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	<id>http://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TimboTimeLLC</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-10T05:43:25Z</updated>
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	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgunsen&amp;diff=31018</id>
		<title>Gamehelpgunsen</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgunsen&amp;diff=31018"/>
		<updated>2026-08-09T13:17:47Z</updated>

		<summary type="html">&lt;p&gt;TimboTimeLLC: Rules added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Gunsen: How to Play =&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to earn &#039;&#039;&#039;7 Achievements&#039;&#039;&#039;. The moment you get your 7th Achievement, you win.&lt;br /&gt;
&lt;br /&gt;
Achievements come from:&lt;br /&gt;
&lt;br /&gt;
* Winning a battle as the attacker &#039;&#039;&#039;(twice possible)&#039;&#039;&#039;&lt;br /&gt;
* Gaining control of &#039;&#039;&#039;Toshi Ranbo&#039;&#039;&#039;&lt;br /&gt;
* Completing up to &#039;&#039;&#039;2 different Clan Goals&#039;&#039;&#039;&lt;br /&gt;
* Controlling &#039;&#039;&#039;2 Shrines&#039;&#039;&#039; at the same time&lt;br /&gt;
* Building &#039;&#039;&#039;both of your Buildings&#039;&#039;&#039;&lt;br /&gt;
* Using &#039;&#039;&#039;all 3 Noble Actions&#039;&#039;&#039;&lt;br /&gt;
* Having &#039;&#039;&#039;3 Village Tokens&#039;&#039;&#039;&lt;br /&gt;
* Buying &#039;&#039;&#039;3 Tactics&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Maintaining control of Toshi Ranbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Achievements are generally permanent once earned. The exception is the Toshi Ranbo &#039;&#039;Maintain Control&#039;&#039; Achievement, which is lost if you no longer have troops there.&lt;br /&gt;
&lt;br /&gt;
== Your Turn ==&lt;br /&gt;
Every turn follows these steps:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Choose an Order Card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Place the Order Card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Activate a Column OR take a Noble Action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Resolve Battle&#039;&#039;&#039; if one was triggered&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;End your turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1. Choose an Order Card ==&lt;br /&gt;
Choose &#039;&#039;&#039;1 face-up Order Card&#039;&#039;&#039; from the Order Card row.&lt;br /&gt;
&lt;br /&gt;
Pay its resource cost, if any.&lt;br /&gt;
&lt;br /&gt;
The card shows which resources/actions it will provide when activated.&lt;br /&gt;
&lt;br /&gt;
== 2. Place the Order Card ==&lt;br /&gt;
You have two choices:&lt;br /&gt;
&lt;br /&gt;
;Activate a Column&lt;br /&gt;
:Place the Order Card face-up at the top of the matching colored column on your Clan Board.&lt;br /&gt;
&lt;br /&gt;
;Take a Noble Action&lt;br /&gt;
:Place the Order Card face-down on an available Noble Action spot and pay its Influence cost.&lt;br /&gt;
&lt;br /&gt;
== 3A. Activate a Column ==&lt;br /&gt;
If you placed your Order Card in a column, activate that column &#039;&#039;&#039;from top to bottom&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This means you activate:&lt;br /&gt;
&lt;br /&gt;
* The Order Card you just placed&lt;br /&gt;
* Older Order Cards already in that column&lt;br /&gt;
* The printed actions on your Clan Board&lt;br /&gt;
&lt;br /&gt;
You may ignore individual effects if you don&#039;t want to use them.&lt;br /&gt;
&lt;br /&gt;
Your columns generally let you:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recruit&#039;&#039;&#039; — Add troops to your Fort or buildings you control.&lt;br /&gt;
* &#039;&#039;&#039;Gain Influence&#039;&#039;&#039; — Gain Influence and movement.&lt;br /&gt;
* &#039;&#039;&#039;Armory&#039;&#039;&#039; — Gain Koku and movement, plus improve your battle abilities.&lt;br /&gt;
* &#039;&#039;&#039;Expand&#039;&#039;&#039; — Gain Wood, movement, build Buildings, and buy Tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Order Cards remain in their columns for the rest of the game. Every time you activate that column, you activate those cards again.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each movement lets you move an army to an adjacent territory.&lt;br /&gt;
&lt;br /&gt;
* An army is one or more of your troops in a territory.&lt;br /&gt;
* Normally, you can have a maximum of &#039;&#039;&#039;5 troops&#039;&#039;&#039; in one territory.&lt;br /&gt;
* You can split or combine armies.&lt;br /&gt;
* You can buy additional movement using the resource shown by the active column.&lt;br /&gt;
* You may use the same army multiple times during your turn.&lt;br /&gt;
&lt;br /&gt;
Moving into an opponent&#039;s territory triggers a &#039;&#039;&#039;Battle&#039;&#039;&#039; and ends all remaining movement for the turn.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
When activating Expand, you may build your Clan Buildings if you can pay their costs.&lt;br /&gt;
&lt;br /&gt;
You can build in:&lt;br /&gt;
&lt;br /&gt;
* A territory containing your army&lt;br /&gt;
* A territory adjacent to your army&lt;br /&gt;
* A territory adjacent to your Fort&lt;br /&gt;
&lt;br /&gt;
The territory cannot contain enemy troops, a token, or another tile.&lt;br /&gt;
&lt;br /&gt;
Building both of your Buildings earns an Achievement.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
When activating Expand, you may buy Tactics by paying their costs.&lt;br /&gt;
&lt;br /&gt;
You can have a maximum of &#039;&#039;&#039;3 Tactics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Buying your third Tactic earns an Achievement.&lt;br /&gt;
&lt;br /&gt;
== 3B. Noble Actions ==&lt;br /&gt;
Instead of activating a column, you can spend Influence to perform an available Noble Action.&lt;br /&gt;
&lt;br /&gt;
The three Noble Actions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Influence:&#039;&#039;&#039; Take another Order Card, place it in any column, and activate that column.&lt;br /&gt;
* &#039;&#039;&#039;2 Influence:&#039;&#039;&#039; Recruit one of your Clan Heroes, then activate any column.&lt;br /&gt;
* &#039;&#039;&#039;3 Influence:&#039;&#039;&#039; Gain one of your Clan&#039;s Special Orders and activate its column.&lt;br /&gt;
&lt;br /&gt;
Each Noble Action can only be used &#039;&#039;&#039;once per game&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using all 3 Noble Actions earns an Achievement.&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
When recruited, place a Hero with your Fort or an army.&lt;br /&gt;
&lt;br /&gt;
Heroes:&lt;br /&gt;
&lt;br /&gt;
* Must always be with an army or at your Fort.&lt;br /&gt;
* Move with an army; they cannot move independently.&lt;br /&gt;
* Do not count toward the 5-troop territory limit.&lt;br /&gt;
* Cannot be permanently lost.&lt;br /&gt;
&lt;br /&gt;
Heroes provide special abilities, particularly during battles.&lt;br /&gt;
&lt;br /&gt;
== 4. Battles ==&lt;br /&gt;
A Battle occurs when you move an army into a territory containing an opponent&#039;s army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First:&#039;&#039;&#039; Finish resolving the active column. Then fight the battle.&lt;br /&gt;
&lt;br /&gt;
=== Battle Basics ===&lt;br /&gt;
&lt;br /&gt;
Each side calculates its initial &#039;&#039;&#039;Strength, Blood, and Armor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;Defender rolls first&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Roll as many dice as your available dice icons allow, up to 6.&lt;br /&gt;
&lt;br /&gt;
# Use any Reroll abilities.&lt;br /&gt;
&lt;br /&gt;
# Keep the number of dice allowed by your Keep icons.&lt;br /&gt;
&lt;br /&gt;
# Add the results to your battle totals.&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;Attacker does the same&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Blood kills enemy troops; Armor prevents kills.&lt;br /&gt;
&lt;br /&gt;
# Compare total Strength.&lt;br /&gt;
&lt;br /&gt;
=== Battle Result ===&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Attacker has higher Strength&#039;&#039;&#039; and at least 1 troop survives:&lt;br /&gt;
&lt;br /&gt;
* Attacker wins.&lt;br /&gt;
* Attacker takes control of the territory.&lt;br /&gt;
* Attacker earns a &#039;&#039;&#039;Battle Achievement&#039;&#039;&#039;.&lt;br /&gt;
* Defender retreats.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Defender has higher Strength&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Defender wins.&lt;br /&gt;
* Attacker retreats.&lt;br /&gt;
* Defender does &#039;&#039;&#039;not&#039;&#039;&#039; earn a Battle Achievement.&lt;br /&gt;
&lt;br /&gt;
If there is a &#039;&#039;&#039;tie&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Attacker gets nothing.&lt;br /&gt;
* Defender retreats.&lt;br /&gt;
&lt;br /&gt;
If the winner has troops remaining and the loser has a Village Token, the winner steals one of the loser&#039;s Village Tokens and gains its resource.&lt;br /&gt;
&lt;br /&gt;
== Toshi Ranbo ==&lt;br /&gt;
The first player entering Toshi Ranbo must have an army with at least &#039;&#039;&#039;5 Strength&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Entering it:&lt;br /&gt;
&lt;br /&gt;
* Ends your movement.&lt;br /&gt;
* Gives you control of Toshi Ranbo.&lt;br /&gt;
* Gives you the Expand upgrade.&lt;br /&gt;
* Earns the &#039;&#039;&#039;Gain Control of Toshi Ranbo&#039;&#039;&#039; Achievement.&lt;br /&gt;
* Gives you the &#039;&#039;&#039;Maintain Control of Toshi Ranbo&#039;&#039;&#039; Achievement.&lt;br /&gt;
&lt;br /&gt;
You lose the Maintain Control Achievement if you ever have no troops in Toshi Ranbo.&lt;br /&gt;
&lt;br /&gt;
== End of Turn ==&lt;br /&gt;
Resolve end-of-turn effects:&lt;br /&gt;
&lt;br /&gt;
* Claim Village Tokens if you still control their territories.&lt;br /&gt;
* Claim Shrine upgrades if you control their territories.&lt;br /&gt;
* Resolve Toshi Ranbo effects.&lt;br /&gt;
* If you have fewer than &#039;&#039;&#039;3 troops on the main board&#039;&#039;&#039;, refill your Fort until you have 3.&lt;br /&gt;
* Refill the Order Card row to 5 cards.&lt;br /&gt;
&lt;br /&gt;
Then the next player takes their turn.&lt;br /&gt;
&lt;br /&gt;
== The Big Picture ==&lt;br /&gt;
On your turn, think:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take an Order → Put it in a column → Activate that column → Move/Recruit/Build/Buy things → Fight if necessary → Claim territory rewards → Refill cards.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your main objective isn&#039;t simply to conquer the map. You&#039;re racing to complete &#039;&#039;&#039;7 Achievements&#039;&#039;&#039;. Build toward several of them simultaneously while using your Order Cards to make your columns stronger and stronger.&lt;/div&gt;</summary>
		<author><name>TimboTimeLLC</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpbizarremanor&amp;diff=30822</id>
		<title>Gamehelpbizarremanor</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpbizarremanor&amp;diff=30822"/>
		<updated>2026-07-23T23:40:39Z</updated>

		<summary type="html">&lt;p&gt;TimboTimeLLC: Created page with &amp;quot;=Objective=  Build the best haunted manor over &amp;#039;&amp;#039;&amp;#039;6 rounds&amp;#039;&amp;#039;&amp;#039; by drafting and placing Manor cards. Earn positive Review cards by satisfying the &amp;#039;&amp;#039;&amp;#039;Architect&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Decorator&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Mystery Guests&amp;#039;&amp;#039;&amp;#039;, while hiding or covering negative stars. The player with the most points wins.  =Setup=  * Choose a Scenario. * Place the Scenario where all players can see it. * Shuffle the Mystery Guest cards and place &amp;#039;&amp;#039;&amp;#039;2 face down&amp;#039;&amp;#039;&amp;#039; below the Scenario. * Sort the Review cards into...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective=&lt;br /&gt;
&lt;br /&gt;
Build the best haunted manor over &#039;&#039;&#039;6 rounds&#039;&#039;&#039; by drafting and placing Manor cards. Earn positive Review cards by satisfying the &#039;&#039;&#039;Architect&#039;&#039;&#039;, &#039;&#039;&#039;Decorator&#039;&#039;&#039;, and &#039;&#039;&#039;Mystery Guests&#039;&#039;&#039;, while hiding or covering negative stars. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
=Setup=&lt;br /&gt;
&lt;br /&gt;
* Choose a Scenario.&lt;br /&gt;
* Place the Scenario where all players can see it.&lt;br /&gt;
* Shuffle the Mystery Guest cards and place &#039;&#039;&#039;2 face down&#039;&#039;&#039; below the Scenario.&lt;br /&gt;
* Sort the Review cards into five negative-star decks (-1 to -5).&lt;br /&gt;
* Prepare the Manor deck:&lt;br /&gt;
** 4 players: all cards.&lt;br /&gt;
** 3 players: remove cards marked &amp;quot;4&amp;quot;.&lt;br /&gt;
** 2 players: also remove cards marked &amp;quot;3&amp;quot;.&lt;br /&gt;
* Divide the Manor cards into &#039;&#039;&#039;6 equal decks&#039;&#039;&#039; (one per round).&lt;br /&gt;
* Place the Vortex card to begin the discard pile.&lt;br /&gt;
* Each player receives:&lt;br /&gt;
** 1 Hall card&lt;br /&gt;
** 1 Architect track&lt;br /&gt;
** 1 Ghost token&lt;br /&gt;
** 1 Player Aid&lt;br /&gt;
* Each player secretly looks at &#039;&#039;&#039;one&#039;&#039;&#039; Mystery Guest and marks it with their Ghost token.&lt;br /&gt;
&lt;br /&gt;
=Game Overview=&lt;br /&gt;
&lt;br /&gt;
The game consists of &#039;&#039;&#039;6 rounds&#039;&#039;&#039;. Each round every player places &#039;&#039;&#039;2 Manor cards&#039;&#039;&#039; into their manor.&lt;br /&gt;
&lt;br /&gt;
During the game you will:&lt;br /&gt;
&lt;br /&gt;
* Expand your manor.&lt;br /&gt;
* Progress toward Architect milestones.&lt;br /&gt;
* Reveal Mystery Guests.&lt;br /&gt;
* Earn and place Review cards.&lt;br /&gt;
&lt;br /&gt;
After Round 6:&lt;br /&gt;
&lt;br /&gt;
# Inauguration&lt;br /&gt;
# Final Scoring&lt;br /&gt;
&lt;br /&gt;
=Round Structure=&lt;br /&gt;
&lt;br /&gt;
==1. Deal==&lt;br /&gt;
&lt;br /&gt;
One player deals &#039;&#039;&#039;3 Manor cards&#039;&#039;&#039; face down to every player.&lt;br /&gt;
&lt;br /&gt;
==2. Choice 1==&lt;br /&gt;
&lt;br /&gt;
Each player:&lt;br /&gt;
&lt;br /&gt;
* Looks at their three cards.&lt;br /&gt;
* Chooses one.&lt;br /&gt;
* Places it face down in front of themselves.&lt;br /&gt;
&lt;br /&gt;
==3. Pass Cards==&lt;br /&gt;
&lt;br /&gt;
From the remaining two cards:&lt;br /&gt;
&lt;br /&gt;
* Pass one left.&lt;br /&gt;
* Pass one right.&lt;br /&gt;
&lt;br /&gt;
(2-player game: pass one to your opponent and discard the other.)&lt;br /&gt;
&lt;br /&gt;
==4. Place 1==&lt;br /&gt;
&lt;br /&gt;
Everyone simultaneously adds their chosen card to their manor.&lt;br /&gt;
&lt;br /&gt;
Resolve any effects.&lt;br /&gt;
&lt;br /&gt;
==5. Choice 2==&lt;br /&gt;
&lt;br /&gt;
Pick up the two received cards.&lt;br /&gt;
&lt;br /&gt;
* Keep one.&lt;br /&gt;
* Discard the other to the Vortex.&lt;br /&gt;
&lt;br /&gt;
(Skip this step in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
==6. Place 2==&lt;br /&gt;
&lt;br /&gt;
Everyone places their second chosen card.&lt;br /&gt;
&lt;br /&gt;
Resolve any effects.&lt;br /&gt;
&lt;br /&gt;
Repeat until all six rounds have been played.&lt;br /&gt;
&lt;br /&gt;
=Placement Rules=&lt;br /&gt;
&lt;br /&gt;
Every placed card must obey &#039;&#039;&#039;both&#039;&#039;&#039; rules:&lt;br /&gt;
&lt;br /&gt;
* It must be placed on an empty space or directly on top of another Manor card.&lt;br /&gt;
* It must remain connected to your Hall through a continuous path.&lt;br /&gt;
&lt;br /&gt;
Hall cards and Review cards can &#039;&#039;&#039;never&#039;&#039;&#039; be covered.&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
Horizontal connections require matching openings between adjacent cards.&lt;br /&gt;
&lt;br /&gt;
Vertical connections use staircases or ladders.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;one complete staircase or ladder&#039;&#039;&#039; is needed between stacked cards.&lt;br /&gt;
&lt;br /&gt;
If a section becomes disconnected from the Hall:&lt;br /&gt;
&lt;br /&gt;
* It cannot be used to connect future cards.&lt;br /&gt;
* It may become connected again later.&lt;br /&gt;
* During Inauguration all disconnected cards are discarded.&lt;br /&gt;
&lt;br /&gt;
=Architect Progress=&lt;br /&gt;
&lt;br /&gt;
Each Scenario defines an Architect objective.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Complete staircases&lt;br /&gt;
* Blocked vertical connections&lt;br /&gt;
&lt;br /&gt;
Whenever you reach a new milestone:&lt;br /&gt;
&lt;br /&gt;
* Advance your Architect marker.&lt;br /&gt;
* Take the indicated Review card.&lt;br /&gt;
&lt;br /&gt;
Each milestone can only be claimed once.&lt;br /&gt;
&lt;br /&gt;
=Eye Symbols=&lt;br /&gt;
&lt;br /&gt;
Some Manor cards contain an &#039;&#039;&#039;Eye&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When you place one:&lt;br /&gt;
&lt;br /&gt;
Reveal one Mystery Guest.&lt;br /&gt;
&lt;br /&gt;
You may reveal:&lt;br /&gt;
&lt;br /&gt;
* the one you secretly viewed at setup, or&lt;br /&gt;
* one you have not yet seen.&lt;br /&gt;
&lt;br /&gt;
Only revealed Mystery Guests score during Inauguration.&lt;br /&gt;
&lt;br /&gt;
=Review Cards=&lt;br /&gt;
&lt;br /&gt;
Review cards work almost like Manor cards.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
&lt;br /&gt;
* Must follow normal placement rules.&lt;br /&gt;
* Cannot be covered.&lt;br /&gt;
* May trigger additional effects.&lt;br /&gt;
* Are discarded if disconnected during Inauguration.&lt;br /&gt;
&lt;br /&gt;
Positive stars are worth points.&lt;br /&gt;
&lt;br /&gt;
Negative stars lose points.&lt;br /&gt;
&lt;br /&gt;
If you cannot legally place a Review card:&lt;br /&gt;
&lt;br /&gt;
* Return it.&lt;br /&gt;
* Draw the next Review card from the same pile instead.&lt;br /&gt;
&lt;br /&gt;
=Stars on Manor Cards=&lt;br /&gt;
&lt;br /&gt;
Some Manor cards also contain printed stars.&lt;br /&gt;
&lt;br /&gt;
Unlike Review cards:&lt;br /&gt;
&lt;br /&gt;
* They have no text.&lt;br /&gt;
* They may be covered.&lt;br /&gt;
&lt;br /&gt;
They score only if still visible and connected to the Hall at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=Inauguration=&lt;br /&gt;
&lt;br /&gt;
After Round 6:&lt;br /&gt;
&lt;br /&gt;
# The Architect no longer awards Reviews.&lt;br /&gt;
# Discard every Manor and Review card disconnected from the Hall.&lt;br /&gt;
# Resolve the Decorator objective.&lt;br /&gt;
# Resolve every &#039;&#039;&#039;revealed&#039;&#039;&#039; Mystery Guest from left to right.&lt;br /&gt;
# Place all earned Review cards immediately.&lt;br /&gt;
&lt;br /&gt;
Review cards gained during Inauguration may:&lt;br /&gt;
&lt;br /&gt;
* Cover negative Manor stars.&lt;br /&gt;
* Trigger additional effects.&lt;br /&gt;
* Disconnect parts of your manor (which are immediately discarded).&lt;br /&gt;
&lt;br /&gt;
Hidden Mystery Guests do not score.&lt;br /&gt;
&lt;br /&gt;
=Scoring=&lt;br /&gt;
&lt;br /&gt;
Score:&lt;br /&gt;
&lt;br /&gt;
* +1 for every visible accessible positive star.&lt;br /&gt;
* -1 for every visible accessible negative star.&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
&lt;br /&gt;
* Review cards&lt;br /&gt;
* Printed stars on Manor cards&lt;br /&gt;
&lt;br /&gt;
Highest total wins.&lt;br /&gt;
&lt;br /&gt;
If tied, the tied player with &#039;&#039;&#039;more negative stars&#039;&#039;&#039; wins the tie.&lt;br /&gt;
&lt;br /&gt;
=Strategy Tips=&lt;br /&gt;
&lt;br /&gt;
* Stay connected to your Hall at all times.&lt;br /&gt;
* Cover negative Manor stars whenever possible.&lt;br /&gt;
* Reveal Mystery Guests early enough to score them.&lt;br /&gt;
* Plan Review card placement carefully—they can trigger chains of additional rewards.&lt;br /&gt;
* Don&#039;t focus only on the Architect. The Decorator and Mystery Guests often provide a large portion of your final score.&lt;/div&gt;</summary>
		<author><name>TimboTimeLLC</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpdrako&amp;diff=30261</id>
		<title>Gamehelpdrako</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpdrako&amp;diff=30261"/>
		<updated>2026-06-15T23:31:01Z</updated>

		<summary type="html">&lt;p&gt;TimboTimeLLC: Created page with &amp;quot;= DRAKO: Aetherya Pocket =  == Goal == Build a 4 × 4 Kingdom and score the most &amp;#039;&amp;#039;&amp;#039;Harmony Points&amp;#039;&amp;#039;&amp;#039; by placing Tribes near favored Lands, domesticating Dragons, claiming Legends, and avoiding conflicts.  == Components == * 80 Kingdom cards: Lands, Tribes, Dragons, Magical Portals * 15 Legend cards * 4 player aids * 1 score sheet  == Setup == Use Kingdom cards based on player count:  {| class=&amp;quot;wikitable&amp;quot; ! Players !! Cards Used |- | 2 || 2-diamond cards |- | 3 || 2- and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DRAKO: Aetherya Pocket =&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Build a 4 × 4 Kingdom and score the most &#039;&#039;&#039;Harmony Points&#039;&#039;&#039; by placing Tribes near favored Lands, domesticating Dragons, claiming Legends, and avoiding conflicts.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* 80 Kingdom cards: Lands, Tribes, Dragons, Magical Portals&lt;br /&gt;
* 15 Legend cards&lt;br /&gt;
* 4 player aids&lt;br /&gt;
* 1 score sheet&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Use Kingdom cards based on player count:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Players !! Cards Used&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2-diamond cards&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2- and 3-diamond cards&lt;br /&gt;
|-&lt;br /&gt;
| 4 || All Kingdom cards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Shuffle the Kingdom and Legend decks separately.&lt;br /&gt;
&lt;br /&gt;
Reveal 8 Legend cards face up.&lt;br /&gt;
&lt;br /&gt;
Each player draws until they have 4 different Kingdom cards, places them face up as a 2 × 2 starting Kingdom, then draws 12 more cards face down around them to make a 4 × 4 Kingdom. These face-down cards are &#039;&#039;&#039;Unexplored Lands&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Reveal 1 Kingdom card to start the discard pile.&lt;br /&gt;
&lt;br /&gt;
Oldest player starts.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
On your turn, draw 1 Kingdom card from either the draw pile or discard pile.&lt;br /&gt;
&lt;br /&gt;
If drawn from the discard pile, you must place it in your Kingdom, replacing another card.&lt;br /&gt;
&lt;br /&gt;
If drawn from the draw pile, either:&lt;br /&gt;
&lt;br /&gt;
* Place it in your Kingdom, replacing another card.&lt;br /&gt;
* Discard it, then reveal one Unexplored Land.&lt;br /&gt;
&lt;br /&gt;
Replaced cards go to the discard pile.&lt;br /&gt;
&lt;br /&gt;
You may not replace a revealed card with another card of the same type.&lt;br /&gt;
&lt;br /&gt;
Dragons and Magical Portals are locked once placed and cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
== Adjacency ==&lt;br /&gt;
Only orthogonal adjacency counts. Diagonals do not count.&lt;br /&gt;
&lt;br /&gt;
Magical Portals connect the 4 orthogonally adjacent cards around them. Multiple Portals can extend connections.&lt;br /&gt;
&lt;br /&gt;
Goblins cannot use Portals.&lt;br /&gt;
&lt;br /&gt;
== Tribe Scoring ==&lt;br /&gt;
Each Tribe scores for connected Lands:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Scores&lt;br /&gt;
|-&lt;br /&gt;
| Elves || +2 per Forest, -1 per Swamp&lt;br /&gt;
|-&lt;br /&gt;
| Dwarves || +2 per Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Humans || +2 per Plain, +1 per Forest, +1 per Mountain, -1 per Swamp&lt;br /&gt;
|-&lt;br /&gt;
| Goblins || +3 per Swamp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
Each conflict is worth &#039;&#039;&#039;-2 Harmony Points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Goblins conflict with every Tribe, including Goblins.&lt;br /&gt;
* Elves and Dwarves conflict with each other.&lt;br /&gt;
* Humans do not conflict with Elves or Dwarves.&lt;br /&gt;
&lt;br /&gt;
Each connection between hated Tribes counts as a separate conflict.&lt;br /&gt;
&lt;br /&gt;
== Dragons ==&lt;br /&gt;
A Dragon is &#039;&#039;&#039;domesticated&#039;&#039;&#039; if connected to at least 2 Tribes of the same type, excluding Goblins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dragons in Kingdom !! Domesticated !! Wild&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +3 each || -3 each&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +4 each || -4 each&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +5 each || -5 each&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each Dragon beyond the third is worth -5, even if domesticated.&lt;br /&gt;
&lt;br /&gt;
== Legends ==&lt;br /&gt;
On your turn, you may claim 1 available Legend if you meet its requirement. Replace it from the Legend deck if possible.&lt;br /&gt;
&lt;br /&gt;
Once claimed, a Legend remains yours even if your Kingdom later changes.&lt;br /&gt;
&lt;br /&gt;
Legend types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tribes:&#039;&#039;&#039; 2 connected Tribes of one type&lt;br /&gt;
* &#039;&#039;&#039;Lands:&#039;&#039;&#039; 3 connected Lands of one type&lt;br /&gt;
* &#039;&#039;&#039;Alliance:&#039;&#039;&#039; Human/Dwarf or Human/Elf connected&lt;br /&gt;
* &#039;&#039;&#039;Legendary Battle:&#039;&#039;&#039; specified rival Tribes connected as shown&lt;br /&gt;
* &#039;&#039;&#039;The Four Tribes:&#039;&#039;&#039; all 4 Tribe types present&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
The game ends immediately when any player reveals their last Unexplored Land.&lt;br /&gt;
&lt;br /&gt;
Reveal all remaining face-down cards. No more Legends may be claimed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Total:&lt;br /&gt;
&lt;br /&gt;
* Tribe Harmony Points&lt;br /&gt;
* Dragon points or penalties&lt;br /&gt;
* Legend points&lt;br /&gt;
* Conflict penalties&lt;br /&gt;
&lt;br /&gt;
Highest score wins.&lt;br /&gt;
&lt;br /&gt;
Ties are broken by comparing each tied player’s highest scoring category, then next-highest, and so on.&lt;/div&gt;</summary>
		<author><name>TimboTimeLLC</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpcustodiandice&amp;diff=29911</id>
		<title>Gamehelpcustodiandice</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpcustodiandice&amp;diff=29911"/>
		<updated>2026-05-22T13:30:09Z</updated>

		<summary type="html">&lt;p&gt;TimboTimeLLC: Created page with &amp;quot;{{Infobox game | title = Custodian Dice | designer = Niko Lepka | players = 2 | time = 30–45 minutes | complexity = Complex | version = 1.0.0 }}  &amp;#039;&amp;#039;&amp;#039;Custodian Dice&amp;#039;&amp;#039;&amp;#039; is an abstract strategy game played on a 5 × 5 grid. Players capture opposing dice by surrounding them on multiple sides.  == Objective ==  Capture enough of your opponent’s pieces so they are no longer able to capture any of yours.  == Components ==  * 1 5 × 5 game board * 10 regular dice ** 5 dice i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox game&lt;br /&gt;
| title = Custodian Dice&lt;br /&gt;
| designer = Niko Lepka&lt;br /&gt;
| players = 2&lt;br /&gt;
| time = 30–45 minutes&lt;br /&gt;
| complexity = Complex&lt;br /&gt;
| version = 1.0.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custodian Dice&#039;&#039;&#039; is an abstract strategy game played on a 5 × 5 grid. Players capture opposing dice by surrounding them on multiple sides.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
Capture enough of your opponent’s pieces so they are no longer able to capture any of yours.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 5 × 5 game board&lt;br /&gt;
* 10 regular dice&lt;br /&gt;
** 5 dice in one colour&lt;br /&gt;
** 5 dice in another colour&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Each player takes five dice of their own colour and rolls them.&lt;br /&gt;
# Each player places their five dice in a starting line on the row of the board closest to them.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
A player’s turn consists of four steps:&lt;br /&gt;
&lt;br /&gt;
# Select&lt;br /&gt;
# Move or Jump&lt;br /&gt;
# Rotate or Flip&lt;br /&gt;
# Capture&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
Choose one of your available dice.&lt;br /&gt;
&lt;br /&gt;
=== Move or Jump ===&lt;br /&gt;
&lt;br /&gt;
Move the selected die exactly as many spaces as shown on its top face.&lt;br /&gt;
&lt;br /&gt;
When moving, you may not:&lt;br /&gt;
&lt;br /&gt;
* Move diagonally&lt;br /&gt;
* Move over other pieces&lt;br /&gt;
* Move back onto a space you just left&lt;br /&gt;
&lt;br /&gt;
You may change direction during movement, as long as the full movement total is completed and all movement is orthogonal.&lt;br /&gt;
&lt;br /&gt;
==== Jumping ====&lt;br /&gt;
&lt;br /&gt;
Instead of moving normally, if your die is adjacent to any other die and there is an empty space directly behind that die, you may jump over it.&lt;br /&gt;
&lt;br /&gt;
You cannot both move and jump on the same turn. You must choose one or the other.&lt;br /&gt;
&lt;br /&gt;
=== Rotate or Flip ===&lt;br /&gt;
&lt;br /&gt;
After moving or jumping, the selected die must change faces.&lt;br /&gt;
&lt;br /&gt;
==== If the die moved ====&lt;br /&gt;
&lt;br /&gt;
Rotate the selected die 90° to one of its adjacent faces.&lt;br /&gt;
&lt;br /&gt;
The die may not be rotated to its opposite face.&lt;br /&gt;
&lt;br /&gt;
For example, if the die shows 1, it may be rotated to 2, 3, 4, or 5, but not 6.&lt;br /&gt;
&lt;br /&gt;
==== If the die jumped ====&lt;br /&gt;
&lt;br /&gt;
Flip the selected die to its opposite face.&lt;br /&gt;
&lt;br /&gt;
Opposite faces are:&lt;br /&gt;
&lt;br /&gt;
* 1 ↔ 6&lt;br /&gt;
* 2 ↔ 5&lt;br /&gt;
* 3 ↔ 4&lt;br /&gt;
&lt;br /&gt;
=== Capture ===&lt;br /&gt;
&lt;br /&gt;
After movement and rotation or flipping, check for captures.&lt;br /&gt;
&lt;br /&gt;
Pieces are captured by &#039;&#039;&#039;Custodial Capture&#039;&#039;&#039;. To capture an opposing die, it must be sandwiched between two of your dice in a straight orthogonal line.&lt;br /&gt;
&lt;br /&gt;
A piece is only captured when the active player creates the sandwiching position. Moving your own die into a position where it is sandwiched does not cause it to be captured.&lt;br /&gt;
&lt;br /&gt;
Multiple simultaneous captures are possible from a single move, including multi-layered sandwich captures.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as one player has fewer than two dice remaining.&lt;br /&gt;
&lt;br /&gt;
That player loses.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== No Jumping Variant ===&lt;br /&gt;
&lt;br /&gt;
For a more restrictive game, remove jumping from the available movement options.&lt;br /&gt;
&lt;br /&gt;
This makes movement more cramped and makes it harder to escape certain positions, while also reducing the mental overhead of considering jump moves.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Reigns Supreme ===&lt;br /&gt;
&lt;br /&gt;
Instead of rotating or flipping a die after moving or jumping, roll the die.&lt;br /&gt;
&lt;br /&gt;
Whichever face it lands on becomes its new face until it moves again.&lt;/div&gt;</summary>
		<author><name>TimboTimeLLC</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodfortune&amp;diff=29656</id>
		<title>Gamehelpgoodfortune</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodfortune&amp;diff=29656"/>
		<updated>2026-05-03T17:04:04Z</updated>

		<summary type="html">&lt;p&gt;TimboTimeLLC: Created page with &amp;quot;= Good Fortune =  == Overview == Players collect matching charms to score points. Each tile has a value (shown as a die). Highest total score wins. :contentReference[oaicite:0]{index=0}  == Components == * 21 numbered tiles (each shows 2 charms + 1 value) * 1 Lucky Charm Medallion (random) * 1 reminder tile (for tiles 1 and 21)  == Setup == # Randomly assign tile 1 to one player and tile 21 to another. # Each player draws 8 tiles face down. # Place 3 remaining tiles face...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Good Fortune =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players collect matching charms to score points. Each tile has a value (shown as a die). Highest total score wins. :contentReference[oaicite:0]{index=0}&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* 21 numbered tiles (each shows 2 charms + 1 value)&lt;br /&gt;
* 1 Lucky Charm Medallion (random)&lt;br /&gt;
* 1 reminder tile (for tiles 1 and 21)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
# Randomly assign tile 1 to one player and tile 21 to another.&lt;br /&gt;
# Each player draws 8 tiles face down.&lt;br /&gt;
# Place 3 remaining tiles face up in the center → &#039;&#039;&#039;Central Line&#039;&#039;&#039;.&lt;br /&gt;
# Players reveal and sort their tiles in ascending order → &#039;&#039;&#039;Luck Line&#039;&#039;&#039;.&lt;br /&gt;
# Player with tile 1:&lt;br /&gt;
#* Takes the medallion&lt;br /&gt;
#* Starts with the small-icon side facing up&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
=== 1. Tile Selection ===&lt;br /&gt;
* Medallion holder chooses a tile from their Luck Line.&lt;br /&gt;
* Other player chooses a tile.&lt;br /&gt;
&lt;br /&gt;
=== 2. Determine Priority ===&lt;br /&gt;
Compare tile numbers:&lt;br /&gt;
* Small icon → lower number goes first&lt;br /&gt;
* Big icon → higher number goes first&lt;br /&gt;
&lt;br /&gt;
=== 3. Place Tile ===&lt;br /&gt;
Active player places tile at one end of Central Line:&lt;br /&gt;
&lt;br /&gt;
* If matching a charm on that end:&lt;br /&gt;
** Must connect matching charm&lt;br /&gt;
** If two matches possible, choose&lt;br /&gt;
&lt;br /&gt;
* If no match:&lt;br /&gt;
** Place tile anyway&lt;br /&gt;
&lt;br /&gt;
=== 4. Resolve Opposite Tile ===&lt;br /&gt;
* If a match was made:&lt;br /&gt;
** Take the tile at the opposite end&lt;br /&gt;
** Add to collection (score its value)&lt;br /&gt;
&lt;br /&gt;
* If no match:&lt;br /&gt;
** Remove opposite tile from game (discard)&lt;br /&gt;
&lt;br /&gt;
=== 5. Second Player ===&lt;br /&gt;
* Other player repeats placement + resolution&lt;br /&gt;
&lt;br /&gt;
=== 6. End of Turn ===&lt;br /&gt;
* Flip medallion&lt;br /&gt;
* Pass it to the other player&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
Triggered when all tiles are played.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
# Group collected tiles by identical charm&lt;br /&gt;
# Order groups:&lt;br /&gt;
#* Most tiles first&lt;br /&gt;
#* Tiebreaker: highest total value&lt;br /&gt;
&lt;br /&gt;
# Score each group:&lt;br /&gt;
* (Number of tiles) × (sum of values)&lt;br /&gt;
&lt;br /&gt;
# Total all group scores&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
Player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Guessing Variant ===&lt;br /&gt;
* Players select tiles simultaneously&lt;br /&gt;
* Priority rule ignored&lt;br /&gt;
* Medallion stays in center (still flipped each turn)&lt;br /&gt;
&lt;br /&gt;
=== Simple Variant ===&lt;br /&gt;
* Remove medallion&lt;br /&gt;
* Players alternate placing tiles&lt;br /&gt;
* Tile values are ignored&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;&#039;Luck Line&#039;&#039;&#039; – Player’s personal row of tiles&lt;br /&gt;
* &#039;&#039;&#039;Central Line&#039;&#039;&#039; – Shared row of tiles in play&lt;br /&gt;
* &#039;&#039;&#039;Medallion&#039;&#039;&#039; – Determines play order&lt;br /&gt;
* &#039;&#039;&#039;Collection&#039;&#039;&#039; – Tiles scored by player&lt;br /&gt;
&lt;br /&gt;
== Notes / Ambiguities ==&lt;br /&gt;
* Tile placement choice when both ends match is player-controlled.&lt;br /&gt;
* Discarded tiles are permanently removed.&lt;br /&gt;
* Game appears designed for 2 players only.&lt;/div&gt;</summary>
		<author><name>TimboTimeLLC</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpchandigarh&amp;diff=28650</id>
		<title>Gamehelpchandigarh</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpchandigarh&amp;diff=28650"/>
		<updated>2026-02-22T17:39:11Z</updated>

		<summary type="html">&lt;p&gt;TimboTimeLLC: Created page with &amp;quot;&amp;lt;H1&amp;gt;Chandigarh – Rules Summary&amp;lt;/H1&amp;gt; &amp;lt;H2&amp;gt;Overview&amp;lt;/H2&amp;gt;  Players act as urban planners constructing the city of Chandigarh. Over the course of the game, players move their Architect, construct Buildings, complete Sectors, acquire Specialists, and score Project Cards for Prestige Points (PP). The player with the most PP at game end wins.  &amp;lt;H2&amp;gt;Core Concepts&amp;lt;/H2&amp;gt;  &amp;lt;B&amp;gt;Sector&amp;lt;/B&amp;gt;: One of 16 tiles forming a 4×4 city grid. &amp;lt;B&amp;gt;Plot&amp;lt;/B&amp;gt;: A space within a Sector where a Building...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;H1&amp;gt;Chandigarh – Rules Summary&amp;lt;/H1&amp;gt; &amp;lt;H2&amp;gt;Overview&amp;lt;/H2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players act as urban planners constructing the city of Chandigarh. Over the course of the game, players move their Architect, construct Buildings, complete Sectors, acquire Specialists, and score Project Cards for Prestige Points (PP). The player with the most PP at game end wins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Core Concepts&amp;lt;/H2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Sector&amp;lt;/B&amp;gt;: One of 16 tiles forming a 4×4 city grid.&lt;br /&gt;
&amp;lt;B&amp;gt;Plot&amp;lt;/B&amp;gt;: A space within a Sector where a Building may be placed.&lt;br /&gt;
&amp;lt;B&amp;gt;Plaza&amp;lt;/B&amp;gt;: The center of each Sector (used for Supervisors and Specialists).&lt;br /&gt;
&amp;lt;B&amp;gt;Street&amp;lt;/B&amp;gt;: The border between Sectors.&lt;br /&gt;
&amp;lt;B&amp;gt;Junction&amp;lt;/B&amp;gt;: An intersection of Streets; Architects stand here.&lt;br /&gt;
&amp;lt;B&amp;gt;Perimeter&amp;lt;/B&amp;gt;: The outer edge Streets of the city grid.&lt;br /&gt;
&amp;lt;B&amp;gt;Buildings&amp;lt;/B&amp;gt;: Four types/colors (Shops, Amenities, Temples, Parks).&lt;br /&gt;
&amp;lt;B&amp;gt;Architect&amp;lt;/B&amp;gt;: Player movement piece.&lt;br /&gt;
&amp;lt;B&amp;gt;Supervisor&amp;lt;/B&amp;gt;: Marker placed when a Sector is completed.&lt;br /&gt;
&amp;lt;B&amp;gt;Project Cards&amp;lt;/B&amp;gt;: Provide movement steps and scoring patterns.&lt;br /&gt;
&amp;lt;B&amp;gt;Prestige Points (PP)&amp;lt;/B&amp;gt;: Victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Setup (Condensed)&amp;lt;/H2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In turn order, each player drafts:&lt;br /&gt;
&lt;br /&gt;
1 Project Card&lt;br /&gt;
&lt;br /&gt;
2 Buildings of different colors&lt;br /&gt;
&lt;br /&gt;
Randomly determine starting player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Game End&amp;lt;/H2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round in which the last Building of any one color is taken from the General Reserve.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Turn Structure&amp;lt;/H2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On your turn, choose &amp;lt;B&amp;gt;ONE&amp;lt;/B&amp;gt; action:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Move and Build&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Add a Project Card and Score&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Action 1: Move and Build&amp;lt;/H2&amp;gt; &amp;lt;H3&amp;gt;Movement&amp;lt;/H3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add the movement steps shown on your Project Cards (0–2 per card).&lt;br /&gt;
&lt;br /&gt;
Move your Architect one Junction per step.&lt;br /&gt;
&lt;br /&gt;
You may use fewer steps than available.&lt;br /&gt;
&lt;br /&gt;
Restrictions:&lt;br /&gt;
&lt;br /&gt;
No immediate backtracking.&lt;br /&gt;
&lt;br /&gt;
You may not end your movement on a Junction occupied by another Architect.&lt;br /&gt;
&lt;br /&gt;
Passing through is allowed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H3&amp;gt;Building&amp;lt;/H3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You must move at least 1 step before building.&lt;br /&gt;
&lt;br /&gt;
For each step moved, you may place 1 Building.&lt;br /&gt;
&lt;br /&gt;
Buildings must:&lt;br /&gt;
&lt;br /&gt;
Come from your Personal Reserve.&lt;br /&gt;
&lt;br /&gt;
Be placed on a vacant Plot adjacent to your Architect’s current Junction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Completing a Sector&amp;lt;/H2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the final vacant Plot in a Sector is filled:&lt;br /&gt;
&lt;br /&gt;
Place one of your Supervisors in the Plaza.&lt;br /&gt;
&lt;br /&gt;
You now supervise that Sector.&lt;br /&gt;
&lt;br /&gt;
The player placing the final Building gains supervision.&lt;br /&gt;
&lt;br /&gt;
If a Specialist is present in the Plaza, relocate it.&lt;br /&gt;
&lt;br /&gt;
Supervision is used in end-game Street scoring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Specialists (Optional)&amp;lt;/H2&amp;gt; &amp;lt;H3&amp;gt;Acquiring&amp;lt;/H3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To gain a Specialist:&lt;br /&gt;
&lt;br /&gt;
Build a Building matching the Specialist’s color in the Sector where it is located.&lt;br /&gt;
&lt;br /&gt;
Take one Specialist Token.&lt;br /&gt;
&lt;br /&gt;
Move the Specialist to another vacant Plaza.&lt;br /&gt;
&lt;br /&gt;
Each player may obtain only one token per Specialist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H3&amp;gt;Using&amp;lt;/H3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
May be activated once per turn.&lt;br /&gt;
&lt;br /&gt;
Some apply only to &amp;lt;B&amp;gt;Move and Build&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Others apply only to &amp;lt;B&amp;gt;Add and Score&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Flip the token when used; reset at end of turn.&lt;br /&gt;
&lt;br /&gt;
Some Specialists grant end-game PP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Action 2: Add a Project Card and Score&amp;lt;/H2&amp;gt; &amp;lt;H3&amp;gt;Adding a Card&amp;lt;/H3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take one of the 4 available Project Cards.&lt;br /&gt;
&lt;br /&gt;
Add it to either end of your Project row.&lt;br /&gt;
&lt;br /&gt;
Gain Buildings shown where the new card connects to the adjacent card.&lt;br /&gt;
&lt;br /&gt;
Buildings are taken from the General Reserve.&lt;br /&gt;
&lt;br /&gt;
Personal Reserve limit: 6 Buildings (discard excess).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H3&amp;gt;Scoring (Triggered at 4 Cards)&amp;lt;/H3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If adding a card brings your total to 4:&lt;br /&gt;
&lt;br /&gt;
Score the card at the opposite end from where you placed the new card.&lt;br /&gt;
&lt;br /&gt;
Remove the scored card from the game.&lt;br /&gt;
&lt;br /&gt;
Your Project row returns to 3 cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Scoring Formula:&amp;lt;/B&amp;gt;&lt;br /&gt;
PP = (Stars on card) × (Number of pattern matches in the city)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H3&amp;gt;Pattern Rules&amp;lt;/H3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shape and Building colors must match exactly.&lt;br /&gt;
&lt;br /&gt;
Patterns may be rotated.&lt;br /&gt;
&lt;br /&gt;
A Building cannot count more than once per scoring.&lt;br /&gt;
&lt;br /&gt;
Specialist Pawns do not count as Buildings.&lt;br /&gt;
&lt;br /&gt;
After resolving, refill the Project Reserve to 4 face-up cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Common Pattern Types&amp;lt;/H2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Project Cards may require:&lt;br /&gt;
&lt;br /&gt;
Buildings on opposite sides of the same Sector.&lt;br /&gt;
&lt;br /&gt;
Buildings across the same Street.&lt;br /&gt;
&lt;br /&gt;
2 or 3 consecutive Sectors (horizontal/vertical).&lt;br /&gt;
&lt;br /&gt;
3 diagonal Sectors.&lt;br /&gt;
&lt;br /&gt;
Buildings surrounding a central Sector.&lt;br /&gt;
&lt;br /&gt;
Buildings adjacent to the Perimeter.&lt;br /&gt;
&lt;br /&gt;
Buildings along both sides of a Street.&lt;br /&gt;
&lt;br /&gt;
All patterns may be oriented in any direction unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;End Game Scoring&amp;lt;/H2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the final round:&lt;br /&gt;
&lt;br /&gt;
Score one remaining Project Card.&lt;br /&gt;
&lt;br /&gt;
Score PP from Specialists.&lt;br /&gt;
&lt;br /&gt;
Score each Street:&lt;br /&gt;
&lt;br /&gt;
Player supervising the most adjacent Sectors gains full PP.&lt;br /&gt;
&lt;br /&gt;
Ties receive the bracket value shown.&lt;br /&gt;
&lt;br /&gt;
Score the Perimeter Street Tile for most Sectors along the outer edge.&lt;br /&gt;
&lt;br /&gt;
Player with the most total PP wins.&lt;br /&gt;
Ties are broken by turn order (earlier wins).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;H2&amp;gt;Key Definitions&amp;lt;/H2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Adjacent to the Perimeter&amp;lt;/B&amp;gt;:&lt;br /&gt;
A Building placed on a Plot touching the outer border of the city grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Supervision&amp;lt;/B&amp;gt;:&lt;br /&gt;
Control of a Sector gained by placing the final Building in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Perimeter&amp;lt;/B&amp;gt;:&lt;br /&gt;
The outermost Streets forming the city’s border.&lt;/div&gt;</summary>
		<author><name>TimboTimeLLC</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpcoffeerush&amp;diff=25129</id>
		<title>Gamehelpcoffeerush</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpcoffeerush&amp;diff=25129"/>
		<updated>2025-05-26T16:19:37Z</updated>

		<summary type="html">&lt;p&gt;TimboTimeLLC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Game Goal&#039;&#039;&#039; ==&lt;br /&gt;
* The main goal is to &#039;&#039;&#039;earn the most points&#039;&#039;&#039;.&lt;br /&gt;
* Points are earned by successfully &#039;&#039;&#039;completing customer orders&#039;&#039;&#039; and &#039;&#039;&#039;activating upgrades&#039;&#039;&#039;.&lt;br /&gt;
* Points are lost for &#039;&#039;&#039;penalty cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Player&#039;s Turn Steps&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;1. Activate Upgrades&#039;&#039;&#039; ===&lt;br /&gt;
* &#039;&#039;Optional step at the start of your turn.&#039;&#039;&lt;br /&gt;
* Turn in &#039;&#039;&#039;3 completed and “upvoted” cards&#039;&#039;&#039; from your player board to gain an &#039;&#039;&#039;upgrade tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;2. Move&#039;&#039;&#039; ===&lt;br /&gt;
* &#039;&#039;&#039;Move your meeple up to 3 spaces&#039;&#039;&#039; on the board.&lt;br /&gt;
* &#039;&#039;&#039;Collect the ingredient shown&#039;&#039;&#039; on each space you land on.&lt;br /&gt;
* You &#039;&#039;&#039;may pass over&#039;&#039;&#039; another meeple and collect ingredients, but &#039;&#039;&#039;cannot end your movement&#039;&#039;&#039; on a space with another meeple.&lt;br /&gt;
* Use &#039;&#039;&#039;Rush Tokens&#039;&#039;&#039; to move &#039;&#039;&#039;1 additional space&#039;&#039;&#039; each. There is &#039;&#039;&#039;no limit&#039;&#039;&#039; to how many tokens you may use.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;3. Pour Ingredients&#039;&#039;&#039; ===&lt;br /&gt;
* Place collected ingredients &#039;&#039;&#039;into your cups&#039;&#039;&#039;.&lt;br /&gt;
* Once placed, &#039;&#039;&#039;ingredients must stay in that cup&#039;&#039;&#039;.&lt;br /&gt;
* You may:&lt;br /&gt;
** &#039;&#039;&#039;Return ingredients&#039;&#039;&#039; to the supply instead of placing them.&lt;br /&gt;
** &#039;&#039;&#039;Empty any number of cups&#039;&#039;&#039;, returning all ingredients to the supply.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;4. Process Order&#039;&#039;&#039; ===&lt;br /&gt;
* When ingredients in a cup match a card, &#039;&#039;&#039;place the cup on the card&#039;&#039;&#039;.&lt;br /&gt;
* Other players should verify the order:&lt;br /&gt;
** If &#039;&#039;&#039;correct&#039;&#039;&#039;: return ingredients to the supply and place the card face down in your &#039;&#039;&#039;&amp;quot;up vote&amp;quot; area&#039;&#039;&#039; (used for scoring and upgrades).&lt;br /&gt;
** If &#039;&#039;&#039;incorrect&#039;&#039;&#039;: remove the cup from the card.&lt;br /&gt;
* Completing a &#039;&#039;&#039;Specialty Order&#039;&#039;&#039; earns you a &#039;&#039;&#039;Rush Token&#039;&#039;&#039;.&lt;br /&gt;
* Count the number of orders completed this turn:&lt;br /&gt;
** The &#039;&#039;&#039;next 2 players&#039;&#039;&#039; must each draw that many new cards and place them on &#039;&#039;&#039;Tab 1&#039;&#039;&#039; of their boards.&lt;br /&gt;
* If there are &#039;&#039;&#039;no more cards&#039;&#039;&#039; to draw:&lt;br /&gt;
** Flip the &#039;&#039;&#039;Starting Player Token&#039;&#039;&#039; to the &#039;&#039;&#039;&amp;quot;Closed&amp;quot;&#039;&#039;&#039; side.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;5. Flow of Time&#039;&#039;&#039; ===&lt;br /&gt;
* All cards on your player board &#039;&#039;&#039;move 1 tab down&#039;&#039;&#039;.&lt;br /&gt;
* Cards falling off &#039;&#039;&#039;Tab 4&#039;&#039;&#039; become &#039;&#039;&#039;penalty cards&#039;&#039;&#039; (placed face down in your &#039;&#039;&#039;&amp;quot;down vote&amp;quot; area&#039;&#039;&#039;):&lt;br /&gt;
** Gain &#039;&#039;&#039;Rush Tokens equal to the number of penalty cards received&#039;&#039;&#039;.&lt;br /&gt;
** If you receive your &#039;&#039;&#039;5th penalty card&#039;&#039;&#039;, the &#039;&#039;&#039;Starting Player Token&#039;&#039;&#039; is flipped to &#039;&#039;&#039;&amp;quot;Closed&amp;quot;&#039;&#039;&#039; immediately.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;6. Check for Game End&#039;&#039;&#039; ===&lt;br /&gt;
* Check the &#039;&#039;&#039;Starting Player Token&#039;&#039;&#039;:&lt;br /&gt;
** If on the &#039;&#039;&#039;&amp;quot;Open&amp;quot;&#039;&#039;&#039; side: your turn ends, and the next player goes.&lt;br /&gt;
** If on the &#039;&#039;&#039;&amp;quot;Closed&amp;quot;&#039;&#039;&#039; side: continue the round until &#039;&#039;&#039;all players have had a turn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;How the Game Ends&#039;&#039;&#039; ==&lt;br /&gt;
The game ends when:&lt;br /&gt;
* The &#039;&#039;&#039;Starting Player Token is on the &amp;quot;Closed&amp;quot; side&#039;&#039;&#039;, &#039;&#039;&#039;AND&#039;&#039;&#039;&lt;br /&gt;
* The current round ends so all players have taken an equal number of turns.&lt;br /&gt;
&lt;br /&gt;
The token flips to &#039;&#039;&#039;&amp;quot;Closed&amp;quot;&#039;&#039;&#039; when:&lt;br /&gt;
* There are &#039;&#039;&#039;no more new order cards&#039;&#039;&#039; to distribute, &#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
* A player receives their &#039;&#039;&#039;5th penalty card&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scoring Points at Game End&#039;&#039;&#039; ==&lt;br /&gt;
* Each &#039;&#039;&#039;completed order card&#039;&#039;&#039; (&amp;quot;upvoted&amp;quot;) = &#039;&#039;&#039;1 point&#039;&#039;&#039;&lt;br /&gt;
* Each &#039;&#039;&#039;activated upgrade tile&#039;&#039;&#039; = &#039;&#039;&#039;2 points&#039;&#039;&#039;&lt;br /&gt;
* Each &#039;&#039;&#039;penalty card&#039;&#039;&#039; (&amp;quot;downvoted&amp;quot;) = &#039;&#039;&#039;-1 point&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Breaking Ties&#039;&#039;&#039; ==&lt;br /&gt;
* If tied, the player with the &#039;&#039;&#039;most completed order cards wins&#039;&#039;&#039;.&lt;br /&gt;
* Still tied? The player with the &#039;&#039;&#039;most Rush Tokens wins&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Upgrades&#039;&#039;&#039; ==&lt;br /&gt;
Upgrades are special tiles earned by turning in &#039;&#039;&#039;3 completed order cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each tile grants a unique ability, such as:&lt;br /&gt;
* Receive &#039;&#039;&#039;2 ingredients&#039;&#039;&#039; when your meeple is &#039;&#039;&#039;in a corner space&#039;&#039;&#039;.&lt;br /&gt;
* Receive &#039;&#039;&#039;2 ingredients&#039;&#039;&#039; when your meeple is &#039;&#039;&#039;on the same space as another meeple&#039;&#039;&#039;.&lt;br /&gt;
* Your meeple may &#039;&#039;&#039;move diagonally&#039;&#039;&#039;.&lt;br /&gt;
* Take &#039;&#039;&#039;2 special ingredients&#039;&#039;&#039; (Caramel, chocolate, tea leaves, or water) when on a &#039;&#039;&#039;special space&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>TimboTimeLLC</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpfinca&amp;diff=23256</id>
		<title>Gamehelpfinca</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpfinca&amp;diff=23256"/>
		<updated>2024-11-16T15:59:14Z</updated>

		<summary type="html">&lt;p&gt;TimboTimeLLC: Correcting Game end to reflect that the game ends with the distribution of the final FINCA tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A finca (&amp;quot;estate&amp;quot; or &amp;quot;farmhouse&amp;quot; in English) is a traditional Spanish property in the picturesque countryside. In this game, you are a farmer on the beautiful island of Mallorca, a mediterranean paradise renowned for its fresh produce markets and landscape dotted with windmills. You will harvest produce on a windmill-shaped rondelle to fulfill the ever-changing demands of the produce markets around the island. In this way, you will earn points and compete for bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== INITIAL PLACEMENT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the start of the game, players take turns placing farmers on the windmill and collecting the produce depicted. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player then moving clockwise, place 1 farmer on any blade of the windmill and collect 1 of the produce types shown there. Continue taking turns until all farmers have been placed. &lt;br /&gt;
&lt;br /&gt;
Any number of farmers can occupy the same blade, but in the initial placement phase you only collect 1 item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME PLAY ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose between moving one of your farmers on the windmill (and collecting produce) OR delivering produce to fulfill the current market demand. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MOVING FARMERS ON THE WINDMILL&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Choose a blade on the windmill where you have at least 1 farmer. &lt;br /&gt;
&lt;br /&gt;
2. Move your farmer clockwise a number of spaces equal to the total # of farmers on that blade.&lt;br /&gt;
*• Example 1: If you are the only farmer on the blade, move 1 space clockwise, because there was only 1 farmer on the blade.&lt;br /&gt;
*• Example 2: If there are 3 farmers on the blade (and at least 1 of them is yours), move 3 spaces clockwise.&lt;br /&gt;
&lt;br /&gt;
3. Collect a quantity of produce shown on the blade equal to the # of farmers on that blade when you add your farmer to it.&lt;br /&gt;
*• Example 1: You moved to a blade with no other farmers on it. Your farmer is now the only farmer on the blade. Collect 1 item of the produce depicted because only 1 farmer is on the blade.&lt;br /&gt;
*• Example 2: You moved to a blade already occupied by 2 farmers. It doesn&#039;t matter who the farmers belong to. When you add your farmer to the blade, there are now 3 farmers on it. Collect 3 of the produce shown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Not Enough Produce in the Supply&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All produce that you collect comes from a limited supply. When there isn&#039;t enough produce in the supply for the active player to collect, ALL PLAYERS return their produce of that type to the supply. Then the active player collects all of the produce they are entitled to due to their windmill placement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Obtaining Donkey Carts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will need donkey carts in order to deliver produce to the markets. You obtain 1 donkey cart each time your farmer crosses the horizontal line dividing the windmill. &lt;br /&gt;
&lt;br /&gt;
Just as with produce, if you are entitled to a cart but no tokens are available, ALL PLAYERS return ALL of their carts to the supply. Then you collect the cart(s) you are entitled to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DELIVERING PRODUCE&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that you have enough produce, it&#039;s time to earn points! There are two opportunities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Market Tiles&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 10 markets on the board. Each market holds a stack of 4 market tiles. They depict 1 or more types of produce and a number from 1-6. The number is both the total number of produce you must deliver and the amount of points you earn.&lt;br /&gt;
 &lt;br /&gt;
*• To make a delivery, return 1 donkey cart and the exact quantity and mix of produce depicted on the market tile. If you don&#039;t have the full amount, you can&#039;t make the delivery.&lt;br /&gt;
&lt;br /&gt;
*• You can deliver to multiple markets during the turn. A donkey cart can delivery up to 6 items of produce, distributed to any number of markets you are able to fulfill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Finca Tiles&amp;lt;/b&amp;gt; - Majority Bonus&lt;br /&gt;
&lt;br /&gt;
Paired with each stack of market tiles is a house-shaped finca tile. The finca tile shows 1 or 2 types of produce. As soon as all the market tiles in a stack have been claimed, check to see who has the  majority of the produce type depicted. They win the finca tile. &lt;br /&gt;
&lt;br /&gt;
Where 2 types of produce are depicted, count all the produce of both types to determine the winner. &lt;br /&gt;
&lt;br /&gt;
Each finca tile is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
The game ends after placing the last wooden finca on the board. The player finishes his turn. Then, the players count their victory points. &lt;br /&gt;
&lt;br /&gt;
The player with the most victory points is the winner. &lt;br /&gt;
== VARIATIONS ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SET COMPLETION BONUS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever you collect a set of market tiles of EACH value (1-2-3-4-5-6), you earn a bonus tile - if there are any left! There are only 4 bonus tiles, valued 7, 6, 5 and 4 points. You receive the highest-valued tile out of what remains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACTION TILES&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4 action tiles provide special abilities. Everyone receives the same 4 tiles. You can use ONE tile on your turn. Each can be used ONCE per game. Unused action tiles are each worth 2 points at the end of the game. &lt;br /&gt;
&lt;br /&gt;
*• &amp;lt;b&amp;gt;Move Twice:&amp;lt;/b&amp;gt; After moving 1 farmer and collecting produce on the windmill, you get to move again. You can move the same farmer or a different one. Collect produce and donkey carts like normal.&lt;br /&gt;
*• &amp;lt;b&amp;gt;Place Farmer Anywhere on Windmill:&amp;lt;/b&amp;gt; You may place your farmer on any blade of the windmill. You collect produce as usual, &#039;&#039;but you do not receive a donkey cart when using this action tile.&#039;&#039;&lt;br /&gt;
*• &amp;lt;b&amp;gt;Larger Donkey Cart:&amp;lt;/b&amp;gt; Your donkey cart can deliver up to 10 produce this turn.&lt;br /&gt;
*• &amp;lt;b&amp;gt;Delivery Discount:&amp;lt;/b&amp;gt; You can fulfill a market tile with 1 fewer produce.&lt;/div&gt;</summary>
		<author><name>TimboTimeLLC</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpamazonas&amp;diff=21461</id>
		<title>Gamehelpamazonas</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpamazonas&amp;diff=21461"/>
		<updated>2024-06-05T22:59:08Z</updated>

		<summary type="html">&lt;p&gt;TimboTimeLLC: Created page with &amp;quot;&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Goal of the game&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;You are traveling through the Amazon region to discover exotic orchids, fish, butterflies, parrots and reptiles. When a player reaches a village, they set up a research station there in the form of a hut and collect a corresponding research tile.&amp;amp;nbsp;&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The player who has 3 or more research tiles of one species at the end of the game scores points. &amp;amp;nbsp;But points are also awarded as soon as you have 5 different research...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Goal of the game&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;You are traveling through the Amazon region to discover exotic orchids, fish, butterflies, parrots and reptiles. When a player reaches a village, they set up a research station there in the form of a hut and collect a corresponding research tile.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player who has 3 or more research tiles of one species at the end of the game scores points. &amp;amp;nbsp;But points are also awarded as soon as you have 5 different research tiles. In addition, 1 bonus point is awarded if you have the most research tiles of one type (at least 3).&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each player also receives a task card on which 4 villages are marked. Each hut built in such a village is worth 3 points. The player with the most points wins the game.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Content of game&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;1 Board, 60 huts (12 white, 12 blue, 12 orange and 12 red research stations and 12 neutral huts for the two-player game), 60 Research tiles, 4 Indio tiles, 28 income cards, 18 event cards, 8 mission cards, 4 order cards, gold and silver coins, 4 copper coins and 9 round scoring chips.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Preparations &amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each player receives 12 huts and 7 income cards of one color as well as 3 gold coins. Each player also receives a mission card. A starting player is drawn by lot. This player receives the small red copper coin with a value of 1. Subsequent players receive a copper coin with a value of 2, 3 or 4.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;The game board &amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The game board shows an area of the Amazon with villages connected by jungle paths and waterways. The yellow dots on the rectangular building sites indicate how many gold coins it costs to build a hut. The player who builds the f irst hut in a village pays the lowest building costs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;The mission cards &amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;At the start of the game, each player receives a mission card on which 4 villages are marked. &amp;amp;nbsp;For each hut that the player builds on one of these villages, they receive 3 victory points.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player who owns the adjacent mission card therefore receives 12 points, if he builds 4 huts in Ranchos, Taja, Bidora and Piedras.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Note: If you click on the mission card with the mouse, these 4 locations are marked on the game board with 4 rotating circles.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Beginning the Expedition &amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The starting player places a hut on a village of their choice and pays 2 or 3 gold pieces into the cash box.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Tip: The mission card should be taken into account when selecting the first building site.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A research tile is shown next to the village. The player receives this. The other players then also build a hut in a village of their choice and also receive a corresponding research tile.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Playing the game&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The game lasts 18 rounds. Each round proceeds as follows:&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;1. A new event card is displayed &amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;2. Play an income card&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each player chooses an income card. This is used to determine how much research money a player receives. The monetary value of an income card consists of 2 parts: the number on the card and the number of the player&amp;amp;apos;s research tiles of the type shown on the card.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;For example, if a player who already has 2 iguana tiles plays the card with the value 3, he receives 5 silver (3+2).&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Note: The amount of income is always calculated in silver. &amp;amp;nbsp;3 silver coins are worth as much as 1 gold. If you earn 5 silver, you therefore receive 1 gold and 2 silver.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Card 6 &amp;amp;quot;Indio&amp;amp;quot; is a special income card. Whoever plays it is not affected by the negative effects of an event card on display. The Indio knows his way around the jungle and knows how to avoid the dangers of the jungle. When determining the money value, you can add the number of Indio tiles you have to the 6, if you have any (see: the event cards).&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All 5 research areas are shown on the income card with the value 0. The player receives 1 silver for each research t ile in his longest row.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;As soon as you have played your 7 income cards in the first 7 rounds, you get them back and can play them again from then on. 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;3. Order of play&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player who has played the card with the highest monetary value receives the order card with the number 1. The player with the second highest monetary value receives the order card with the number 2, etc.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Tie: If 2 or more players have played cards with the same monetary value, the player with the highest copper coin receives the lower order card. The copper coins of the players involved are then exchanged.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;4. Collect income and build huts&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player who has the order card with the value 1 goes first. The player receives his income first. The event card on display is taken into account. For example, if the &amp;amp;quot;Forest fire&amp;amp;quot; card is on display, the player only receives half of their income (rounded down).&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;5. Build huts&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If you have enough gold, you may build one or more new huts.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A hut can only be built in a village that is directly connected by a jungle path or a waterway to a village in which the player already has a hut. On BGA, possible building sites are marked with a green circle!&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A player may only ever build 1 hut in each village.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If a player builds a hut, he pays 2, 3, 4 or 5 gold pieces into the cash box and receives the research tile shown.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Note: As building a hut is very expensive, it is very rare for a player to build more than one hut. It is much more common to save your money and not build a hut at all for one or two rounds.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The event cards At the start of a round, an event card is revealed that applies to the current round.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Jaguar &amp;lt;/strong&amp;gt;(2x): A dangerous jaguar roams the jungle. In this round, players may not use jungle paths to build a hut in a village. Waterways may be used.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Crocodile &amp;lt;/strong&amp;gt;(2x): Crocodiles lurk in the Amazon. In this round, players may not use waterways to build a hut in a village. Jungle paths may be used.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Forest fire&amp;lt;/strong&amp;gt; (3x): The supply of explorers is restricted. Each player only receives half of their income (rounded down).&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Theft &amp;lt;/strong&amp;gt;(2x): A curious monkey steals from the researchers. After collecting their income, each explorer loses silver coins, one silver coin for each research tile of the type in which they have the most tiles.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Additional research money&amp;lt;/strong&amp;gt; (5x): &amp;amp;nbsp;If the event card shows an explorer with a research tile, each player receives one silver coin for each of these research tiles in their display. In the case of the adjacent card, each player receives 1 silver for each orchid tile they have.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Indio&amp;lt;/strong&amp;gt; (4x): A local Indian offers his help. The player whose turn it is can hire him and thus receive an Indio tile. As a price, he must pay his entire income for this round.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;For example, if a player has played a card with a monetary value of 7, they must decide whether they want to receive 7 silver or the Indio tile. If the player chooses the silver, the next player has the option of receiving the Indio tile.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player who hires an Indian must assign the Indian tile to one of his research areas. The Indian now supports this area and counts as 1 additional tile in this area.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;For example, if the Indian tile was assigned to the butterflies the player benefits from the Indian to the same extent as if he had 3 butterflies. This applies to both bonus tiles and event cards. In addition, each Indio t ile increases the monetary value of an Indio tile (value 6) by 1, regardless of which row it is in.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Round bonus chips&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The aim of the game is not only to collect as many tiles of one type as possible, but also to get tiles of all types. The f irst player in the four-player game to have at least 1 tile in all 5 research areas receives the bonus chip with a value of 5. Subsequent players receive a bonus chip with 4, 3 or 2 points if they have 5 different tiles. In the three-player game, players receive bonus chips with the values 4, 3 and 2, and in the two-player game, bonus chips with the values 4 and 2.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player who has the most (but at least 3) tiles of one type receives an additional bonus chip with a value of 1. However, this bonus chip disappears as soon as another player has the same number of tiles of this type.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Neutral huts in the game for two&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;In a two-player game, each player also receives 6 grey, neutral huts. A player may build a maximum of one neutral hut for free each round. Only one neutral hut may be built in each village, but not on the last building site of a village. The possible building sites for neutral huts are shown on Boardgamearena with grey circles. By building neutral huts, you can try to make the other player&amp;amp;apos;s life as an explorer a little more difficult. &amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;End of the game and scoring&amp;amp;nbsp;&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The game ends after the 18th round. The researcher with the most points wins.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A player receives 1 point for each research tile they have, provided they have at least 3 of them. Points are also awarded for round bonus tiles and 3 points for huts on each of the 4 villages on the order card.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Tie: &amp;lt;/strong&amp;gt;In the event of a tie, the player who has more research tiles wins. If there are also an equal number of research t iles, the player with the most remaining money wins. And if this amount is also equal, the player who has the red copper coin with the higher number wins.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Have fun!&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Amazonas was first published in 2005 by Kosmos and Mayfair Games. The current version has been expanded to include 4 copper coins with the numbers 1, 2, 3 and 4 for a possible draw on the income cards. There are now also 5 additional bonus chips and 12 neutral huts for the two-player game.&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Game design: Stefan Dorra (c) 2024 &amp;amp;nbsp;/ www.dorra-spiele.de&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Graphics: Claus Stephan Programming work for&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;BGA: Stefan van der Heijden&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>TimboTimeLLC</name></author>
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