http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=JonMikelV&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T13:12:53ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendorduel&diff=20221Gamehelpsplendorduel2024-02-26T04:17:09Z<p>JonMikelV: /* Optional actions */</p>
<hr />
<div>== Optional actions ==<br />
<br />
Perform any, all or none in the indicated order (i.e. you cannot spend {{SplendorDuelPrivilege|1}} Privilege Scroll after a Replenish action).<br />
<br />
1) Spend {{SplendorDuelPrivilege|1}} (Privilege Scroll) to take 1 non-Gold token from the board. Can be done any number of times.<br />
<br />
2) Replenish all empty token spaces. '''Opponent''' takes {{SplendorDuelPrivilege|1}} (Privilege Scroll). Cannot be done if there are no tokens in the bag.<br />
<br />
{{infoBox|title=Important<br />
|body=When you must take a {{SplendorDuelPrivilege}}, and there are none left above the board, take {{SplendorDuelPrivilege|1}} from your opponent. If you already have all {{SplendorDuelPrivilege|3}}, nothing happens.<br />
}}<br />
<br />
== 1 Mandatory action ==<br />
<br />
1) Take up to 3 adjacent non-Gold tokens in an uninterrupted row, column, or diagonal.<br />
*• 3 identical or 2 Pearl tokens: '''opponent''' takes {{SplendorDuelPrivilege|1}} (Privilege Scroll).<br />
<br />
2) Take 1 Gold token from the board + reserve 1 Jewel card (either from the pyramid or the top of any deck).<br />
*• Cannot be done if there are no Gold tokens on the board or if you have 3 reserved cards.<br />
<br />
3) Purchase 1 Jewel card from the pyramid or your reserve. Cost (bottom left).<br />
*• Bonus Jewel (top right) decreases the cost of future card purchases.<br />
*• Gold tokens are wild and can be used in place of any Gem or Pearl token.<br />
*• Spent tokens are returned to the bag.<br />
== Card abilities ==<br />
<br />
*{{SplendorDuelAbility|1}} Take another turn.<br />
*{{SplendorDuelAbility|4}} Take {{SplendorDuelPrivilege|1}} (Privilege Scroll).<br />
*{{SplendorDuelAbility|3}} Take a token matching the color of this card from the board.<br />
*{{SplendorDuelAbility|5}} Take 1 non-Gold token from your opponent.<br />
*{{SplendorDuelAbility|2}} Copy the color of a previously acquired bonus jewel.<br />
== Crowns ==<br />
<br />
* 3rd or 6th Crown: take 1 Royal card and resolve its ability.<br />
== Turn end ==<br />
<br />
* Discard down to 10 tokens.<br />
== Game end ==<br />
<br />
A player wins '''immediately''' with:<br />
* ≥ 20 Prestige points OR<br />
* ≥ 10 Crowns OR<br />
* ≥ 10 Prestige points on cards of the same color (including "copy color" cards).</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelppainttheroses&diff=16207Gamehelppainttheroses2023-03-02T04:05:59Z<p>JonMikelV: Add deck statistics and 2-player variant.</p>
<hr />
<div>===Overview===<br />
<br />
This is a co-operative game to beat the Queen and fill the garden before she catches up and beheads you all!<br />
<br />
<br />
===Turn===<br />
<br />
On your turn, pick a tile to place on the grid.<br />
<br />
This new tile will then be filled with player cubes. For each player, those cubes show how many adjacent tiles can combine with the new tile to match the player's secret card. To determine the number of cubes, first check to see if the new tile matches either half of your card. If the new tile does not match either half of a player's secret card, 0 cubes will be placed for that player. If the tile does match one half, imagine placing the card onto the board, and rotating it. How many adjacent tiles make a perfect match with the secret card? There could still be 0 cubes if no matches exist.<br />
<br />
The group then has to make at least one guess, but may make more. However, be warned, if an incorrect guess is made, the Queen races at you at double speed.<br />
<br />
If a correct guess is made, and the group chooses to stop, the queen moves at single speed which is equal to the number of flower tokens she holds (starts with 1, but gains an extra each time the team token passes a rabbit space).<br />
<br />
For the player(s) who had their card correctly guessed by the others, it has a number on it to show how far your team token will move (Easy cards are pretty short, and Hard cards are pretty long).<br />
<br />
Each player whose card was correctly guessed may now take a new card of a difficulty of their choosing.<br />
<br />
===Cards===<br />
<br />
Green Easy cards are always only two colours, but only ONE member of the team may hold a card of this type at one time. When correctly guessed, this has the potential of 1-2 movement spaces. The Easy deck contains 2 each of 10 combinations.<br />
<br />
Blue Medium cards are either two colours OR two shapes. When correctly guessed, this has the potential of 2-3 movement spaces. The Medium deck contains 2 each of 20 combinations.<br />
<br />
Red Hard cards are either two colours OR two shapes OR 1 Colour & 1 Shape. When correctly guessed, this has the potential of 4-5 movement spaces. The Hard deck contains 2 each of 36 combinations.<br />
<br />
<br />
'''End of the Game'''<br />
<br />
You and your teammates win if the royal garden is filled without the Gardeners being caught by the Queen.<br />
<br />
Note: Players must still complete all phases of a turn, including guessing a Whim and moving the Queen, even on the turn the garden is fully filled.<br />
<br />
You and your teammates immediately lose the game if the Queen reaches or passes the Gardeners on the score track. The Queen’s cry, “Off with their heads!” is heard around the palace grounds.<br />
===Variations===<br />
The two player variation includes "Clue" tokens which can be used to SKIP the Guess a Whim Card phase causing the Queen to move as if the whim had been correctly guessed, but the Gardeners don't move at all.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpmyfirstcastlepanic&diff=15584Gamehelpmyfirstcastlepanic2022-12-19T00:07:52Z<p>JonMikelV: Initial instructions</p>
<hr />
<div>==OBJECT==<br />
My First Castle Panic is a cooperative game - as a team, share your cards to defend the castle from a group of monsters racing out of the woods! Catch all the monsters to win, but if a monster smashes the castle flat you all lose.<br />
<br />
==HOW TO PLAY==<br />
Each player turn consists of 4 steps completed in this order:<br />
1. Receive 1 card from the draw pile (if empty, the discard pile will be shuffled in). There's no limit on how many cards can be in your hand<br />
2. Play ONLY 1 card from your hand (OR ASK FOR HELP from 1 other player) to capture a monster. If asking for help, and the other player accepts, the card will be play from their hand as the current players single play<br />
3. Monsters move<br />
4. Another monster appears at the left of the path (unless it's special ability says otherwise)<br />
<br />
==CAPTURE A MONSTER==<br />
To catch a monster, play a card that matches both the color AND the shape of the space that the monster is on.<br />
Hero cards can match 1 monster in any of the shapes of the color shown.<br />
Any-color cards can match 1 monster in any color of the shape shown. <br />
<br />
Captured monsters go into the Dungeon and the card that was played to catch the monster goes face up in the discard pile and will be shuffled into the draw pile if it runs out.<br />
<br />
==CARDS==<br />
* 26 Castle cards (defenders, a Boot card to kick any monster off the board, and a wall card that rebuilds the wall if it gets knocked flat by a monster.)<br />
* 16 Monster tokens (Goblins, Shovers, Runners, Marchers)<br />
<br />
==MONSTERS==<br />
1 Monster comes onto the START space (unless it's special ability says otherwise) at the end of each player turn. (If there are not more monsters, this is skipped.)<br />
When time to move, all monsters move 1 space closer to the castle.<br />
If a monster hits the wall, they both get knocked flat (the monster goes to the Dungeon, and the wall is destroyed).<br />
If a monster hits the castle, the game is over and the players lose!<br />
NOTE: Monsters can never land in an empty wall space!<br />
<br />
There are 4 types of monsters in the game.<br />
* Regular goblin: This monster doesn't do anything special<br />
* Shover: After putting the Shover on the START space, move all the monsters (including the Shover) 1 more space closer to the castle.<br />
* Runner: This monster is in a hurry! Instead of putting this monster on the START space, place it on the space in front of the monster closest to the castle. If the closest monster is in front of the wall or castle, that means the Runner hits the wall or castle!<br />
* Marcher: After putting the Marcher on the START space, move all the monsters (including the Marcher) 1 more space closer to the castle and then draw 1 more monster token and place it on the board. If you draw another special monster, follow the rules for that monster too!<br />
NOTE: Monsters only do any special tricks when they are added to the board. After that, they just move like regular monsters.<br />
<br />
==GAME END==<br />
There are 2 ways the game can end.<br />
If the castle gets knocked flat, the game ends and the players lose.<br />
If the players catch all the monsters and the castle is still standing, then the castle is saved and the players win!<br />
<br />
==VARIATIONS==<br />
Easier:<br />
* Super Hero: The Hero card can remove 1 monster on ALL of the matching shapes and color.<br />
* Any-Color Power-Up: The Any-color card can remove 1 monster on ALL of the matching colors and shape.<br />
* Hand Boost: Start the game with 2 cards instead of 1.<br />
* More Help: If no player has a card that matches on your turn, draw a card from the Castle deck. Play the card if it matches. Keep it in your hand if it doesn’t.<br />
<br />
Harder/need a challenge:<br />
* Monster Rush: Start the game with a 4th goblin on the green triangle space.<br />
* Defenseless: Start without the wall.<br />
* 1 player game: follow all the same rules except you are dealt 2 cards at the start of the game, and there is no limit to the number of cards you can play.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptictacmatch&diff=14758Gamehelptictacmatch2022-09-17T23:50:53Z<p>JonMikelV: /* Turn */</p>
<hr />
<div>===Overview===<br />
<br />
Create a line of three of your symbol AND the same colour (you are not assigned a colour)<br />
<br />
===Turn===<br />
<br />
Play a card either on to an empty space or a previously used space (same symbol or same colour, but not both the same). At turn end, draw back up to a 4 card hand<br />
<br />
===Specials===<br />
<br />
The main makeup of the cards are different coloured X's & 0's, however, there are a few unique cards too:<br />
<br />
Flip - This changes your side, so if you were X's you are now 0's. Your teammate stays the same as they also flip, along with the opponents<br />
<br />
Wipe Out - Pick a player, NOT yourself, to discard all cards and draw new ones (This can be an opponent or a teammate)<br />
<br />
Double Play - Allows you to play 2 extra cards in addition to itself. The 2 other cards CANNOT be Double Play OR Wipe Out</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptictacmatch&diff=14757Gamehelptictacmatch2022-09-17T23:48:48Z<p>JonMikelV: /* Turn */</p>
<hr />
<div>===Overview===<br />
<br />
Create a line of three of your symbol AND the same colour (you are not assigned a colour)<br />
<br />
===Turn===<br />
<br />
Play a card either on to an empty space or a previously used space (same symbol or same colour, but not both the same)<br />
<br />
===Specials===<br />
<br />
The main makeup of the cards are different coloured X's & 0's, however, there are a few unique cards too:<br />
<br />
Flip - This changes your side, so if you were X's you are now 0's. Your teammate stays the same as they also flip, along with the opponents<br />
<br />
Wipe Out - Pick a player, NOT yourself, to discard all cards and draw new ones (This can be an opponent or a teammate)<br />
<br />
Double Play - Allows you to play 2 extra cards in addition to itself. The 2 other cards CANNOT be Double Play OR Wipe Out</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelptictacmatch&diff=14756Gamehelptictacmatch2022-09-17T23:48:12Z<p>JonMikelV: </p>
<hr />
<div>===Overview===<br />
<br />
Create a line of three of your symbol AND the same colour (you are not assigned a colour)<br />
<br />
===Turn===<br />
<br />
Play a card either on to an empty space or a previously used space (same symbol or same colour, but not both)<br />
<br />
===Specials===<br />
<br />
The main makeup of the cards are different coloured X's & 0's, however, there are a few unique cards too:<br />
<br />
Flip - This changes your side, so if you were X's you are now 0's. Your teammate stays the same as they also flip, along with the opponents<br />
<br />
Wipe Out - Pick a player, NOT yourself, to discard all cards and draw new ones (This can be an opponent or a teammate)<br />
<br />
Double Play - Allows you to play 2 extra cards in addition to itself. The 2 other cards CANNOT be Double Play OR Wipe Out</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpshiftingstones&diff=14426Gamehelpshiftingstones2022-08-21T00:09:02Z<p>JonMikelV: /* End Game Condition */ Added explanation of "round is completed"</p>
<hr />
<div>Official rules: https://gamewright.com/pdfs/Rules/gamewright_ShiftingStones_rules.pdf<br />
<br />
=== Actions ===<br />
<br />
On your turn you may either skip your turn and draw 2 cards, or do as many of the following actions as you want before passing. You may not skip your turn twice in a row. When you run out of cards you'll have to end your turn. <br />
<br />
==== Shift Stones ==== <br />
Discard a card, then switch any two adjacent tiles. (No diagonals.)<br />
<br />
==== Flip Stones ==== <br />
Discard a card, then flip over a tile.<br />
<br />
==== Score a Card ====<br />
Reveal a card from your hand that matches a pattern on the tile grid. Place it face-up in front of you. (The card must match exactly, and may not be rotated or flipped.)<br />
<br />
==== Ending your turn ====<br />
Draw back up to 4 cards. <br />
<br />
=== Shuffling ===<br />
If the Draw pile runs out, the Discard pile will be shuffled back in.<br />
<br />
=== End Game Condition ===<br />
After any player has scored a certain number of cards, the game will end after that round is completed (all players have had<br />
an equal number of turns / start of the first player’s turn). The number of cards depends on the number of players:<br />
<br />
* 2 Players, 10 Cards<br />
* 3 Players, 9 Cards<br />
* 4 Players, 8 Cards<br />
* 5 Players, 7 Cards<br />
<br />
=== Final Scoring ===<br />
Each player's score is the total of all the points in their scored cards, plus the player with the most 1-point cards gains a bonus 3 points (in case of a 1-point card tie, each tied player gets 3 points).<br />
<br />
In case of a total-score tie, players share the victory (there is no tie breaker).<br />
<br />
=== Solo Game Variant ===<br />
Cards: 8 x 1 Point, 4 x 2 Points, 3 x 3 Points, 1 x 5 Points<br />
Goal: To win you must score all 16 Pattern cards<br />
Strike: If you end a turn without scoring at least one Pattern card you get a Strike. If you get 4 Strikes the game ends in a loss</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpescapefromthehiddencastle&diff=13945Gamehelpescapefromthehiddencastle2022-07-10T00:48:18Z<p>JonMikelV: /* On Your Turn */ Edited die faces.</p>
<hr />
<div>==Objective==<br />
Bring your guests to the castle's rooms to avoid the banishing of Hugo, so that you will be the one with the least spooky points.<br />
<br />
==Gameplay==<br />
This Game is currently broken by placing the characters on the highest spooky steps when Hugo catches them.<br />
===Setup===<br />
* Each player starts with a number of "guests" as follows:<br />
: 2 players = 6 "guests" each<br />
: 3 players = 5 "guests" each<br />
: 4 players = 4 "guests" each<br />
: 5 players = 3 "guests" each<br />
: 6-8 players = 2 "guests" each<br />
* Each player starts with 10 Spooky Points (you don't want these) which are indicated by the appropriately colored token on the outside edge of the board.<br />
* Hugo's speed (movements per turn) starts at 3 and is indicated by the blue clocks in the upper right of the board. (If they get faster than 7, the game is over!)<br />
* Hugo's figure is placed on +10 in the cellar (but remember, Spooky Points are bad so +10 of them isn't good).<br />
* Each player, starting with the first player and continuing "clockwise", places one of their guests on any ''free'' gallery space until all guests are placed in the gallery.<br />
<br />
===On Your Turn===<br />
* Roll the die, which has faces 1-2-Ghost-4-5-Ghost (anything divisible by 3 is a ghost).<br />
* If Ghost is rolled on the die, Hugo gets to move (see below) INSTEAD of one of your guests.<br />
* If a number is rolled, you MUST move one of your guests clockwise the number of spaces indicated (unless entering a room). You cannot pass your turn so if you have no guests in the gallery then you MUST move a guest out of a room or out of the cellar. You MAY pass or land on the same gallery square as another guest.<br />
* You can safely pass THROUGH Hugo and not be captured. However, if your guest STOPS on the same space as Hugo, they are captured.<br />
* Guests in a room start their steps INSIDE the room (so the first step gets them out of the room).<br />
* The cellar is like a very long room in that it takes only ONE move to get to the arrow at the top of the stairs no matter how far down the stairs the guest started (in other words, a roll of 1 will get you to the "arrow" square in the gallery from anywhere in the cellar).<br />
<br />
===Rooms===<br />
* You can start moving your guests into rooms ONLY when Hugo is in the gallery (otherwise the guests won't have any reason to be afraid). :-)<br />
* Rooms may be entered only by the doors to the gallery (indicated by an arch on the gallery floor).<br />
:Note: It takes a move to step from the gallery into a room!<br />
* Rooms with a <span style="color: red;">RED</span> coat of arms / shield (the Library and Laundry rooms on the top) or no other guest in them may be entered with AT LEAST the required number of moves.<br />
* Rooms with a <span style="color: green;">GREEN</span> coat of arms / shield (the Trophy Room and Playroom on the bottom) or another guest in them may be entered ONLY with an EXACT number of moves.<br />
:Note: Rooms with coats of arms (shields) are worth positive or negative Spooky Points as indicated on the coat of arms. Remember, Spooky Points are BAD so ''negative'' Spooky Points is a good thing.<br />
* If your guest moves into an occupied room, the guest already in there is expelled to the gallery and can re-enter (expelling you) by rolling a 1 or working their way around the gallery and back to the room.<br />
* If you choose to leave a room, it takes one move to get back into the gallery - so if you're in a room and roll a 1 you can only step back out to the gallery and not progress any further around the board.<br />
<br />
===Hugo's Movement===<br />
* If the Hugo symbol is rolled, Hugo moves a number of steps clockwise according to their speed counter (blue clocks in the upper right), starting with 3.<br />
* If Hugo passes or stops at a space with a guest, that guest is captured and put on the LOWEST (+3 Spooky Point) open step in the cellar. If all cellar steps are full, captives go to the BOTTOM (+10) step of the cellar. Ouch!<br />
* If multiple guests are on a square, all of them are captured and placed on the same step in the cellar and the owners of the captured guests receive the appropriate Spooky Points for that cellar step.<br />
* Hugo ALWAYS takes all their moves, so it's possible they may capture multiple guests on multiple gallery squares in a single turn.<br />
* Each time Hugo moves onto the arrow (at the top of the cellar stairs), their speed counter (blue clocks in the upper right) is increased and they start moving the new number of steps on their NEXT move.<br />
<br />
===End of Game===<br />
* The game ends when either a person reaches at least 46 Spooky Points OR Hugo passes the arrow when their speed is 7.<br />
* The player with the LEAST Spooky Points wins.<br />
<br />
===Board Game Arena Notes===<br />
* The standard "player score" section of Board Game Arena will show a player's Spooky Points as a NEGATIVE number despite most of the values on board showing as a "+". This means the play with the LEAST NEGATIVE score is the winner.<br />
* It is unclear how Board Game Arena handles a tie in Hugo, but it is assumed that all players with the lowest number of Spooky Points get to SHARE the win.<br />
<br />
==Variants==<br />
===Midnight Party===<br />
* The game consists of three rounds, no matter what.<br />
* Hugo always move 3 steps, unless there are 7-8 players, then they move 2.<br />
* Guests cannot be expelled from rooms. They also cannot leave the cellar.<br />
* If you have no guests on the gallery, you still roll the dice, but cannot move.<br />
* A round ends when all rooms are occupied or there are no guests on the gallery.<br />
* After a round, guests in rooms move into the doors. Guests in cellars are placed one by one, starting from -10.<br />
* Hugo is placed back onto -10 and the player with the most spooky points becomes the first player.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&diff=13944Gamehelpcatan2022-07-10T00:30:07Z<p>JonMikelV: /* Gameplay */</p>
<hr />
<div>==Objective==<br />
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.<br />
<br />
==Setup==<br />
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.<br />
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.<br />
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.<br />
<br />
==Gameplay==<br />
'''Rolling for resource production''' (obligatory): On your turn, roll 2 dice and calculate the sum. <br />
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn't blocking them): 1 resource per settlement and 2 per city.<br />
* If you roll a 7, no one gets any resources and players with 8 resources or more must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. <br />
<br />
'''Trading''' (optional): during your turn you can trade resources <br />
* with all other players (''domestic trade'')<br />
* with the bank (''maritime trade'') at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.<br />
<br />
'''Building''' (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.<br />
* '''roads''' must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)<br />
* '''settlements''' must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 grain (worth 1 point)<br />
* '''cities''' replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)<br />
* '''development cards''' cost 1 ore + 1 wool + 1 grain and include<br />
** 14 ''knight'' cards that allow to move the robber to another terrain and steal a resource<br />
** 2 ''road building'' cards allowing extra roads to be built<br />
** 2 ''year of plenty'' cards providing two free resources of choice<br />
** 2 ''monopoly'' cards giving all other players that help gathering resources or building roads<br />
** 5 ''victory point'' cards<br />
<br />
You can '''play a development card''' at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.<br />
<br />
==Scoring==<br />
* '''Settlements''': each is worth '''1 victory point'''.<br />
* '''Cities''': each is worth '''2 victory points'''.<br />
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.<br />
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.<br />
* '''Longest road''': the player with the longest continuous road at any time (at least 5 segments) gets the ''longest road card'' which is worth '''2 points'''.<br />
If there is a tie, the original owner keeps the ''achievement cards''.<br />
<br />
==End of game==<br />
When you have '''10 or more victory points during your turn''' (including victory points cards), reveal them and the game ends with your victory.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpspacebase&diff=13384Gamehelpspacebase2022-05-29T03:28:38Z<p>JonMikelV: /* Buy New Cards */ BOLDED sections that are frequently missed (such as std purchase resets to Income level regardless of cost).</p>
<hr />
<div>== Overview ==<br />
<br />
In Space Base, you gradually build up a fleet of ships to gain rewards according to dice rolls. Your board has 12 sectors, corresponding to different outcomes of a dice roll. Each turn, all players will have a chance to activate cards in sectors that match the dice values (either individually or their sum). As new ships are added to your fleet, the current card in that sector will be "deployed" above your board, allowing it to trigger on other player's turns.<br />
<br />
== Card Design ==<br />
<br />
Each card shows:<br />
* Card cost ''(upper left corner)''<br />
* Target sector ''(upper right corner)''<br />
* Station rewards ''(central region, blue)''<br />
* Deployed rewards ''(lower region, inverted, red)''<br />
<br />
== Game Setup ==<br />
<br />
The game board contains 3 main areas: individual player boards, a Shipyard with 6 face-up cards from Level 1/2/3 decks, and a set of yellow Colony cards (one per sector).<br />
<br />
Each player's board is seeded with an identical starting set of ship cards. Players are randomly assigned a card from the Level 1 deck, which is added to their board. Players start with 0 points, 0 income, and 5 credits (minus the cost of their starting card). Additional bonuses are assigned based on turn order:<br />
* 1st Player: no bonus<br />
* 2nd Player: +1 credit<br />
* 3rd Player: +2 credit<br />
* 4th Player: +1 income<br />
* 5th Player: +1 income<br />
<br />
=== Light-Speed Variant ===<br />
<br />
The Light-Speed variant accelerates the game by deploying more ships at the start:<br />
* Each player starts with 15 credits and 1 income<br />
* Players are dealt 4 Level 1 cards and 2 Level 2 cards. They choose which cards to keep, but must pay the cost for each one.<br />
* The player who spent the fewest credits starts. Starting bonuses for other players are the same as the base game.<br />
<br />
== Gameplay ==<br />
<br />
=== Roll Dice and Activate Sectors ===<br />
<br />
The active player rolls 2 dice. '''All players''' then choose which sectors to activate, based on the die values. Players may choose either the sector that matches the sum of the dice or both sectors that match individual die values. If both dice show the same value, then that sector can be activated twice. The active player takes the reward shown on the station card for that sector (blue section), and the other players take the rewards for '''all''' deployed cards above that sector (red sections).<br />
<br />
=== Buy New Cards ===<br />
<br />
The active player then has the option to buy cards from any of the face-up Shipyard rows (Level 1/2/3) or the yellow Colony cards. The purchased card is placed in the corresponding sector, and the previous station card is moved to the sector's stack of deployed cards. After a card is purchased, '''the player's credit total is reset to their income level, regardless of the cost of the card (any purchase "spends" all of your available money)'''. The active player can choose to skip this purchase, saving their credits for a future turn.<br />
<br />
When a yellow Colony card is purchased, the player instantly receives those points and the card is placed in the corresponding sector. '''That sector no longer triggers any rewards during their turn''', though deployed rewards may still be triggered on other players' turns. '''No further cards may be bought for that sector'''.<br />
<br />
== Rewards ==<br />
<br />
=== Basic Rewards ===<br />
Most cards contain one of the 3 basic rewards: credit (coin), income (planet), or VP (rocket).<br />
<br />
=== Charged Abilities ===<br />
Cards with a square outline have charged abilities. The ability must first be charged, then can be triggered. When the corresponding sector is activated, a charge cube is added to the card. Only after the required number of charge cubes have been added, can the ability be triggered. The ability can be triggered on the same turn it is charged, but can also be saved to use on a later turn. The background color behind the ability's text indicates when that ability can be used: on your turn ''(blue)'', others' turns ''(red)'', or any turn ''(green)''. The game will show a prompt when a charged ability is available for use.<br />
<br />
=== Other Reward Types ===<br />
* '''Claim''' a card - take a card for free<br />
* '''Buy''' a card - purchase a card in addition to their normal Buy action. This buy only costs the required credits (not ''all'' your credits).<br />
* '''Arrows''' - use the rewards from a neighboring card.<br />
* '''Dice + Arrows''' - use the rewards from the next higher sector (only if you choose the dice sum).<br />
<br />
== Game End ==<br />
The game end is triggered once a player reaches 40 VP. A few additional turns may be played, until all players have had an equal number of turns.<br />
<br />
The player with the highest VP total is the winner. In the case of a tie, additional rounds are played as needed.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpshiftingstones&diff=12847Gamehelpshiftingstones2022-04-23T23:34:32Z<p>JonMikelV: Added Final Scoring section & tie info.</p>
<hr />
<div>Official rules: https://gamewright.com/pdfs/Rules/gamewright_ShiftingStones_rules.pdf<br />
<br />
=== Actions ===<br />
<br />
On your turn you may either skip your turn and draw 2 cards, or do as many of the following actions as you want before passing. You may not skip your turn twice in a row. When you run out of cards you'll have to end your turn. Draw back up to 4 cards. If the Draw pile runs out, the Discard pile will be shuffled back in.<br />
<br />
==== Shift Stones ==== <br />
Discard a card, then switch any two adjacent tiles. (No diagonals.)<br />
<br />
==== Flip Stones ==== <br />
Discard a card, then flip over a tile.<br />
<br />
==== Score a Card ====<br />
Reveal a card from your hand that matches a pattern on the tile grid. Place it face-up in front of you. (The card must match exactly, and may not be rotated or flipped.)<br />
<br />
=== End Game Condition ===<br />
<br />
After any player has scored a certain number of cards, the game will end after that round is completed. The number of cards depends on the number of players:<br />
<br />
* 2 Players, 10 Cards<br />
* 3 Players, 9 Cards<br />
* 4 Players, 8 Cards<br />
* 5 Players, 7 Cards<br />
<br />
=== Final Scoring ===<br />
Each player's score is the total of all the points in their scored cards, plus the player with the most 1-point cards gains a bonus 3 points (in case of a 1-point card tie, each tied player gets 3 points).<br />
<br />
In case of a total-score tie, players share the victory (there is no tie breaker).</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcubirds&diff=12466Gamehelpcubirds2022-03-30T00:53:29Z<p>JonMikelV: /* End of the game */ Added alternative wording describing winning scenarios.</p>
<hr />
<div>[[Category:Card games]]<br />
__NOTOC__<br />
The objective of the game is to build a collection of birds by 'flying home' flocks from their hand.<br />
A player wins when their collection contains either:<br />
<br />
- At least one bird of seven different species<br />
<br />
- Three birds of each of two different species<br />
<br />
The game is set up with four face up rows of 4 bird cards, and each player has one random bird in their collection. Each player starts with 8 cards in hand, and the game starts with the dealer and goes clockwise.<br />
<br />
A game plays in several rounds. At the beginning of each round, players discard their hand and draw 8 cards from the deck. The person who ended the previous round takes the first turn.<br />
A round continues until either someone wins the game, or a player has no cards in hand.<br />
<br />
==Turn==<br />
<br />
===Lay birds===<br />
On their turn, a player must lay one or more birds from their hand. '''All the birds of the chosen species''' that player has in their hand must be played. The player lays these birds (next to each other) on the left or the right side of one of the 4 rows at the center of the table. When a player places a bird in a row that already has one or more birds of that species, the player must take all the cards between these birds into their hand.<br />
<br />
For example, if a player added the two Parrots to the left of this row, they would take the Owl and Flamingo:<br />
<br />
[[File: Cubirds illustration.png]].....................<br />
<br />
After taking the surrounded cards, the remaining birds are moved together and new cards are added (placed on the left or the right) from the draw pile to this row until there are two different species in it.<br />
<br />
If no cards were taken, the player may choose to draw two cards from the draw pile.<br />
<br />
===Complete a flock or "Fly Home" (optional)===<br />
<br />
A set of birds of the same species (a flock) that the player holds in their hand may be revealed to add one or two of these cards to their collection.<br />
<br />
Each card has two numbers, the lower representing the number stated for the small flock and the higher representing the number stated for the big Flock. When the number of revealed cards is higher or equal to:<br />
<br />
- '''The Small Flock''': the player ''adds one'' of the revealed cards to their collection;<br />
<br />
- '''The Big Flock''': the player ''adds two'' of the revealed cards to their collection.<br />
<br />
The remaining cards are placed into the discard pile. On their turn, a player can only complete a single Flock.<br />
<br />
''(Note that the BGA implementation gives a few seconds of "thinking time" for this decision even if you cannot play a flock, so that your opponent cannot tell whether you have an unclaimed flock in hand.)''<br />
<br />
==End of a round==<br />
<br />
A round ends when one of the players has no cards left in their hand. The remaining cards that players have in their hand go to the discard pile. The cards laid in rows at the center of the table remain in place. The player who ended the round becomes the new dealer.<br />
<br />
==End of the game==<br />
<br />
If a player collects either 1 flock of 7 different species (7 sets of at least 1 flock), or 3 flocks of 2 different species (two sets of at least 3 flocks), they win.<br />
<br />
If it is impossible to deal 8 cards to each player (even with the discard pile), the game ends immediately. In this case, the player with the most bird cards in their collection wins the game.<br />
<br />
==Flock Size of Different Birds==<br />
* Pink Flamingo: small 2, big 3, number 7<br />
* Owl/Toucan: small 3, big 4, number 10<br />
* Duck/Parrot: small 4, big 6, number 13<br />
* Magpie: small 5, big 7, number 17<br />
* Reed Warbler/Robin: small 6, big 9, number 20</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpshiftingstones&diff=11958Gamehelpshiftingstones2022-02-20T00:51:20Z<p>JonMikelV: /* Actions */ Added that Discard is shuffled in if Draw runs out.</p>
<hr />
<div>Official rules: https://gamewright.com/pdfs/Rules/gamewright_ShiftingStones_rules.pdf<br />
<br />
=== Actions ===<br />
<br />
On your turn you may either skip your turn and draw 2 cards, or do as many of the following actions as you want before passing. You may not skip your turn twice in a row. When you run out of cards you'll have to end your turn. Draw back up to 4 cards. If the Draw pile runs out, the Discard pile will be shuffled back in.<br />
<br />
==== Shift Stones ==== <br />
Discard a card, then switch any two adjacent tiles. (No diagonals.)<br />
<br />
==== Flip Stones ==== <br />
Discard a card, then flip over a tile.<br />
<br />
==== Score a Card ====<br />
Reveal a card from your hand that matches a pattern on the tile grid. Place it face-up in front of you. (The card must match exactly, and may not be rotated or flipped.)<br />
<br />
=== End Game Condition ===<br />
<br />
After any player has scored a certain number of cards, the game will end after that round is completed. The number of cards depends on the number of players:<br />
<br />
* 2 Players, 10 Cards<br />
* 3 Players, 9 Cards<br />
* 4 Players, 8 Cards<br />
* 5 Players, 7 Cards<br />
<br />
Each player's score is the total of all the points in their scored cards, plus the player with the most 1-point cards gains a bonus 3 points.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcloudcity&diff=11468Gamehelpcloudcity2022-01-19T02:29:41Z<p>JonMikelV: Added some walkway placement rules that are obvious in physical game, but not virtual UI.</p>
<hr />
<div>== How To Play ==<br />
A turn consists of:<br />
<br />
1. Adding a tile to your city and placing the matching buildings onto it<br />
<br />
2. Optionally building one or more walkways<br />
<br />
3. Drawing a new tile from the row or the deck<br />
<br />
=== Adding a Tile ===<br />
* The new tile must be placed alongside another<br />
* Tile can be rotated<br />
* Your city must be a 3x3 square (or a 3x4 rectangle if playing Rectangle City variant)<br />
<br />
Buildings are automatically placed on the new tile.<br />
<br />
=== Build Walkways ===<br />
Walkways score the number of points printed on them (which is NOT the length of the walkway). A walkway is placed by clicking on the space between buildings where the walkway will go.<br />
<br />
Walkway placement rules:<br />
* Only two walkways per building<br />
* Walkways must be perpendicular to the building (no diagonals)<br />
* Walkways can't be placed over empty spots (where there is no tile yet)<br />
* Walkways at various levels may go over / under other walkways but two walkways at the SAME level may not cross<br />
<br />
Note: The total number of walkways available are listed at the bottom of your board. These walkways are shared by all players, so as players use walkways the total number available diminish. For example: If there are three 6 piece walkways, and player A uses one then only two are remaining for all players. It is possible for one player to use all three leaving none for the other player.<br />
<br />
=== Drawing a Tile ===<br />
You can pick a new tile from the row of 3 face up tiles OR take a random one off the stack.<br />
<br />
== Upgraded Models variant ==<br />
Game can be played with one or two special scoring cards (randomly picked at the beginning of the game):<br />
* ''Most Valuable Route'' - Find the most valuable route in your city '''on one of two levels (River or Forest)'''. A route corresponds to a connection of several buildings to each other, using walkways. Add the value of all the walkways that make up your most valuable route. Compare that route to those of other players. Player with most valuable route scores 6 points. In the event of a tie, players involved earn 3 points each.<br />
* ''Most Separate Routes'' - Count the number of separate routes built in your city. The player who built the most earns 6 points. In the event of a tie, players involved earn 3 points each.<br />
* ''Varied Routes'' - Earn 6 points if you built a route that includes at least 4 walkways of different lengths (1,2,3,5,8) OR earn 8 points if you have managed to create a route that includes the 5 walkways lengths. Each player can only earn this once.<br />
* ''Circuits'' - Earn 3 points for each circuit you have. A circuit is a closed route.<br />
* ''Blue buildings on the hill'' - Earn 6 points if you are the player with the most blue buildings. In the event of a tie, players involved earn 3 points each.<br />
* ''Green buildings on the hill'' - Earn 6 points if you are the player with the most green buildings. In the event of a tie, players involved earn 3 points each.<br />
* ''Minimalist Buildings'' - Earn 2 points per building with only one walkway built from it.<br />
* ''Crossed Walkways'' - '''Lose''' 2 points for each of your walkways that crosses another. Passing over buildings doesn't count as a crossing (even if walkways are connected to those buildings). Each walkway will count only once, even if it's crossing multiple walkways.<br />
* ''Solo Buildings'' - '''Lose''' 2 points for each building with no walkways.<br />
* ''Balanced Walkways'' - '''Lose''' 4 points if you do not have at least: 5 walkways worth 3 points, 1 walkway worth 1 point, 1 walkway worth 8 points.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsimilo&diff=10377Gamehelpsimilo2021-11-28T02:16:03Z<p>JonMikelV: /* Objective */</p>
<hr />
<div>==Objective==<br />
Similo is a cooperative game that all players win by identifying (NOT selecting) the secret character.<br />
<br />
==Setup==<br />
<br />
One player is the clue giver and other players are guessers. The clue giver draws a hand of 5 cards.<br />
<br />
A 3x4 grid of cards is dealt out, with one card being highlighted (to the clue giver only!) as the secret character.<br />
<br />
==Gameplay==<br />
<br />
<br />
The game consists of 5 rounds. At the start of each round, the clue giver plays a card from their hand either vertically (to convey that the secret card has "something similar" to the secret character) or horizontally ("something different"). Then they draw 1 card.<br />
<br />
The guessers discuss and decide which cards are not the secret character. They then remove a number of cards (1 first round, 2 second round, 3 third round, 4 fourth round, 1 last round).<br />
<br />
If the removed characters are not the secret character, the next round starts. Otherwise, the game ends.<br />
<br />
==End of the Game==<br />
* If the guessers remove the secret character at any point during the game, all players lose.<br />
* If the last character remaining is the secret character, all players win.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpjustdesserts&diff=9753Gamehelpjustdesserts2021-10-17T03:15:20Z<p>JonMikelV: /* Winning */ Added clarification of "all guests are served"</p>
<hr />
<div>==Objective==<br />
Satisfy customers with your desserts to collect enough customers and win the game.<br />
<br />
==Setup==<br />
* Each player starts with 3 desserts of their own (not visible to other players).<br />
* 3 guests visible to all players are at the centre of the table (top of the screen on BGA).<br />
<br />
==On Your Turn==<br />
* Draw a dessert and draw a guest to the centre of the table.<br />
Note: If the last DESSERT has been drawn, then the discard pile will be reshuffled into the draw pile. If the last GUEST has been drawn, then all cards BELOW the top of the discard pile will be reshuffled into the draw pile.<br />
* Choose 1 action out of 3:<br />
** Satisfy Customers: Discard dessert cards to fully satisfy all of a guest's cravings without giving them anything that they refuse, then move that guest in front of you. If you use their favorite, draw a dessert. You can serve at most 2 customers. To serve a guest, select one or more desserts that fully satisfy the customer and click on the cards. Then click on the customer you are serving. Then click on serve guest.<br />
** Go back to the Kitchen: Draw a dessert.<br />
** Dump your Tray: Discard any number of desserts and draw the same number back.<br />
* If there are any guests with duplicate suits at the end of a turn, remove guests until there is at most 1 of each suit remaining. The most recently departed guest can also be served.<br />
<br />
==Winning==<br />
* You win if you have three guests of the same suit or five guests of all different suits.<br />
* If no one achieved victory when all guests are served (including the face-up guests, not just an empty draw pile), everyone scores 1 for each guest and 1 for each pair of matching guest. The highest score wins.<br />
* In case of a tie, whoever has the most desserts remaining wins.<br />
<br />
==Variants==<br />
===Poaching and Blocking===<br />
* Once per turn, you may attempt to poach (steal) a customer from another player.<br />
* You may attempt to poach a customer by satisfying them. <br />
* That player can block by resatisfying them. <br />
* If you poach with a favorite, it can only be blocked by another favorite. <br />
* If you are blocked, you take back all the cards you played.<br />
* A player whose guest is stolen draws a dessert. If any favorites are served, the players draw a card for each favorite they played.<br />
<br />
===Opening a Buffet===<br />
* This is a fourth turn option.<br />
* To open a buffet, you need to play 4 single-flavored cards.<br />
* If a buffet is opened, all opponents need to put a guest of their choice back to the middle.<br />
* Then, you draw 3 cards and can serve a guest.<br />
<br />
===Expansions===<br />
* The expansions are Just Coffee and Better with Bacon.<br />
* They provide 6 new desserts and 4 new customers each.<br />
* Each pack also introduces a new flavor and a new suit.<br />
* To select these expansions, you must have a premium membership.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpjustdesserts&diff=9752Gamehelpjustdesserts2021-10-17T03:13:22Z<p>JonMikelV: /* On Your Turn */ Add reshuffle explanation</p>
<hr />
<div>==Objective==<br />
Satisfy customers with your desserts to collect enough customers and win the game.<br />
<br />
==Setup==<br />
* Each player starts with 3 desserts of their own (not visible to other players).<br />
* 3 guests visible to all players are at the centre of the table (top of the screen on BGA).<br />
<br />
==On Your Turn==<br />
* Draw a dessert and draw a guest to the centre of the table.<br />
Note: If the last DESSERT has been drawn, then the discard pile will be reshuffled into the draw pile. If the last GUEST has been drawn, then all cards BELOW the top of the discard pile will be reshuffled into the draw pile.<br />
* Choose 1 action out of 3:<br />
** Satisfy Customers: Discard dessert cards to fully satisfy all of a guest's cravings without giving them anything that they refuse, then move that guest in front of you. If you use their favorite, draw a dessert. You can serve at most 2 customers. To serve a guest, select one or more desserts that fully satisfy the customer and click on the cards. Then click on the customer you are serving. Then click on serve guest.<br />
** Go back to the Kitchen: Draw a dessert.<br />
** Dump your Tray: Discard any number of desserts and draw the same number back.<br />
* If there are any guests with duplicate suits at the end of a turn, remove guests until there is at most 1 of each suit remaining. The most recently departed guest can also be served.<br />
<br />
==Winning==<br />
* You win if you have three guests of the same suit or five guests of all different suits.<br />
* If no one achieved victory when all guests are served (including the face-up guests), everyone scores 1 for each guest and 1 for each pair of matching guest. The highest score wins.<br />
* In case of a tie, whoever has the most desserts remaining wins.<br />
<br />
==Variants==<br />
===Poaching and Blocking===<br />
* Once per turn, you may attempt to poach (steal) a customer from another player.<br />
* You may attempt to poach a customer by satisfying them. <br />
* That player can block by resatisfying them. <br />
* If you poach with a favorite, it can only be blocked by another favorite. <br />
* If you are blocked, you take back all the cards you played.<br />
* A player whose guest is stolen draws a dessert. If any favorites are served, the players draw a card for each favorite they played.<br />
<br />
===Opening a Buffet===<br />
* This is a fourth turn option.<br />
* To open a buffet, you need to play 4 single-flavored cards.<br />
* If a buffet is opened, all opponents need to put a guest of their choice back to the middle.<br />
* Then, you draw 3 cards and can serve a guest.<br />
<br />
===Expansions===<br />
* The expansions are Just Coffee and Better with Bacon.<br />
* They provide 6 new desserts and 4 new customers each.<br />
* Each pack also introduces a new flavor and a new suit.<br />
* To select these expansions, you must have a premium membership.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpjustdesserts&diff=9751Gamehelpjustdesserts2021-10-17T03:09:39Z<p>JonMikelV: /* Winning */</p>
<hr />
<div>==Objective==<br />
Satisfy customers with your desserts to collect enough customers and win the game.<br />
<br />
==Setup==<br />
* Each player starts with 3 desserts of their own (not visible to other players).<br />
* 3 guests visible to all players are at the centre of the table (top of the screen on BGA).<br />
<br />
==On Your Turn==<br />
* Draw a dessert and draw a guest to the centre of the table.<br />
* Choose 1 action out of 3:<br />
** Satisfy Customers: Discard dessert cards to fully satisfy all of a guest's cravings without giving them anything that they refuse, then move that guest in front of you. If you use their favorite, draw a dessert. You can serve at most 2 customers. To serve a guest, select one or more desserts that fully satisfy the customer and click on the cards. Then click on the customer you are serving. Then click on serve guest.<br />
** Go back to the Kitchen: Draw a dessert.<br />
** Dump your Tray: Discard any number of desserts and draw the same number back.<br />
* If there are any guests with duplicate suits at the end of a turn, remove guests until there is at most 1 of each suit remaining. The most recently departed guest can also be served.<br />
<br />
==Winning==<br />
* You win if you have three guests of the same suit or five guests of all different suits.<br />
* If no one achieved victory when all guests are served (including the face-up guests), everyone scores 1 for each guest and 1 for each pair of matching guest. The highest score wins.<br />
* In case of a tie, whoever has the most desserts remaining wins.<br />
<br />
==Variants==<br />
===Poaching and Blocking===<br />
* Once per turn, you may attempt to poach (steal) a customer from another player.<br />
* You may attempt to poach a customer by satisfying them. <br />
* That player can block by resatisfying them. <br />
* If you poach with a favorite, it can only be blocked by another favorite. <br />
* If you are blocked, you take back all the cards you played.<br />
* A player whose guest is stolen draws a dessert. If any favorites are served, the players draw a card for each favorite they played.<br />
<br />
===Opening a Buffet===<br />
* This is a fourth turn option.<br />
* To open a buffet, you need to play 4 single-flavored cards.<br />
* If a buffet is opened, all opponents need to put a guest of their choice back to the middle.<br />
* Then, you draw 3 cards and can serve a guest.<br />
<br />
===Expansions===<br />
* The expansions are Just Coffee and Better with Bacon.<br />
* They provide 6 new desserts and 4 new customers each.<br />
* Each pack also introduces a new flavor and a new suit.<br />
* To select these expansions, you must have a premium membership.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpjustdesserts&diff=9750Gamehelpjustdesserts2021-10-17T03:07:06Z<p>JonMikelV: /* Setup */</p>
<hr />
<div>==Objective==<br />
Satisfy customers with your desserts to collect enough customers and win the game.<br />
<br />
==Setup==<br />
* Each player starts with 3 desserts of their own (not visible to other players).<br />
* 3 guests visible to all players are at the centre of the table (top of the screen on BGA).<br />
<br />
==On Your Turn==<br />
* Draw a dessert and draw a guest to the centre of the table.<br />
* Choose 1 action out of 3:<br />
** Satisfy Customers: Discard dessert cards to fully satisfy all of a guest's cravings without giving them anything that they refuse, then move that guest in front of you. If you use their favorite, draw a dessert. You can serve at most 2 customers. To serve a guest, select one or more desserts that fully satisfy the customer and click on the cards. Then click on the customer you are serving. Then click on serve guest.<br />
** Go back to the Kitchen: Draw a dessert.<br />
** Dump your Tray: Discard any number of desserts and draw the same number back.<br />
* If there are any guests with duplicate suits at the end of a turn, remove guests until there is at most 1 of each suit remaining. The most recently departed guest can also be served.<br />
<br />
==Winning==<br />
* You win if you have three guests of the same suit or five guests of all different suits.<br />
* If no one achieved victory when all guests are served, everyone scores 1 for each guest and 1 for each pair of matching guest. The highest score wins.<br />
* In case of a tie, whoever has the most desserts remaining wins.<br />
<br />
==Variants==<br />
===Poaching and Blocking===<br />
* Once per turn, you may attempt to poach (steal) a customer from another player.<br />
* You may attempt to poach a customer by satisfying them. <br />
* That player can block by resatisfying them. <br />
* If you poach with a favorite, it can only be blocked by another favorite. <br />
* If you are blocked, you take back all the cards you played.<br />
* A player whose guest is stolen draws a dessert. If any favorites are served, the players draw a card for each favorite they played.<br />
<br />
===Opening a Buffet===<br />
* This is a fourth turn option.<br />
* To open a buffet, you need to play 4 single-flavored cards.<br />
* If a buffet is opened, all opponents need to put a guest of their choice back to the middle.<br />
* Then, you draw 3 cards and can serve a guest.<br />
<br />
===Expansions===<br />
* The expansions are Just Coffee and Better with Bacon.<br />
* They provide 6 new desserts and 4 new customers each.<br />
* Each pack also introduces a new flavor and a new suit.<br />
* To select these expansions, you must have a premium membership.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpescapefromthehiddencastle&diff=9415Gamehelpescapefromthehiddencastle2021-09-19T04:19:50Z<p>JonMikelV: /* Gameplay */ Major re-write with formatting changes and clarifications of questions that came up on my first playthrough.</p>
<hr />
<div>==Objective==<br />
Bring your guests to the castle's rooms to avoid the banishing of Hugo, so that you will be the one with the least spooky points.<br />
<br />
==Gameplay==<br />
===Setup===<br />
* Each player starts with a number of "guests" as follows:<br />
: 2 players = 6 "guests" each<br />
: 3 players = 5 "guests" each<br />
: 4 players = 4 "guests" each<br />
: 5 players = 3 "guests" each<br />
: 6-8 players = 2 "guests" each<br />
* Each player starts with 10 Spooky Points (you don't want these) which are indicated by the appropriately colored token on the outside edge of the board.<br />
* Hugo's speed (movements per turn) starts at 3 and is indicated by the blue clocks in the upper right of the board. (If he gets faster than 7, the game is over!)<br />
* Hugo's figure is placed on +10 in the cellar (but remember, Spooky Points are bad so +10 of them isn't good).<br />
* Each player, starting with the first player and continuing "clockwise", places one of their guests on any ''free'' gallery space until all guests are placed in the gallery.<br />
<br />
===On Your Turn===<br />
* Roll the die, which has faces 1-2-4-5-Ghost-Ghost.<br />
* If Ghost is rolled on the die, Hugo gets to move (see below) INSTEAD of one of your guests.<br />
* If a number is rolled, you MUST move one of your guests clockwise the number of spaces indicated (unless entering a room). You cannot pass your turn so if you have no guests in the gallery then you MUST move a guest out of a room or out of the cellar. You MAY pass or land on the same gallery square as another guest.<br />
* You can safely pass THROUGH Hugo and not be captured. However, if your guest STOPS on the same space as Hugo, they are captured.<br />
* Guests in a room start their steps INSIDE the room (so the first step gets them out of the room).<br />
* The cellar is like a very long room in that it takes only ONE move to get to the arrow at the top of the stairs no matter how far down the stairs the guest started (in other words, a roll of 1 will get you to the "arrow" square in the gallery from anywhere in the cellar).<br />
<br />
===Rooms===<br />
* You can start moving your guests into rooms ONLY when Hugo is in the gallery (otherwise the guests won't have any reason to be afraid). :-)<br />
* Rooms may be entered only by the doors to the gallery (indicated by an arch on the gallery floor).<br />
:Note: It takes a move to step from the gallery into a room!<br />
* Rooms with a <span style="color: red;">RED</span> coat of arms / shield (the Library and Laundry rooms on the top) or no other guest in them may be entered with AT LEAST the required number of moves.<br />
* Rooms with a <span style="color: green;">GREEN</span> coat of arms / shield (the Trophy Room and Playroom on the bottom) or another guest in them may be entered ONLY with an EXACT number of moves.<br />
:Note: Rooms with coats of arms (shields) are worth positive or negative Spooky Points as indicated on the coat of arms. Remember, Spooky Points are BAD so ''negative'' Spooky Points is a good thing.<br />
* If your guest moves into an occupied room, the guest already in there is expelled to the gallery and can re-enter (expelling you) by rolling a 1 or working their way around the gallery and back to the room.<br />
* If you choose to leave a room, it takes one move to get back into the gallery - so if you're in a room and roll a 1 you can only step back out to the gallery and not progress any further around the board.<br />
<br />
===Hugo's Movement===<br />
* If the Hugo symbol is rolled, Hugo moves a number of steps clockwise according to his speed counter (blue clocks in the upper right), starting with 3.<br />
* If Hugo passes or stops at a space with a guest, that guest is captured and put on the LOWEST (highest Spooky Point) open step in the cellar. If all cellar steps are full, captives go to the BOTTOM (+10) step of the cellar. Ouch!<br />
* If multiple guests are on a square, all of them are captured and placed on the same step in the cellar and the owners of the captured guests receive the appropriate Spooky Points for that cellar step.<br />
* Hugo ALWAYS takes all his moves, so it's possible he may capture multiple guests on multiple gallery squares in a single turn.<br />
* Each time Hugo moves onto the arrow (at the top of the cellar stairs), his speed counter (blue clocks in the upper right) is increased and he starts moving the new number of steps on his NEXT move.<br />
<br />
===End of Game===<br />
* The game ends when either a person reaches at least 46 Spooky Points OR Hugo passes the arrow when his speed is 7.<br />
* The player with the LEAST Spooky Points wins.<br />
<br />
===Board Game Arena Notes===<br />
* The standard "player score" section of Board Game Arena will show a player's Spooky Points as a NEGATIVE number despite most of the values on board showing as a "+". This means the play with the LEAST NEGATIVE score is the winner.<br />
* It is unclear how Board Game Arena handles a tie in Hugo, but it is assumed that all players with the lowest number of Spooky Points get to SHARE the win.<br />
<br />
==Variants==<br />
===Midnight Party===<br />
* The game consists of three rounds, no matter what.<br />
* Hugo always move 3 steps, unless there are 7-8 players, then he moves 2.<br />
* Guests cannot be expelled from rooms. They also cannot leave the cellar.<br />
* If you have no guests on the gallery, you still roll the dice, but cannot move.<br />
* A round ends when all rooms are occupied or there are no guests on the gallery.<br />
* After a round, guests in rooms move into the doors. Guests in cellars are placed one by one, starting from -10.<br />
* Hugo is placed back onto -10 and the player with the most spooky points becomes the first player.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpuptown&diff=8923Gamehelpuptown2021-07-25T05:15:11Z<p>JonMikelV: /* How to Play Uptown */</p>
<hr />
<div>== How to Play Uptown ==<br />
=== Objective ===<br />
The goal of Uptown is to place your colored tiles in such a way that at the end of the game, they're connected in as few groups of 2 or more edge-connected tiles as possible. A group is a collection of tiles which are all touching at least one other member of the group on at least one side (not just on a corner). Note: The NUMBER of groups is important, not the SIZE of the groups.<br />
<br />
If two or more players have the same number of groups at the end of the game, the player who has captured the fewest of their opponents' tiles wins. See below for more about capturing.<br />
<br />
=== Playing the Game ===<br />
Below the board you can see the five tiles that are in your rack and available to place. On your turn, click one of these tiles, then click the space on the board where you want to place it. To be a legal move, the tile you're playing must match the board space where you're trying to place it. You can only place tiles with a letter on them (A-I) in the row with a matching label. You can only place tiles with a number (1-9) in the matching column. You can only place tiles with a symbol (man, ring, woman, street sign, skyline, saxophone, automobile, playing cards, champagne) in the area of the board with matching symbols on it. The dollar sign ($) tile is wild and you can place it anywhere.<br />
<br />
Your supply includes one tile of each letter, number, and symbol as well as a single dollar sign ($) tile. The game ends when each player has DRAWN (not played) all of their tiles and each player has taken a final turn (each player will have four un-played tiles). You can see how many tiles are left for you and your opponents to draw by looking at the number in the user information area in the top right corner of the page.<br />
<br />
=== Capturing ===<br />
If you wish to place a tile on a square where an opponent has already placed one of their tiles, you may do so. However, you may not split an opponent's tiles into more groups than they already had. You may also never capture one of your own tiles.<br />
<br />
You can see any tiles that your opponents have captured displayed below their names. Tiles that you have captured appear below your rack of tiles - a captured tile cannot be played. At the end of the game, if two or more players have the same number of groups, the player with fewest captured tiles wins.<br />
<br />
=== BGA Scoring ===<br />
BGA counts each distinct set of 1 or more tiles as 1 NEGATIVE point, the closer your score is to 0 (and the fewer captures you've made) the better you are doing! If 2 or more players have the same score, the player with the fewest captures wins. If 2 or more players have the same score AND the same number of captures, enjoy the win together - or enjoy a playoff game!<br />
<br />
=== Game End ===<br />
After all players draw their final tiles, everyone gets one final turn and then the game ends. At the end of the game, you will have four un-played tiles left.<br />
<br />
=== Uptown vs. Blockers! ===<br />
Uptown was originally published with a small print run in 2007. In 2011 it was rebranded and re-released as Blockers! In addition to a new abstract theme, Blockers! changed the end of game scoring rules. Instead of the number of captured tiles being a tie breaker, the largest number of captures tiles of a single color gets added to a player's score. So if a player were to end the game with one group and three captured blue tiles, they would lose to a player with two groups and only a single capture in each color.<br />
<br />
Currently the version on BGA implements the original Uptown scoring. It may eventually support the option of using the Blockers! rules instead.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpuptown&diff=8922Gamehelpuptown2021-07-25T04:38:33Z<p>JonMikelV: /* Playing the Game */</p>
<hr />
<div>== How to Play Uptown ==<br />
=== Objective ===<br />
The goal of Uptown is to place your colored tiles in such a way that at the end of the game, they're connected in as few groups of 2 or more edge-connected tiles as possible. A group is a collection of tiles which are all touching at least one other member of the group on at least one side (not just on a corner). Note: The NUMBER of groups is important, not the SIZE of the groups.<br />
<br />
If two or more players have the same number of groups at the end of the game, the player who has captured the fewest of their opponents' tiles wins. See below for more about capturing.<br />
<br />
=== Playing the Game ===<br />
Below the board you can see the five tiles that are in your rack and available to place. On your turn, click one of these tiles, then click the space on the board where you want to place it. To be a legal move, the tile you're playing must match the board space where you're trying to place it. You can only place tiles with a letter on them (A-I) in the row with a matching label. You can only place tiles with a number (1-9) in the matching column. You can only place tiles with a symbol in the area of the board with matching symbols on it. The dollar sign ($) tile is wild and you can place it anywhere.<br />
<br />
Your supply includes one tile of each letter (A-I), number (1-9), and symbol (man, ring, woman, street sign, skyline, saxophone, automobile, card, champagne) as well as a single dollar sign ($) tile. The game ends when each player has DRAWN (not played) all of their tiles and each player has taken a final turn (there will be four un-played tiles). You can see how many tiles are left for you and your opponents to draw by looking at the number in the user information area in the top right corner of the page.<br />
<br />
=== Capturing ===<br />
If you wish to place a tile on a square where an opponent has already placed one of their tiles, you may do so. However, you may not split an opponent's tiles into more groups than they already had. You may also never capture one of your own tiles.<br />
<br />
You can see any tiles that your opponents have captured displayed below their names. Tiles that you have captured appear below your rack of tiles. At the end of the game, if two or more players have the same number of groups, the player with fewest captured tiles wins.<br />
<br />
=== Game End ===<br />
After all players draw their final tiles, everyone gets one final turn and then the game ends. At the end of the game, you will have four unplayed tiles left.<br />
<br />
=== Uptown vs. Blockers! ===<br />
Uptown was originally published with a small print run in 2007. In 2011 it was rebranded and re-released as Blockers! In addition to a new abstract theme, Blockers! changed the end of game scoring rules. Instead of the number of captured tiles being a tie breaker, the largest number of captures tiles of a single color gets added to a player's score. So if a player were to end the game with one group and three captured blue tiles, they would lose to a player with two groups and only a single capture in each color.<br />
<br />
Currently the version on BGA implements the original Uptown scoring. It may eventually support the option of using the Blockers! rules instead.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpuptown&diff=8921Gamehelpuptown2021-07-25T04:31:15Z<p>JonMikelV: /* Objective */</p>
<hr />
<div>== How to Play Uptown ==<br />
=== Objective ===<br />
The goal of Uptown is to place your colored tiles in such a way that at the end of the game, they're connected in as few groups of 2 or more edge-connected tiles as possible. A group is a collection of tiles which are all touching at least one other member of the group on at least one side (not just on a corner). Note: The NUMBER of groups is important, not the SIZE of the groups.<br />
<br />
If two or more players have the same number of groups at the end of the game, the player who has captured the fewest of their opponents' tiles wins. See below for more about capturing.<br />
<br />
=== Playing the Game ===<br />
Below the board you can see the five tiles that are in your rack and available to place. On your turn, click one of these tiles, then click the space on the board where you want to place it. To be a legal move, the tile you're playing must match the board space where you're trying to place it. You can only place tiles with a letter on them (A-I) in the row with a matching label. You can only place tiles with a number (1-9) in the matching column. You can only place tiles with a symbol in the area of the board with matching symbols on it. The dollar sign ($) tile is wild and you can place it anywhere.<br />
<br />
Your supply includes one tile of each letter, number, and symbol. The game ends when each player has drawn all of their tiles and placed all but four. Therefore, there are four tiles you will not need to play. You can see how many tiles are left for you and your opponents to draw by looking at the number in the user information area in the top right corner of the page.<br />
<br />
=== Capturing ===<br />
If you wish to place a tile on a square where an opponent has already placed one of their tiles, you may do so. However, you may not split an opponent's tiles into more groups than they already had. You may also never capture one of your own tiles.<br />
<br />
You can see any tiles that your opponents have captured displayed below their names. Tiles that you have captured appear below your rack of tiles. At the end of the game, if two or more players have the same number of groups, the player with fewest captured tiles wins.<br />
<br />
=== Game End ===<br />
After all players draw their final tiles, everyone gets one final turn and then the game ends. At the end of the game, you will have four unplayed tiles left.<br />
<br />
=== Uptown vs. Blockers! ===<br />
Uptown was originally published with a small print run in 2007. In 2011 it was rebranded and re-released as Blockers! In addition to a new abstract theme, Blockers! changed the end of game scoring rules. Instead of the number of captured tiles being a tie breaker, the largest number of captures tiles of a single color gets added to a player's score. So if a player were to end the game with one group and three captured blue tiles, they would lose to a player with two groups and only a single capture in each color.<br />
<br />
Currently the version on BGA implements the original Uptown scoring. It may eventually support the option of using the Blockers! rules instead.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphappycity&diff=8354Gamehelphappycity2021-05-26T04:14:36Z<p>JonMikelV: Reworded a little & added more detail</p>
<hr />
<div>== Goal ==<br />
Get the most points in your city by multiplying the number of people (green icon) by the hearts (pink icon) on your cards.<br />
<br />
This is done through purchases of buildings that make money (yellow coins) so you can buy buildings for people (green meeples) and the things that people love (pink hearts).<br />
<br />
Choose your building types wisely (indicated by the little black-and-white icon in the upper right of the card) to qualify for a Special Building.<br />
<br />
Once a player fills up their 10 building slots, finish out the round then multiply your people by your hearts to see who has built the happiest city!<br />
<br />
== End of Game Trigger ==<br />
Once a player puts down the 10th city card, the round continues until the last player goes.<br />
<br />
Note that the FIRST player is the one with the yellow "PREM'S" First Player token.<br />
<br />
== Turn ==<br />
'''----- Income phase -----'''<br />
<br>At the start of the 1st player's ("PREM'S") turn, ALL players AT THE SAME TIME get the sum of the income symbols (yellow coins with small black arrows) on the bottom of the cards in their city.<br />
<br>''Note: Since each player starts the 1st round with the Happy Market, they each receive 1 coin of income in addition to their 2 starting coins.''<br />
<br />
<br />
'''----- Action phase -----'''<br />
<br>Each player carries out these four steps in order, then the next player goes.<br />
<br>'''1.''' (optional) Discard ONE of the face up cards in the central "Buildings:" area (since no cards are visible at the start of round 1, the first player does not have this option).<br />
<br />
'''2.''' If less than three cards are face up in the central "Buildings:" area, draw from any combination of decks until there are three cards showing. If a deck runs out, discarded buildings for that deck type will be shuffled back in.<br />
<br><br />
<br>Each deck type has Buildings in different price ranges indicated by the coins on the backs of the cards:<br />
*&nbsp;1st row (28 cards costing 1-3 coins)<br />
*&nbsp;2nd row (20 cards costing 4-5 coins)<br />
*&nbsp;3rd row (18 cards costing 6-9 coins)<br />
<br />
<br>Each deck type also has different Building Type allocations indicated by the height of each building color on the backs of the cards (2 cards per 'floor'):<br />
*&nbsp;Orange (18 Attractions - 2 in deck 1, 4 in deck 2, 12 in deck 3)<br />
*&nbsp;Purple (8 Manufacturing - 4 in deck 1, 4 in deck 2, 0 in deck 3)<br />
*&nbsp;Blue (18 Public Service - 8 in deck 1, 6 in deck 2, 4 in deck 3)<br />
*&nbsp;Yellow (18 Shops - 12 in deck 1, 6 in deck 2, 0 in deck 3)<br />
*&nbsp;Green (4 Housing - 2 in deck 1, 0 in deck 2, 2 in deck 3)<br />
''Note: Hovering over a deck will show how many cards are left in it.''<br />
<br />
<br />
<br />
'''3.''' Choose '''one''' of the following actions:<br />
*&nbsp;Purchase one of the three visible "Buildings:" cards (it will be placed in the next available slot in your 10-slot city). Purchase costs are indicated by the the yellow coin in the top left of the card<br />
*&nbsp;'''Or''' purchase a "Dwellings:" card (it will be placed in the next available slot in your 10-slot city)<br />
*&nbsp;'''Or''' Purchase nothing and take one coin from the bank<br />
''Note: No city can have more than one building with the same name.''<br />
<br />
<br />
'''4.''' (optional) If you meet the conditions indicated by the Building Type icons/colors on the tops of the Special Buildings cards, you may CHOOSE to take a card from the "Special Buildings:" area (it will be placed in the next available slot in your 10-slot city).<br />
<br>''Note: No city can have more than one Special Building card, and no city can have more than 10 buildings (even if your 10th building qualifies you for a Special Building).''<br />
<br />
== End of Game Scoring ==<br />
1. Count the number of full people (green) and hearts (pink).<br />
<br>2. Subtract one for for each crossed out person or heart.<br />
<br>3. Multiply the total people by the total hearts.<br />
<br />
The player with the happiest city (the most points) wins!<br />
<br />
== Tie Breaker ==<br />
If multiple players have equally happy cities, the player with the most coins left wins.<br />
<br>If multiple players have equally happy cities AND equal coins then celebrate your tie together!</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphappycity&diff=8352Gamehelphappycity2021-05-26T02:44:35Z<p>JonMikelV: /* Goal */</p>
<hr />
<div>== Goal ==<br />
Get the most points in your city by multiplying the number of people (green icon) by the hearts (pink icon) on your cards.<br />
<br />
This is done through purchases of buildings that make money (yellow coins) so you can buy buildings for people (green meeples) and the things that people love (pink hearts).<br />
<br />
Choose your building types wisely (indicated by the little black-and-white icon in the upper right of the card) to qualify for a Special Building.<br />
<br />
Once a player fills up their 10 building slots, finish out the round then multiply your people by your hearts to see who has built the happiest city!<br />
<br />
== End of Game Trigger ==<br />
Once a player puts down the 10th city card, the round continues until the last player goes.<br />
<br />
Note that the FIRST player is the one with the yellow "PREM'S" First Player token.<br />
<br />
== Turn ==<br />
'''Income phase:'''<br />
<br>All players get the sum of income symbols (yellow coins with small black arrows) on the bottom of the cards in their city. Since each player starts with the Happy Market, they each receive 1 coin for the 1st round.<br />
<br />
<br />
'''Action phase:'''<br />
<br>Each player carries out these four steps in order then the next player goes.<br />
<br>'''1.''' (optional) Discard one of the Buildings cards visible in the central area (no cards are visible in round 1). This potentially allows for more draws in step 2.<br />
<br />
'''2.''' If less than three Buildings cards are visible in the central area, draw from any combination of decks until there are three cards showing. Each deck has Buildings in different price ranges of<br />
*1-3 coins (1st row)<br />
*4-5 coins (2nd row)<br />
*6-9 coins (3rd row)<br />
<br />
'''3.''' Choose '''one''' of the following actions:<br />
*Purchase one of the three visible Buildings cards in the central area to be placed in the next available slot in your 10-slot city<br />
*'''Or''' purchase a Dwellings card to be placed in the next available slot in your 10-slot city<br />
*'''Or''' Purchase nothing and take one coin from the bank<br />
<br />
'''4.''' (optional) If you meet conditions of special buildings, take the card and put it in your city. You may only take one single special buildings card in the game.<br />
<br />
<br />
''City planning notes''<br />
<br>- Purchase costs are indicated by the the yellow coin in the top left of the card.<br />
<br>- You can never have 2 cards in your city with the same name. <br />
<br>- You can only have one Special Buildings card in your city.<br />
<br>- You can never place 11 buildings in your city.<br />
<br />
== End of Game Scoring ==<br />
1. Count the number of full people (green) and hearts (pink).<br />
<br>2. Subtract one for for each crossed out person or heart.<br />
<br>3. Multiply the total people by the total hearts.<br />
<br />
The player with the happiest city (the most points) wins!<br />
<br />
== Tie Breaker ==<br />
If multiple players have equally happy cities, the player with the most coins left wins.<br />
<br>If multiple players have equally happy cities AND equal coins then celebrate your tie together!</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphappycity&diff=8315Gamehelphappycity2021-05-21T03:43:18Z<p>JonMikelV: Reworded</p>
<hr />
<div>== Goal ==<br />
Get the most points in your city by multiplying the number of people (green icon) by the hearts (pink icon) on your cards.<br />
<br />
This is done through purchases of buildings that make money (yellow coins) so you can buy spaces for people (green meeples) and things that people love (pink hearts).<br />
<br />
Choose your building types wisely (indicted by the little black-and-white icon in the upper right of the card) to qualify for a Special Building.<br />
<br />
Once a player fills up their 10 building slots, finish out the round then multiply your people by your hearts to see who has built the happiest city!<br />
<br />
== End of Game Trigger ==<br />
Once a player puts down the 10th city card, the round continues until the last player goes.<br />
<br />
Note that the FIRST player is the one with the yellow "PREM'S" First Player token.<br />
<br />
== Turn ==<br />
'''Income phase:'''<br />
<br>All players get the sum of income symbols (yellow coins with small black arrows) on the bottom of the cards in their city. Since each player starts with the Happy Market, they each receive 1 coin for the 1st round.<br />
<br />
<br />
'''Action phase:'''<br />
<br>Each player carries out these four steps in order then the next player goes.<br />
<br>'''1.''' (optional) Discard one of the Buildings cards visible in the central area (no cards are visible in round 1). This potentially allows for more draws in step 2.<br />
<br />
'''2.''' If less than three Buildings cards are visible in the central area, draw from any combination of decks until there are three cards showing. Each deck has Buildings in different price ranges of<br />
*1-3 coins (1st row)<br />
*4-5 coins (2nd row)<br />
*6-9 coins (3rd row)<br />
<br />
'''3.''' Choose '''one''' of the following actions:<br />
*Purchase one of the three visible Buildings cards in the central area to be placed in the next available slot in your 10-slot city<br />
*'''Or''' purchase a Dwellings card to be placed in the next available slot in your 10-slot city<br />
*'''Or''' Purchase nothing and take one coin from the bank<br />
<br />
'''4.''' (optional) If you meet conditions of special buildings, take the card and put it in your city. You may only take one single special buildings card in the game.<br />
<br />
<br />
''City planning notes''<br />
<br>- Purchase costs are indicated by the the yellow coin in the top left of the card.<br />
<br>- You can never have 2 cards in your city with the same name. <br />
<br>- You can only have one Special Buildings card in your city.<br />
<br>- You can never place 11 buildings in your city.<br />
<br />
== End of Game Scoring ==<br />
1. Count the number of full people (green) and hearts (pink).<br />
<br>2. Subtract one for for each crossed out person or heart.<br />
<br>3. Multiply the total people by the total hearts.<br />
<br />
The player with the happiest city (the most points) wins!<br />
<br />
== Tie Breaker ==<br />
If multiple players have equally happy cities, the player with the most coins left wins.<br />
<br>If multiple players have equally happy cities AND equal coins then celebrate your tie together!</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphappycity&diff=8314Gamehelphappycity2021-05-21T03:41:12Z<p>JonMikelV: Reformatted</p>
<hr />
<div>== Goal ==<br />
Get the most points in your city by multiplying the number of people (green icon) by the hearts (pink icon) on your cards.<br />
<br />
This is done through purchases of buildings that make money (yellow coins) so you can buy spaces for people (green meeples) and things that people love (pink hearts).<br />
<br />
Choose your building types wisely (indicted by the little black-and-white icon in the upper right of the card) to qualify for a Special Building.<br />
<br />
Once a player fills up their 10 building slots, finish out the round then multiply your people by your hearts to see who has built the happiest city!<br />
<br />
== End of Game Trigger ==<br />
Once a player puts down the 10th city card, the round continues until the last player goes.<br />
<br />
Note that the FIRST player is the one with the yellow "PREM'S" First Player token.<br />
<br />
== Turn ==<br />
'''Income phase:'''<br />
<br>All players get the sum of income symbols (yellow coins with small black arrows) on the bottom of the cards in their city. Since each player starts with the Happy Market, they each receive 1 coin for the 1st round.<br />
<br />
<br />
'''Action phase:'''<br />
<br>Each player carries out these four steps in order then the next player goes.<br />
<br>'''1.''' (optional) Discard one of the Buildings cards visible in the central area (no cards are visible in round 1). This potentially allows for more draws in step 2.<br />
<br />
'''2.''' If less than three Buildings cards are visible in the central area, draw from any combination of decks until there are three cards showing. Each deck has Buildings in different price ranges of<br />
*1-3 coins (1st row)<br />
*4-5 coins (2nd row)<br />
*6-9 coins (3rd row)<br />
<br />
'''3.''' Choose '''one''' of the following actions:<br />
*Purchase one of the three visible Buildings cards in the central area to be placed in the next available slot in your 10-slot city<br />
*'''Or''' purchase a Dwellings card to be placed in the next available slot in your 10-slot city<br />
*'''Or''' Purchase nothing and take one coin from the bank<br />
<br />
'''4.''' (optional) If you meet conditions of special buildings, take the card and put it in your city. You may only take one single special buildings card in the game.<br />
<br />
<br />
''City planning notes''<br />
<br>- Purchase costs are indicated by the the yellow coin in the top left of the card.<br />
<br>- You can never have 2 cards in your city with the same name. <br />
<br>- You can only have one Special Buildings card in your city.<br />
<br>- You can never place 11 buildings in your city.<br />
<br />
== End of Game Scoring ==<br />
1. Count the number of full people (green) and hearts (pink).<br />
<br>2. Subtract one for for each crossed out person or heart.<br />
<br>3. Multiply the total people by the total hearts.<br />
<br />
The player with the happiest city (the most points) wins!<br />
<br />
== Tie Breaker ==<br />
Most coins left wins.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphappycity&diff=8313Gamehelphappycity2021-05-21T03:37:49Z<p>JonMikelV: Reformatted, added more details</p>
<hr />
<div>== Goal ==<br />
Get the most points in your city by multiplying the number of people (green icon) by the hearts (pink icon) on your cards.<br />
<br />
This is done through purchases of buildings that make money (yellow coins) so you can buy spaces for people (green meeples) and things that people love (pink hearts).<br />
<br />
Choose your building types wisely (indicted by the little black-and-white icon in the upper right of the card) to qualify for a Special Building.<br />
<br />
Once a player fills up their 10 building slots, finish out the round then multiply your people by your hearts to see who has built the happiest city!<br />
<br />
== End of Game Trigger ==<br />
Once a player puts down the 10th city card, the round continues until the last player goes.<br />
<br />
Note that the FIRST player is the one with the yellow "PREM'S" First Player token.<br />
<br />
== Turn ==<br />
'''Income phase:'''<br />
<br>All players get the sum of income symbols (yellow coins with small black arrows) on the bottom of the cards in their city. Since each player starts with the Happy Market, they each receive 1 coin for the 1st round.<br />
<br />
<br />
'''Action phase:'''<br />
<br>Each player carries out these four steps in order then the next player goes.<br />
<br>'''1.''' (optional) Discard one of the Buildings cards visible in the central area (no cards are visible in round 1). This potentially allows for more draws in step 2.<br />
<br />
'''2.''' If less than three Buildings cards are visible in the central area, draw from any combination of decks until there are three cards showing. Each deck has Buildings in different price ranges of<br />
*1-3 coins (1st row)<br />
*4-5 coins (2nd row)<br />
*6-9 coins (3rd row)<br />
<br />
'''3.''' Choose '''one''' of the following actions:<br />
*Purchase one of the three visible Buildings cards in the central area to be placed in the next available slot in your 10-slot city<br />
*'''Or''' purchase a Dwellings card to be placed in the next available slot in your 10-slot city<br />
*'''Or''' Purchase nothing and take one coin from the bank<br />
<br />
'''4.''' (optional) If you meet conditions of special buildings, take the card and put it in your city. You may only take one single special buildings card in the game.<br />
<br />
<br />
''City planning notes''<br />
<br>- Purchase costs are indicated by the the yellow coin in the top left of the card.<br />
<br>- You can never have 2 cards in your city with the same name. <br />
<br>- You can only have one Special Buildings card in your city.<br />
<br>- You can never place 11 buildings in your city.<br />
<br />
== End of Game Scoring ==<br />
Count the number of people (green icon) and the number of hearts. A crossed out person or heart counts as negative one. Multiply the total people by the total hearts. Most points win<br />
<br />
== Tie Breaker ==<br />
Most coins left wins.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphappycity&diff=8312Gamehelphappycity2021-05-21T03:07:12Z<p>JonMikelV: /* End of Game Trigger */</p>
<hr />
<div>== Goal ==<br />
Get the most points in your city by multiplying the number of people (green icon) by the hearts (pink icon) on your cards.<br />
<br />
This is done through purchases of buildings that make money (yellow coins) so you can buy spaces for people (green meeples) and things that people love (pink hearts).<br />
<br />
Choose your building types wisely (indicted by the little black-and-white icon in the upper right of the card) to qualify for a Special Building.<br />
<br />
Once a player fills up their 10 building slots, finish out the round then multiply your people by your hearts to see who has built the happiest city!<br />
<br />
== End of Game Trigger ==<br />
Once a player puts down the 10th city card, the round continues until the last player goes.<br />
<br />
Note that the FIRST player is the one with the yellow "PREM'S" First Player token.<br />
<br />
== Turn ==<br />
'''Income phase''' - all players get the sum of income symbols on the bottom of the cards in the city (for th 1st round - 1 coin each for the Happy Market)<br />
<br />
'''Action phase''' (each player carries out these four steps in order then the next player goes)<br />
<br />
1. (optional) Discard one of the bulding cards visible in the central area (no cards visible in 1st round)<br />
<br />
2. If less than three cards are visble in the central area, draw and put cards on the table until there are three cards. You can draw from any deck.<br />
<br />
3. Choose '''one''' of the following actions:<br />
a. Purchase one of the visible three cards in the central area<br />
b. Purchase a dwelling card <br />
c. Purchase nothing and take a coin from the bank<br />
<br />
The purchase cost is indicated at the top of the card. A purchased card is placed in your city. <br />
<br />
''Building placement rules''<br />
You can only have one special buildings card in your city.<br />
You can never place 11 buildings in your city.<br />
You can never have 2 cards in your city with the same name. <br />
<br />
4. (optional) If you meet conditions of special buildings, take the card and put it in your city. You may only take one single special buildings card in the game.<br />
<br />
== End of Game Scoring ==<br />
Count the number of people (green icon) and the number of hearts. A crossed out person or heart counts as negative one. Multiply the total people by the total hearts. Most points win<br />
<br />
== Tie Breaker ==<br />
Most coins left wins.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelphappycity&diff=8311Gamehelphappycity2021-05-21T03:04:54Z<p>JonMikelV: /* Goal */</p>
<hr />
<div>== Goal ==<br />
Get the most points in your city by multiplying the number of people (green icon) by the hearts (pink icon) on your cards.<br />
<br />
This is done through purchases of buildings that make money (yellow coins) so you can buy spaces for people (green meeples) and things that people love (pink hearts).<br />
<br />
Choose your building types wisely (indicted by the little black-and-white icon in the upper right of the card) to qualify for a Special Building.<br />
<br />
Once a player fills up their 10 building slots, finish out the round then multiply your people by your hearts to see who has built the happiest city!<br />
<br />
== End of Game Trigger ==<br />
Once a player puts down the 10th city card, the round continues until the last player goes. <br />
<br />
== Turn ==<br />
'''Income phase''' - all players get the sum of income symbols on the bottom of the cards in the city (for th 1st round - 1 coin each for the Happy Market)<br />
<br />
'''Action phase''' (each player carries out these four steps in order then the next player goes)<br />
<br />
1. (optional) Discard one of the bulding cards visible in the central area (no cards visible in 1st round)<br />
<br />
2. If less than three cards are visble in the central area, draw and put cards on the table until there are three cards. You can draw from any deck.<br />
<br />
3. Choose '''one''' of the following actions:<br />
a. Purchase one of the visible three cards in the central area<br />
b. Purchase a dwelling card <br />
c. Purchase nothing and take a coin from the bank<br />
<br />
The purchase cost is indicated at the top of the card. A purchased card is placed in your city. <br />
<br />
''Building placement rules''<br />
You can only have one special buildings card in your city.<br />
You can never place 11 buildings in your city.<br />
You can never have 2 cards in your city with the same name. <br />
<br />
4. (optional) If you meet conditions of special buildings, take the card and put it in your city. You may only take one single special buildings card in the game.<br />
<br />
== End of Game Scoring ==<br />
Count the number of people (green icon) and the number of hearts. A crossed out person or heart counts as negative one. Multiply the total people by the total hearts. Most points win<br />
<br />
== Tie Breaker ==<br />
Most coins left wins.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpthebuilders&diff=8192Gamehelpthebuilders2021-05-06T04:11:25Z<p>JonMikelV: /* Tie Breakers */</p>
<hr />
<div><br />
== The Goal ==<br />
<br />
You must get the most victory points by using your workers to construct buildings.<br />
<br />
== Content ==<br />
<br />
'''Cards'''<br />
<br />
There are 84 cards:<br />
<br />
34 Building cards plus 8 machines<br />
<br />
42 Workers cards<br />
<br />
'''Coins'''<br />
<br />
There are 40 coins:<br />
<br />
15 Golden Coins (Value 5)<br />
<br />
25 Silver Coins (Value 1)<br />
<br />
''Note: You will earn 1 victory point for every 10 coins at the end of the game''<br />
<br />
<br />
== Playing the Game ==<br />
<br />
On your turn you get to play 3 actions. If you wish you can pay 5 coins per each additional action.<br />
<br />
<br />
'''The Actions'''<br />
<br />
1) Start Construction<br />
<br />
2) Recruit a Worker<br />
<br />
3) Send a Worker<br />
<br />
4) Take Coins<br />
<br />
<br />
'''Start Construction''' ''(Cost 1 action)''<br />
<br />
You can choose one building from the 5 building cards. You may repeat this action as long as you have actions during your turn. (Remember that for every 5 coins you pay to the bank you can get 1 more action) You can construct as many buildings as you wish at the same time.<br />
<br />
<br />
'''Recruit a Worker''' ''(Cost 1 action)''<br />
<br />
You can choose one worker from the 5 Worker cards. You may repeat this action as long as you have actions during your turn. (Remember that for every 5 coins you pay to the bank you can get 1 more action) You can recruit as many workers as you wish at the same time.<br />
<br />
<br />
'''Send a Worker to Work''' ''(has a variable action cost)''<br />
<br />
When you send a worker you must pay the number of coins in the upper right corner of the worker card. Once you send a worker to work on a building it can not move until the building is complete. <br />
<br />
'''Action cost of sending a Worker'''<br />
<br />
In addition to paying the coin cost on the card, the action cost of sending a worker increases for each worker you send to that same building during your turn.<br />
<br />
First worker sent to the building this turn = 1 action (regardless of the amount of workers already working on the building)<br />
<br />
Second worker sent to that building = 3 actions <br />
<br />
Third worker sent to that building = 6 actions <br />
<br />
And so on...<br />
<br />
'''Finishing a Building''' ''(is not an action)''<br />
<br />
For completing the building you need to add workers until all of the requirements for the building are met or exceeded. You will earn the amount of coins shown on the building card from the bank and the amount of victory points.<br />
<br />
<br />
'''Take Coins''' ''(has a variable action cost)''<br />
<br />
You can take Coins from the bank: <br />
<br />
For 1 action you can take 1 Coin<br />
<br />
For 2 actions you can take 3 Coins<br />
<br />
For 3 actions you can take 6 Coins<br />
<br />
'''Machines'''<br />
<br />
A machine is built as a building and is worth victory points but when you build a machine it is treated as a worker that does not require payment for its work.<br />
<br />
== End of the Game ==<br />
<br />
When a player gets 17 victory points from building alone (not coins) the game will end after each player finish their turn for that round. Once all of the players finish their last turn the player with the most amount of victory points will win the game, this time adding 1 more victory point for every 10 coins to the victory point received from the buildings and machines.<br />
<br />
== Tie Breakers ==<br />
<br />
If there is a tie where both players have the same number of victory points, then the winner is whoever has more VPs from buildings alone (not coins).<br />
<br>Note: It is unclear whether or not TOOLS are counted as buildings.<br />
<br />
If there is still a tie, then the winner is whoever has more coins.<br />
<br />
If there is still a tie, the game is drawn.</div>JonMikelVhttp://en.doc.boardgamearena.com/index.php?title=Gamehelprememberwhen&diff=7141Gamehelprememberwhen2021-02-01T04:08:04Z<p>JonMikelV: "with 7 or different cards" -> "with 7 different cards"</p>
<hr />
<div>Remember When ... is a family party game for 3-6 players, ages 8 and up. Note that the game is extremely language dependent, as essentially a storytelling game, in English.<br />
<br />
The players represent retired super heroes and reformed super villains who have gotten together, years later, to reminisce about their earlier adventures. But, as always happens at occasions like this, each is trying to outdo their peers by bragging about an even more amazing story of what they once did. But the really funny part is that everyone's memories are faulty because they are now going senile, and they're relying on their "friends" to help them fill in the blanks! So while the hero or villain might really have a great story to tell, what comes out of their mouth ends up being VERY different. Each player has two goals - 1) To be the best at helping the other players in remembering correctly, and 2) To come up with your own memory/adventure that your peers agree is the best one of all!<br />
<br />
Remember When... comes with hundreds of unique cards, each with 4 words/phrases on its 4 sides. There are ZERO repeats, meaning there are over a billion billion different combinations! On the Active Player's turn they are creating a memory with 7 different cards, each representing a different part of the memory. 1) WHEN they did this, 2) WHERE they did this, 3) HOW they did this (i.e. Adverb), 4) The ACTION that they took (i.e. Verb), 5) The DESCRIPTION of the object of their memory (i.e. Adjective), 6) The OBJECT of their memory (i.e. Noun), and 7) WHY they took this action. For example, "Remember When ..., while looking for my other sock, in the crowded grocery store, I repeatedly kissed the furry caveman because the Great Conjunction was at hand!?"<br />
<br />
But the Active Player does not create this Sentence/Memory from their own cards. The other players are rapidly trying to assist the Active Player by submitting one card each. The Object and the Action Taken are determined first and read out loud, so the players have some context for their card submissions. Once one card of a type/color (i.e. "Blue") has been submitted then another available color must be submitted. As the players submit their cards to the Active Player, face down, they are trying to guess which of those 4 words/phrases the Active Player will actually choose. When the person building a memory matches the guess of the person who gave them the card, they both score a point.<br />
<br />
Once the Active Player has assembled their sentence, scored it for "helping points", then they read the completed sentence aloud (we suggest as dramatically as possible). This is because the other players will be voting on which memory of the evening is the most exciting of all! The person whose memory is voted the best at the end of the game scores two bonus points.<br />
<br />
Additionally, in the BGA version the last memory standing at the end of the game scores 2 bonus points. In the physical/home version of the game there are 2 winners at the end of each game - Most Points and Best Memory. The home version also accommodates up to 9 players, adds optional Orange famous personality cards in place of "the" , and comes with blank cards so that you can create your own. <br />
<br />
Remember When... occupies a unique space in BGA's library. It is a very easy, casual game where we hope that parents and children alike will enjoy just being silly and letting their imaginations run wild.<br />
<br />
Please see our latest tutorial, with the updated artwork by our friend Matthew Moeller. Thanks for trying the game out, and please spread the word!<br />
<br />
We are also actively seeking a publisher. If you have any ideas or contacts please let us know.</div>JonMikelV