;br /&gt;
&lt;br /&gt;
At the end of each round:&lt;br /&gt;
&lt;br /&gt;
* The player with the highest VP for that round collects 1 Egg Token.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest score:&lt;br /&gt;
&lt;br /&gt;
* Each tied player collects 1 Egg Token.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning with Egg Tokens ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Egg Tokens Needed to Win&lt;br /&gt;
|-&lt;br /&gt;
| 2–4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 5–6 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first player to reach the required number of Egg Tokens wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* Players choose Empire Cards simultaneously.&lt;br /&gt;
* Normally, higher-numbered Adventurers collect Eggs before lower-numbered Adventurers.&lt;br /&gt;
* Empire Card abilities may override normal numerical order.&lt;br /&gt;
* Players must collect an Egg if able.&lt;br /&gt;
* A player normally cannot collect more than 1 Egg per turn.&lt;br /&gt;
* Collected Eggs are kept face-down.&lt;br /&gt;
* Unclaimed Eggs are discarded at the end of the turn.&lt;br /&gt;
* Face-down Eggs created by Scouts are added to the normal number of Eggs revealed for the following turn.&lt;br /&gt;
* A Mage may refuse a face-down Egg, but if the Mage takes it, the Egg must be kept.&lt;br /&gt;
* Multiple Dark Priestesses cancel one another rather than creating a normal tie.&lt;br /&gt;
* Each round lasts exactly 9 turns.&lt;br /&gt;
* Each player will have 1 unused Empire Card at the end of a normal round.&lt;br /&gt;
* Merchant and Blacksmith cards should be retained in a scoring pile when their scoring effects trigger.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Each Turn ===&lt;br /&gt;
&lt;br /&gt;
# Choose 1 Empire Card.&lt;br /&gt;
# Reveal simultaneously.&lt;br /&gt;
# Resolve Egg collection order and abilities.&lt;br /&gt;
# Collect Eggs.&lt;br /&gt;
# Discard played cards and unclaimed Eggs.&lt;br /&gt;
# Reveal new Eggs.&lt;br /&gt;
# Resolve Turn End abilities.&lt;br /&gt;
# Draw back to 3 cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Egg Collection ===&lt;br /&gt;
&lt;br /&gt;
Normally:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10 → 9 → 8 → 7 → 6 → 5 → 4 → 3 → 2 → 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember the major exceptions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shepherd (3)&#039;&#039;&#039; collects before Blacksmith (8).&lt;br /&gt;
* &#039;&#039;&#039;Mage (7)&#039;&#039;&#039; never takes a face-up negative Egg.&lt;br /&gt;
* Multiple &#039;&#039;&#039;Dark Priestesses (9)&#039;&#039;&#039; collect nothing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Matthew Riddle and Benjamin Pinchback&lt;br /&gt;
* Illustration: Cristian Chihaia&lt;br /&gt;
* Graphic Design: Chris Kirkman&lt;br /&gt;
* Playtesters: Pat Desantis, Joe Piva, Ken Grazier, Matt Wolfe, Eric Handler, Joel Eddy, Chris Kirkman, Ralph Anderson&lt;br /&gt;
* Rules Review: Matt Smith, Keith Collins, and others&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelppetquartet&amp;diff=31302</id>
		<title>Gamehelppetquartet</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelppetquartet&amp;diff=31302"/>
		<updated>2026-09-04T15:11:43Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Pet Quartet =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Pet Quartet&amp;#039;&amp;#039;&amp;#039; is a set-collection game about adopting musical pets and forming the perfect ensemble.  Each Musician card has a number from &amp;#039;&amp;#039;&amp;#039;3 to 13&amp;#039;&amp;#039;&amp;#039;. Your goal is to collect cards with matching numbers.  However, only two types of sets score:  * &amp;#039;&amp;#039;&amp;#039;Soloist&amp;#039;&amp;#039;&amp;#039; — exactly 1 card of a number * &amp;#039;&amp;#039;&amp;#039;Quartet&amp;#039;&amp;#039;&amp;#039; — exactly 4 cards of a number  Sets containing 2, 3, or 5+ matching cards score nothing.  The player with the most points at...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pet Quartet =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pet Quartet&#039;&#039;&#039; is a set-collection game about adopting musical pets and forming the perfect ensemble.&lt;br /&gt;
&lt;br /&gt;
Each Musician card has a number from &#039;&#039;&#039;3 to 13&#039;&#039;&#039;. Your goal is to collect cards with matching numbers.&lt;br /&gt;
&lt;br /&gt;
However, only two types of sets score:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soloist&#039;&#039;&#039; — exactly 1 card of a number&lt;br /&gt;
* &#039;&#039;&#039;Quartet&#039;&#039;&#039; — exactly 4 cards of a number&lt;br /&gt;
&lt;br /&gt;
Sets containing 2, 3, or 5+ matching cards score nothing.&lt;br /&gt;
&lt;br /&gt;
The player with the most points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 88 Musician Cards&lt;br /&gt;
* 6 Conductor Tokens&lt;br /&gt;
* 6 Maestro Tiles&lt;br /&gt;
** Optional variant&lt;br /&gt;
* 3 Duet Tiles&lt;br /&gt;
** Used for the 2-player variant&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Musician Cards ==&lt;br /&gt;
&lt;br /&gt;
Each Musician card has a number from &#039;&#039;&#039;3 to 13&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each number represents:&lt;br /&gt;
&lt;br /&gt;
* A type of pet&lt;br /&gt;
* A type of musical ensemble&lt;br /&gt;
&lt;br /&gt;
The number also tells you exactly how many cards of that number exist in the full deck.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* There are 3 cards numbered 3.&lt;br /&gt;
* There are 4 cards numbered 4.&lt;br /&gt;
* There are 5 cards numbered 5.&lt;br /&gt;
* ...&lt;br /&gt;
* There are 13 cards numbered 13.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Prepare the Deck ===&lt;br /&gt;
&lt;br /&gt;
Remove cards based on the number of players:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Cards Removed&lt;br /&gt;
|-&lt;br /&gt;
| 2 || All 10s, 11s, 12s, and 13s&lt;br /&gt;
|-&lt;br /&gt;
| 3 || All 11s, 12s, and 13s&lt;br /&gt;
|-&lt;br /&gt;
| 4 || All 12s and 13s&lt;br /&gt;
|-&lt;br /&gt;
| 5 || All 13s&lt;br /&gt;
|-&lt;br /&gt;
| 6 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return removed cards to the box.&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
&lt;br /&gt;
# Shuffle the remaining Musician cards.&lt;br /&gt;
# Place the deck within reach of all players.&lt;br /&gt;
# Take 1 Conductor Token per player.&lt;br /&gt;
# Place the Conductors beneath the deck, approximately one card&#039;s length apart.&lt;br /&gt;
# Choose a starting player.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* The player who most recently pet an animal may go first.&lt;br /&gt;
&lt;br /&gt;
The spaces beneath the Conductors will be used to hold Musician cards during each round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Collect Musician cards to create:&lt;br /&gt;
&lt;br /&gt;
* Soloists&lt;br /&gt;
* Quartets&lt;br /&gt;
&lt;br /&gt;
In standard scoring:&lt;br /&gt;
&lt;br /&gt;
* Each Soloist scores 1 point.&lt;br /&gt;
* Each Quartet scores 1 point.&lt;br /&gt;
&lt;br /&gt;
All other set sizes score 0 points.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game is played over multiple rounds.&lt;br /&gt;
&lt;br /&gt;
During each round, players add cards beneath the Conductors and eventually choose a Conductor to take.&lt;br /&gt;
&lt;br /&gt;
Once you take a Conductor:&lt;br /&gt;
&lt;br /&gt;
* You collect all cards beneath it.&lt;br /&gt;
* You are out for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
Each player will collect at least 1 card during each round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing a Round ==&lt;br /&gt;
&lt;br /&gt;
The starting player begins by:&lt;br /&gt;
&lt;br /&gt;
# Drawing the top card of the deck.&lt;br /&gt;
# Placing it beneath any Conductor.&lt;br /&gt;
&lt;br /&gt;
Their turn then ends.&lt;br /&gt;
&lt;br /&gt;
Players continue clockwise.&lt;br /&gt;
&lt;br /&gt;
On each subsequent turn, choose &#039;&#039;&#039;one&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Draw a Card&lt;br /&gt;
* Take a Conductor&lt;br /&gt;
&lt;br /&gt;
You may not do both on the same turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Draw a Card ==&lt;br /&gt;
&lt;br /&gt;
# Draw the top card of the deck.&lt;br /&gt;
# Reveal it face-up.&lt;br /&gt;
# Choose a Conductor.&lt;br /&gt;
# Place the card beneath that Conductor.&lt;br /&gt;
&lt;br /&gt;
If cards are already beneath that Conductor:&lt;br /&gt;
&lt;br /&gt;
* Partially overlap them.&lt;br /&gt;
* Keep all card numbers visible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Conductor Card Limit ===&lt;br /&gt;
&lt;br /&gt;
Normally, each Conductor may have a maximum of:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may not place a 5th card beneath a Conductor.&lt;br /&gt;
&lt;br /&gt;
If you draw a card and there is no legal Conductor where it can be placed, you must instead Take a Conductor for your turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Take a Conductor ==&lt;br /&gt;
&lt;br /&gt;
Choose a Conductor that has at least 1 card beneath it.&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
&lt;br /&gt;
# Take all cards beneath that Conductor.&lt;br /&gt;
# Place those cards face-up in front of you.&lt;br /&gt;
# Place the Conductor Token in front of you.&lt;br /&gt;
&lt;br /&gt;
You are now out of the round.&lt;br /&gt;
&lt;br /&gt;
You may not take a Conductor with no cards beneath it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Organizing Your Collection ==&lt;br /&gt;
&lt;br /&gt;
Keep all collected cards face-up.&lt;br /&gt;
&lt;br /&gt;
Arrange cards into sets of matching numbers.&lt;br /&gt;
&lt;br /&gt;
Splay the cards so everyone can easily see:&lt;br /&gt;
&lt;br /&gt;
* Which numbers you have&lt;br /&gt;
* How many cards you have of each number&lt;br /&gt;
&lt;br /&gt;
All collected cards are public information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ending a Round ==&lt;br /&gt;
&lt;br /&gt;
Once you take a Conductor:&lt;br /&gt;
&lt;br /&gt;
* You are out of the round.&lt;br /&gt;
* Skip all of your remaining turns that round.&lt;br /&gt;
&lt;br /&gt;
The other players continue until every player has taken a Conductor.&lt;br /&gt;
&lt;br /&gt;
When the final Conductor is taken:&lt;br /&gt;
&lt;br /&gt;
# The round ends.&lt;br /&gt;
# Return all Conductor Tokens to the center.&lt;br /&gt;
# Begin a new round.&lt;br /&gt;
&lt;br /&gt;
The player who took the &#039;&#039;&#039;last Conductor&#039;&#039;&#039; becomes the starting player for the next round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;&#039;last card of the deck is drawn&#039;&#039;&#039;, the end of the game is triggered.&lt;br /&gt;
&lt;br /&gt;
Each player then receives &#039;&#039;&#039;one final turn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On your final turn:&lt;br /&gt;
&lt;br /&gt;
* You may take a Conductor and its cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You may pass.&lt;br /&gt;
&lt;br /&gt;
You are not required to take a pile during this final turn.&lt;br /&gt;
&lt;br /&gt;
After every player has taken their final turn:&lt;br /&gt;
&lt;br /&gt;
* The game ends.&lt;br /&gt;
* Proceed to scoring.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Group your cards by number.&lt;br /&gt;
&lt;br /&gt;
Only Soloists and Quartets score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Number of Matching Cards !! Set Type !! Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Soloist || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || — || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || — || 0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Quartet || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5+ || — || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tiebreakers ==&lt;br /&gt;
&lt;br /&gt;
If players tie for the most points:&lt;br /&gt;
&lt;br /&gt;
# The tied player with the &#039;&#039;&#039;lowest-valued Quartet&#039;&#039;&#039; wins.&lt;br /&gt;
# If still tied, the tied player with the &#039;&#039;&#039;highest-valued Soloist&#039;&#039;&#039; wins.&lt;br /&gt;
# If still tied, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Advanced Scoring ==&lt;br /&gt;
&lt;br /&gt;
For a different scoring experience, use the optional Advanced Scoring rules.&lt;br /&gt;
&lt;br /&gt;
=== Quartets ===&lt;br /&gt;
&lt;br /&gt;
Each Quartet scores:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Soloists ===&lt;br /&gt;
&lt;br /&gt;
Each Soloist scores:&lt;br /&gt;
&lt;br /&gt;
* Its full numbered value&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* A solo 6 scores 6 points.&lt;br /&gt;
* A solo 9 scores 9 points.&lt;br /&gt;
&lt;br /&gt;
Sets of 2, 3, or 5+ matching cards still score nothing.&lt;br /&gt;
&lt;br /&gt;
The normal tiebreakers remain unchanged.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Maestro Variant =&lt;br /&gt;
&lt;br /&gt;
For a more dynamic game, add the Maestro Tiles.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Maestro Setup ==&lt;br /&gt;
&lt;br /&gt;
During normal setup:&lt;br /&gt;
&lt;br /&gt;
# Place the Conductors as usual.&lt;br /&gt;
# Randomly place 1 Maestro Tile in front of each Conductor.&lt;br /&gt;
&lt;br /&gt;
Each Maestro changes the rules for its associated Conductor.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Maestro Effects ==&lt;br /&gt;
&lt;br /&gt;
=== 2-Card Limit ===&lt;br /&gt;
&lt;br /&gt;
No more than &#039;&#039;&#039;2 cards&#039;&#039;&#039; may be placed beneath this Conductor.&lt;br /&gt;
&lt;br /&gt;
A 3rd card may not be added.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Draw an Extra Card ===&lt;br /&gt;
&lt;br /&gt;
When you take this Conductor:&lt;br /&gt;
&lt;br /&gt;
* Draw 1 random card from the deck.&lt;br /&gt;
* Add it to your collection.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Return a Card from the Conductor ===&lt;br /&gt;
&lt;br /&gt;
When you take this Conductor:&lt;br /&gt;
&lt;br /&gt;
# Choose 1 card beneath it.&lt;br /&gt;
# Return that card to the box.&lt;br /&gt;
# Collect the remaining cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Return a Previously Collected Card ===&lt;br /&gt;
&lt;br /&gt;
When you take this Conductor:&lt;br /&gt;
&lt;br /&gt;
# Choose 1 card you collected on a previous turn.&lt;br /&gt;
# Return it to the box.&lt;br /&gt;
&lt;br /&gt;
Then collect the cards beneath the Conductor normally.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Optional Immediate Take ===&lt;br /&gt;
&lt;br /&gt;
When you place a card beneath this Conductor:&lt;br /&gt;
&lt;br /&gt;
* You may immediately take the Conductor and its cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pass a Card Left ===&lt;br /&gt;
&lt;br /&gt;
When you take this Conductor:&lt;br /&gt;
&lt;br /&gt;
# Choose 1 card.&lt;br /&gt;
# Pass it to the player on your left.&lt;br /&gt;
&lt;br /&gt;
The card may be:&lt;br /&gt;
&lt;br /&gt;
* One you collected this turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One you collected previously&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 2-Player Duet Variant =&lt;br /&gt;
&lt;br /&gt;
For a more dynamic 2-player game, use the &#039;&#039;&#039;Duet Tiles&#039;&#039;&#039; instead of the Maestro Tiles.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Duet Setup ==&lt;br /&gt;
&lt;br /&gt;
Set up the game as though playing a &#039;&#039;&#039;3-player game&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This means:&lt;br /&gt;
&lt;br /&gt;
* Use Musician cards numbered 3–10.&lt;br /&gt;
* Use 3 Conductor Tokens.&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
&lt;br /&gt;
# Place the 3 Duet Tiles beneath the 3 Conductors.&lt;br /&gt;
# Do not use Maestro Tiles.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Duet Tiles ==&lt;br /&gt;
&lt;br /&gt;
Each Duet Tile gives its Conductor a different card limit.&lt;br /&gt;
&lt;br /&gt;
=== 2-Card Conductor ===&lt;br /&gt;
&lt;br /&gt;
* A 3rd card may not be placed here.&lt;br /&gt;
&lt;br /&gt;
=== 3-Card Conductor ===&lt;br /&gt;
&lt;br /&gt;
* A 4th card may not be placed here.&lt;br /&gt;
&lt;br /&gt;
=== 4-Card Conductor ===&lt;br /&gt;
&lt;br /&gt;
* A 5th card may not be placed here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ending a 2-Player Round ==&lt;br /&gt;
&lt;br /&gt;
Once both players have taken a Conductor:&lt;br /&gt;
&lt;br /&gt;
* The round immediately ends.&lt;br /&gt;
&lt;br /&gt;
One Conductor will remain.&lt;br /&gt;
&lt;br /&gt;
Take all cards beneath that remaining Conductor and:&lt;br /&gt;
&lt;br /&gt;
* Discard them face-up beside the play area.&lt;br /&gt;
&lt;br /&gt;
Keep discarded cards visible so players can see which cards are no longer available.&lt;br /&gt;
&lt;br /&gt;
Then begin the next round normally.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* You may either Draw a Card or Take a Conductor on your turn, never both.&lt;br /&gt;
* You may not take a Conductor with no cards beneath it.&lt;br /&gt;
* A standard Conductor can hold no more than 4 cards.&lt;br /&gt;
* Maestro and Duet Tiles may reduce a Conductor&#039;s card limit.&lt;br /&gt;
* Once you take a Conductor, you take no more turns that round.&lt;br /&gt;
* All collected cards remain face-up and visible.&lt;br /&gt;
* A set must contain exactly 1 or exactly 4 matching cards to score.&lt;br /&gt;
* Having 2, 3, or 5+ cards of a number scores nothing for that number.&lt;br /&gt;
* Drawing the final card triggers the end of the game.&lt;br /&gt;
* After the final card is drawn, every player receives one final turn.&lt;br /&gt;
* A player may pass instead of taking a Conductor on their final turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Choose one:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Draw a Card&#039;&#039;&#039;&lt;br /&gt;
#* Draw the top card.&lt;br /&gt;
#* Place it beneath a legal Conductor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Take a Conductor&#039;&#039;&#039;&lt;br /&gt;
#* Take the Conductor and all cards beneath it.&lt;br /&gt;
#* You are out for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Standard Scoring ===&lt;br /&gt;
&lt;br /&gt;
* Soloist (exactly 1 card) = &#039;&#039;&#039;1 point&#039;&#039;&#039;&lt;br /&gt;
* Quartet (exactly 4 cards) = &#039;&#039;&#039;1 point&#039;&#039;&#039;&lt;br /&gt;
* Any other set size = &#039;&#039;&#039;0 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Scoring ===&lt;br /&gt;
&lt;br /&gt;
* Soloist = &#039;&#039;&#039;the card&#039;s numbered value&#039;&#039;&#039;&lt;br /&gt;
* Quartet = &#039;&#039;&#039;4 points&#039;&#039;&#039;&lt;br /&gt;
* Any other set size = &#039;&#039;&#039;0 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Game Design: Robert Brouwer&lt;br /&gt;
* Development: Paul Salomon&lt;br /&gt;
* Illustration: Bianca Papalardo&lt;br /&gt;
* Graphic Design: Jon Merchant&lt;br /&gt;
* Punsultation: Eric Slauson&lt;br /&gt;
* Playtesting: Michael Havemen, Catie Havemen, Lily Haveman, Luke Haveman, Caleb Johnson, Pete Wissinger, Tommy O’Brien, Darren Neely, Miles Bensky, and Mike Hinson&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpfriendlyfishing&amp;diff=31025</id>
		<title>Gamehelpfriendlyfishing</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpfriendlyfishing&amp;diff=31025"/>
		<updated>2026-08-10T19:23:22Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Friendly Fishing =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Friendly Fishing&amp;#039;&amp;#039;&amp;#039; is a semi-cooperative set collection game in which all players share the same fishing boat.  On your turn:  * Move the boat to a new tile. * Collect the tile you land on. * Try to leave good opportunities for the next player.  There is one important twist:  * In a 3–5 player game, your final score is your own Fishing Score &amp;#039;&amp;#039;&amp;#039;plus the Fishing Score of the player on your left&amp;#039;&amp;#039;&amp;#039;.  The game ends when the boat c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Friendly Fishing =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friendly Fishing&#039;&#039;&#039; is a semi-cooperative set collection game in which all players share the same fishing boat.&lt;br /&gt;
&lt;br /&gt;
On your turn:&lt;br /&gt;
&lt;br /&gt;
* Move the boat to a new tile.&lt;br /&gt;
* Collect the tile you land on.&lt;br /&gt;
* Try to leave good opportunities for the next player.&lt;br /&gt;
&lt;br /&gt;
There is one important twist:&lt;br /&gt;
&lt;br /&gt;
* In a 3–5 player game, your final score is your own Fishing Score &#039;&#039;&#039;plus the Fishing Score of the player on your left&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game ends when the boat can no longer move.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Double-Sided Game Board&lt;br /&gt;
* 1 Boat Token&lt;br /&gt;
* 31 Basic Fish Tiles&lt;br /&gt;
* 18 Special Fish Tiles&lt;br /&gt;
** 6 sets of 3&lt;br /&gt;
* 5 Action Tiles&lt;br /&gt;
** 1 of each type&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Choose the Board Side ===&lt;br /&gt;
&lt;br /&gt;
Place the Game Board in the center of the table.&lt;br /&gt;
&lt;br /&gt;
For a &#039;&#039;&#039;5-player game&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Use the side with the &#039;&#039;&#039;Large Central Island&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For other player counts:&lt;br /&gt;
&lt;br /&gt;
* Use the &#039;&#039;&#039;Small Central Island&#039;&#039;&#039; for a shorter game.&lt;br /&gt;
* Use the &#039;&#039;&#039;Large Central Island&#039;&#039;&#039; for a longer game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 2. Prepare the Tiles ===&lt;br /&gt;
&lt;br /&gt;
Choose Special Fish sets based on the board side:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Board Side !! Special Fish Sets !! Special Fish Tiles&lt;br /&gt;
|-&lt;br /&gt;
| Small Central Island || 2 sets || 6&lt;br /&gt;
|-&lt;br /&gt;
| Large Central Island || 4 sets || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Add the chosen Special Fish Tiles to:&lt;br /&gt;
&lt;br /&gt;
* All 31 Basic Fish Tiles&lt;br /&gt;
* All 5 Action Tiles&lt;br /&gt;
&lt;br /&gt;
Mix all tiles face-down.&lt;br /&gt;
&lt;br /&gt;
Place them randomly on the water spaces of the board.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 3. Place the Boat ===&lt;br /&gt;
&lt;br /&gt;
Place the Boat Token on the Central Island.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 4. Choose the First Player ===&lt;br /&gt;
&lt;br /&gt;
Choose any starting player.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* The player who most recently went fishing may go first.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turns moving the shared Boat Token and collecting tiles.&lt;br /&gt;
&lt;br /&gt;
On your turn:&lt;br /&gt;
&lt;br /&gt;
# Move the Boat.&lt;br /&gt;
# Collect the Tile.&lt;br /&gt;
&lt;br /&gt;
Then play passes to the next player.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Move the Boat ==&lt;br /&gt;
&lt;br /&gt;
At the start of your turn:&lt;br /&gt;
&lt;br /&gt;
* Move the Boat from its current space to a tile in an &#039;&#039;&#039;adjacent water space&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Normally, the Boat must move to an adjacent tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exception:&#039;&#039;&#039; Skipjacks allow a special non-adjacent move.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Collect the Tile ==&lt;br /&gt;
&lt;br /&gt;
After moving onto a tile:&lt;br /&gt;
&lt;br /&gt;
# Remove it from the board.&lt;br /&gt;
# Place it face-up in front of you.&lt;br /&gt;
&lt;br /&gt;
Keep your collected tiles visible so everyone can see how many of each type you have.&lt;br /&gt;
&lt;br /&gt;
If you collect an Action Tile:&lt;br /&gt;
&lt;br /&gt;
* Resolve its effect immediately.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Returning to the Central Island ==&lt;br /&gt;
&lt;br /&gt;
If there are no possible moves from the Boat&#039;s current space:&lt;br /&gt;
&lt;br /&gt;
# Return the Boat to the Central Island.&lt;br /&gt;
# Move the Boat from the Central Island to an adjacent tile.&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;only&#039;&#039;&#039; way the Boat may return to the Central Island.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Central Island ==&lt;br /&gt;
&lt;br /&gt;
The Central Island counts as &#039;&#039;&#039;one single space&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Depending on the board side:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Central Island !! Adjacent Water Spaces&lt;br /&gt;
|-&lt;br /&gt;
| Small || 8&lt;br /&gt;
|-&lt;br /&gt;
| Large || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving from the Central Island:&lt;br /&gt;
&lt;br /&gt;
* You may move to any adjacent tile.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Action Tiles ==&lt;br /&gt;
&lt;br /&gt;
Action Tiles score &#039;&#039;&#039;0 points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Whenever you collect one:&lt;br /&gt;
&lt;br /&gt;
* Resolve it immediately.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swap 2 Fish ===&lt;br /&gt;
&lt;br /&gt;
Take 1 Basic Fish Tile from another player and give them 1 of your Basic Fish Tiles, if possible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swap 2 Tiles ===&lt;br /&gt;
&lt;br /&gt;
Choose any 2 tiles still on the board.&lt;br /&gt;
&lt;br /&gt;
* Swap their positions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Slide a Tile ===&lt;br /&gt;
&lt;br /&gt;
Choose 1 tile on the board.&lt;br /&gt;
&lt;br /&gt;
Move it to a new space through any number of connected open water spaces.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Remove a Tile ===&lt;br /&gt;
&lt;br /&gt;
Choose any 1 tile anywhere on the board.&lt;br /&gt;
&lt;br /&gt;
* Return it to the box.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Double Points ===&lt;br /&gt;
&lt;br /&gt;
Place the Double Points Tile beside one of the colored Common Fish icons in a corner of the board.&lt;br /&gt;
&lt;br /&gt;
During final scoring:&lt;br /&gt;
&lt;br /&gt;
* That Common Fish color is worth &#039;&#039;&#039;double points for every player&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Basic Fish Tiles ==&lt;br /&gt;
&lt;br /&gt;
There are two types of Basic Fish:&lt;br /&gt;
&lt;br /&gt;
* Common Fish&lt;br /&gt;
* Crayfish&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Common Fish ==&lt;br /&gt;
&lt;br /&gt;
Each Common Fish color scores according to how many fish of that color you collected.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fish of One Color !! Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 6 fish of each Common Fish color.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Double Points Action Tile may cause one Common Fish color to score twice its normal value.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Crayfish ==&lt;br /&gt;
&lt;br /&gt;
There are 7 Crayfish.&lt;br /&gt;
&lt;br /&gt;
The players with the most and second-most Crayfish score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Result !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Most Crayfish || 8&lt;br /&gt;
|-&lt;br /&gt;
| Second-Most Crayfish || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If players tie for either position:&lt;br /&gt;
&lt;br /&gt;
* All tied players receive the full points for that position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Special Fish Tiles ==&lt;br /&gt;
&lt;br /&gt;
Each Special Fish set contains 3 matching tiles.&lt;br /&gt;
&lt;br /&gt;
Only the Special Fish sets chosen during setup are used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Kingfish ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instant Win&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you collect all 3 Kingfish:&lt;br /&gt;
&lt;br /&gt;
* You immediately win the game.&lt;br /&gt;
&lt;br /&gt;
In a 5-player game:&lt;br /&gt;
&lt;br /&gt;
* You only need to collect &#039;&#039;&#039;2 Kingfish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This victory is not shared with another player.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Lunkers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only the Last Lunker Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whenever you collect a Lunker:&lt;br /&gt;
&lt;br /&gt;
* Every other player who already has a Lunker must discard it to the box.&lt;br /&gt;
&lt;br /&gt;
As a result:&lt;br /&gt;
&lt;br /&gt;
* Only the most recently collected Lunker remains in play.&lt;br /&gt;
&lt;br /&gt;
The remaining Lunker is worth:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Dinkers ==&lt;br /&gt;
&lt;br /&gt;
Dinkers are worth:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 points each&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whenever you move onto a Dinker:&lt;br /&gt;
&lt;br /&gt;
* You may collect it normally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Leave the Dinker where it is and immediately move the Boat again.&lt;br /&gt;
&lt;br /&gt;
You may only continue moving if another legal move is available from the Dinker&#039;s space.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Skipjacks ==&lt;br /&gt;
&lt;br /&gt;
Skipjacks are worth:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 points each&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skipjacks provide a special Boat move.&lt;br /&gt;
&lt;br /&gt;
You may collect a Skipjack by moving:&lt;br /&gt;
&lt;br /&gt;
* In a straight line&lt;br /&gt;
* Through any number of connected open water spaces&lt;br /&gt;
* Directly onto the Skipjack&lt;br /&gt;
&lt;br /&gt;
You may not move through:&lt;br /&gt;
&lt;br /&gt;
* Another tile&lt;br /&gt;
* The Central Island&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the only way to move the Boat to a non-adjacent tile.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shiners ==&lt;br /&gt;
&lt;br /&gt;
Shiners score differently depending on how many you collect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shiners !! Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Collecting only 1 Shiner loses points, but collecting additional Shiners can make them valuable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Junk ==&lt;br /&gt;
&lt;br /&gt;
Each Junk Tile is worth:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;-3 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
At the start of a player&#039;s turn, first check whether the Boat has a legal move.&lt;br /&gt;
&lt;br /&gt;
If no move is possible:&lt;br /&gt;
&lt;br /&gt;
# Return the Boat to the Central Island.&lt;br /&gt;
# Check again for a legal move.&lt;br /&gt;
&lt;br /&gt;
If the Boat is on the Central Island and still cannot move:&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Skipjack Reminder ===&lt;br /&gt;
&lt;br /&gt;
If Skipjacks are in play:&lt;br /&gt;
&lt;br /&gt;
* Check whether a legal Skipjack move is available before ending the game.&lt;br /&gt;
&lt;br /&gt;
A Skipjack may still be reachable even when no adjacent tile is available.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
&lt;br /&gt;
When the game ends, calculate each player&#039;s &#039;&#039;&#039;Fishing Score&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For games with 3–5 players, also calculate each player&#039;s &#039;&#039;&#039;Final Score&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fishing Score ==&lt;br /&gt;
&lt;br /&gt;
Your Fishing Score is the total value of all scoring tiles you collected.&lt;br /&gt;
&lt;br /&gt;
Include:&lt;br /&gt;
&lt;br /&gt;
* Common Fish&lt;br /&gt;
* Crayfish&lt;br /&gt;
* Special Fish&lt;br /&gt;
* Double Points effects&lt;br /&gt;
* Negative points from applicable tiles&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 2-Player Game ===&lt;br /&gt;
&lt;br /&gt;
In a 2-player game:&lt;br /&gt;
&lt;br /&gt;
* Compare Fishing Scores directly.&lt;br /&gt;
&lt;br /&gt;
The player with the higher Fishing Score wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Score: 3–5 Players ==&lt;br /&gt;
&lt;br /&gt;
In a 3–5 player game:&lt;br /&gt;
&lt;br /&gt;
Your Final Score equals:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Fishing Score + the Fishing Score of the player on your left&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Your Fishing Score = 21&lt;br /&gt;
* Left neighbor&#039;s Fishing Score = 24&lt;br /&gt;
* Final Score = 45&lt;br /&gt;
&lt;br /&gt;
The player with the highest Final Score wins.&lt;br /&gt;
&lt;br /&gt;
This means helping the player on your left can improve your own final result.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ties ==&lt;br /&gt;
&lt;br /&gt;
If players tie for the highest winning score:&lt;br /&gt;
&lt;br /&gt;
* They share the victory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring Summary ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !! Scoring&lt;br /&gt;
|-&lt;br /&gt;
| Common Fish || 1 / 3 / 6 / 10 / 15 / 21 points for 1–6 of one color&lt;br /&gt;
|-&lt;br /&gt;
| Crayfish || 8 for most, 4 for second-most&lt;br /&gt;
|-&lt;br /&gt;
| Kingfish || Collect all 3 to immediately win; only 2 required with 5 players&lt;br /&gt;
|-&lt;br /&gt;
| Lunker || Only the last remaining Lunker scores 5&lt;br /&gt;
|-&lt;br /&gt;
| Dinker || 2 points each; may leave behind and move again&lt;br /&gt;
|-&lt;br /&gt;
| Skipjack || 5 points each; special straight-line movement&lt;br /&gt;
|-&lt;br /&gt;
| Shiner || 1 = -2, 2 = 5, 3 = 12&lt;br /&gt;
|-&lt;br /&gt;
| Junk || -3 each&lt;br /&gt;
|-&lt;br /&gt;
| Action Tiles || 0 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* The Boat normally moves only to an adjacent tile.&lt;br /&gt;
* The Central Island is one space, regardless of its physical size.&lt;br /&gt;
* The Boat only returns to the Central Island when no legal move exists from its current location.&lt;br /&gt;
* When returning to the Central Island, the active player must continue their turn by moving to an available tile.&lt;br /&gt;
* Skipjacks may provide legal moves that are not adjacent.&lt;br /&gt;
* Action Tiles are resolved immediately when collected.&lt;br /&gt;
* Action Tiles are worth no points.&lt;br /&gt;
* Collected tiles remain face-up and visible to all players.&lt;br /&gt;
* The Double Points Action affects every player during scoring.&lt;br /&gt;
* The Kingfish victory happens immediately and bypasses normal final scoring.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* Your own collection is only part of your score in a 3–5 player game.&lt;br /&gt;
* Pay close attention to the player on your left—their Fishing Score contributes directly to yours.&lt;br /&gt;
* Leaving a useful tile available can sometimes benefit you more than collecting the best tile yourself.&lt;br /&gt;
* Action Tiles can dramatically change future movement paths.&lt;br /&gt;
* Be careful when moving tiles near the Central Island; they may affect how long the game lasts.&lt;br /&gt;
* If Skipjacks are in play, remember that seemingly isolated areas may still be reachable.&lt;br /&gt;
* Kingfish can create an immediate threat that may need to be blocked.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Game Design: Bruno Faidutti and Alex Randolph&lt;br /&gt;
* Development: Paul Salomon&lt;br /&gt;
* Illustration: Alisha Giroux&lt;br /&gt;
* Graphic Design: Jon Merchant&lt;br /&gt;
* Rulebook &amp;amp; Editing: Jason D. Kingsley&lt;br /&gt;
* Playtesting: Miles Bensky, Valérie Chassé, The Haveman Family, Chris Moase, Darren Neely, Tommy O’Brien, Mark Wisdon, Pete Wissinger, and more&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpfortheemperor&amp;diff=30788</id>
		<title>Gamehelpfortheemperor</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpfortheemperor&amp;diff=30788"/>
		<updated>2026-07-22T21:54:35Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= For the Emperor =  == Overview ==  Two rival armies battle across 7 battlefields.  Players take turns deploying elite Warriors, using their unique abilities to gain strength and control of the battlefield.  The player controlling the most battlefields at the end of the game wins.  ----  == Goal ==  Control more battlefields than your opponent.  A battlefield is controlled by the player with the greater total strength there.  Strength comes from:  * Warrior strength * A...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= For the Emperor =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Two rival armies battle across 7 battlefields.&lt;br /&gt;
&lt;br /&gt;
Players take turns deploying elite Warriors, using their unique abilities to gain strength and control of the battlefield.&lt;br /&gt;
&lt;br /&gt;
The player controlling the most battlefields at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Control more battlefields than your opponent.&lt;br /&gt;
&lt;br /&gt;
A battlefield is controlled by the player with the greater total strength there.&lt;br /&gt;
&lt;br /&gt;
Strength comes from:&lt;br /&gt;
&lt;br /&gt;
* Warrior strength&lt;br /&gt;
* Ability Tokens&lt;br /&gt;
* Ongoing abilities&lt;br /&gt;
* Game End abilities&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 7 Battlefield cards&lt;br /&gt;
* 18 Warrior cards (9 per player)&lt;br /&gt;
* 7 Banner tokens&lt;br /&gt;
* 8 Ability Tokens (4 per player)&lt;br /&gt;
* 2 Player Aids&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Place the 7 Battlefield cards in a row with space between them.&lt;br /&gt;
# Place all Banners nearby in numerical order.&lt;br /&gt;
# Each player chooses an army:&lt;br /&gt;
#* Crane&lt;br /&gt;
#* Turtle&lt;br /&gt;
# Each player takes:&lt;br /&gt;
#** 9 Warriors&lt;br /&gt;
#** 4 Ability Tokens&lt;br /&gt;
#** 1 Player Aid&lt;br /&gt;
# Shuffle your Warrior deck.&lt;br /&gt;
# Draw 3 Warriors.&lt;br /&gt;
# Place the remaining Warriors face-down as your draw pile.&lt;br /&gt;
# The Crane army takes the first turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Battlefields &amp;amp; Banners ==&lt;br /&gt;
&lt;br /&gt;
Every battlefield will eventually receive exactly one Banner.&lt;br /&gt;
&lt;br /&gt;
The Banner determines the battlefield&#039;s capacity.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* A battlefield with a &#039;&#039;&#039;2 Banner&#039;&#039;&#039; may contain exactly 2 Warriors total.&lt;br /&gt;
* Both players&#039; Warriors count toward this limit.&lt;br /&gt;
&lt;br /&gt;
Once a battlefield reaches its Banner limit:&lt;br /&gt;
&lt;br /&gt;
* No more Warriors may be played there.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game Turn ==&lt;br /&gt;
&lt;br /&gt;
Players alternate turns.&lt;br /&gt;
&lt;br /&gt;
Each turn consists of:&lt;br /&gt;
&lt;br /&gt;
# Play 1 Warrior.&lt;br /&gt;
# Assign Banners if necessary.&lt;br /&gt;
# Draw 1 Warrior.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Play a Warrior ==&lt;br /&gt;
&lt;br /&gt;
Choose any battlefield that:&lt;br /&gt;
&lt;br /&gt;
* Has no Banner&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Has fewer Warriors than its Banner allows.&lt;br /&gt;
&lt;br /&gt;
Play 1 Warrior from your hand face-up on your side of that battlefield.&lt;br /&gt;
&lt;br /&gt;
If the Warrior has a &#039;&#039;&#039;When Played&#039;&#039;&#039; ability:&lt;br /&gt;
&lt;br /&gt;
* Resolve it immediately.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Warrior Abilities ==&lt;br /&gt;
&lt;br /&gt;
Warriors may have one of three ability types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;When Played&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ongoing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Game End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If multiple Warriors occupy the same battlefield:&lt;br /&gt;
&lt;br /&gt;
* Keep Strength values visible.&lt;br /&gt;
* Keep Ongoing abilities visible.&lt;br /&gt;
* Keep Game End abilities visible.&lt;br /&gt;
* When Played abilities may be covered.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Assign Banners ==&lt;br /&gt;
&lt;br /&gt;
After every Warrior is played, check whether one or more Banners should be placed.&lt;br /&gt;
&lt;br /&gt;
Always follow these steps in order.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Highest Available Banner ===&lt;br /&gt;
&lt;br /&gt;
Look at the highest-numbered Banner still in the supply.&lt;br /&gt;
&lt;br /&gt;
If any battlefield without a Banner has exactly that many Warriors:&lt;br /&gt;
&lt;br /&gt;
* Place that Banner there.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Repeat ===&lt;br /&gt;
&lt;br /&gt;
Continue checking the next-highest Banner remaining.&lt;br /&gt;
&lt;br /&gt;
Keep placing Banners until:&lt;br /&gt;
&lt;br /&gt;
* The highest remaining Banner can no longer legally be placed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Place the 1 Banners ===&lt;br /&gt;
&lt;br /&gt;
Finally, check whether exactly &#039;&#039;&#039;2 battlefields&#039;&#039;&#039; contain:&lt;br /&gt;
&lt;br /&gt;
* 0 Warriors&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* 1 Warrior&lt;br /&gt;
&lt;br /&gt;
If so:&lt;br /&gt;
&lt;br /&gt;
* Place a &#039;&#039;&#039;1 Banner&#039;&#039;&#039; on both of those battlefields.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3 With 3+ Rule ==&lt;br /&gt;
&lt;br /&gt;
At no point during the game may more than &#039;&#039;&#039;3 battlefields&#039;&#039;&#039; count as having &#039;&#039;&#039;3 or more Warriors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This means:&lt;br /&gt;
&lt;br /&gt;
Once 3 battlefields qualify,&lt;br /&gt;
&lt;br /&gt;
* Every other battlefield is limited to a maximum of 2 Warriors.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Battlefields with 3 or 4 Banners ===&lt;br /&gt;
&lt;br /&gt;
A battlefield with a:&lt;br /&gt;
&lt;br /&gt;
* 3 Banner&lt;br /&gt;
* 4 Banner&lt;br /&gt;
&lt;br /&gt;
always counts toward the &#039;&#039;&#039;3 With 3+ Rule&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
even if it currently contains fewer than 3 Warriors.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Draw a Warrior ==&lt;br /&gt;
&lt;br /&gt;
Draw 1 Warrior from your draw pile.&lt;br /&gt;
&lt;br /&gt;
If your draw pile is empty:&lt;br /&gt;
&lt;br /&gt;
* Skip this step.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
When both players have only &#039;&#039;&#039;1 Warrior&#039;&#039;&#039; remaining in hand:&lt;br /&gt;
&lt;br /&gt;
* Finish the current turn.&lt;br /&gt;
* The game immediately ends.&lt;br /&gt;
&lt;br /&gt;
Each player will have exactly one unplayed Warrior remaining.&lt;br /&gt;
&lt;br /&gt;
This becomes their &#039;&#039;&#039;Tiebreaker Card&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Determining Control ==&lt;br /&gt;
&lt;br /&gt;
For each battlefield, total each player&#039;s strength.&lt;br /&gt;
&lt;br /&gt;
Count:&lt;br /&gt;
&lt;br /&gt;
* Warrior Strength&lt;br /&gt;
* Ability Tokens&lt;br /&gt;
* Ongoing abilities&lt;br /&gt;
* Game End abilities&lt;br /&gt;
&lt;br /&gt;
The player with the greater total controls that battlefield.&lt;br /&gt;
&lt;br /&gt;
If tied:&lt;br /&gt;
&lt;br /&gt;
* Neither player controls it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
The player controlling the most battlefields wins.&lt;br /&gt;
&lt;br /&gt;
If tied:&lt;br /&gt;
&lt;br /&gt;
* Compare each player&#039;s Tiebreaker Card (the Warrior remaining in hand).&lt;br /&gt;
&lt;br /&gt;
The player with the higher-strength Warrior wins.&lt;br /&gt;
&lt;br /&gt;
If those are also tied:&lt;br /&gt;
&lt;br /&gt;
* Both players share the victory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Warrior Clarifications ==&lt;br /&gt;
&lt;br /&gt;
=== Ronin (4) ===&lt;br /&gt;
&lt;br /&gt;
* If no Banner is present and one can legally be placed, you must place it.&lt;br /&gt;
* You may not place a second Banner on a battlefield.&lt;br /&gt;
* A battlefield with a Ronin-created 3 or 4 Banner immediately counts toward the &#039;&#039;&#039;3 With 3+ Rule&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ashigaru (2) ===&lt;br /&gt;
&lt;br /&gt;
Leaves an Ability Token behind when returned by Yamabushi.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kyudo (3) ===&lt;br /&gt;
&lt;br /&gt;
Leaves an Ability Token behind when returned by Yamabushi.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yamabushi (5) ===&lt;br /&gt;
&lt;br /&gt;
If you return your:&lt;br /&gt;
&lt;br /&gt;
* Ashigaru&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Kyudo&lt;br /&gt;
&lt;br /&gt;
their existing Ability Token remains in play.&lt;br /&gt;
&lt;br /&gt;
If you later replay that Warrior:&lt;br /&gt;
&lt;br /&gt;
* Place its second Ability Token.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Wokou (6) ===&lt;br /&gt;
&lt;br /&gt;
Move any Ability Token on the board.&lt;br /&gt;
&lt;br /&gt;
You may move:&lt;br /&gt;
&lt;br /&gt;
* Your own&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Your opponent&#039;s&lt;br /&gt;
&lt;br /&gt;
Ability Token.&lt;br /&gt;
&lt;br /&gt;
The token&#039;s effect is removed from its original battlefield and immediately applies to the new battlefield.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Onna-musha (7) ===&lt;br /&gt;
&lt;br /&gt;
Normally restricts where your opponent may play.&lt;br /&gt;
&lt;br /&gt;
If your opponent has no other legal play:&lt;br /&gt;
&lt;br /&gt;
* They may ignore the Onna-musha restriction.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sohei (8) ===&lt;br /&gt;
&lt;br /&gt;
At game end, you may choose either:&lt;br /&gt;
&lt;br /&gt;
* Your normal Tiebreaker Card&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Your Sohei&lt;br /&gt;
&lt;br /&gt;
whichever gives the better tiebreaker value.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* Banners determine the final size of each battlefield, so early placement has long-term consequences.&lt;br /&gt;
* Keep the &#039;&#039;&#039;3 With 3+ Rule&#039;&#039;&#039; in mind before committing Warriors.&lt;br /&gt;
* A single Ability Token can swing control of a battlefield.&lt;br /&gt;
* Sometimes leaving a powerful Warrior in your hand provides a stronger tiebreaker than playing it.&lt;br /&gt;
* Watch your opponent&#039;s remaining Warriors to anticipate where they can still play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Game Design: Whitney Loraine&lt;br /&gt;
* Illustration: Sai Beppu&lt;br /&gt;
* Graphic Design: Sai Beppu &amp;amp; Anca Gavril&lt;br /&gt;
* Development: Breeze Grigas, Michael Dunsmore, John Brieger&lt;br /&gt;
* Consulting: Velgus&lt;br /&gt;
* Editing: Jeff Fraser&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpthreewitches&amp;diff=30784</id>
		<title>Gamehelpthreewitches</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpthreewitches&amp;diff=30784"/>
		<updated>2026-07-22T18:42:05Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Three Witches =  == Overview ==  Each round, players bid on how many of the 5 tricks they believe they can win.  The highest bidder becomes the &amp;#039;&amp;#039;&amp;#039;Lead Witch&amp;#039;&amp;#039;&amp;#039;. The other 2 players become the &amp;#039;&amp;#039;&amp;#039;Lesser Witches&amp;#039;&amp;#039;&amp;#039; and play together as a team.  At the end of the round:  * If the Lead Witch wins exactly the number of tricks they bid, they gain 2 Fate tokens. * Otherwise, each Lesser Witch gains 1 Fate token.  The first player to collect &amp;#039;&amp;#039;&amp;#039;5 Fate tokens&amp;#039;&amp;#039;&amp;#039; wins the game....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Three Witches =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Each round, players bid on how many of the 5 tricks they believe they can win.&lt;br /&gt;
&lt;br /&gt;
The highest bidder becomes the &#039;&#039;&#039;Lead Witch&#039;&#039;&#039;. The other 2 players become the &#039;&#039;&#039;Lesser Witches&#039;&#039;&#039; and play together as a team.&lt;br /&gt;
&lt;br /&gt;
At the end of the round:&lt;br /&gt;
&lt;br /&gt;
* If the Lead Witch wins exactly the number of tricks they bid, they gain 2 Fate tokens.&lt;br /&gt;
* Otherwise, each Lesser Witch gains 1 Fate token.&lt;br /&gt;
&lt;br /&gt;
The first player to collect &#039;&#039;&#039;5 Fate tokens&#039;&#039;&#039; wins the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 18 Ingredient cards&lt;br /&gt;
* 12 Fate tokens&lt;br /&gt;
* 1 Crystal Ball card&lt;br /&gt;
* 3 Player aids&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ingredient Cards ==&lt;br /&gt;
&lt;br /&gt;
Each Ingredient card has:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
* A &#039;&#039;&#039;suit&#039;&#039;&#039; represented by an animal icon&lt;br /&gt;
&lt;br /&gt;
There are 5 standard suits. Each suit has a different distribution of ranks, shown on the Player Aids.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Elixir&#039;&#039;&#039; is a special Ingredient card with its own suit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Place the Crystal Ball card and Fate tokens beside the play area.&lt;br /&gt;
# Give each player a Player Aid.&lt;br /&gt;
# Shuffle all 18 Ingredient cards.&lt;br /&gt;
# Deal each player 6 cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game Rounds ==&lt;br /&gt;
&lt;br /&gt;
Each round has 4 phases:&lt;br /&gt;
&lt;br /&gt;
# Deal&lt;br /&gt;
# Bid&lt;br /&gt;
# Brew&lt;br /&gt;
# Score&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Phase 1: Deal ==&lt;br /&gt;
&lt;br /&gt;
Shuffle all 18 Ingredient cards and deal each player 6 cards.&lt;br /&gt;
&lt;br /&gt;
For the first round, this is completed during setup.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Phase 2: Bid ==&lt;br /&gt;
&lt;br /&gt;
The player who was dealt the Elixir must announce that they have it.&lt;br /&gt;
&lt;br /&gt;
The player to the left of the Elixir holder bids first. Bidding proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
On your turn, choose one:&lt;br /&gt;
&lt;br /&gt;
* Bid 3 tricks&lt;br /&gt;
* Bid 4 tricks&lt;br /&gt;
* Pass&lt;br /&gt;
&lt;br /&gt;
When you bid, place the Crystal Ball card in front of yourself with your bid face-up.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Bidding 3 Tricks ===&lt;br /&gt;
&lt;br /&gt;
After a player bids 3:&lt;br /&gt;
&lt;br /&gt;
* Every player, including the bidder, receives 1 more opportunity to raise the bid or pass.&lt;br /&gt;
* If everyone passes, the player who bid 3 wins the bid.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Bidding 4 Tricks ===&lt;br /&gt;
&lt;br /&gt;
If any player bids 4:&lt;br /&gt;
&lt;br /&gt;
* They immediately win the bid.&lt;br /&gt;
* Bidding ends.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== No Bids ===&lt;br /&gt;
&lt;br /&gt;
If all 3 players pass:&lt;br /&gt;
&lt;br /&gt;
# Each player chooses 2 cards from their hand.&lt;br /&gt;
# Pass those cards face-down to the player on their left.&lt;br /&gt;
# Add the received cards to your hand.&lt;br /&gt;
# Restart bidding with the player now seated to the left of the Elixir holder.&lt;br /&gt;
&lt;br /&gt;
The player holding the Elixir must include it among the 2 cards they pass.&lt;br /&gt;
&lt;br /&gt;
All other cards may be chosen freely.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Three Passes Without a Bid ===&lt;br /&gt;
&lt;br /&gt;
If cards are passed 3 times without anyone bidding, the Elixir will return to its original holder.&lt;br /&gt;
&lt;br /&gt;
Hold one final bidding round:&lt;br /&gt;
&lt;br /&gt;
* If the first 2 players pass, the Elixir holder must bid.&lt;br /&gt;
* If the Elixir holder bids 3, the other players receive one final opportunity to raise the bid to 4.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Lead Witch and Lesser Witches ==&lt;br /&gt;
&lt;br /&gt;
The winning bidder becomes the &#039;&#039;&#039;Lead Witch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The other 2 players become the &#039;&#039;&#039;Lesser Witches&#039;&#039;&#039; and form a team.&lt;br /&gt;
&lt;br /&gt;
Each Lesser Witch:&lt;br /&gt;
&lt;br /&gt;
* Discards 1 card of their choice face-down.&lt;br /&gt;
* Begins the Brew phase with 5 cards.&lt;br /&gt;
&lt;br /&gt;
The Lead Witch keeps all 6 cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Phase 3: Brew ==&lt;br /&gt;
&lt;br /&gt;
Players play 5 tricks.&lt;br /&gt;
&lt;br /&gt;
During each trick:&lt;br /&gt;
&lt;br /&gt;
* The Lead Witch plays 2 cards.&lt;br /&gt;
* Each Lesser Witch plays 1 card.&lt;br /&gt;
* Each team combines the value of its 2 cards.&lt;br /&gt;
* The team with the higher combined value wins the trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing a Trick ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Lead Witch Plays ===&lt;br /&gt;
&lt;br /&gt;
The Lead Witch plays any 2 cards from their hand:&lt;br /&gt;
&lt;br /&gt;
* 1 card face-up&lt;br /&gt;
* 1 card face-down&lt;br /&gt;
&lt;br /&gt;
The face-up card determines the &#039;&#039;&#039;lead suit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The face-down card is the Lead Witch&#039;s secret ingredient.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 2. First Lesser Witch Plays ===&lt;br /&gt;
&lt;br /&gt;
Moving clockwise, the first Lesser Witch must play 1 card.&lt;br /&gt;
&lt;br /&gt;
If they have a card of the lead suit:&lt;br /&gt;
&lt;br /&gt;
* They must play a card of that suit face-up.&lt;br /&gt;
&lt;br /&gt;
If they do not have the lead suit:&lt;br /&gt;
&lt;br /&gt;
* They may play any card face-up.&lt;br /&gt;
* Or they may pass temporarily.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 3. Second Lesser Witch Plays ===&lt;br /&gt;
&lt;br /&gt;
The second Lesser Witch must also follow the lead suit if possible.&lt;br /&gt;
&lt;br /&gt;
If they do not have the lead suit:&lt;br /&gt;
&lt;br /&gt;
* They must play a card of another suit.&lt;br /&gt;
* They may not pass.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 4. Resolve a Passed Turn ===&lt;br /&gt;
&lt;br /&gt;
If the first Lesser Witch passed because they could not follow suit:&lt;br /&gt;
&lt;br /&gt;
* They must now play 1 card of another suit from their hand.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 5. Reveal the Secret Ingredient ===&lt;br /&gt;
&lt;br /&gt;
The Lead Witch reveals their face-down card.&lt;br /&gt;
&lt;br /&gt;
Each team now combines the values of its 2 cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Combining Ingredients ==&lt;br /&gt;
&lt;br /&gt;
Each team determines the combined value of its 2 cards using the following rules:&lt;br /&gt;
&lt;br /&gt;
=== Matching Rank ===&lt;br /&gt;
&lt;br /&gt;
If both cards have the same rank:&lt;br /&gt;
&lt;br /&gt;
* Add their ranks together.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* 3 + 3 = 6&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Matching Suit ===&lt;br /&gt;
&lt;br /&gt;
If both cards have the same suit:&lt;br /&gt;
&lt;br /&gt;
* Add their ranks together.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* 2 and 5 of the same suit = 7&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== No Match ===&lt;br /&gt;
&lt;br /&gt;
If the cards match neither rank nor suit:&lt;br /&gt;
&lt;br /&gt;
* Use only the higher rank.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* 3 and 5 of different suits = 5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Winning the Trick ===&lt;br /&gt;
&lt;br /&gt;
The team with the higher combined value wins the trick.&lt;br /&gt;
&lt;br /&gt;
If tied:&lt;br /&gt;
&lt;br /&gt;
* The Lead Witch wins the trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Finishing a Trick ==&lt;br /&gt;
&lt;br /&gt;
After determining the winning team, choose 1 of the 2 cards played by the Lead Witch and return it to the Lead Witch&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
The other 3 cards are claimed by the winning team.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== If the Lead Witch Wins ===&lt;br /&gt;
&lt;br /&gt;
The Lead Witch:&lt;br /&gt;
&lt;br /&gt;
# Secretly chooses 1 of their 2 played cards.&lt;br /&gt;
# Returns that card to their hand.&lt;br /&gt;
# Leaves the other card on the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exception:&#039;&#039;&#039; If the Lead Witch played the Elixir, they must return their other card. The Elixir cannot be returned to their hand.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== If the Lesser Witches Win ===&lt;br /&gt;
&lt;br /&gt;
The Lesser Witches:&lt;br /&gt;
&lt;br /&gt;
# Discuss which of the Lead Witch&#039;s 2 cards should be returned.&lt;br /&gt;
# Return the chosen card to the Lead Witch&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
They may choose to return the Elixir.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Claiming the Trick ===&lt;br /&gt;
&lt;br /&gt;
The winning team takes the remaining 3 cards and places them in a face-down pile in front of themselves.&lt;br /&gt;
&lt;br /&gt;
Keep each won trick separate so the total number of tricks won remains clear.&lt;br /&gt;
&lt;br /&gt;
The Lead Witch leads every trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Special Ingredients ==&lt;br /&gt;
&lt;br /&gt;
=== Eyes — Rank 2 ===&lt;br /&gt;
&lt;br /&gt;
If the Lead Witch plays a rank 2 card face-up:&lt;br /&gt;
&lt;br /&gt;
* Both Lesser Witches must play their cards face-down.&lt;br /&gt;
* They must still follow the lead suit if possible.&lt;br /&gt;
* After all cards are played, reveal them and resolve the trick normally.&lt;br /&gt;
&lt;br /&gt;
Rank 2 cards have no special effect when played by Lesser Witches.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Elixir ===&lt;br /&gt;
&lt;br /&gt;
The Elixir follows these special rules:&lt;br /&gt;
&lt;br /&gt;
* During bidding, the Elixir holder is always last in bidding order.&lt;br /&gt;
* The player to the Elixir holder&#039;s left always bids first.&lt;br /&gt;
* The Lead Witch may not play the Elixir face-up.&lt;br /&gt;
* The Lead Witch may play the Elixir only as their face-down secret ingredient.&lt;br /&gt;
* If the Lead Witch wins a trick containing the Elixir, they may not return the Elixir to their hand.&lt;br /&gt;
* When the Elixir is combined with another card, the team&#039;s value is double the rank of the other card.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Elixir + rank 4 = 8&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Phase 4: Score ==&lt;br /&gt;
&lt;br /&gt;
After 5 tricks, count how many tricks the Lead Witch won.&lt;br /&gt;
&lt;br /&gt;
=== Successful Bid ===&lt;br /&gt;
&lt;br /&gt;
If the Lead Witch won exactly the number of tricks they bid:&lt;br /&gt;
&lt;br /&gt;
* The Lead Witch gains 2 Fate tokens.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Failed Bid ===&lt;br /&gt;
&lt;br /&gt;
If the Lead Witch won any other number of tricks:&lt;br /&gt;
&lt;br /&gt;
* Each Lesser Witch gains 1 Fate token.&lt;br /&gt;
&lt;br /&gt;
The Lead Witch must win exactly their bid.&lt;br /&gt;
&lt;br /&gt;
Winning too few or too many tricks both cause the bid to fail.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
&lt;br /&gt;
During a round, the Lesser Witches may discuss broad strategy.&lt;br /&gt;
&lt;br /&gt;
They may discuss:&lt;br /&gt;
&lt;br /&gt;
* Whether they should try to win a trick&lt;br /&gt;
* Whether they should try to lose a trick&lt;br /&gt;
&lt;br /&gt;
They may not discuss specific information about:&lt;br /&gt;
&lt;br /&gt;
* Cards&lt;br /&gt;
* Ranks&lt;br /&gt;
* Suits&lt;br /&gt;
* Cards that have been played&lt;br /&gt;
* Cards that have not been played&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
When a player gains their 5th Fate token at the end of a round:&lt;br /&gt;
&lt;br /&gt;
* The game ends.&lt;br /&gt;
* That player wins.&lt;br /&gt;
&lt;br /&gt;
If 2 players gain their 5th Fate token during the same round:&lt;br /&gt;
&lt;br /&gt;
* They share the victory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications and Tips ==&lt;br /&gt;
&lt;br /&gt;
* The lead suit determines only which cards may legally be played.&lt;br /&gt;
* The lead suit does not affect which team wins the trick.&lt;br /&gt;
* The first Lesser Witch may pass only if they cannot follow the lead suit.&lt;br /&gt;
* Passing allows the first Lesser Witch to see their partner&#039;s card before choosing their own.&lt;br /&gt;
* Passing also communicates that the first Lesser Witch has no cards of the lead suit.&lt;br /&gt;
* The Lesser Witches are teammates during the round, but they are not required to help each other.&lt;br /&gt;
* A Lesser Witch may intentionally cause the team to lose if doing so prevents their partner from reaching 5 Fate tokens.&lt;br /&gt;
* In a tied trick, the Lead Witch always wins, even if winning is disadvantageous.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Corey Young&lt;br /&gt;
* Illustration: Sai Beppu&lt;br /&gt;
* Graphic Design: Matt Paquette &amp;amp; Co., Anca Gavril &amp;amp; Co.&lt;br /&gt;
* Rules Editing: Jeff Fraser&lt;br /&gt;
* 3D Artist: Filip Gavril&lt;br /&gt;
* Dedicated to: Jeff Young&lt;br /&gt;
&lt;br /&gt;
=== Playtesters ===&lt;br /&gt;
&lt;br /&gt;
Benjamin Begeal, Christopher Chung, Derek Dorman, Kellen Freeman, Gary Gentry, Patrick Hilliar, Lisa Johnson, Cuong Pham, Joseph Pham, Sy Pham, Jeffrey Secrest, Jon Woltmann, and Trang Young.&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpchicken&amp;diff=30696</id>
		<title>Gamehelpchicken</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpchicken&amp;diff=30696"/>
		<updated>2026-07-15T16:53:31Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Chicken! =  == Overview ==  Welcome to &amp;#039;&amp;#039;&amp;#039;Fox Hollow&amp;#039;&amp;#039;&amp;#039;!  It is a lovely place, but it has a fox problem. As a farmer, your job is to raise Chickens while avoiding the Foxes.  On your turn, roll dice to collect Chickens and hatch additional dice. You may push your luck for more points, but if you roll &amp;#039;&amp;#039;&amp;#039;3 or more Foxes&amp;#039;&amp;#039;&amp;#039;, you bust and score nothing for the turn.  The first player to reach &amp;#039;&amp;#039;&amp;#039;25 points&amp;#039;&amp;#039;&amp;#039; wins the game.  ----  == Components ==  * 1 Cloth Board * 8 Pla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Chicken! =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Welcome to &#039;&#039;&#039;Fox Hollow&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
It is a lovely place, but it has a fox problem. As a farmer, your job is to raise Chickens while avoiding the Foxes.&lt;br /&gt;
&lt;br /&gt;
On your turn, roll dice to collect Chickens and hatch additional dice. You may push your luck for more points, but if you roll &#039;&#039;&#039;3 or more Foxes&#039;&#039;&#039;, you bust and score nothing for the turn.&lt;br /&gt;
&lt;br /&gt;
The first player to reach &#039;&#039;&#039;25 points&#039;&#039;&#039; wins the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Cloth Board&lt;br /&gt;
* 8 Player Tokens&lt;br /&gt;
* 4 White Dice&lt;br /&gt;
* 4 Yellow Dice&lt;br /&gt;
* 4 Orange Dice&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Place the Cloth Board within reach of all players.&lt;br /&gt;
# Each player chooses a Player Token and places it on the starting space.&lt;br /&gt;
# Set aside any unused Player Tokens.&lt;br /&gt;
# Arrange the Yellow Dice and Orange Dice in rows inside the Coop.&lt;br /&gt;
# The player who most recently held a chicken goes first.&lt;br /&gt;
#* If no player has held a chicken, choose the starting player randomly.&lt;br /&gt;
# Give all 4 White Dice to the starting player.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing Your Turn ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of your turn, choose one of the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Go For It!&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chicken Out!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Go For It! ===&lt;br /&gt;
&lt;br /&gt;
Take all the dice passed to you and roll them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chicken Out! ===&lt;br /&gt;
&lt;br /&gt;
# Return all Yellow and Orange Dice passed to you to the Coop.&lt;br /&gt;
# Lose 1 point.&lt;br /&gt;
# Take the 4 White Dice and roll them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; If you Chicken Out while your Player Token is still on the starting space, you do not lose 1 point.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Resolving a Roll ==&lt;br /&gt;
&lt;br /&gt;
After rolling:&lt;br /&gt;
&lt;br /&gt;
* Place all Chickens you rolled to the right.&lt;br /&gt;
* Place all Foxes you rolled to the left.&lt;br /&gt;
* Leave all Eggs and Blank Dice in the middle.&lt;br /&gt;
&lt;br /&gt;
Chickens can score points at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Foxes can cause you to bust.&lt;br /&gt;
&lt;br /&gt;
If you ever have &#039;&#039;&#039;3 or more Foxes&#039;&#039;&#039; showing across all your dice, you immediately bust.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Hatching Dice ==&lt;br /&gt;
&lt;br /&gt;
If you did not bust, hatch additional dice for each Egg you rolled.&lt;br /&gt;
&lt;br /&gt;
For each Egg:&lt;br /&gt;
&lt;br /&gt;
# Take 1 die from the Coop.&lt;br /&gt;
# Add it to the dice in the middle.&lt;br /&gt;
&lt;br /&gt;
When adding dice:&lt;br /&gt;
&lt;br /&gt;
# Add Yellow Dice first.&lt;br /&gt;
# Add Orange Dice only when no Yellow Dice remain in the Coop.&lt;br /&gt;
&lt;br /&gt;
Orange Dice are riskier, but they can also provide greater rewards.&lt;br /&gt;
&lt;br /&gt;
If no dice remain in the Coop:&lt;br /&gt;
&lt;br /&gt;
* Do not add a die for that Egg.&lt;br /&gt;
&lt;br /&gt;
Newly added dice are treated as Blank Dice until they are rolled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Reroll or Stop ==&lt;br /&gt;
&lt;br /&gt;
After hatching dice, choose one of the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reroll&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Count Your Chickens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Reroll ===&lt;br /&gt;
&lt;br /&gt;
You must reroll &#039;&#039;&#039;all dice remaining in the middle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
&lt;br /&gt;
* Blank Dice&lt;br /&gt;
* Dice showing Eggs&lt;br /&gt;
* Newly hatched dice&lt;br /&gt;
&lt;br /&gt;
You receive only &#039;&#039;&#039;1 reroll per turn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After rerolling:&lt;br /&gt;
&lt;br /&gt;
# Separate the newly rolled Chickens and Foxes.&lt;br /&gt;
# Check whether you busted.&lt;br /&gt;
# If you did not bust, hatch any newly rolled Eggs.&lt;br /&gt;
# Count your Chickens.&lt;br /&gt;
&lt;br /&gt;
You do not roll newly hatched dice after your reroll because you only receive one reroll per turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Count Your Chickens ===&lt;br /&gt;
&lt;br /&gt;
If your turn ends with fewer than 3 Foxes, score your Chickens.&lt;br /&gt;
&lt;br /&gt;
* Each regular Chicken is worth 1 point.&lt;br /&gt;
* Each Double Chicken on an Orange Die is worth 2 points.&lt;br /&gt;
&lt;br /&gt;
Move your Player Token forward 1 space for each point scored.&lt;br /&gt;
&lt;br /&gt;
Then pass all your dice to the next player clockwise.&lt;br /&gt;
&lt;br /&gt;
It is now that player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== You Busted! ==&lt;br /&gt;
&lt;br /&gt;
If 3 or more Foxes are showing across all your dice:&lt;br /&gt;
&lt;br /&gt;
# Your turn ends immediately.&lt;br /&gt;
# Score 0 points.&lt;br /&gt;
# Return all Yellow and Orange Dice to the Coop.&lt;br /&gt;
# Pass only the 4 White Dice to the next player clockwise.&lt;br /&gt;
&lt;br /&gt;
It is now that player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
When a player ends their turn with &#039;&#039;&#039;25 or more points&#039;&#039;&#039;, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
That player wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Base Game Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* You may reroll only once per turn.&lt;br /&gt;
* You must reroll every die remaining in the middle.&lt;br /&gt;
* Chickens and Foxes that have been set aside are not rerolled.&lt;br /&gt;
* Newly hatched dice count as Blank Dice until rolled.&lt;br /&gt;
* Eggs do nothing if no dice remain in the Coop.&lt;br /&gt;
* A Double Chicken is worth 2 points.&lt;br /&gt;
* Busting causes you to score 0 points for the entire turn.&lt;br /&gt;
* Chickening Out returns all Yellow and Orange Dice to the Coop.&lt;br /&gt;
* Chickening Out does not cost a point while you remain on the starting space.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eggspansion! ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Eggspansion!&#039;&#039;&#039; adds two new farm friends and the Seed Bag.&lt;br /&gt;
&lt;br /&gt;
With the expansion:&lt;br /&gt;
&lt;br /&gt;
* The dice available in the Coop change throughout the game.&lt;br /&gt;
* Players have new ways to score Chickens.&lt;br /&gt;
* Players have new ways to hatch dice.&lt;br /&gt;
* Blue the Dog can help protect players from Foxes.&lt;br /&gt;
&lt;br /&gt;
Unless specifically changed below, use all normal Chicken! rules.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eggspansion Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Cloth Seed Bag&lt;br /&gt;
* 1 Blue the Dog Die&lt;br /&gt;
* 1 Mother Hen Die&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eggspansion Setup ==&lt;br /&gt;
&lt;br /&gt;
Replace the normal setup for Yellow and Orange Dice with the following:&lt;br /&gt;
&lt;br /&gt;
# Place all non-White Dice into the Seed Bag.&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
&lt;br /&gt;
* Yellow Dice&lt;br /&gt;
* Orange Dice&lt;br /&gt;
* Blue the Dog Die&lt;br /&gt;
* Mother Hen Die&lt;br /&gt;
&lt;br /&gt;
# Draw 5 random dice from the Seed Bag.&lt;br /&gt;
# Place those 5 dice in the Coop.&lt;br /&gt;
# Place the Seed Bag within reach of all players.&lt;br /&gt;
# Give the starting player the 4 White Dice as normal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Seed Bag ==&lt;br /&gt;
&lt;br /&gt;
The Seed Bag holds the non-White Dice that are not currently:&lt;br /&gt;
&lt;br /&gt;
* In the Coop&lt;br /&gt;
* In a player&#039;s dice pool&lt;br /&gt;
&lt;br /&gt;
When dice are returned to the Seed Bag, place them inside without looking.&lt;br /&gt;
&lt;br /&gt;
When drawing a random die, draw without looking inside the bag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eggspansion Hatching Rule ==&lt;br /&gt;
&lt;br /&gt;
Whenever you hatch a new die, choose one of the following:&lt;br /&gt;
&lt;br /&gt;
* Take any 1 available die from the Coop.&lt;br /&gt;
* Draw 1 random die from the Seed Bag.&lt;br /&gt;
&lt;br /&gt;
Add the selected die to the dice in the middle.&lt;br /&gt;
&lt;br /&gt;
The newly hatched die is treated as blank until it is rolled.&lt;br /&gt;
&lt;br /&gt;
If no dice are available in the Coop or Seed Bag:&lt;br /&gt;
&lt;br /&gt;
* Do not add another die.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Busting with the Eggspansion ==&lt;br /&gt;
&lt;br /&gt;
When you bust:&lt;br /&gt;
&lt;br /&gt;
# Score 0 points.&lt;br /&gt;
# Return all non-White Dice in your current dice pool to the Seed Bag.&lt;br /&gt;
# Leave all dice already in the Coop where they are.&lt;br /&gt;
# Draw random dice from the Seed Bag until the Coop contains 5 dice.&lt;br /&gt;
# Pass the 4 White Dice to the next player clockwise.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Chickening Out with the Eggspansion ==&lt;br /&gt;
&lt;br /&gt;
When you Chicken Out:&lt;br /&gt;
&lt;br /&gt;
# Lose 1 point unless you are still on the starting space.&lt;br /&gt;
# Return all non-White Dice in your current dice pool to the Seed Bag.&lt;br /&gt;
# Leave all dice already in the Coop where they are.&lt;br /&gt;
# Draw random dice from the Seed Bag until the Coop contains 5 dice.&lt;br /&gt;
# Take the 4 White Dice and roll them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Blue the Dog ==&lt;br /&gt;
&lt;br /&gt;
Blue the Dog has two special results:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Happy Dog&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bark!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Happy Dog ===&lt;br /&gt;
&lt;br /&gt;
Happy Dog is worth:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 point&#039;&#039;&#039; when Counting Your Chickens&lt;br /&gt;
&lt;br /&gt;
However, Happy Dog remains with the dice in the middle.&lt;br /&gt;
&lt;br /&gt;
If you choose to reroll:&lt;br /&gt;
&lt;br /&gt;
* You must reroll the Happy Dog result with the rest of the dice in the middle.&lt;br /&gt;
&lt;br /&gt;
Happy Dog is not set aside like a regular Chicken.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Bark! ===&lt;br /&gt;
&lt;br /&gt;
Blue comes to the rescue and scares away 1 Fox.&lt;br /&gt;
&lt;br /&gt;
When Bark is rolled:&lt;br /&gt;
&lt;br /&gt;
# Place Blue the Dog to the left near your Fox area.&lt;br /&gt;
# Cancel 1 Fox for the current turn.&lt;br /&gt;
&lt;br /&gt;
Only uncanceled Foxes count when determining whether you bust.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* You have 3 Foxes and 1 Bark.&lt;br /&gt;
* Bark cancels 1 Fox.&lt;br /&gt;
* You have only 2 uncanceled Foxes, so you do not bust.&lt;br /&gt;
&lt;br /&gt;
Bark does not score points.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Mother Hen ==&lt;br /&gt;
&lt;br /&gt;
Mother Hen has two special results:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chick&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Double Chicken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chick ===&lt;br /&gt;
&lt;br /&gt;
Chick acts as both:&lt;br /&gt;
&lt;br /&gt;
* 1 Egg&lt;br /&gt;
* 1 point when Counting Your Chickens&lt;br /&gt;
&lt;br /&gt;
When Chick is rolled:&lt;br /&gt;
&lt;br /&gt;
# Hatch 1 new die into your dice pool.&lt;br /&gt;
# Keep the Chick with the dice in the middle.&lt;br /&gt;
&lt;br /&gt;
Because Chick counts as an Egg, it must be rerolled if you choose to reroll your dice.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Double Chicken ===&lt;br /&gt;
&lt;br /&gt;
Mother Hen&#039;s Double Chicken is worth:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 points&#039;&#039;&#039; when Counting Your Chickens&lt;br /&gt;
&lt;br /&gt;
Treat it like the Double Chicken result on an Orange Die.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eggspansion Turn Summary ==&lt;br /&gt;
&lt;br /&gt;
On your turn:&lt;br /&gt;
&lt;br /&gt;
# Choose Go For It! or Chicken Out!&lt;br /&gt;
# Roll your dice.&lt;br /&gt;
# Place regular Chickens to the right.&lt;br /&gt;
# Place Foxes to the left.&lt;br /&gt;
# Resolve Happy Dog, Bark, Chick, and Double Chicken results.&lt;br /&gt;
# Check whether you have 3 or more uncanceled Foxes.&lt;br /&gt;
# Hatch 1 die for each Egg and Chick.&lt;br /&gt;
# Choose whether to reroll all dice remaining in the middle.&lt;br /&gt;
# After rerolling, resolve the new results.&lt;br /&gt;
# Check for a bust again.&lt;br /&gt;
# Hatch any newly rolled Eggs or Chicks.&lt;br /&gt;
# Count your Chickens.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eggspansion Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* Blue the Dog and Mother Hen are non-White Dice.&lt;br /&gt;
* Happy Dog scores 1 point but must be rerolled if you choose to reroll.&lt;br /&gt;
* Chick scores 1 point and hatches 1 die.&lt;br /&gt;
* Chick must be rerolled if you choose to reroll.&lt;br /&gt;
* Bark cancels 1 Fox for the current turn.&lt;br /&gt;
* Only uncanceled Foxes count toward busting.&lt;br /&gt;
* Regular Chickens and Double Chickens are set aside and are not rerolled.&lt;br /&gt;
* Dice already in the Coop stay there when a player busts or Chickens Out.&lt;br /&gt;
* After busting or Chickening Out, refill the Coop until it contains 5 dice.&lt;br /&gt;
* When hatching, you may choose a visible die from the Coop or draw randomly from the Seed Bag.&lt;br /&gt;
* Newly hatched dice are treated as blank until rolled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Game Design: Scott Almes&lt;br /&gt;
* Brand Design: Carpenter Collective&lt;br /&gt;
* Publisher: Keymaster&lt;br /&gt;
* Eggspansion Publisher and Development Team: Keymaster&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpvivo&amp;diff=29991</id>
		<title>Gamehelpvivo</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpvivo&amp;diff=29991"/>
		<updated>2026-05-26T19:30:59Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: /* Playing Off-Harmony */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vivo =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vivo&#039;&#039;&#039; is a trick-taking card game of harmony, timing, and precise suit play.&lt;br /&gt;
&lt;br /&gt;
The game is played over &#039;&#039;&#039;2 rounds&#039;&#039;&#039;, each consisting of &#039;&#039;&#039;12 tricks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In each trick:&lt;br /&gt;
&lt;br /&gt;
* Players must collectively play the exact number of suits shown on the current &#039;&#039;&#039;Harmony card&#039;&#039;&#039;, if possible.&lt;br /&gt;
* At the end of the trick:&lt;br /&gt;
** The player who played the &#039;&#039;&#039;highest rank&#039;&#039;&#039; scores&lt;br /&gt;
** The player who played the &#039;&#039;&#039;lowest rank&#039;&#039;&#039; scores&lt;br /&gt;
&lt;br /&gt;
After 2 rounds:&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
Harmonize with other players to hit the right notes and play a perfect puppy performance!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 48 Playing cards&lt;br /&gt;
** 4 suits&lt;br /&gt;
** Ranks 1–12&lt;br /&gt;
&lt;br /&gt;
* 15 Harmony cards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Card Types ==&lt;br /&gt;
&lt;br /&gt;
=== Playing Cards ===&lt;br /&gt;
&lt;br /&gt;
Each card has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranks range from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1–12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Harmony Cards ===&lt;br /&gt;
&lt;br /&gt;
Harmony cards show how many suits must appear during the current trick.&lt;br /&gt;
&lt;br /&gt;
Possible harmonies:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solo&#039;&#039;&#039; = 1 suit&lt;br /&gt;
* &#039;&#039;&#039;Duet&#039;&#039;&#039; = 2 suits&lt;br /&gt;
* &#039;&#039;&#039;Trio&#039;&#039;&#039; = 3 suits&lt;br /&gt;
* &#039;&#039;&#039;Quartet&#039;&#039;&#039; = 4 suits&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Grab a pen and paper for scoring.&lt;br /&gt;
&lt;br /&gt;
# Remove cards based on player count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Remove&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Remove any 1 suit&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Use all 4 suits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Harmony card adjustments:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Remove Harmony Cards&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Remove 1 Solo, 1 Duet, 1 Trio&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Remove all 3 Quartets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Harmony cards.&lt;br /&gt;
&lt;br /&gt;
# Reveal 1 Harmony card face-up in the center.&lt;br /&gt;
&lt;br /&gt;
# Place remaining Harmony cards in a face-down pile.&lt;br /&gt;
&lt;br /&gt;
# Reveal the next Harmony card face-up beside the pile.&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Playing cards.&lt;br /&gt;
&lt;br /&gt;
# Deal each player &#039;&#039;&#039;12 cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# The player who most recently sang a song leads the first trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing a Trick ==&lt;br /&gt;
&lt;br /&gt;
The lead player:&lt;br /&gt;
&lt;br /&gt;
* Plays any card from their hand.&lt;br /&gt;
&lt;br /&gt;
Then, moving clockwise:&lt;br /&gt;
&lt;br /&gt;
* Each player plays 1 card.&lt;br /&gt;
&lt;br /&gt;
Players must follow the harmony if possible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Following the Harmony ==&lt;br /&gt;
&lt;br /&gt;
On your turn:&lt;br /&gt;
&lt;br /&gt;
Count how many different suits have already been played this trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== If the required number of suits has already been played:&lt;br /&gt;
&lt;br /&gt;
You must play:&lt;br /&gt;
&lt;br /&gt;
* One of the suits already played&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== If the required number of suits has NOT yet been played:&lt;br /&gt;
&lt;br /&gt;
You may play:&lt;br /&gt;
&lt;br /&gt;
* Any suit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provided&#039;&#039;&#039; the required number of suits can still be completed by the end of the trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Forced New Suit ===&lt;br /&gt;
&lt;br /&gt;
If the harmony can only be completed by introducing a new suit:&lt;br /&gt;
&lt;br /&gt;
* You &#039;&#039;&#039;must&#039;&#039;&#039; play a new suit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Impossible Harmony ===&lt;br /&gt;
&lt;br /&gt;
If the required harmony cannot be completed regardless of what you play:&lt;br /&gt;
&lt;br /&gt;
* You must still play a new suit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing Off-Harmony ==&lt;br /&gt;
&lt;br /&gt;
If you have no cards that follow the harmony:&lt;br /&gt;
&lt;br /&gt;
* You must play &#039;&#039;&#039;off-harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To play off-harmony:&lt;br /&gt;
&lt;br /&gt;
* Choose any card&lt;br /&gt;
* Play it face-up as normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Off-harmony cards are ignored during scoring&lt;br /&gt;
* Off-harmony players cannot score points&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring a Trick ==&lt;br /&gt;
&lt;br /&gt;
After everyone has played:&lt;br /&gt;
&lt;br /&gt;
Ignore all off-harmony cards.&lt;br /&gt;
&lt;br /&gt;
Then resolve scoring:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Score Highest ===&lt;br /&gt;
&lt;br /&gt;
The player who played the highest rank:&lt;br /&gt;
&lt;br /&gt;
* Flips their card face-down&lt;br /&gt;
* Adds it to their scoring row&lt;br /&gt;
&lt;br /&gt;
Each facedown card will be worth:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Score Lowest ===&lt;br /&gt;
&lt;br /&gt;
The player who played the lowest rank:&lt;br /&gt;
&lt;br /&gt;
* Keeps their card face-up&lt;br /&gt;
* Adds it to their scoring row&lt;br /&gt;
&lt;br /&gt;
Each face-up card is worth:&lt;br /&gt;
&lt;br /&gt;
* Its printed rank&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
&lt;br /&gt;
All other played cards:&lt;br /&gt;
&lt;br /&gt;
* Are discarded face-down&lt;br /&gt;
&lt;br /&gt;
Each player keeps their scored cards in a scoring row.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tie Breakers ==&lt;br /&gt;
&lt;br /&gt;
If players tie for:&lt;br /&gt;
&lt;br /&gt;
* Highest rank&lt;br /&gt;
OR&lt;br /&gt;
* Lowest rank&lt;br /&gt;
&lt;br /&gt;
The player who played &#039;&#039;&#039;later in the trick&#039;&#039;&#039; wins the tie.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== All Cards Tie ===&lt;br /&gt;
&lt;br /&gt;
If all players tie:&lt;br /&gt;
&lt;br /&gt;
* The tie winner scores as &#039;&#039;&#039;highest rank&#039;&#039;&#039;&lt;br /&gt;
* No player scores &#039;&#039;&#039;lowest rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Next Trick ==&lt;br /&gt;
&lt;br /&gt;
After scoring:&lt;br /&gt;
&lt;br /&gt;
# Discard the current Harmony card.&lt;br /&gt;
# Replace it with the next Harmony card.&lt;br /&gt;
# Reveal the following Harmony card, if available.&lt;br /&gt;
&lt;br /&gt;
Next lead player:&lt;br /&gt;
&lt;br /&gt;
* The player who scored &#039;&#039;&#039;lowest rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If no player scored lowest:&lt;br /&gt;
&lt;br /&gt;
* The player who scored &#039;&#039;&#039;highest rank&#039;&#039;&#039; leads instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round End ==&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;12 tricks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Each player totals their scoring row.&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
&lt;br /&gt;
* Each &#039;&#039;&#039;facedown&#039;&#039;&#039; card = 2 points&lt;br /&gt;
* Each &#039;&#039;&#039;face-up&#039;&#039;&#039; card = printed rank&lt;br /&gt;
&lt;br /&gt;
Record scores.&lt;br /&gt;
&lt;br /&gt;
If only 1 round has been played:&lt;br /&gt;
&lt;br /&gt;
* Set up and play a second round.&lt;br /&gt;
&lt;br /&gt;
First player of Round 2:&lt;br /&gt;
&lt;br /&gt;
* The player who scored &#039;&#039;&#039;lowest rank&#039;&#039;&#039; in the final trick of Round 1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After Round 2:&lt;br /&gt;
&lt;br /&gt;
* Add both round scores.&lt;br /&gt;
&lt;br /&gt;
The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Victory is shared.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* Players may NOT look at:&lt;br /&gt;
** The discard pile&lt;br /&gt;
** Opponents&#039; facedown scored cards&lt;br /&gt;
&lt;br /&gt;
* In a &#039;&#039;&#039;Solo&#039;&#039;&#039;:&lt;br /&gt;
** All players must play the same suit as the lead.&lt;br /&gt;
&lt;br /&gt;
* In a &#039;&#039;&#039;Trio&#039;&#039;&#039; with 3 players:&lt;br /&gt;
** Every player must play a different suit.&lt;br /&gt;
&lt;br /&gt;
* In a &#039;&#039;&#039;Quartet&#039;&#039;&#039; with 4 players:&lt;br /&gt;
** Every player must play a different suit.&lt;br /&gt;
&lt;br /&gt;
* If harmony becomes impossible:&lt;br /&gt;
** You must still attempt to introduce a new suit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* Going late in a trick gives tie-breaker advantage.&lt;br /&gt;
* Sometimes playing low safely is better than chasing the high card.&lt;br /&gt;
* Watch which suits have already appeared before committing.&lt;br /&gt;
* Off-harmony hurts—protect your suit flexibility.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Vic Village, LEO&lt;br /&gt;
* Illustration: Sai Beppu&lt;br /&gt;
* Graphic Design: Anca Gavril &amp;amp; Co.&lt;br /&gt;
* Rules Editing: Jeff Fraser, Eric Slauson&lt;br /&gt;
* 3D Artist: Filip Gavril&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpvivo&amp;diff=29989</id>
		<title>Gamehelpvivo</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpvivo&amp;diff=29989"/>
		<updated>2026-05-26T19:27:36Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vivo =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vivo&#039;&#039;&#039; is a trick-taking card game of harmony, timing, and precise suit play.&lt;br /&gt;
&lt;br /&gt;
The game is played over &#039;&#039;&#039;2 rounds&#039;&#039;&#039;, each consisting of &#039;&#039;&#039;12 tricks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In each trick:&lt;br /&gt;
&lt;br /&gt;
* Players must collectively play the exact number of suits shown on the current &#039;&#039;&#039;Harmony card&#039;&#039;&#039;, if possible.&lt;br /&gt;
* At the end of the trick:&lt;br /&gt;
** The player who played the &#039;&#039;&#039;highest rank&#039;&#039;&#039; scores&lt;br /&gt;
** The player who played the &#039;&#039;&#039;lowest rank&#039;&#039;&#039; scores&lt;br /&gt;
&lt;br /&gt;
After 2 rounds:&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
Harmonize with other players to hit the right notes and play a perfect puppy performance!&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:0]{index=0}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 48 Playing cards&lt;br /&gt;
** 4 suits&lt;br /&gt;
** Ranks 1–12&lt;br /&gt;
&lt;br /&gt;
* 15 Harmony cards&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:1]{index=1}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Card Types ==&lt;br /&gt;
&lt;br /&gt;
=== Playing Cards ===&lt;br /&gt;
&lt;br /&gt;
Each card has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranks range from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1–12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Harmony Cards ===&lt;br /&gt;
&lt;br /&gt;
Harmony cards show how many suits must appear during the current trick.&lt;br /&gt;
&lt;br /&gt;
Possible harmonies:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solo&#039;&#039;&#039; = 1 suit&lt;br /&gt;
* &#039;&#039;&#039;Duet&#039;&#039;&#039; = 2 suits&lt;br /&gt;
* &#039;&#039;&#039;Trio&#039;&#039;&#039; = 3 suits&lt;br /&gt;
* &#039;&#039;&#039;Quartet&#039;&#039;&#039; = 4 suits&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:2]{index=2}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Grab a pen and paper for scoring.&lt;br /&gt;
&lt;br /&gt;
# Remove cards based on player count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Remove&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Remove any 1 suit&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Use all 4 suits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Harmony card adjustments:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Remove Harmony Cards&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Remove 1 Solo, 1 Duet, 1 Trio&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Remove all 3 Quartets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Harmony cards.&lt;br /&gt;
&lt;br /&gt;
# Reveal 1 Harmony card face-up in the center.&lt;br /&gt;
&lt;br /&gt;
# Place remaining Harmony cards in a face-down pile.&lt;br /&gt;
&lt;br /&gt;
# Reveal the next Harmony card face-up beside the pile.&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Playing cards.&lt;br /&gt;
&lt;br /&gt;
# Deal each player &#039;&#039;&#039;12 cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# The player who most recently sang a song leads the first trick.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:3]{index=3}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing a Trick ==&lt;br /&gt;
&lt;br /&gt;
The lead player:&lt;br /&gt;
&lt;br /&gt;
* Plays any card from their hand.&lt;br /&gt;
&lt;br /&gt;
Then, moving clockwise:&lt;br /&gt;
&lt;br /&gt;
* Each player plays 1 card.&lt;br /&gt;
&lt;br /&gt;
Players must follow the harmony if possible.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:4]{index=4}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Following the Harmony ==&lt;br /&gt;
&lt;br /&gt;
On your turn:&lt;br /&gt;
&lt;br /&gt;
Count how many different suits have already been played this trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== If the required number of suits has already been played:&lt;br /&gt;
&lt;br /&gt;
You must play:&lt;br /&gt;
&lt;br /&gt;
* One of the suits already played&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== If the required number of suits has NOT yet been played:&lt;br /&gt;
&lt;br /&gt;
You may play:&lt;br /&gt;
&lt;br /&gt;
* Any suit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provided&#039;&#039;&#039; the required number of suits can still be completed by the end of the trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Forced New Suit ===&lt;br /&gt;
&lt;br /&gt;
If the harmony can only be completed by introducing a new suit:&lt;br /&gt;
&lt;br /&gt;
* You &#039;&#039;&#039;must&#039;&#039;&#039; play a new suit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Impossible Harmony ===&lt;br /&gt;
&lt;br /&gt;
If the required harmony cannot be completed regardless of what you play:&lt;br /&gt;
&lt;br /&gt;
* You must still play a new suit.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:5]{index=5}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing Off-Harmony ==&lt;br /&gt;
&lt;br /&gt;
If you have no cards that follow the harmony:&lt;br /&gt;
&lt;br /&gt;
* You must play &#039;&#039;&#039;off-harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To play off-harmony:&lt;br /&gt;
&lt;br /&gt;
* Choose any card&lt;br /&gt;
* Play it face-up as normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Off-harmony cards are ignored during scoring&lt;br /&gt;
* Off-harmony players cannot score points&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:6]{index=6}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring a Trick ==&lt;br /&gt;
&lt;br /&gt;
After everyone has played:&lt;br /&gt;
&lt;br /&gt;
Ignore all off-harmony cards.&lt;br /&gt;
&lt;br /&gt;
Then resolve scoring:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Score Highest ===&lt;br /&gt;
&lt;br /&gt;
The player who played the highest rank:&lt;br /&gt;
&lt;br /&gt;
* Flips their card face-down&lt;br /&gt;
* Adds it to their scoring row&lt;br /&gt;
&lt;br /&gt;
Each facedown card will be worth:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Score Lowest ===&lt;br /&gt;
&lt;br /&gt;
The player who played the lowest rank:&lt;br /&gt;
&lt;br /&gt;
* Keeps their card face-up&lt;br /&gt;
* Adds it to their scoring row&lt;br /&gt;
&lt;br /&gt;
Each face-up card is worth:&lt;br /&gt;
&lt;br /&gt;
* Its printed rank&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
&lt;br /&gt;
All other played cards:&lt;br /&gt;
&lt;br /&gt;
* Are discarded face-down&lt;br /&gt;
&lt;br /&gt;
Each player keeps their scored cards in a scoring row.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:7]{index=7}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tie Breakers ==&lt;br /&gt;
&lt;br /&gt;
If players tie for:&lt;br /&gt;
&lt;br /&gt;
* Highest rank&lt;br /&gt;
OR&lt;br /&gt;
* Lowest rank&lt;br /&gt;
&lt;br /&gt;
The player who played &#039;&#039;&#039;later in the trick&#039;&#039;&#039; wins the tie.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== All Cards Tie ===&lt;br /&gt;
&lt;br /&gt;
If all players tie:&lt;br /&gt;
&lt;br /&gt;
* The tie winner scores as &#039;&#039;&#039;highest rank&#039;&#039;&#039;&lt;br /&gt;
* No player scores &#039;&#039;&#039;lowest rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:8]{index=8}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Next Trick ==&lt;br /&gt;
&lt;br /&gt;
After scoring:&lt;br /&gt;
&lt;br /&gt;
# Discard the current Harmony card.&lt;br /&gt;
# Replace it with the next Harmony card.&lt;br /&gt;
# Reveal the following Harmony card, if available.&lt;br /&gt;
&lt;br /&gt;
Next lead player:&lt;br /&gt;
&lt;br /&gt;
* The player who scored &#039;&#039;&#039;lowest rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If no player scored lowest:&lt;br /&gt;
&lt;br /&gt;
* The player who scored &#039;&#039;&#039;highest rank&#039;&#039;&#039; leads instead.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:9]{index=9}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round End ==&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;12 tricks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Each player totals their scoring row.&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
&lt;br /&gt;
* Each &#039;&#039;&#039;facedown&#039;&#039;&#039; card = 2 points&lt;br /&gt;
* Each &#039;&#039;&#039;face-up&#039;&#039;&#039; card = printed rank&lt;br /&gt;
&lt;br /&gt;
Record scores.&lt;br /&gt;
&lt;br /&gt;
If only 1 round has been played:&lt;br /&gt;
&lt;br /&gt;
* Set up and play a second round.&lt;br /&gt;
&lt;br /&gt;
First player of Round 2:&lt;br /&gt;
&lt;br /&gt;
* The player who scored &#039;&#039;&#039;lowest rank&#039;&#039;&#039; in the final trick of Round 1.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:10]{index=10}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After Round 2:&lt;br /&gt;
&lt;br /&gt;
* Add both round scores.&lt;br /&gt;
&lt;br /&gt;
The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Victory is shared.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:11]{index=11}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* Players may NOT look at:&lt;br /&gt;
** The discard pile&lt;br /&gt;
** Opponents&#039; facedown scored cards&lt;br /&gt;
&lt;br /&gt;
* In a &#039;&#039;&#039;Solo&#039;&#039;&#039;:&lt;br /&gt;
** All players must play the same suit as the lead.&lt;br /&gt;
&lt;br /&gt;
* In a &#039;&#039;&#039;Trio&#039;&#039;&#039; with 3 players:&lt;br /&gt;
** Every player must play a different suit.&lt;br /&gt;
&lt;br /&gt;
* In a &#039;&#039;&#039;Quartet&#039;&#039;&#039; with 4 players:&lt;br /&gt;
** Every player must play a different suit.&lt;br /&gt;
&lt;br /&gt;
* If harmony becomes impossible:&lt;br /&gt;
** You must still attempt to introduce a new suit.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:12]{index=12}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* Going late in a trick gives tie-breaker advantage.&lt;br /&gt;
* Sometimes playing low safely is better than chasing the high card.&lt;br /&gt;
* Watch which suits have already appeared before committing.&lt;br /&gt;
* Off-harmony hurts—protect your suit flexibility.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Vic Village, LEO&lt;br /&gt;
* Illustration: Sai Beppu&lt;br /&gt;
* Graphic Design: Anca Gavril &amp;amp; Co.&lt;br /&gt;
* Rules Editing: Jeff Fraser, Eric Slauson&lt;br /&gt;
* 3D Artist: Filip Gavril&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpprey&amp;diff=29899</id>
		<title>Gamehelpprey</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpprey&amp;diff=29899"/>
		<updated>2026-05-21T19:27:14Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Prey =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Prey&amp;#039;&amp;#039;&amp;#039; is a trick-taking game where players alternate between being powerful predators and vulnerable prey.  Each round contains:  * 6 Predator tricks * 6 Prey tricks  To score:  * Win a number of tricks matching one of your Goal Numbers  The first player to score 2 points wins the game.  ----  == Goal ==  Play 6 tricks as predators...  ...and 6 tricks as the prey that survive.  ----  == Components ==  * 48 Animal cards ** 4 suits ** 12 card...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Prey =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prey&#039;&#039;&#039; is a trick-taking game where players alternate between being powerful predators and vulnerable prey.&lt;br /&gt;
&lt;br /&gt;
Each round contains:&lt;br /&gt;
&lt;br /&gt;
* 6 Predator tricks&lt;br /&gt;
* 6 Prey tricks&lt;br /&gt;
&lt;br /&gt;
To score:&lt;br /&gt;
&lt;br /&gt;
* Win a number of tricks matching one of your Goal Numbers&lt;br /&gt;
&lt;br /&gt;
The first player to score 2 points wins the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Play 6 tricks as predators...&lt;br /&gt;
&lt;br /&gt;
...and 6 tricks as the prey that survive.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 48 Animal cards&lt;br /&gt;
** 4 suits&lt;br /&gt;
** 12 cards per suit&lt;br /&gt;
&lt;br /&gt;
* 8 Dice&lt;br /&gt;
** 2 per player&lt;br /&gt;
&lt;br /&gt;
* 4 Score cards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Each player takes:&lt;br /&gt;
#* 1 Score card&lt;br /&gt;
#* 2 matching dice&lt;br /&gt;
&lt;br /&gt;
# Place Score cards with the &#039;&#039;&#039;0 side&#039;&#039;&#039; face-up.&lt;br /&gt;
&lt;br /&gt;
# Each player rolls both dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you roll doubles:&lt;br /&gt;
** Reroll until the numbers are different&lt;br /&gt;
&lt;br /&gt;
# Place dice on your Score card.&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Animal cards.&lt;br /&gt;
&lt;br /&gt;
# Deal each player 12 cards.&lt;br /&gt;
&lt;br /&gt;
Players should hold cards with:&lt;br /&gt;
&lt;br /&gt;
* Predator numbers at the top&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3-player game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Deal a 4th hand of 12&lt;br /&gt;
* Set it aside unused&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== First Lead Player ==&lt;br /&gt;
&lt;br /&gt;
The player with:&lt;br /&gt;
&lt;br /&gt;
* The lowest total on their dice&lt;br /&gt;
&lt;br /&gt;
leads the first trick.&lt;br /&gt;
&lt;br /&gt;
Tie breaker:&lt;br /&gt;
&lt;br /&gt;
# Lowest individual die&lt;br /&gt;
# Random choice&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Goal Numbers ==&lt;br /&gt;
&lt;br /&gt;
Your 2 dice create your Goal Numbers.&lt;br /&gt;
&lt;br /&gt;
To score 1 point for the round:&lt;br /&gt;
&lt;br /&gt;
* Win tricks equal to either Goal Number&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Goal Numbers = 2 and 5&lt;br /&gt;
* Score by winning exactly:&lt;br /&gt;
** 2 tricks&lt;br /&gt;
OR&lt;br /&gt;
** 5 tricks&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Special Rule: Goal Number 6 ===&lt;br /&gt;
&lt;br /&gt;
A Goal Number of &#039;&#039;&#039;6&#039;&#039;&#039; is special.&lt;br /&gt;
&lt;br /&gt;
If you rolled a 6:&lt;br /&gt;
&lt;br /&gt;
You may score by winning:&lt;br /&gt;
&lt;br /&gt;
* 6 tricks&lt;br /&gt;
* 0 tricks&lt;br /&gt;
* Your other Goal Number&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Goal Numbers = 2 and 6&lt;br /&gt;
&lt;br /&gt;
You score if you win:&lt;br /&gt;
&lt;br /&gt;
* 0 tricks&lt;br /&gt;
* 2 tricks&lt;br /&gt;
* 6 tricks&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Predator &amp;amp; Prey Tricks ==&lt;br /&gt;
&lt;br /&gt;
Each round contains:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trick Numbers !! Mode&lt;br /&gt;
|-&lt;br /&gt;
| 1–6 || Predator&lt;br /&gt;
|-&lt;br /&gt;
| 7–12 || Prey&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Predator Tricks ===&lt;br /&gt;
&lt;br /&gt;
During Predator tricks:&lt;br /&gt;
&lt;br /&gt;
* All cards use their darker Predator numbers&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Prey Tricks ===&lt;br /&gt;
&lt;br /&gt;
After the 6th trick:&lt;br /&gt;
&lt;br /&gt;
* All players rotate cards in hand to the Prey side&lt;br /&gt;
&lt;br /&gt;
During Prey tricks:&lt;br /&gt;
&lt;br /&gt;
* All cards use their Prey numbers&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing a Trick ==&lt;br /&gt;
&lt;br /&gt;
The lead player:&lt;br /&gt;
&lt;br /&gt;
* Plays any 1 card&lt;br /&gt;
&lt;br /&gt;
The suit played becomes:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Lead Suit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then, clockwise:&lt;br /&gt;
&lt;br /&gt;
* Each player plays 1 card&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Following Suit ===&lt;br /&gt;
&lt;br /&gt;
If possible:&lt;br /&gt;
&lt;br /&gt;
* You must play the Lead Suit&lt;br /&gt;
&lt;br /&gt;
If you do not have the Lead Suit:&lt;br /&gt;
&lt;br /&gt;
* You may play any card&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning a Trick ==&lt;br /&gt;
&lt;br /&gt;
=== Predator Trick ===&lt;br /&gt;
&lt;br /&gt;
The winner is:&lt;br /&gt;
&lt;br /&gt;
* The highest Predator number in the Lead Suit&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Prey Trick ===&lt;br /&gt;
&lt;br /&gt;
The winner is:&lt;br /&gt;
&lt;br /&gt;
* The highest Prey number in the Lead Suit&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== After Winning ==&lt;br /&gt;
&lt;br /&gt;
The winner:&lt;br /&gt;
&lt;br /&gt;
# Takes all cards in the trick&lt;br /&gt;
# Places them face-down in front of themselves&lt;br /&gt;
# Leads the next trick&lt;br /&gt;
&lt;br /&gt;
Players keep trick piles separated to clearly show:&lt;br /&gt;
&lt;br /&gt;
* Number of tricks won&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round End ==&lt;br /&gt;
&lt;br /&gt;
After the 12th trick:&lt;br /&gt;
&lt;br /&gt;
* Each player counts tricks won&lt;br /&gt;
&lt;br /&gt;
If your total matches one of your Goal Numbers:&lt;br /&gt;
&lt;br /&gt;
* Score 1 point&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring Points ==&lt;br /&gt;
&lt;br /&gt;
When a player scores their first point:&lt;br /&gt;
&lt;br /&gt;
* Flip their Score card from 0 to 1&lt;br /&gt;
&lt;br /&gt;
When a player scores their second point:&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately&lt;br /&gt;
* That player wins&lt;br /&gt;
&lt;br /&gt;
If multiple players score their second point simultaneously:&lt;br /&gt;
&lt;br /&gt;
* Victory is shared&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== New Round ==&lt;br /&gt;
&lt;br /&gt;
If no player has won the game:&lt;br /&gt;
&lt;br /&gt;
# Players reroll Goal Numbers&lt;br /&gt;
# Shuffle and redeal cards&lt;br /&gt;
# Play a new round&lt;br /&gt;
&lt;br /&gt;
The player who won the final trick:&lt;br /&gt;
&lt;br /&gt;
* Leads the next round&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* Winning too many tricks can be just as dangerous as winning too few.&lt;br /&gt;
* Goal Number 6 creates strong “avoid everything” strategies.&lt;br /&gt;
* Saving off-suit cards for the Prey phase can create huge swings.&lt;br /&gt;
* Watch opponents’ trick piles carefully.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* Predator tricks always use Predator values only.&lt;br /&gt;
* Prey tricks always use Prey values only.&lt;br /&gt;
* You only need to match ONE Goal Number to score.&lt;br /&gt;
* Players may score simultaneously.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: TORU II&lt;br /&gt;
* Illustration: Sai Beppu&lt;br /&gt;
* Graphic Design: Anca Gavril&lt;br /&gt;
* Rules Editing: Jeff Fraser&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpllamallama&amp;diff=29898</id>
		<title>Gamehelpllamallama</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpllamallama&amp;diff=29898"/>
		<updated>2026-05-21T18:42:54Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Llama Llama =  == Overview ==  In this game, players try to predict which scoring goals will appear while building the best possible hand.  Each round:  * Players secretly contribute Goal cards * Goal cards are revealed one at a time * Players pass cards based on the revealed goals * At the end of the round, all 4 goals score  The game lasts:  * 4 rounds OR * Until a player reaches 100 points  The player with the highest total score wins.  ----  == Goal ==  Try to gues...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Llama Llama =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In this game, players try to predict which scoring goals will appear while building the best possible hand.&lt;br /&gt;
&lt;br /&gt;
Each round:&lt;br /&gt;
&lt;br /&gt;
* Players secretly contribute Goal cards&lt;br /&gt;
* Goal cards are revealed one at a time&lt;br /&gt;
* Players pass cards based on the revealed goals&lt;br /&gt;
* At the end of the round, all 4 goals score&lt;br /&gt;
&lt;br /&gt;
The game lasts:&lt;br /&gt;
&lt;br /&gt;
* 4 rounds&lt;br /&gt;
OR&lt;br /&gt;
* Until a player reaches 100 points&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Try to guess the goal cards players have chosen and make the best scoring hand!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 4 Display cards&lt;br /&gt;
* 32 Llama cards&lt;br /&gt;
* 4 Player aids&lt;br /&gt;
* 1 Scorepad&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Line up the 4 Display cards in the middle.&lt;br /&gt;
# Use the side matching your player count.&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Llama cards.&lt;br /&gt;
&lt;br /&gt;
# Deal 4 hands of 8 facedown cards.&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
* Takes 1 hand&lt;br /&gt;
&lt;br /&gt;
Unused hands become:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dummy hands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Goal Selection ===&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
# Chooses 1 card from their hand&lt;br /&gt;
# Places it facedown as their Goal card&lt;br /&gt;
&lt;br /&gt;
If dummy hands exist:&lt;br /&gt;
&lt;br /&gt;
* Add 1 random facedown card from each dummy hand&lt;br /&gt;
&lt;br /&gt;
There should always be:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 total Goal cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Goal Placement ===&lt;br /&gt;
&lt;br /&gt;
# Shuffle all 4 Goal cards.&lt;br /&gt;
# Deal 1 facedown Goal card onto each Display card.&lt;br /&gt;
&lt;br /&gt;
Leave the icons at the top visible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dummy Hands ==&lt;br /&gt;
&lt;br /&gt;
For 2–3 players:&lt;br /&gt;
&lt;br /&gt;
* Place dummy hands between players&lt;br /&gt;
&lt;br /&gt;
With 3 players:&lt;br /&gt;
&lt;br /&gt;
* The dummy begins between 2 random players&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game is played over rounds.&lt;br /&gt;
&lt;br /&gt;
Each round consists of &#039;&#039;&#039;4 reveals&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During each reveal:&lt;br /&gt;
&lt;br /&gt;
# Reveal a Goal&lt;br /&gt;
# Pass cards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 1: Reveal Goal ==&lt;br /&gt;
&lt;br /&gt;
Reveal:&lt;br /&gt;
&lt;br /&gt;
* The leftmost facedown Goal card&lt;br /&gt;
&lt;br /&gt;
This Goal now affects scoring.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 2: Pass Cards ==&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
* Passes cards to the player on their left&lt;br /&gt;
&lt;br /&gt;
The exact number of cards passed is shown above the newly revealed Goal.&lt;br /&gt;
&lt;br /&gt;
Players may choose any cards from their hand.&lt;br /&gt;
&lt;br /&gt;
After passing:&lt;br /&gt;
&lt;br /&gt;
* Add received cards to your hand&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
After all 4 Goal cards are revealed:&lt;br /&gt;
&lt;br /&gt;
* Players score their hands&lt;br /&gt;
&lt;br /&gt;
Each player scores according to:&lt;br /&gt;
&lt;br /&gt;
* ALL 4 revealed Goal cards&lt;br /&gt;
&lt;br /&gt;
Record:&lt;br /&gt;
&lt;br /&gt;
* Round score&lt;br /&gt;
* New total score&lt;br /&gt;
&lt;br /&gt;
New total = previous total + current round&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring Rules ==&lt;br /&gt;
&lt;br /&gt;
Each Goal card contains:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;top scoring rule&#039;&#039;&#039;&lt;br /&gt;
* A &#039;&#039;&#039;bottom scoring rule&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Top Rule ===&lt;br /&gt;
&lt;br /&gt;
Awards points for:&lt;br /&gt;
&lt;br /&gt;
* Each matching individual letter&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Bottom Rule ===&lt;br /&gt;
&lt;br /&gt;
Awards points for:&lt;br /&gt;
&lt;br /&gt;
* Each exactly matching combination of letters&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Important Scoring Rules ==&lt;br /&gt;
&lt;br /&gt;
* Letters may score:&lt;br /&gt;
** Individually&lt;br /&gt;
** As part of combinations&lt;br /&gt;
** In multiple different combinations&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* AABB may score:&lt;br /&gt;
** AABB = 10&lt;br /&gt;
** AA = 7&lt;br /&gt;
&lt;br /&gt;
at the same time.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Duplicate Combination Rule ===&lt;br /&gt;
&lt;br /&gt;
An individual letter cannot be reused in the SAME combination multiple times.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* DDFF may score:&lt;br /&gt;
** DF twice&lt;br /&gt;
&lt;br /&gt;
But:&lt;br /&gt;
&lt;br /&gt;
* DFF may only score:&lt;br /&gt;
** DF once&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Duplicate Goal Cards ===&lt;br /&gt;
&lt;br /&gt;
If multiple matching Goal cards appear:&lt;br /&gt;
&lt;br /&gt;
* Score each one independently&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
If:&lt;br /&gt;
&lt;br /&gt;
* A = 1&lt;br /&gt;
&lt;br /&gt;
appears on 2 Goal cards:&lt;br /&gt;
&lt;br /&gt;
* Each A scores 2 total points&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== New Round ==&lt;br /&gt;
&lt;br /&gt;
After scoring:&lt;br /&gt;
&lt;br /&gt;
# Shuffle all cards&lt;br /&gt;
# Set up a new round&lt;br /&gt;
&lt;br /&gt;
Each player again contributes:&lt;br /&gt;
&lt;br /&gt;
* 1 new Goal card&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Goal Placement Order ===&lt;br /&gt;
&lt;br /&gt;
Players place their Goal cards based on total score standings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Standing !! Display Card&lt;br /&gt;
|-&lt;br /&gt;
| Highest Score || 1st&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Highest || 2nd&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Highest || 3rd&lt;br /&gt;
|-&lt;br /&gt;
| Lowest Score || 4th&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ties:&lt;br /&gt;
&lt;br /&gt;
* Shuffle tied Goal cards randomly&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends when:&lt;br /&gt;
&lt;br /&gt;
* A player reaches 100+ points&lt;br /&gt;
OR&lt;br /&gt;
* 4 rounds have been played&lt;br /&gt;
&lt;br /&gt;
Highest total score wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tie Breaker ===&lt;br /&gt;
&lt;br /&gt;
If tied:&lt;br /&gt;
&lt;br /&gt;
* The tied player with the highest final round score wins&lt;br /&gt;
&lt;br /&gt;
If still tied:&lt;br /&gt;
&lt;br /&gt;
* Victory is shared&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2–3 Player Rules ==&lt;br /&gt;
&lt;br /&gt;
Always:&lt;br /&gt;
&lt;br /&gt;
* Deal 4 hands&lt;br /&gt;
&lt;br /&gt;
Unused hands become:&lt;br /&gt;
&lt;br /&gt;
* Dummy hands&lt;br /&gt;
&lt;br /&gt;
Each dummy adds:&lt;br /&gt;
&lt;br /&gt;
* 1 random Goal card each round&lt;br /&gt;
&lt;br /&gt;
After Round 1:&lt;br /&gt;
&lt;br /&gt;
* Place dummy goals on Display cards marked with the dummy icon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Passing with Dummy Hands ===&lt;br /&gt;
&lt;br /&gt;
If a dummy hand is to your left:&lt;br /&gt;
&lt;br /&gt;
# Shuffle passed cards into the dummy hand&lt;br /&gt;
# The next player draws that many random cards from the dummy&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 3-Player Dummy Movement ===&lt;br /&gt;
&lt;br /&gt;
With 3 players:&lt;br /&gt;
&lt;br /&gt;
* The dummy starts left of a random player&lt;br /&gt;
&lt;br /&gt;
At the start of later rounds:&lt;br /&gt;
&lt;br /&gt;
* Move the dummy to the right of the player with the lowest total score&lt;br /&gt;
&lt;br /&gt;
With 2 players:&lt;br /&gt;
&lt;br /&gt;
* Dummies never move&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* Watch how many cards opponents are forced to pass.&lt;br /&gt;
* Flexible letter combinations are powerful.&lt;br /&gt;
* Sometimes hiding your scoring intentions matters more than maximizing one combo.&lt;br /&gt;
* Duplicate Goal cards can create huge scoring swings.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Kaya Miyano&lt;br /&gt;
* Illustration: Sai Beppu&lt;br /&gt;
* Graphic Design: Anca Gavril &amp;amp; Co.&lt;br /&gt;
* Rules Editing: Jeff Fraser &amp;amp; Eric Slauson&lt;br /&gt;
* 3D Artist: Filip Gavril&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpvivo&amp;diff=29809</id>
		<title>Gamehelpvivo</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpvivo&amp;diff=29809"/>
		<updated>2026-05-14T14:31:13Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Vivo =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Vivo&amp;#039;&amp;#039;&amp;#039; is a trick-taking card game of harmony, timing, and precise suit play.  The game is played over &amp;#039;&amp;#039;&amp;#039;2 rounds&amp;#039;&amp;#039;&amp;#039;, each consisting of &amp;#039;&amp;#039;&amp;#039;12 tricks&amp;#039;&amp;#039;&amp;#039;.  In each trick:  * Players must collectively play the exact number of suits shown on the current &amp;#039;&amp;#039;&amp;#039;Harmony card&amp;#039;&amp;#039;&amp;#039;, if possible. * At the end of the trick: ** The player who played the &amp;#039;&amp;#039;&amp;#039;highest rank&amp;#039;&amp;#039;&amp;#039; scores ** The player who played the &amp;#039;&amp;#039;&amp;#039;lowest rank&amp;#039;&amp;#039;&amp;#039; scores  After 2 rounds:  * The...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vivo =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vivo&#039;&#039;&#039; is a trick-taking card game of harmony, timing, and precise suit play.&lt;br /&gt;
&lt;br /&gt;
The game is played over &#039;&#039;&#039;2 rounds&#039;&#039;&#039;, each consisting of &#039;&#039;&#039;12 tricks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In each trick:&lt;br /&gt;
&lt;br /&gt;
* Players must collectively play the exact number of suits shown on the current &#039;&#039;&#039;Harmony card&#039;&#039;&#039;, if possible.&lt;br /&gt;
* At the end of the trick:&lt;br /&gt;
** The player who played the &#039;&#039;&#039;highest rank&#039;&#039;&#039; scores&lt;br /&gt;
** The player who played the &#039;&#039;&#039;lowest rank&#039;&#039;&#039; scores&lt;br /&gt;
&lt;br /&gt;
After 2 rounds:&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
Harmonize with other players to hit the right notes and play a perfect puppy performance!&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:0]{index=0}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 48 Playing cards&lt;br /&gt;
** 4 suits&lt;br /&gt;
** Ranks 1–12&lt;br /&gt;
&lt;br /&gt;
* 15 Harmony cards&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:1]{index=1}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Card Types ==&lt;br /&gt;
&lt;br /&gt;
=== Playing Cards ===&lt;br /&gt;
&lt;br /&gt;
Each card has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranks range from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1–12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Harmony Cards ===&lt;br /&gt;
&lt;br /&gt;
Harmony cards show how many suits must appear during the current trick.&lt;br /&gt;
&lt;br /&gt;
Possible harmonies:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solo&#039;&#039;&#039; = 1 suit&lt;br /&gt;
* &#039;&#039;&#039;Duet&#039;&#039;&#039; = 2 suits&lt;br /&gt;
* &#039;&#039;&#039;Trio&#039;&#039;&#039; = 3 suits&lt;br /&gt;
* &#039;&#039;&#039;Quartet&#039;&#039;&#039; = 4 suits&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:2]{index=2}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Grab a pen and paper for scoring.&lt;br /&gt;
&lt;br /&gt;
# Remove cards based on player count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Remove&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Remove any 1 suit&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Use all 4 suits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Harmony card adjustments:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Remove Harmony Cards&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Remove 1 Solo, 1 Duet, 1 Trio&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Remove all 3 Quartets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Harmony cards.&lt;br /&gt;
&lt;br /&gt;
# Reveal 1 Harmony card face-up in the center.&lt;br /&gt;
&lt;br /&gt;
# Place remaining Harmony cards in a face-down pile.&lt;br /&gt;
&lt;br /&gt;
# Reveal the next Harmony card face-up beside the pile.&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Playing cards.&lt;br /&gt;
&lt;br /&gt;
# Deal each player &#039;&#039;&#039;12 cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# The player who most recently sang a song leads the first trick.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:3]{index=3}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing a Trick ==&lt;br /&gt;
&lt;br /&gt;
The lead player:&lt;br /&gt;
&lt;br /&gt;
* Plays any card from their hand.&lt;br /&gt;
&lt;br /&gt;
Then, moving clockwise:&lt;br /&gt;
&lt;br /&gt;
* Each player plays 1 card.&lt;br /&gt;
&lt;br /&gt;
Players must follow the harmony if possible.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:4]{index=4}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Following the Harmony ==&lt;br /&gt;
&lt;br /&gt;
On your turn:&lt;br /&gt;
&lt;br /&gt;
Count how many different suits have already been played this trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== If the required number of suits has already been played:&lt;br /&gt;
&lt;br /&gt;
You must play:&lt;br /&gt;
&lt;br /&gt;
* One of the suits already played&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== If the required number of suits has NOT yet been played:&lt;br /&gt;
&lt;br /&gt;
You may play:&lt;br /&gt;
&lt;br /&gt;
* Any suit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provided&#039;&#039;&#039; the required number of suits can still be completed by the end of the trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Forced New Suit ===&lt;br /&gt;
&lt;br /&gt;
If the harmony can only be completed by introducing a new suit:&lt;br /&gt;
&lt;br /&gt;
* You &#039;&#039;&#039;must&#039;&#039;&#039; play a new suit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Impossible Harmony ===&lt;br /&gt;
&lt;br /&gt;
If the required harmony cannot be completed regardless of what you play:&lt;br /&gt;
&lt;br /&gt;
* You must still play a new suit.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:5]{index=5}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing Off-Harmony ==&lt;br /&gt;
&lt;br /&gt;
If you have no cards that follow the harmony:&lt;br /&gt;
&lt;br /&gt;
* You must play &#039;&#039;&#039;off-harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To play off-harmony:&lt;br /&gt;
&lt;br /&gt;
* Choose any card&lt;br /&gt;
* Play it face-up as normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Off-harmony cards are ignored during scoring&lt;br /&gt;
* Off-harmony players cannot score points&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:6]{index=6}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring a Trick ==&lt;br /&gt;
&lt;br /&gt;
After everyone has played:&lt;br /&gt;
&lt;br /&gt;
Ignore all off-harmony cards.&lt;br /&gt;
&lt;br /&gt;
Then resolve scoring:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Score Highest ===&lt;br /&gt;
&lt;br /&gt;
The player who played the highest rank:&lt;br /&gt;
&lt;br /&gt;
* Flips their card face-down&lt;br /&gt;
* Adds it to their scoring row&lt;br /&gt;
&lt;br /&gt;
Each facedown card will be worth:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Score Lowest ===&lt;br /&gt;
&lt;br /&gt;
The player who played the lowest rank:&lt;br /&gt;
&lt;br /&gt;
* Keeps their card face-up&lt;br /&gt;
* Adds it to their scoring row&lt;br /&gt;
&lt;br /&gt;
Each face-up card is worth:&lt;br /&gt;
&lt;br /&gt;
* Its printed rank&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
&lt;br /&gt;
All other played cards:&lt;br /&gt;
&lt;br /&gt;
* Are discarded face-down&lt;br /&gt;
&lt;br /&gt;
Each player keeps their scored cards in a scoring row.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:7]{index=7}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tie Breakers ==&lt;br /&gt;
&lt;br /&gt;
If players tie for:&lt;br /&gt;
&lt;br /&gt;
* Highest rank&lt;br /&gt;
OR&lt;br /&gt;
* Lowest rank&lt;br /&gt;
&lt;br /&gt;
The player who played &#039;&#039;&#039;later in the trick&#039;&#039;&#039; wins the tie.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== All Cards Tie ===&lt;br /&gt;
&lt;br /&gt;
If all players tie:&lt;br /&gt;
&lt;br /&gt;
* The tie winner scores as &#039;&#039;&#039;highest rank&#039;&#039;&#039;&lt;br /&gt;
* No player scores &#039;&#039;&#039;lowest rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:8]{index=8}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Next Trick ==&lt;br /&gt;
&lt;br /&gt;
After scoring:&lt;br /&gt;
&lt;br /&gt;
# Discard the current Harmony card.&lt;br /&gt;
# Replace it with the next Harmony card.&lt;br /&gt;
# Reveal the following Harmony card, if available.&lt;br /&gt;
&lt;br /&gt;
Next lead player:&lt;br /&gt;
&lt;br /&gt;
* The player who scored &#039;&#039;&#039;lowest rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If no player scored lowest:&lt;br /&gt;
&lt;br /&gt;
* The player who scored &#039;&#039;&#039;highest rank&#039;&#039;&#039; leads instead.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:9]{index=9}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round End ==&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;12 tricks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Each player totals their scoring row.&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
&lt;br /&gt;
* Each &#039;&#039;&#039;facedown&#039;&#039;&#039; card = 2 points&lt;br /&gt;
* Each &#039;&#039;&#039;face-up&#039;&#039;&#039; card = printed rank&lt;br /&gt;
&lt;br /&gt;
Record scores.&lt;br /&gt;
&lt;br /&gt;
If only 1 round has been played:&lt;br /&gt;
&lt;br /&gt;
* Set up and play a second round.&lt;br /&gt;
&lt;br /&gt;
First player of Round 2:&lt;br /&gt;
&lt;br /&gt;
* The player who scored &#039;&#039;&#039;lowest rank&#039;&#039;&#039; in the final trick of Round 1.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:10]{index=10}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After Round 2:&lt;br /&gt;
&lt;br /&gt;
* Add both round scores.&lt;br /&gt;
&lt;br /&gt;
The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Victory is shared.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:11]{index=11}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* Players may NOT look at:&lt;br /&gt;
** The discard pile&lt;br /&gt;
** Opponents&#039; facedown scored cards&lt;br /&gt;
&lt;br /&gt;
* In a &#039;&#039;&#039;Solo&#039;&#039;&#039;:&lt;br /&gt;
** All players must play the same suit as the lead.&lt;br /&gt;
&lt;br /&gt;
* In a &#039;&#039;&#039;Trio&#039;&#039;&#039; with 3 players:&lt;br /&gt;
** Every player must play a different suit.&lt;br /&gt;
&lt;br /&gt;
* In a &#039;&#039;&#039;Quartet&#039;&#039;&#039; with 4 players:&lt;br /&gt;
** Every player must play a different suit.&lt;br /&gt;
&lt;br /&gt;
* If harmony becomes impossible:&lt;br /&gt;
** You must still attempt to introduce a new suit.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:12]{index=12}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* Going late in a trick gives tie-breaker advantage.&lt;br /&gt;
* Sometimes playing low safely is better than chasing the high card.&lt;br /&gt;
* Watch which suits have already appeared before committing.&lt;br /&gt;
* Off-harmony hurts—protect your suit flexibility.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Vic Village, LEO&lt;br /&gt;
* Illustration: Sai Beppu&lt;br /&gt;
* Graphic Design: Anca Gavril &amp;amp; Co.&lt;br /&gt;
* Rules Editing: Jeff Fraser, Eric Slauson&lt;br /&gt;
* 3D Artist: Filip Gavril&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:13]{index=13}&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelprainbowallplay&amp;diff=29790</id>
		<title>Gamehelprainbowallplay</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelprainbowallplay&amp;diff=29790"/>
		<updated>2026-05-10T19:21:58Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Rainbow =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Rainbow&amp;#039;&amp;#039;&amp;#039; is a trick-taking card game of sets, runs, and timing.  Each trick:  * Every player plays &amp;#039;&amp;#039;&amp;#039;1 combo&amp;#039;&amp;#039;&amp;#039; from their hand * Players then claim &amp;#039;&amp;#039;&amp;#039;point cards&amp;#039;&amp;#039;&amp;#039; from the middle * The player who played the &amp;#039;&amp;#039;&amp;#039;biggest combo&amp;#039;&amp;#039;&amp;#039; chooses first  After each trick:  * All played cards become the point cards for the next trick  The game continues until multiple players run out of cards.  The player with the most points wins.  ----  == Goal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Rainbow =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rainbow&#039;&#039;&#039; is a trick-taking card game of sets, runs, and timing.&lt;br /&gt;
&lt;br /&gt;
Each trick:&lt;br /&gt;
&lt;br /&gt;
* Every player plays &#039;&#039;&#039;1 combo&#039;&#039;&#039; from their hand&lt;br /&gt;
* Players then claim &#039;&#039;&#039;point cards&#039;&#039;&#039; from the middle&lt;br /&gt;
* The player who played the &#039;&#039;&#039;biggest combo&#039;&#039;&#039; chooses first&lt;br /&gt;
&lt;br /&gt;
After each trick:&lt;br /&gt;
&lt;br /&gt;
* All played cards become the point cards for the next trick&lt;br /&gt;
&lt;br /&gt;
The game continues until multiple players run out of cards.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Make a rainbow...&lt;br /&gt;
&lt;br /&gt;
...and collect the pot of gold at the end!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 60 Rainbow cards&lt;br /&gt;
** Ranks 1–6&lt;br /&gt;
** 10 of each rank&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playable Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Single ===&lt;br /&gt;
&lt;br /&gt;
* Any 1 card&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Set ===&lt;br /&gt;
&lt;br /&gt;
* 2 or more cards of the same rank&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Run ===&lt;br /&gt;
&lt;br /&gt;
* 2 or more cards of consecutive ranks&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* 2, 3&lt;br /&gt;
* 1, 2, 3, 4&lt;br /&gt;
* 3, 4, 5, 6&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Shuffle the deck.&lt;br /&gt;
# Deal &#039;&#039;&#039;1 face-up card per player&#039;&#039;&#039; into the middle.&lt;br /&gt;
# Arrange them from &#039;&#039;&#039;lowest to highest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Deal cards based on player count:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Face-Up Cards !! Hand Size&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3-player game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Set leftover cards aside face-down&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-player game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* See &#039;&#039;&#039;2-Player Variant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The player who most recently saw a rainbow leads the first trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing a Trick ==&lt;br /&gt;
&lt;br /&gt;
The lead player:&lt;br /&gt;
&lt;br /&gt;
* Plays any legal combo from their hand&lt;br /&gt;
&lt;br /&gt;
Play continues clockwise.&lt;br /&gt;
&lt;br /&gt;
Each player must play &#039;&#039;&#039;1 combo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Combo Restrictions ==&lt;br /&gt;
&lt;br /&gt;
At the start of a trick:&lt;br /&gt;
&lt;br /&gt;
* Any combo may be played&lt;br /&gt;
&lt;br /&gt;
Once a &#039;&#039;&#039;Set&#039;&#039;&#039; has been played:&lt;br /&gt;
&lt;br /&gt;
* Players may only play:&lt;br /&gt;
** A &#039;&#039;&#039;Single&#039;&#039;&#039;&lt;br /&gt;
** A &#039;&#039;&#039;Set&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a &#039;&#039;&#039;Run&#039;&#039;&#039; has been played:&lt;br /&gt;
&lt;br /&gt;
* Players may only play:&lt;br /&gt;
** A &#039;&#039;&#039;Single&#039;&#039;&#039;&lt;br /&gt;
** A &#039;&#039;&#039;Run&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You do NOT need to beat previously played combos&lt;br /&gt;
* You only need to play a legal combo&lt;br /&gt;
&lt;br /&gt;
* You may always play a &#039;&#039;&#039;Single&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you have no other legal play:&lt;br /&gt;
** You must play a Single&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring a Trick ==&lt;br /&gt;
&lt;br /&gt;
After all players have played:&lt;br /&gt;
&lt;br /&gt;
Players claim point cards from the middle.&lt;br /&gt;
&lt;br /&gt;
Players choose in order:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Biggest combo first&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Smallest combo last&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biggest combo = most cards played&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tie Breakers ===&lt;br /&gt;
&lt;br /&gt;
If players played combos of the same size:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st Tie Breaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Highest individual card&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Tie Breaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Earlier played combo&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Point Cards ==&lt;br /&gt;
&lt;br /&gt;
=== First Trick Only ===&lt;br /&gt;
&lt;br /&gt;
Each player chooses:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 single point card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do NOT stack pairs during the first trick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== All Later Tricks ===&lt;br /&gt;
&lt;br /&gt;
Each player chooses either:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 single&#039;&#039;&#039;&lt;br /&gt;
OR&lt;br /&gt;
* &#039;&#039;&#039;1 pair of matching rank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each card is worth:&lt;br /&gt;
&lt;br /&gt;
* Points equal to its rank&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Rank 2 = 2 points&lt;br /&gt;
* Pair of 5s = 10 points&lt;br /&gt;
&lt;br /&gt;
Players keep point cards in a face-down score pile.&lt;br /&gt;
&lt;br /&gt;
Players may look at their own score piles at any time.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Preparing the Next Trick ==&lt;br /&gt;
&lt;br /&gt;
After scoring:&lt;br /&gt;
&lt;br /&gt;
# Move all played cards to the middle.&lt;br /&gt;
&lt;br /&gt;
# Organize cards:&lt;br /&gt;
&lt;br /&gt;
* Pair matching ranks&lt;br /&gt;
* Leave extras as singles&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Five 3s become:&lt;br /&gt;
** Two pairs&lt;br /&gt;
** One single&lt;br /&gt;
&lt;br /&gt;
# Arrange all singles and pairs:&lt;br /&gt;
&lt;br /&gt;
* Lowest total points → highest total points&lt;br /&gt;
&lt;br /&gt;
# If there are more point piles than players:&lt;br /&gt;
&lt;br /&gt;
* Discard piles from the lowest end&lt;br /&gt;
* Continue until there are equal piles and players&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Next Lead Player ==&lt;br /&gt;
&lt;br /&gt;
The player who played the biggest combo:&lt;br /&gt;
&lt;br /&gt;
* Leads the next trick&lt;br /&gt;
&lt;br /&gt;
If that player has no cards left:&lt;br /&gt;
&lt;br /&gt;
* The next player clockwise leads instead&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
At the end of a trick:&lt;br /&gt;
&lt;br /&gt;
If only &#039;&#039;&#039;1 player&#039;&#039;&#039; is out of cards:&lt;br /&gt;
&lt;br /&gt;
* The game continues&lt;br /&gt;
&lt;br /&gt;
That player:&lt;br /&gt;
&lt;br /&gt;
* Skips future turns&lt;br /&gt;
* Can no longer claim point cards&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;2 or more players&#039;&#039;&#039; are out of cards:&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately&lt;br /&gt;
&lt;br /&gt;
Players total all points.&lt;br /&gt;
&lt;br /&gt;
Highest score wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Victory is shared&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2-Player Variant ==&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
&lt;br /&gt;
# Deal &#039;&#039;&#039;4 face-up cards&#039;&#039;&#039; to the middle.&lt;br /&gt;
# Deal &#039;&#039;&#039;2 piles of 14 cards&#039;&#039;&#039; to each player.&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
* Takes 1 pile into hand&lt;br /&gt;
* Keeps the other face-down without looking&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
Each trick:&lt;br /&gt;
&lt;br /&gt;
* Each player plays &#039;&#039;&#039;2 combos&#039;&#039;&#039;&lt;br /&gt;
* One at a time&lt;br /&gt;
* Starting with the lead player&lt;br /&gt;
&lt;br /&gt;
If a Set or Run is played:&lt;br /&gt;
&lt;br /&gt;
* Both players must follow it&lt;br /&gt;
* Or play a Single&lt;br /&gt;
&lt;br /&gt;
Each combo scores separately.&lt;br /&gt;
&lt;br /&gt;
Each combo may claim:&lt;br /&gt;
&lt;br /&gt;
* A single&lt;br /&gt;
OR&lt;br /&gt;
* A pair&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Empty Hand Rule ===&lt;br /&gt;
&lt;br /&gt;
If a player runs out of cards:&lt;br /&gt;
&lt;br /&gt;
* They immediately take their face-down pile&lt;br /&gt;
&lt;br /&gt;
If they run out again:&lt;br /&gt;
&lt;br /&gt;
* The game ends&lt;br /&gt;
&lt;br /&gt;
The other player scores:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039; per card left in hand&lt;br /&gt;
&lt;br /&gt;
Rank does not matter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Clarifications ==&lt;br /&gt;
&lt;br /&gt;
* For the first trick:&lt;br /&gt;
** All point cards stay as singles&lt;br /&gt;
&lt;br /&gt;
* You never have to beat previous combos&lt;br /&gt;
&lt;br /&gt;
* Singles are always legal&lt;br /&gt;
&lt;br /&gt;
* There may be fewer point piles than players&lt;br /&gt;
** Some players may score 0 points&lt;br /&gt;
&lt;br /&gt;
* Largest possible run:&lt;br /&gt;
** 6 cards (1–6)&lt;br /&gt;
&lt;br /&gt;
* Largest possible set:&lt;br /&gt;
** 10 cards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* Bigger combos score earlier—but empty your hand faster.&lt;br /&gt;
* Singles are flexible and can save awkward hands.&lt;br /&gt;
* Sometimes taking a smaller point card now creates a stronger middle for later.&lt;br /&gt;
* Watch who is running low on cards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Mito Sazuki&lt;br /&gt;
* Illustration: Sai Beppu&lt;br /&gt;
* Graphic Design: Anca Gavril&lt;br /&gt;
* Rules Editing: Jeff Fraser&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpsodajerk&amp;diff=29789</id>
		<title>Gamehelpsodajerk</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpsodajerk&amp;diff=29789"/>
		<updated>2026-05-10T19:04:23Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Soda Jerk =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Soda Jerk&amp;#039;&amp;#039;&amp;#039; is a quick card game of flavor manipulation and hidden information.  Each round:  * Players place Flavor cards face-down below the 5 taps * Players later flip cards to reveal their effects * Matching flavors increase a tap’s value * Non-matching flavors decrease it  At the end of each round:  * Players score the cards remaining in their hand based on each flavor’s final value  After &amp;#039;&amp;#039;&amp;#039;3 rounds&amp;#039;&amp;#039;&amp;#039;:  * The player with the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Soda Jerk =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soda Jerk&#039;&#039;&#039; is a quick card game of flavor manipulation and hidden information.&lt;br /&gt;
&lt;br /&gt;
Each round:&lt;br /&gt;
&lt;br /&gt;
* Players place Flavor cards face-down below the 5 taps&lt;br /&gt;
* Players later flip cards to reveal their effects&lt;br /&gt;
* Matching flavors increase a tap’s value&lt;br /&gt;
* Non-matching flavors decrease it&lt;br /&gt;
&lt;br /&gt;
At the end of each round:&lt;br /&gt;
&lt;br /&gt;
* Players score the cards remaining in their hand based on each flavor’s final value&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;3 rounds&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* The player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Mix matching flavors to make the cards in your hand worth more...&lt;br /&gt;
&lt;br /&gt;
...or sour the batch for everyone else.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 5 Tap cards (double-sided)&lt;br /&gt;
* 45 Flavor cards&lt;br /&gt;
** 5 flavors&lt;br /&gt;
** 9 cards each&lt;br /&gt;
* 4 Player aids&lt;br /&gt;
* 1 Scorepad&lt;br /&gt;
* 2 Switcheroo cards (2-player only)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Give each player a Player Aid.&lt;br /&gt;
# Lay out the 5 Tap cards in a row with the &#039;&#039;&#039;A side up&#039;&#039;&#039;.&lt;br /&gt;
# Shuffle all Flavor cards.&lt;br /&gt;
&lt;br /&gt;
Deal starting hands:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Starting Hand&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 13*&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-player games:&#039;&#039;&#039;&lt;br /&gt;
* See &#039;&#039;&#039;2-Player Variant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Set aside leftover cards face-down.&lt;br /&gt;
# The player who most recently sipped a drink is first player.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turns clockwise.&lt;br /&gt;
&lt;br /&gt;
On your turn, choose &#039;&#039;&#039;ONE&#039;&#039;&#039; action:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Place a Flavor card&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flip a Flavor card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Important First Turn Rule ==&lt;br /&gt;
&lt;br /&gt;
During each player&#039;s &#039;&#039;&#039;first turn of the round&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* They must place a card below a tap that has &#039;&#039;&#039;no cards yet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Action 1: Place a Flavor ==&lt;br /&gt;
&lt;br /&gt;
Choose any Flavor card from your hand.&lt;br /&gt;
&lt;br /&gt;
* Place it &#039;&#039;&#039;face-down&#039;&#039;&#039; below any tap&lt;br /&gt;
&lt;br /&gt;
Cards remain hidden until flipped.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Flavor Values ===&lt;br /&gt;
&lt;br /&gt;
At each tap:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Matching flavor cards&#039;&#039;&#039; increase the value&lt;br /&gt;
* &#039;&#039;&#039;Non-matching flavor cards&#039;&#039;&#039; reduce the value&lt;br /&gt;
&lt;br /&gt;
Only the player who placed the card knows its effect until revealed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Action 2: Flip a Flavor ==&lt;br /&gt;
&lt;br /&gt;
Choose any face-down card below any tap.&lt;br /&gt;
&lt;br /&gt;
* Flip it face-up&lt;br /&gt;
&lt;br /&gt;
Once flipped:&lt;br /&gt;
&lt;br /&gt;
* It remains face-up for the rest of the round&lt;br /&gt;
&lt;br /&gt;
All players now know its effect.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
&lt;br /&gt;
The round ends immediately when &#039;&#039;&#039;ANY&#039;&#039;&#039; of these conditions are met:&lt;br /&gt;
&lt;br /&gt;
=== A. Low Hand Size ===&lt;br /&gt;
&lt;br /&gt;
Any player has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3 cards left in hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
at the start of their turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== B. Consecutive Flips ===&lt;br /&gt;
&lt;br /&gt;
All players choose to:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip a card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
on consecutive turns.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== C. All Cards Revealed ===&lt;br /&gt;
&lt;br /&gt;
* All cards at all taps are face-up.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round Scoring ==&lt;br /&gt;
&lt;br /&gt;
When the round ends:&lt;br /&gt;
&lt;br /&gt;
# Reveal all remaining face-down cards.&lt;br /&gt;
&lt;br /&gt;
# Determine each tap’s final value:&lt;br /&gt;
&lt;br /&gt;
* Add matching flavor cards&lt;br /&gt;
* Subtract non-matching flavor cards&lt;br /&gt;
&lt;br /&gt;
# Each player reveals their hand.&lt;br /&gt;
&lt;br /&gt;
Each card in your hand is worth:&lt;br /&gt;
&lt;br /&gt;
* The final value of its matching tap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The number on the card does &#039;&#039;&#039;NOT&#039;&#039;&#039; matter for scoring&lt;br /&gt;
* Scores may be &#039;&#039;&#039;negative&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Record scores.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:0]{index=0}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Starting Next Round ==&lt;br /&gt;
&lt;br /&gt;
If fewer than 3 rounds have been played:&lt;br /&gt;
&lt;br /&gt;
# Shuffle all Flavor cards&lt;br /&gt;
# Deal new starting hands&lt;br /&gt;
&lt;br /&gt;
First player:&lt;br /&gt;
&lt;br /&gt;
* Player with the &#039;&#039;&#039;lowest total score&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tie:&lt;br /&gt;
&lt;br /&gt;
* Decide randomly&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;3 rounds&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Add all round scores&lt;br /&gt;
&lt;br /&gt;
The player with the highest total wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Victory is shared&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2-Player Variant ==&lt;br /&gt;
&lt;br /&gt;
Before setup:&lt;br /&gt;
&lt;br /&gt;
# Remove any 1 Tap card&lt;br /&gt;
# Remove all 9 matching Flavor cards&lt;br /&gt;
&lt;br /&gt;
At the start of each round:&lt;br /&gt;
&lt;br /&gt;
* Each player adds &#039;&#039;&#039;1 Switcheroo&#039;&#039;&#039; card to their hand&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Switcheroo ===&lt;br /&gt;
&lt;br /&gt;
When played at a tap:&lt;br /&gt;
&lt;br /&gt;
* Positive becomes negative&lt;br /&gt;
* Negative becomes positive&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* +2 becomes -2&lt;br /&gt;
* -4 becomes +4&lt;br /&gt;
&lt;br /&gt;
Two Switcheroos at the same tap:&lt;br /&gt;
&lt;br /&gt;
* Cancel each other&lt;br /&gt;
&lt;br /&gt;
If kept in hand:&lt;br /&gt;
&lt;br /&gt;
* Worth &#039;&#039;&#039;0 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Advanced Play (B Sides) ==&lt;br /&gt;
&lt;br /&gt;
Advanced play adds special tap powers.&lt;br /&gt;
&lt;br /&gt;
All taps begin on the &#039;&#039;&#039;A side&#039;&#039;&#039; as normal.&lt;br /&gt;
&lt;br /&gt;
When a tap flips to the &#039;&#039;&#039;B side&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Its special effect remains active for the rest of the game&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
&lt;br /&gt;
Before Round 1:&lt;br /&gt;
&lt;br /&gt;
* Flip &#039;&#039;&#039;1 random tap&#039;&#039;&#039; to the B side&lt;br /&gt;
&lt;br /&gt;
Start of Round 2:&lt;br /&gt;
&lt;br /&gt;
* Flip &#039;&#039;&#039;2 more random taps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Start of Round 3:&lt;br /&gt;
&lt;br /&gt;
* Flip all remaining taps&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* Sometimes hurting a flavor is stronger than helping your own.&lt;br /&gt;
* Hidden cards create bluffing opportunities.&lt;br /&gt;
* Flipping a card may reveal useful information—or end the round early.&lt;br /&gt;
* Keeping valuable flavors in hand can create huge swings.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Chris Yi&lt;br /&gt;
* Development: Taylor Reiner&lt;br /&gt;
* Illustration: Sai Beppu&lt;br /&gt;
* Graphic Design: Anca Gavril &amp;amp; Co.&lt;br /&gt;
* Rules Editing: Jeff Fraser, Eric Slauson&lt;br /&gt;
* 3D Artist: Filip Gavril&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpfrenzyfalls&amp;diff=29650</id>
		<title>Gamehelpfrenzyfalls</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpfrenzyfalls&amp;diff=29650"/>
		<updated>2026-05-01T15:26:28Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Frenzy Falls =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Frenzy Falls&amp;#039;&amp;#039;&amp;#039; is a tactical card game of influence, timing, and cascading spillovers.  Players play &amp;#039;&amp;#039;&amp;#039;Waterfall cards&amp;#039;&amp;#039;&amp;#039; into shared &amp;#039;&amp;#039;&amp;#039;Pools&amp;#039;&amp;#039;&amp;#039; in order to raise water levels and win valuable &amp;#039;&amp;#039;&amp;#039;Score cards&amp;#039;&amp;#039;&amp;#039;.  Each card contributes:  * &amp;#039;&amp;#039;&amp;#039;Water Value&amp;#039;&amp;#039;&amp;#039; — helps Pools spill over * &amp;#039;&amp;#039;&amp;#039;Influence Icons&amp;#039;&amp;#039;&amp;#039; — determines control  When a Pool reaches a total water value of &amp;#039;&amp;#039;&amp;#039;10 or more&amp;#039;&amp;#039;&amp;#039;, it &amp;#039;&amp;#039;&amp;#039;spills over&amp;#039;&amp;#039;&amp;#039;. The player with the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frenzy Falls =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzy Falls&#039;&#039;&#039; is a tactical card game of influence, timing, and cascading spillovers.&lt;br /&gt;
&lt;br /&gt;
Players play &#039;&#039;&#039;Waterfall cards&#039;&#039;&#039; into shared &#039;&#039;&#039;Pools&#039;&#039;&#039; in order to raise water levels and win valuable &#039;&#039;&#039;Score cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each card contributes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Water Value&#039;&#039;&#039; — helps Pools spill over&lt;br /&gt;
* &#039;&#039;&#039;Influence Icons&#039;&#039;&#039; — determines control&lt;br /&gt;
&lt;br /&gt;
When a Pool reaches a total water value of &#039;&#039;&#039;10 or more&#039;&#039;&#039;, it &#039;&#039;&#039;spills over&#039;&#039;&#039;. The player with the most influence in that Pool wins the Score card.&lt;br /&gt;
&lt;br /&gt;
The player with the most points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:1]{index=1}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 90 Waterfall cards&lt;br /&gt;
* 32 Score cards&lt;br /&gt;
* 1 First Player card&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Card Types ==&lt;br /&gt;
&lt;br /&gt;
=== Waterfall Cards ===&lt;br /&gt;
&lt;br /&gt;
Each Waterfall card contains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Water Value&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Influence Icons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards also have special actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PROXY&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;BUMP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;PULL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Score Cards ===&lt;br /&gt;
&lt;br /&gt;
Each Score card contains:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting Water Value&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;End Game Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Pools ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Pool&#039;&#039;&#039; consists of:&lt;br /&gt;
&lt;br /&gt;
* 1 Score card&lt;br /&gt;
* All Waterfall cards played to its right&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:2]{index=2}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Shuffle the Score cards.&lt;br /&gt;
# Create a Score deck based on player count:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Score Cards&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Reveal Score cards:&lt;br /&gt;
#* 1 per player&lt;br /&gt;
#* 3 cards in a 2-player game&lt;br /&gt;
&lt;br /&gt;
# Arrange them vertically to create the starting Pools.&lt;br /&gt;
&lt;br /&gt;
# Each player:&lt;br /&gt;
#* Takes one deck of 15 matching Waterfall cards&lt;br /&gt;
#* Shuffles their deck&lt;br /&gt;
#* Draws 5 cards&lt;br /&gt;
&lt;br /&gt;
# Give the First Player card to whoever went swimming most recently.&lt;br /&gt;
&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:3]{index=3}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Frenzy Falls is played in rounds.&lt;br /&gt;
&lt;br /&gt;
Each round has two phases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Playing Cards&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Revealing Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Phase 1: Playing Cards ==&lt;br /&gt;
&lt;br /&gt;
Starting with the first player and moving clockwise:&lt;br /&gt;
&lt;br /&gt;
* Play &#039;&#039;&#039;1 Waterfall card face-down&#039;&#039;&#039; to the end of any Pool.&lt;br /&gt;
&lt;br /&gt;
Repeat until:&lt;br /&gt;
&lt;br /&gt;
* Each player has played &#039;&#039;&#039;2 cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-player game:&#039;&#039;&#039;&lt;br /&gt;
* Each player instead plays &#039;&#039;&#039;3 cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cards may be played into any Pool.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:4]{index=4}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Phase 2: Revealing Cards ==&lt;br /&gt;
&lt;br /&gt;
After all cards have been played:&lt;br /&gt;
&lt;br /&gt;
* Start with the top-most Pool&lt;br /&gt;
* Reveal cards from &#039;&#039;&#039;left to right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an action card is revealed:&lt;br /&gt;
&lt;br /&gt;
* Resolve its action immediately&lt;br /&gt;
&lt;br /&gt;
This phase consists of:&lt;br /&gt;
&lt;br /&gt;
# Reveal and resolve cards&lt;br /&gt;
# Check for spillovers&lt;br /&gt;
# Proceed to next Pool&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:5]{index=5}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Card Actions ==&lt;br /&gt;
&lt;br /&gt;
=== PROXY ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discard this card and replace it with a card from your hand face-up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the replacement card has an action:&lt;br /&gt;
** Resolve it immediately&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== BUMP ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move the card immediately to the left or right of this card into the Pool below.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Choose left or right&lt;br /&gt;
* Move it to the end of the next Pool&lt;br /&gt;
&lt;br /&gt;
If this is the bottom Pool:&lt;br /&gt;
&lt;br /&gt;
* The card loops to the top Pool&lt;br /&gt;
&lt;br /&gt;
If no neighboring card exists:&lt;br /&gt;
&lt;br /&gt;
* Nothing happens&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== PULL ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move any one Waterfall card from another Pool into this Pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Choose any other Pool&lt;br /&gt;
* Move the chosen card to the end of this Pool&lt;br /&gt;
&lt;br /&gt;
If no other cards exist:&lt;br /&gt;
&lt;br /&gt;
* Nothing happens&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:6]{index=6}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Spillovers ==&lt;br /&gt;
&lt;br /&gt;
After all cards in a Pool are revealed:&lt;br /&gt;
&lt;br /&gt;
Calculate:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score Card Water Value + all Waterfall card values&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the total is &#039;&#039;&#039;10 or higher&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
👉 The Pool spills over.&lt;br /&gt;
&lt;br /&gt;
Resolve the spillover:&lt;br /&gt;
&lt;br /&gt;
=== 1. Determine Influence ===&lt;br /&gt;
&lt;br /&gt;
Count influence icons for each player.&lt;br /&gt;
&lt;br /&gt;
* Most influence wins the Score card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie breaker:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Earliest card played (left-most) wins.&lt;br /&gt;
&lt;br /&gt;
Winner takes the Score card face-down.&lt;br /&gt;
&lt;br /&gt;
Replace it immediately with a new Score card.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== 2. Winner Discards ===&lt;br /&gt;
&lt;br /&gt;
The winning player discards all of their cards from that Pool.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== 3. Other Players Move Cards ===&lt;br /&gt;
&lt;br /&gt;
Starting with the earliest played card:&lt;br /&gt;
&lt;br /&gt;
Each other player:&lt;br /&gt;
&lt;br /&gt;
* Chooses one of their cards&lt;br /&gt;
* Moves it to the Pool below&lt;br /&gt;
&lt;br /&gt;
Bottom Pool:&lt;br /&gt;
&lt;br /&gt;
* Cards loop to the top Pool&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== 4. Discard Remaining Cards ===&lt;br /&gt;
&lt;br /&gt;
All remaining cards are discarded.&lt;br /&gt;
&lt;br /&gt;
Players must reveal &#039;&#039;&#039;all cards&#039;&#039;&#039; before checking for spillovers.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:7]{index=7}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Proceed to the Next Pool ==&lt;br /&gt;
&lt;br /&gt;
After resolving a Pool:&lt;br /&gt;
&lt;br /&gt;
* Move to the next Pool below&lt;br /&gt;
&lt;br /&gt;
After the bottom Pool:&lt;br /&gt;
&lt;br /&gt;
* Return to the top Pool if needed&lt;br /&gt;
&lt;br /&gt;
Continue until:&lt;br /&gt;
&lt;br /&gt;
* No face-down cards remain&lt;br /&gt;
* Every Pool has water value below 10&lt;br /&gt;
&lt;br /&gt;
Cards may cascade multiple times.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:8]{index=8}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round End ==&lt;br /&gt;
&lt;br /&gt;
After all Pools are resolved:&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
* May discard any remaining hand cards&lt;br /&gt;
* Draws until they have exactly &#039;&#039;&#039;5 cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your deck runs out:&lt;br /&gt;
&lt;br /&gt;
* Shuffle your discard pile&lt;br /&gt;
* Create a new draw deck&lt;br /&gt;
&lt;br /&gt;
Pass the First Player card clockwise.&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:9]{index=9}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
If a Score card cannot be replaced:&lt;br /&gt;
&lt;br /&gt;
* Finish the current round&lt;br /&gt;
* The game ends&lt;br /&gt;
&lt;br /&gt;
Players reveal their Score cards.&lt;br /&gt;
&lt;br /&gt;
Add up all points.&lt;br /&gt;
&lt;br /&gt;
Highest score wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie breaker:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Most Score cards&lt;br /&gt;
# Shared victory&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:10]{index=10}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
&lt;br /&gt;
* High-value Pools may be worth more points—but are easier to spill.&lt;br /&gt;
* PROXY cards become stronger later in resolution.&lt;br /&gt;
* BUMP and PULL can trigger chain reactions.&lt;br /&gt;
* Sometimes losing a Pool is worth setting up the next one.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Design: Joseph Z. Chen and Randy Flynn&lt;br /&gt;
* Illustration: Weberson Santiago&lt;br /&gt;
&lt;br /&gt;
:contentReference[oaicite:11]{index=11}&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpkarakum&amp;diff=29436</id>
		<title>Gamehelpkarakum</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpkarakum&amp;diff=29436"/>
		<updated>2026-04-17T03:27:51Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;= Karakum =  == Overview ==  &amp;#039;&amp;#039;&amp;#039;Karakum&amp;#039;&amp;#039;&amp;#039; is a small card game of Resource management and Camel acquisition.  During the game: * Players gather different Goods * Spend them to buy Camels * Build their personal Caravan  &amp;#039;&amp;#039;&amp;#039;Important:&amp;#039;&amp;#039;&amp;#039; * Each Camel must match the previous one by &amp;#039;&amp;#039;&amp;#039;color&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;number&amp;#039;&amp;#039;&amp;#039;  The game ends when the Market cannot be refilled with Camel cards.   The player with the strongest Caravan wins.  ----  == Components ==  * 71 Resource cards (13 of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Karakum =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karakum&#039;&#039;&#039; is a small card game of Resource management and Camel acquisition.&lt;br /&gt;
&lt;br /&gt;
During the game:&lt;br /&gt;
* Players gather different Goods&lt;br /&gt;
* Spend them to buy Camels&lt;br /&gt;
* Build their personal Caravan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
* Each Camel must match the previous one by &#039;&#039;&#039;color&#039;&#039;&#039; or &#039;&#039;&#039;number&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game ends when the Market cannot be refilled with Camel cards.  &lt;br /&gt;
The player with the strongest Caravan wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 71 Resource cards (13 of each Goods type, 6 Gold cards)&lt;br /&gt;
* 35 Camel cards&lt;br /&gt;
* 4 Caravan Master cards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Card Types ==&lt;br /&gt;
&lt;br /&gt;
=== Resource Cards ===&lt;br /&gt;
&lt;br /&gt;
Each Goods card has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Symbol&#039;&#039;&#039; — identifies the Goods type  &lt;br /&gt;
* &#039;&#039;&#039;Color&#039;&#039;&#039; — used interchangeably with the symbol  &lt;br /&gt;
&lt;br /&gt;
There are 5 types of Goods:&lt;br /&gt;
* Jewelry (blue)&lt;br /&gt;
* Silk (purple)&lt;br /&gt;
* Spices (red)&lt;br /&gt;
* Honey (orange)&lt;br /&gt;
* Paper (green)&lt;br /&gt;
&lt;br /&gt;
=== Gold Cards ===&lt;br /&gt;
&lt;br /&gt;
* A special Resource card&lt;br /&gt;
* Can be used as &#039;&#039;&#039;any single Goods card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Camel Cards ===&lt;br /&gt;
&lt;br /&gt;
Each Camel card has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Color&#039;&#039;&#039; — determines what Goods must be spent  &lt;br /&gt;
* &#039;&#039;&#039;Number&#039;&#039;&#039; — cost AND victory points  &lt;br /&gt;
&lt;br /&gt;
To buy a Camel:&lt;br /&gt;
* Spend Goods matching the Camel’s color&lt;br /&gt;
* The number = how many cards you must spend&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Caravan Master ===&lt;br /&gt;
&lt;br /&gt;
* Your starting card&lt;br /&gt;
* Placed in front of you&lt;br /&gt;
* Camels are added next to it&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Separate all cards into three groups:&lt;br /&gt;
#* Caravan Master cards&lt;br /&gt;
#* Camel cards&lt;br /&gt;
#* Resource cards&lt;br /&gt;
&lt;br /&gt;
# Each player:&lt;br /&gt;
#* Takes a Caravan Master card&lt;br /&gt;
#* Places it in front of them&lt;br /&gt;
#* Returns extras to the box&lt;br /&gt;
&lt;br /&gt;
# Shuffle Camel cards:&lt;br /&gt;
#* Remove 12 cards (2 players)&lt;br /&gt;
#* Remove 8 cards (3 players)&lt;br /&gt;
#* Keep all cards (4 players)&lt;br /&gt;
&lt;br /&gt;
# Place remaining Camel cards face down → &#039;&#039;&#039;Camel deck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Reveal 5 Camel cards → &#039;&#039;&#039;Market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Shuffle Resource cards → place face down → &#039;&#039;&#039;Resource deck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Deal 5 Resource cards to each player&lt;br /&gt;
&lt;br /&gt;
# Reveal 5 Resource cards face up&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First player:&#039;&#039;&#039; Youngest player  &lt;br /&gt;
Play proceeds clockwise&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
On your turn, choose &#039;&#039;&#039;ONE&#039;&#039;&#039; action:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gather Resources&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Buy a Camel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gather Resources ===&lt;br /&gt;
&lt;br /&gt;
* Draw &#039;&#039;&#039;2 Resource cards&#039;&#039;&#039;&lt;br /&gt;
* Choose from:&lt;br /&gt;
** Face-up cards&lt;br /&gt;
** Face-down deck&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Rule:&#039;&#039;&#039;&lt;br /&gt;
* If you take a &#039;&#039;&#039;face-up Gold card&#039;&#039;&#039;&lt;br /&gt;
→ You only draw &#039;&#039;&#039;1 card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you draw a Gold from the deck:&lt;br /&gt;
→ You may still draw your second card  &lt;br /&gt;
→ BUT it cannot be a face-up Gold&lt;br /&gt;
&lt;br /&gt;
* Face-up cards are immediately replaced&lt;br /&gt;
&lt;br /&gt;
* If the deck runs out:&lt;br /&gt;
→ Shuffle discard pile to form a new deck&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No hand limit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Buy a Camel ===&lt;br /&gt;
&lt;br /&gt;
* Choose any face-up Camel from the Market&lt;br /&gt;
* Discard Goods matching its cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
* 2 identical Goods can replace 1 different Goods&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* Two jewelry cards = one silk card&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Building a Caravan ===&lt;br /&gt;
&lt;br /&gt;
* First Camel → place to the &#039;&#039;&#039;right&#039;&#039;&#039; of Caravan Master&lt;br /&gt;
* Future Camels → placed to the right end&lt;br /&gt;
&lt;br /&gt;
Each new Camel must match:&lt;br /&gt;
* Same &#039;&#039;&#039;color&#039;&#039;&#039; OR&lt;br /&gt;
* Same &#039;&#039;&#039;number&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If a Camel does NOT match:&lt;br /&gt;
&lt;br /&gt;
* Place it to the &#039;&#039;&#039;left&#039;&#039;&#039; of Caravan Master&lt;br /&gt;
* It is NOT part of your Caravan&lt;br /&gt;
* It scores &#039;&#039;&#039;half points (rounded down)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039;&lt;br /&gt;
* If it later becomes valid → move it into your Caravan immediately&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Value “1” Camels ===&lt;br /&gt;
&lt;br /&gt;
When you buy a Camel with value &#039;&#039;&#039;1&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Take &#039;&#039;&#039;1 free Resource card&#039;&#039;&#039;&lt;br /&gt;
* Can be:&lt;br /&gt;
** Face-up (even Gold)&lt;br /&gt;
** From the deck&lt;br /&gt;
&lt;br /&gt;
* Replace face-up cards as normal&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Market Movement &amp;amp; Tax ===&lt;br /&gt;
&lt;br /&gt;
After buying a Camel:&lt;br /&gt;
&lt;br /&gt;
* Shift all Market cards to the right&lt;br /&gt;
* Reveal a new Camel from the deck&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tax Rule:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Camel closest to the deck determines the taxed color&lt;br /&gt;
* All Camels of that color cost:&lt;br /&gt;
→ &#039;&#039;&#039;+1 extra matching Goods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* If closest Camel is Green → all Green Camels cost +1 paper&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
If the Market cannot be refilled:&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately&lt;br /&gt;
* Proceed to scoring&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Players score:&lt;br /&gt;
&lt;br /&gt;
* Full points from Camels in their Caravan&lt;br /&gt;
* Half points (rounded down) from Camels on the left&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winner:&#039;&#039;&#039;&lt;br /&gt;
* Most points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie-breaker:&#039;&#039;&#039;&lt;br /&gt;
1. Longest Caravan&lt;br /&gt;
2. Shared victory&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
The Karakum desert is part of the Silk Road where merchants transported goods from East to Europe.&lt;br /&gt;
&lt;br /&gt;
Players act as Caravan Masters helping merchants cross the desert.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Game design: Arif Nezih Savi&lt;br /&gt;
* Illustrations: Laimės Kūdikis&lt;br /&gt;
* Development: Jānis Bernāns, Artūrs Perepjolkins&lt;br /&gt;
* Graphic design: Baiba Horelika, Aldis Rocēns, Andrejs Timofejevs&lt;br /&gt;
* Proofreading: Brandan Parsons, Sabīne Stepanova&lt;br /&gt;
* Project management: Agnese Freimane&lt;br /&gt;
* Playtesting: Sabīne Riseva, Reinis Butāns, Jānis Grunte, Egils Grasmanis, Raivis Mileiko, Arvils Ozoliņš&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpslambo&amp;diff=29429</id>
		<title>Gamehelpslambo</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpslambo&amp;diff=29429"/>
		<updated>2026-04-16T03:12:55Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=SLAMBO!=&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;SLAMBO!&#039;&#039;&#039; is a fast-paced card game played in rounds called &#039;&#039;&#039;bouts&#039;&#039;&#039;.  Players take turns adjusting a shared &#039;&#039;&#039;balance total&#039;&#039;&#039;—but push it too far and your opponent will shout &#039;&#039;&#039;SLAMBO!&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
==Setup==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Players!!Cards in Deck!! Starting Hand&lt;br /&gt;
|-&lt;br /&gt;
|2||23||6&lt;br /&gt;
|-&lt;br /&gt;
|3–4 ||17|| 5&lt;br /&gt;
|}&lt;br /&gt;
#Place the &#039;&#039;&#039;start card&#039;&#039;&#039; in the middle with the 0–10 side up&lt;br /&gt;
# Place &#039;&#039;&#039;1 shame card&#039;&#039;&#039; next to the start card&lt;br /&gt;
#Set remaining shame cards aside as a supply&lt;br /&gt;
# Give each player a &#039;&#039;&#039;player aid&#039;&#039;&#039;&lt;br /&gt;
#Shuffle the number cards (only add special cards with 3+ players)&lt;br /&gt;
#Deal each player a starting hand (see table above)&lt;br /&gt;
#Set leftover cards facedown&lt;br /&gt;
#Choose a random player to go first&lt;br /&gt;
----&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Turn===&lt;br /&gt;
*Players take turns playing &#039;&#039;&#039;1 card face up&#039;&#039;&#039; onto the central pile&lt;br /&gt;
*Only the &#039;&#039;&#039;top card&#039;&#039;&#039; of the pile should be visible&lt;br /&gt;
*The starting balance total is &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
Each time you play a card:&lt;br /&gt;
*Adjust the balance total by the number on the card&lt;br /&gt;
**&#039;&#039;&#039;Blue cards&#039;&#039;&#039; raise the total&lt;br /&gt;
**&#039;&#039;&#039;Red cards&#039;&#039;&#039; lower the total&lt;br /&gt;
*&#039;&#039;&#039;Shout the new total&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
===SLAMBO!===&lt;br /&gt;
If the balance total goes:*&#039;&#039;&#039;Above 10&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Below 0&#039;&#039;&#039;&lt;br /&gt;
👉 Your opponent shouts &#039;&#039;&#039;SLAMBO!&#039;&#039;&#039; and you lose the bout&lt;br /&gt;
*The losing player takes &#039;&#039;&#039;all shame cards&#039;&#039;&#039; from the middle&lt;br /&gt;
----&lt;br /&gt;
=== Break===&lt;br /&gt;
If both players run out of cards and no one is SLAMBO’d:&lt;br /&gt;
*The referee calls &#039;&#039;&#039;BREAK!&#039;&#039;&#039;&lt;br /&gt;
*No one takes shame cards&lt;br /&gt;
*Add &#039;&#039;&#039;1 shame card&#039;&#039;&#039; next to the start card&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The next bout will be worth more shame&lt;br /&gt;
----&lt;br /&gt;
===Again===&lt;br /&gt;
If no player has 3 shame cards:&lt;br /&gt;
*Play another bout&lt;br /&gt;
*The loser of the last bout goes first&lt;br /&gt;
If the last bout ended in a break:*The player who went second goes first&lt;br /&gt;
----&lt;br /&gt;
==Win Condition==&lt;br /&gt;
If any player has &#039;&#039;&#039;3 or more shame cards&#039;&#039;&#039; at the end of a bout:*That player loses&lt;br /&gt;
*The remaining player wins&lt;br /&gt;
----&lt;br /&gt;
==3–4 Player Rules ==&lt;br /&gt;
* Shuffle the &#039;&#039;&#039;6 special cards&#039;&#039;&#039; into the deck&lt;br /&gt;
* The game ends immediately when any player has &#039;&#039;&#039;3 or more shame&#039;&#039;&#039;&lt;br /&gt;
*That player loses&lt;br /&gt;
*All other players win&lt;br /&gt;
----&lt;br /&gt;
== Special Cards==&lt;br /&gt;
*After adjusting the balance total, &#039;&#039;&#039;reverse the turn order&#039;&#039;&#039;&lt;br /&gt;
*If a player has no cards left, &#039;&#039;&#039;skip their turn&#039;&#039;&#039;&lt;br /&gt;
Special effects:&lt;br /&gt;
*Choose whether a card’s number is &#039;&#039;&#039;positive or negative&#039;&#039;&#039;&lt;br /&gt;
*Copy the last card played**If the last card copied something, copy that result&lt;br /&gt;
----&lt;br /&gt;
==Expert Match (1–9) ==&lt;br /&gt;
For a more suspenseful game:&lt;br /&gt;
*Flip the start card to the &#039;&#039;&#039;1–9 side&#039;&#039;&#039;&lt;br /&gt;
Now SLAMBO occurs if the balance total goes:&lt;br /&gt;
*&#039;&#039;&#039;Above 9&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Below 1&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
==Example==*Player 1 plays a blue 4 → “9!”&lt;br /&gt;
*Player 2 plays red -7 → “2!”&lt;br /&gt;
Later in the bout:&lt;br /&gt;
*Balance is 1&lt;br /&gt;
* Player 1 plays blue 2 → “3!”&lt;br /&gt;
*Player 2 plays red -5 → “-2!”&lt;br /&gt;
*Player 1 shouts: &#039;&#039;&#039;SLAMBO!&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
==Components==&lt;br /&gt;
*1 Start Card (Hakkeyoi, Nokotta!)&lt;br /&gt;
*9 Shame Cards (Haji!)&lt;br /&gt;
*17 Number Cards (9 blue, 8 red)&lt;br /&gt;
*6 Special Cards&lt;br /&gt;
*4 Player Aids&lt;br /&gt;
----&lt;br /&gt;
==Theme Note==&lt;br /&gt;
&#039;&#039;&#039;Hakkeyoi!&#039;&#039;&#039; (“come on!”) and &#039;&#039;&#039;Nokotta!&#039;&#039;&#039; (“remaining!”) are traditional sumo referee calls used during matches.&lt;br /&gt;
----&lt;br /&gt;
==Credits==&lt;br /&gt;
*Design: Ryan “Boulder” Richford&lt;br /&gt;
*Illustration: Sai Beppu&lt;br /&gt;
*Graphic Design: Anca Gavril&lt;br /&gt;
*Development: Breeze Grigas, John Brieger, Brian McKay&lt;br /&gt;
*Rules Editing: Jeff Fraser&lt;br /&gt;
*3D Artist: Filip Gavril&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpslambo&amp;diff=29428</id>
		<title>Gamehelpslambo</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpslambo&amp;diff=29428"/>
		<updated>2026-04-16T03:10:34Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: Created page with &amp;quot;SLAMBO!  Players: 2–4 Age: 6+ Time: ~5 minutes  PLAY!  SLAMBO! is usually a 2-player game. For the 3–4 player variant, see the end of the rules.  The game is played in rounds called bouts. During a bout, you and your opponent take turns playing 1 card at a time face up onto a pile in the middle.  The start card is always the first card in the pile. The number 5 is the starting balance total. Each card raises or lowers the balance total by the number printed on it. Bl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SLAMBO!&lt;br /&gt;
&lt;br /&gt;
Players: 2–4&lt;br /&gt;
Age: 6+&lt;br /&gt;
Time: ~5 minutes&lt;br /&gt;
&lt;br /&gt;
PLAY!&lt;br /&gt;
&lt;br /&gt;
SLAMBO! is usually a 2-player game.&lt;br /&gt;
For the 3–4 player variant, see the end of the rules.&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds called bouts. During a bout, you and your opponent take turns playing 1 card at a time face up onto a pile in the middle.&lt;br /&gt;
&lt;br /&gt;
The start card is always the first card in the pile.&lt;br /&gt;
The number 5 is the starting balance total.&lt;br /&gt;
Each card raises or lowers the balance total by the number printed on it.&lt;br /&gt;
Blue cards raise the balance total&lt;br /&gt;
Red cards lower it&lt;br /&gt;
Only the top card on the pile should be visible&lt;br /&gt;
&lt;br /&gt;
Each time you play a card:&lt;br /&gt;
&lt;br /&gt;
Figure out the new balance total&lt;br /&gt;
Shout it out&lt;br /&gt;
&lt;br /&gt;
If the new balance is above 10 or below 0, your opponent shouts:&lt;br /&gt;
&lt;br /&gt;
👉 SLAMBO!&lt;br /&gt;
…and you lose the bout.&lt;br /&gt;
&lt;br /&gt;
Hakkeyoi, Nokotta!&lt;br /&gt;
&lt;br /&gt;
Sumo referees shout:&lt;br /&gt;
&lt;br /&gt;
Nokotta! (“remaining!”) to show the match isn’t over&lt;br /&gt;
Hakkeyoi! (“come on!”) when action stalls&lt;br /&gt;
&lt;br /&gt;
👉 Try to force your opponent to go above 10 or below 0 so you can yell SLAMBO!&lt;br /&gt;
&lt;br /&gt;
SETUP&lt;br /&gt;
Place the start card in the middle with the 0–10 side up&lt;br /&gt;
Place 1 shame card next to it&lt;br /&gt;
Set remaining shame cards aside as supply&lt;br /&gt;
Give each player a player aid&lt;br /&gt;
&lt;br /&gt;
Shuffle the number cards&lt;br /&gt;
(Only add special cards with 3+ players)&lt;br /&gt;
&lt;br /&gt;
Deal each player a starting hand (see table)&lt;br /&gt;
Set leftover cards facedown&lt;br /&gt;
Choose a random player to go first&lt;br /&gt;
EXAMPLE PLAY&lt;br /&gt;
Player 1 starts with a blue 4 → “9!”&lt;br /&gt;
Player 2 plays red -7 → “2!”&lt;br /&gt;
&lt;br /&gt;
Later in the bout:&lt;br /&gt;
&lt;br /&gt;
Balance is 1&lt;br /&gt;
Player 1 plays blue 2 → “3!”&lt;br /&gt;
Player 2 plays red -5 → “-2!”&lt;br /&gt;
Player 1 shouts: SLAMBO!&lt;br /&gt;
SLAMBO! (LOSING A BOUT)&lt;br /&gt;
&lt;br /&gt;
If you bring the balance:&lt;br /&gt;
&lt;br /&gt;
Above 10&lt;br /&gt;
Or below 0&lt;br /&gt;
&lt;br /&gt;
You lose the bout and must:&lt;br /&gt;
👉 Take all shame cards from the middle&lt;br /&gt;
&lt;br /&gt;
BREAK!&lt;br /&gt;
&lt;br /&gt;
If both players run out of cards and no one is SLAMBO’d:&lt;br /&gt;
&lt;br /&gt;
The referee calls a break&lt;br /&gt;
No one takes shame cards&lt;br /&gt;
Add 1 shame card to the middle&lt;br /&gt;
&lt;br /&gt;
👉 Next bout is worth more shame&lt;br /&gt;
&lt;br /&gt;
AGAIN!&lt;br /&gt;
&lt;br /&gt;
If no player has 3 shame cards:&lt;br /&gt;
&lt;br /&gt;
Play another bout&lt;br /&gt;
Loser of last bout goes first&lt;br /&gt;
&lt;br /&gt;
If the last bout ended in a break:&lt;br /&gt;
&lt;br /&gt;
The player who went second goes first&lt;br /&gt;
WIN&lt;br /&gt;
&lt;br /&gt;
If any player has 3 or more shame cards at the end of a bout:&lt;br /&gt;
&lt;br /&gt;
They lose&lt;br /&gt;
The remaining player wins&lt;br /&gt;
3–4 PLAYER RULES&lt;br /&gt;
Shuffle in the 6 special cards&lt;br /&gt;
Game ends when any player has 3+ shame&lt;br /&gt;
That player loses&lt;br /&gt;
All other players win&lt;br /&gt;
SPECIAL CARD RULES&lt;br /&gt;
After raising or lowering the balance total, reverse turn order&lt;br /&gt;
If a player has no cards left, skip their turn&lt;br /&gt;
&lt;br /&gt;
Special effects:&lt;br /&gt;
&lt;br /&gt;
Choose whether a card’s number is positive or negative&lt;br /&gt;
Copy the last card played&lt;br /&gt;
If it copied something, copy that result&lt;br /&gt;
EXPERT MATCH (1–9)&lt;br /&gt;
&lt;br /&gt;
For more suspense:&lt;br /&gt;
&lt;br /&gt;
Flip the start card to the 1–9 side&lt;br /&gt;
Now SLAMBO happens if balance goes:&lt;br /&gt;
Above 9&lt;br /&gt;
Below 1&lt;br /&gt;
COMPONENTS&lt;br /&gt;
1 Start Card (Hakkeyoi, Nokotta!)&lt;br /&gt;
9 Shame Cards (Haji!)&lt;br /&gt;
17 Number Cards (9 blue, 8 red)&lt;br /&gt;
6 Special Cards&lt;br /&gt;
4 Player Aids&lt;br /&gt;
CREDITS&lt;br /&gt;
Design: Ryan “Boulder” Richford&lt;br /&gt;
Illustration: Sai Beppu&lt;br /&gt;
Graphic Design: Anca Gavril&lt;br /&gt;
Development: Breeze Grigas, John Brieger, Brian McKay&lt;br /&gt;
Rules Editing: Jeff Fraser&lt;br /&gt;
3D Artist: Filip Gavril&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelprolldice&amp;diff=28307</id>
		<title>Gamehelprolldice</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelprolldice&amp;diff=28307"/>
		<updated>2026-01-29T22:29:03Z</updated>

		<summary type="html">&lt;p&gt;Sportomax: RollDice is a push-your-luck dice game for 1–4 players. On your turn, roll a single die and choose whether to keep it or roll again to try for a higher number. You always score something, and the first player to reach the target score wins.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;🎲 RollDice – Updated Rules&lt;br /&gt;
&lt;br /&gt;
Game type: Push-your-luck dice game&lt;br /&gt;
Players: 1–4&lt;br /&gt;
Components: 1 D6 per player, score tracker&lt;br /&gt;
&lt;br /&gt;
Setup&lt;br /&gt;
&lt;br /&gt;
Each player starts with 0 points.&lt;br /&gt;
&lt;br /&gt;
Set a target score (e.g., 20 points) to win the game.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Players take turns. On your turn:&lt;br /&gt;
&lt;br /&gt;
Roll your single die. The number rolled is your turn score.&lt;br /&gt;
&lt;br /&gt;
You may stop and keep that score, or roll again to try for a higher score.&lt;br /&gt;
&lt;br /&gt;
If you roll again:&lt;br /&gt;
&lt;br /&gt;
You must keep only the final rolled value of this turn (you can’t combine with the previous roll).&lt;br /&gt;
&lt;br /&gt;
You cannot score 0 — every roll counts.&lt;br /&gt;
&lt;br /&gt;
Turn passes to the next player.&lt;br /&gt;
&lt;br /&gt;
This creates a “push-your-luck” choice: stop and bank your current number, or risk rolling again to try for a higher number.&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
&lt;br /&gt;
Each turn, the score you choose to keep is added to your total score.&lt;br /&gt;
&lt;br /&gt;
You always score something; there is no risk of losing points.&lt;br /&gt;
&lt;br /&gt;
Winning&lt;br /&gt;
&lt;br /&gt;
The first player to reach or exceed the target score wins.&lt;br /&gt;
&lt;br /&gt;
If multiple players exceed the target in the same round, the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
Optional tie-breaker: continue rolling until one player wins.&lt;br /&gt;
&lt;br /&gt;
Notes / Variants&lt;br /&gt;
&lt;br /&gt;
You can configure the target score for shorter/longer games.&lt;br /&gt;
&lt;br /&gt;
Supports 1–4 players.&lt;br /&gt;
&lt;br /&gt;
Optional rule: allow 2 rerolls per turn for extra push-your-luck tension.&lt;/div&gt;</summary>
		<author><name>Sportomax</name></author>
	</entry>
</feed>