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Gamehelpchroma
Overview
CHROMA is a colour-placement card game. On your turn, place one card next to cards already on the board by following the colour wheel.
The goal is to be the first player to finish your turn with no cards left in hand. You can also win immediately with a perfect placement: placing a card so it touches 4 other cards.
Setup
Each player starts with 5 cards.
CHROMA uses a 100-card deck: 5 cards in each of the 20 colours. Some cards have powers.
One random card is placed in the centre of the board. If this starting card has a power symbol, the power is ignored.
The game board on BGA is fixed at 7 x 11 spaces, and the first player is chosen at random.
Your Turn
On your turn, you must play a card if you have a legal move.
If none of your cards can be played, draw 1 card and pass.
After you place a card, resolve the placement result first. If the card has a power, you may then use that power or skip it.
Colour Placement
A card must be placed next to at least 1 card already on the board. Cards must share a side; diagonals do not count.
Every card touched by the placed card must be compatible with it on the colour wheel.
A card may not touch another card of the exact same colour.
White connects to light colours.
Black connects to dark colours.
Wild cards connect to every colour.
Placement Results
Touch 1 card: draw 1 card.
Touch 2 cards: no extra effect.
Touch 3 cards: place 1 card from your hand face down as a wild card, if you still have a card to place.
Touch 4 cards: win immediately.
Wild Cards
When a placement touches 3 cards, you place 1 card from your hand face down as a wild card.
A wild card counts as every colour. Any colour can be placed next to it.
A wild card may be placed on any empty space. It does not trigger placement effects or powers.
If the face-down card has a power symbol, that power is ignored.
Powers
Replay: immediately play 1 additional card, if you have a legal move.
Gift: take 1 random card from an opponent, then give 1 card from your hand back to that opponent.
Magnet: until your next turn, other players must play next to this card if they can. Wild cards are not forced by Magnet.
Lock: until your next turn, other players cannot play face-up cards next to this card. Wild cards are not blocked by Lock.
Powers are optional. You may use or skip them when they are available.
End Of Game
When a player has exactly 1 card left in hand, that card is revealed to opponents. If that player later has more than 1 card again, their hand becomes hidden again.
The game ends immediately if a player has no cards left in hand at the end of their turn.
The game also ends immediately if a player makes a perfect placement by touching 4 other cards.
If the draw pile runs out, the player with the fewest cards in hand wins.
If no remaining card can be played, the player with the fewest cards in hand wins.
If no player can play for two full rounds in a row, the player with the fewest cards in hand wins.
If several players are tied for the fewest cards, they share the win.