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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=23Metime</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-13T03:16:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpipso&amp;diff=29822</id>
		<title>Gamehelpipso</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpipso&amp;diff=29822"/>
		<updated>2026-05-15T04:58:57Z</updated>

		<summary type="html">&lt;p&gt;23Metime: IPSO - Ascending numbers card game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=IPSO=&lt;br /&gt;
Choose one of the two cards available and place on your pyramid.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A row must be in ascending order to score. Not the entire pyramid, but each row separately.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
* For each row that is in ascending order;&lt;br /&gt;
* Rows of the same colour score 2points for each card&lt;br /&gt;
* Rows with more than one colour score 1 point for each card&lt;br /&gt;
* Count the number of stars on the cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==At the end==&lt;br /&gt;
&lt;br /&gt;
* The pinnacle star may be scored at 3 points&lt;br /&gt;
* [[Or]] you can choose to discard your star and take the first card from the drawpile and replace a card already placed. This may useful when only one card is non-ascendant&lt;br /&gt;
* If you don&#039;t choose to use the new card, discard it and forfeit your star&lt;br /&gt;
* If the row is now compliant, score as usual&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfrostedblooms&amp;diff=29820</id>
		<title>Gamehelpfrostedblooms</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfrostedblooms&amp;diff=29820"/>
		<updated>2026-05-15T01:49:48Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Frosted Blooms - Build the most productive garden over ten rounds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Frosted Blooms=&lt;br /&gt;
&lt;br /&gt;
This game comprises of tile laying and building improvements, which you can include by leaving spaces within your garden.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
Form clumps of of white flowers, purple flowers, tulips and watercourse.&amp;lt;br&amp;gt;&lt;br /&gt;
Each round, you choose an objective card from your hand to score. For example, if you&#039;ve just added to a clump of purple flowers, then you might choose to score the purple flower card, giving you two points for each purple flower adjacent to the new additions.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the objectives in your hand, there are group objectives available for the first player to reach them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
Building a (vacant) 1x1 square gives a worker, 3pts and a coin.&amp;lt;br&amp;gt;&lt;br /&gt;
Building a (vacant) 2x1 square gives a barn and 10 points. &amp;lt;br&amp;gt;&lt;br /&gt;
Building a (vacant) 2x2 square gives a windmill and 25 points.&amp;lt;br&amp;gt;&lt;br /&gt;
The green circle with a question mark in the corner of your screen will explain buildings in more detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Each Round==&lt;br /&gt;
&lt;br /&gt;
* Take the tile clockwise of the (pink) flower token. If you have coins, you may pay a coin for each tile you wish to step over. They will be collected by the player taking the tile&amp;lt;br&amp;gt;&lt;br /&gt;
* Place your chosen tile within your starting garden, forming collections of white flowers, purple flowers, tulips and water.&amp;lt;br&amp;gt;&lt;br /&gt;
* Choose which objective card you wish to score this round.&amp;lt;br&amp;gt;&lt;br /&gt;
* Check the joint objectives available. (note that taking a lower point card in a category means you can&#039;t also take a higher one in that category as well). &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Buildings score at the end of the game, in addition to points from the objectives.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfrostedblooms&amp;diff=29819</id>
		<title>Gamehelpfrostedblooms</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfrostedblooms&amp;diff=29819"/>
		<updated>2026-05-15T01:44:50Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Build the most productive garden over ten rounds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Frosted Blooms=&lt;br /&gt;
&lt;br /&gt;
 This game comprises of tile laying and building improvements, which you can include by leaving spaces within your garden.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
Form clumps of of white flowers, purple flowers, tulips and watercourse.&amp;lt;br&amp;gt;&lt;br /&gt;
Each round, you choose an objective card from your hand to score. For example, if you&#039;ve just added to a clump of purple flowers, then you might choose to score the purple flower card, giving you two points for each purple flower adjacent to the new additions.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the objectives in your hand, there are group objectives available for the first player to reach them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
Building a (vacant) 1x1 square gives a worker, 3pts and a coin.&amp;lt;br&amp;gt;&lt;br /&gt;
Building a (vacant) 2x1 square gives a barn and 10 points. &amp;lt;br&amp;gt;&lt;br /&gt;
Building a (vacant) 2x2 square gives a windmill and 25 points.&amp;lt;br&amp;gt;&lt;br /&gt;
The green circle with a question mark in the corner of your screen will explain buildings in more detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Each Round==&lt;br /&gt;
&lt;br /&gt;
* Take the tile clockwise of the (pink) flower token. If you have coins, you may pay a coin for each tile you wish to step over. They will be collected by the player taking the tile&amp;lt;br&amp;gt;&lt;br /&gt;
* Place your chosen tile within your starting garden, forming collections of white flowers, purple flowers, tulips and water.&amp;lt;br&amp;gt;&lt;br /&gt;
* Choose which objective card you wish to score this round.&amp;lt;br&amp;gt;&lt;br /&gt;
* Check the joint objectives available. (note that taking a lower point card in a category means you can&#039;t also take a higher one in that category as well). &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Buildings score at the end of the game, in addition to points from the objectives.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29818</id>
		<title>Gamehelpcollect</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29818"/>
		<updated>2026-05-14T22:59:18Z</updated>

		<summary type="html">&lt;p&gt;23Metime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Collect - Animal Alliance&#039;&#039;&#039; =&lt;br /&gt;
2-5 players&lt;br /&gt;
68 cards - 8 of each animal.&lt;br /&gt;
Shuffle the cards and split into two decks, put within reach.&lt;br /&gt;
This game can be played as a team, but each player will form their own line.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gameplay:&#039;&#039;&#039; ====&lt;br /&gt;
Take a card from either deck and place it in your line-up.  &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Create an Animal Alliance&#039;&#039;&#039; ======&lt;br /&gt;
Four, adjacent cards of the same animal species.&lt;br /&gt;
&lt;br /&gt;
or, with an Octopus card, three different pairs of animals.&lt;br /&gt;
&lt;br /&gt;
or, with a lion card, 7 cards of different animal species.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Card Special Abilities&#039;&#039;&#039; ======&lt;br /&gt;
&amp;lt;u&amp;gt;Chameleon&amp;lt;/u&amp;gt;   - Wild card - can be used as any animal towards the winning conditions. But if you draw two chameleons, they must both retreat to the bottom of a deck&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crab&amp;lt;/u&amp;gt;            - Choose a card (in your line up or your competitors line) and move it however many spaces. This will help (or hinder) achieving the four, adjacent card win condition&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hermit crab&amp;lt;/u&amp;gt;  - If you have a crab or chameleon in your line, when drawn, you can take a second turn&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;u&amp;gt;Crocodile&amp;lt;/u&amp;gt;     - Choose a card from another players line and return it to the deck   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Monkey&amp;lt;/u&amp;gt;      - Swap your new monkey card for another players card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Parrot&amp;lt;/u&amp;gt;         - Choose a deck and guess which animal will be drawn from it next. If you&#039;re right, it&#039;s yours&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lion&amp;lt;/u&amp;gt;            - Winning condition, 7 different animals&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Octopus&amp;lt;/u&amp;gt;     - Winning condition, 3 different pairs of animals&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Team Play&#039;&#039;&#039; ======&lt;br /&gt;
You&#039;re free to help your teammate achieve the winning conditions and you can both work together to stop the other team achieving an animal alliance first:&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Scoring&#039;&#039;&#039; ======&lt;br /&gt;
Each round, the winning player will receive half a Crown. Achieve two halves a Crown to win the match. If there are no half crowns left, take the Crown (immediate win).&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29817</id>
		<title>Gamehelpcollect</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29817"/>
		<updated>2026-05-14T22:55:47Z</updated>

		<summary type="html">&lt;p&gt;23Metime: stuggling with compaction - many apologies for the learning curve, the help file is missing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Collect - Animal Alliance&#039;&#039;&#039; =&lt;br /&gt;
2-5 players&lt;br /&gt;
68 cards - 8 of each animal.&lt;br /&gt;
Shuffle the cards and split into two decks, put within reach.&lt;br /&gt;
This game can be played as a team, but each player will form their own line.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gameplay:&#039;&#039;&#039; ====&lt;br /&gt;
Take a card from either deck and place it in your line-up.  &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Create an Animal Alliance&#039;&#039;&#039; ======&lt;br /&gt;
Four, adjacent cards of the same animal species.&lt;br /&gt;
&lt;br /&gt;
or, with an Octopus card, three different pairs of animals.&lt;br /&gt;
&lt;br /&gt;
or, with a lion card, 7 cards of different animal species.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Card Special Abilities&#039;&#039;&#039; ======&lt;br /&gt;
&amp;lt;u&amp;gt;Chameleon&amp;lt;/u&amp;gt;   - Wild card - can be used as any animal towards the winning conditions. But if you draw two chameleons, they must both retreat to the bottom of a deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crab&amp;lt;/u&amp;gt;            - Choose a card (in your line up or your competitors line) and move it however many spaces. This will help (or hinder) achieving the four, adjacent card win condition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hermit crab&amp;lt;/u&amp;gt;  - If you have a crab or chameleon in your line, when drawn, you can take a second turn   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crocodile&amp;lt;/u&amp;gt;     - Choose a card from another players line and return it to the deck   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Monkey&amp;lt;/u&amp;gt;      - Swap your new monkey card for another players card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Parrot&amp;lt;/u&amp;gt;         - Choose a deck and guess which animal will be drawn from it next. If you&#039;re right, it&#039;s yours&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lion&amp;lt;/u&amp;gt;            - Winning condition, 7 different animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Octopus&amp;lt;/u&amp;gt;     - Winning condition, 3 different pairs of animals&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Team Play&#039;&#039;&#039; ======&lt;br /&gt;
You&#039;re free to help your teammate achieve the winning conditions and you can both work together to stop the other team achieving an animal alliance first:&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Scoring&#039;&#039;&#039; ======&lt;br /&gt;
Each round, the winning player will receive half a Crown. Achieve two halves a Crown to win the match. If there are no half crowns left, take the Crown (immediate win).&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29815</id>
		<title>Gamehelpcollect</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29815"/>
		<updated>2026-05-14T22:29:25Z</updated>

		<summary type="html">&lt;p&gt;23Metime: struggling to achieve spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== &#039;&#039;&#039;Collect - Animal Alliance&#039;&#039;&#039; =====&lt;br /&gt;
2-5 players&lt;br /&gt;
68 cards - 8 of each animal.&lt;br /&gt;
Shuffle the cards and split into two decks, put within reach.&lt;br /&gt;
This game can be played as a team, but each player will form their own line. &lt;br /&gt;
Gameplay:&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gameplay:&#039;&#039;&#039; ====&lt;br /&gt;
Take a card from either deck and place it in your line-up.  &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Create an Animal Alliance&#039;&#039;&#039; ======&lt;br /&gt;
Four, adjacent cards of the same animal species.&lt;br /&gt;
&lt;br /&gt;
or, with an Octopus card, three different pairs of animals.&lt;br /&gt;
&lt;br /&gt;
or, with a lion card, 7 cards of different animal species.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Card Special Abilities&#039;&#039;&#039; ======&lt;br /&gt;
&amp;lt;u&amp;gt;Chameleon&amp;lt;/u&amp;gt;   - Wild card - can be used as any animal towards the winning conditions. But if you draw two chameleons, they must both retreat to the bottom of a deck.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crab&amp;lt;/u&amp;gt;            - Choose a card (in your line up or your competitors line) and move it however many spaces. This will help (or hinder) achieving the four, adjacent card win condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hermit crab&amp;lt;/u&amp;gt;  - If you have a crab or chameleon in your line, when drawn, you can take a second turn. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crocodile&amp;lt;/u&amp;gt;     - Choose a card from another players line and return it to the deck. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Monkey&amp;lt;/u&amp;gt;      - Swap your new monkey card for another players card.&lt;br /&gt;
Parrot      - Choose a deck and guess which animal will be drawn from it next. If you&#039;re right, it&#039;s yours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lion&amp;lt;/u&amp;gt;            - Winning condition, 7 different animals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Octopus&amp;lt;/u&amp;gt;     - Winning condition, 3 different pairs of animals.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Team Play&#039;&#039;&#039; ======&lt;br /&gt;
You&#039;re free to help your teammate achieve the winning conditions and you can both work together to stop the other time achieving an animal alliance first:&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Scoring&#039;&#039;&#039; ======&lt;br /&gt;
Each round, the winning player will receive half a Crown. Achieve two halves a Crown to win the match. If there are no half crowns left, take the Crown (immediate win).&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29814</id>
		<title>Gamehelpcollect</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29814"/>
		<updated>2026-05-14T22:13:14Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Line spacing, it wasn&amp;#039;t intended to clump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Collect - Animal Alliance&lt;br /&gt;
&lt;br /&gt;
2-5 players&lt;br /&gt;
68 cards - 8 of each animal.&lt;br /&gt;
Shuffle the cards and split into two decks, put within reach.&lt;br /&gt;
This game can be played as a team, but each player will form their own line. &lt;br /&gt;
Gameplay:&lt;br /&gt;
&lt;br /&gt;
Gameplay:&lt;br /&gt;
&lt;br /&gt;
Take a card from either deck and place it in your line-up.  &lt;br /&gt;
&lt;br /&gt;
Create an Animal Alliance &lt;br /&gt;
&lt;br /&gt;
Four, adjacent cards of the same animal species.&lt;br /&gt;
&lt;br /&gt;
or, with an Octopus card, three different pairs of animals.&lt;br /&gt;
&lt;br /&gt;
or, with a lion card, 7 cards of different animal species.&lt;br /&gt;
&lt;br /&gt;
Card Special Abilities;&lt;br /&gt;
&lt;br /&gt;
Chameleon   - Wild card - can be used as any animal towards the winning conditions. But if you draw two chameleons, they must both retreat to the bottom of a deck.&lt;br /&gt;
&lt;br /&gt;
Crab        - Choose a card (in your line up or your competitors line) and move it however many spaces. This will help (or hinder) achieving the four, adjacent card win condition.&lt;br /&gt;
&lt;br /&gt;
Hermit crab - If you have a crab or chameleon in your line, when drawn, you can take a second turn. &lt;br /&gt;
&lt;br /&gt;
Crocodile   - Choose a card from another players line and return it to the deck. &lt;br /&gt;
&lt;br /&gt;
Monkey      - Swap your new monkey card for another players card.&lt;br /&gt;
Parrot      - Choose a deck and guess which animal will be drawn from it next. If you&#039;re right, it&#039;s yours.&lt;br /&gt;
&lt;br /&gt;
Lion        - Winning condition, 7 different animals.&lt;br /&gt;
&lt;br /&gt;
Octopus     - Winning condition, 3 different pairs of animals.&lt;br /&gt;
&lt;br /&gt;
Team Play:&lt;br /&gt;
&lt;br /&gt;
You&#039;re free to help your teammate achieve the winning conditions and you can both work together to stop the other time achieving an animal alliance first.&lt;br /&gt;
Scoring:&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
&lt;br /&gt;
Each round, the winning player will receive half a Crown. Achieve two halves a Crown to win. If there are no half crowns left, take the Crown (immediate win).&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29813</id>
		<title>Gamehelpcollect</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcollect&amp;diff=29813"/>
		<updated>2026-05-14T22:07:18Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Collect - simple, cooperative card game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Collect - Animal Alliance&lt;br /&gt;
&lt;br /&gt;
2-5 players&lt;br /&gt;
68 cards - 8 of each animal.&lt;br /&gt;
Shuffle the cards and split into two decks, put within reach.&lt;br /&gt;
This game can be played as a team, but each player will form their own line. &lt;br /&gt;
&lt;br /&gt;
Gameplay:&lt;br /&gt;
&lt;br /&gt;
Take a card from either deck and place it in your line-up. &lt;br /&gt;
&lt;br /&gt;
Create an Animal Alliance &lt;br /&gt;
&lt;br /&gt;
Four, adjacent cards of the same animal species.&lt;br /&gt;
or, with an Octopus card, three different pairs of animals.&lt;br /&gt;
or, with a lion card, 7 cards of different animal species.&lt;br /&gt;
&lt;br /&gt;
Card Special Abilities;&lt;br /&gt;
&lt;br /&gt;
Chameleon   - Wild card - can be used as any animal towards the winning conditions. But if you draw two chameleons, they must both retreat to the bottom of a deck.&lt;br /&gt;
Crab        - Choose a card (in your line up or your competitors line) and move it however many spaces. This will help (or hinder) achieving the four, adjacent card win condition.&lt;br /&gt;
Hermit crab - If you have a crab or chameleon in your line, when drawn, you can take a second turn. &lt;br /&gt;
Crocodile   - Choose a card from another players line and return it to the deck. &lt;br /&gt;
Monkey      - Swap your new monkey card for another players card.&lt;br /&gt;
Parrot      - Choose a deck and guess which animal will be drawn from it next. If you&#039;re right, it&#039;s yours.&lt;br /&gt;
Lion        - Winning condition, 7 different animals.&lt;br /&gt;
Octopus     - Winning condition, 3 different pairs of animals.&lt;br /&gt;
&lt;br /&gt;
Team Play:&lt;br /&gt;
&lt;br /&gt;
You&#039;re free to help your teammate achieve the winning conditions and you can both work together to stop the other time achieving an animal alliance first.&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
&lt;br /&gt;
Each round, the winning player will receive half a Crown. Achieve two halves a Crown to win. If there are no half crowns left, take the Crown (immediate win).&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinytowns&amp;diff=25431</id>
		<title>Gamehelptinytowns</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinytowns&amp;diff=25431"/>
		<updated>2025-06-13T16:36:02Z</updated>

		<summary type="html">&lt;p&gt;23Metime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Choose which of the buildings you wish to make. Choose a brick of an appropriate colour and place on your player board in the same pattern as the template shown. The template may be turned to fit.&lt;br /&gt;
&lt;br /&gt;
Then the other players get to choose a brick, which you must also utilize. Bricks do not have to be placed next to another one, you can start different buildings in other places.&lt;br /&gt;
&lt;br /&gt;
When the building is completed, the building&#039;s card will highlight and confirmatory message will be displayed. Click on the building&#039;s card and then click which space on your playerboard you want the building&#039;s tile to be placed. It must be one of the foundation squares you have built for it.&lt;br /&gt;
&lt;br /&gt;
Some buildings give points, some give powers, some give both.&lt;br /&gt;
&lt;br /&gt;
Continue on until all playerboard squares are filled. You will lose points for bricks that do not form a building.&lt;br /&gt;
&lt;br /&gt;
Different buildings will be drawn each game.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinytowns&amp;diff=25430</id>
		<title>Gamehelptinytowns</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinytowns&amp;diff=25430"/>
		<updated>2025-06-13T16:32:32Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Very simple premise - choose which buildings to make and then choose the building blocks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Choose which of the buildings you wish to make. Choose a brick of an appropriate colour and place on your player board in the same pattern as the template shown. The template may be turned to fit.&lt;br /&gt;
&lt;br /&gt;
Then the other players get to choose a brick, which you must also utilize. Bricks do not have to be placed next to another one, you can start different buildings in other places.&lt;br /&gt;
&lt;br /&gt;
When the building is completed, the building&#039;s card will highlight and confirmatory message will be displayed. Click on the building&#039;s card and then click which space on your playerboard you want the building&#039;s tile to be placed. It must be one of the foundation squares you have built for it.&lt;br /&gt;
&lt;br /&gt;
Some buildings give points, some give powers, some give both.&lt;br /&gt;
&lt;br /&gt;
Continue on until all playerboard squares are filled. You will lose points for blocks that do not form a building.&lt;br /&gt;
&lt;br /&gt;
Different buildings will be drawn each game.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_pacifica&amp;diff=23218</id>
		<title>Tips pacifica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_pacifica&amp;diff=23218"/>
		<updated>2024-11-14T02:39:27Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Summary of gameplay in English&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Collect and activate cards to compete for superiority in eight districts.&lt;br /&gt;
&lt;br /&gt;
You can only have three cards in your hand.&lt;br /&gt;
&lt;br /&gt;
Activating 3 symbols will win the district idol&lt;br /&gt;
&lt;br /&gt;
The idol disc then moves to &#039;5&#039;&lt;br /&gt;
&lt;br /&gt;
The first player to reach &#039;5&#039; secures the idol. The idol disc then moves to &#039;7&#039;&lt;br /&gt;
&lt;br /&gt;
The first player to activate 7 icons in a district secures the idol for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Activation areas in red mean the symbols used for activation must be discarded. An idol already secured by discarded icons is not lost.&lt;br /&gt;
&lt;br /&gt;
The eighth idol is for diversity, you need one of each symbol to win it and two of each of the symbols to secure it.&lt;br /&gt;
&lt;br /&gt;
The districts further to the right are more expensive to secure.&lt;br /&gt;
&lt;br /&gt;
Fiesta cards will give bonuses, some permanent, some single use.&lt;br /&gt;
&lt;br /&gt;
Brass resources are very rare.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=22098</id>
		<title>Tips lostcities</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=22098"/>
		<updated>2024-08-09T06:20:40Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Explaing the strategy in a different way to what&amp;#039;s here already&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a game of push your luck. Starting a colour commits you to achieving 20 points (out of the available 55 points). If you don&#039;t score 20 points, the balance will be deducted. &lt;br /&gt;
&lt;br /&gt;
There are three &#039;wager&#039; cards per colour suite. Everything you score over 20 is profit x the wager cards in play. If you don&#039;t reach 20 points you will incur a deduction multiplied by how many wager cards are in play for that colour.&lt;br /&gt;
&lt;br /&gt;
This means if there is one wager card and you lay cards worth 30 points you will score 20 points (10 for the base colour + 10 for wager card).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have handshake cards at the beginning and even one card in that suit, play the handshake and hope to draw more in the suit. To score well in this game you must invest substantially in a venture, without knowing in advance that you will draw the right cards in the right order. It is better to have some suits that take a loss (which you try to minimize) so that you can focus on making other suits pay off.&lt;br /&gt;
&lt;br /&gt;
There is no need to attempt all 5 expeditions; usually 4 is sufficient (and it&#039;s likely one will score poorly or negatively).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing from the deck is vital.&#039;&#039;&#039; Obviously, if a good card is available among the discards, or you need to delay the endgame, take a discarded card. But otherwise, take from the deck, because either it&#039;s a card that may benefit you, a card you can discard to buy time, or the card your opponent is waiting for.&lt;br /&gt;
&lt;br /&gt;
It&#039;s often more constructive to hold on to a suit your opponent is trying to complete than to try completing it yourself!&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to lose a small amount of points in a suit if it allows you to stall and continue drawing from the deck. Effective stalling (while you wait for the cards you really need) is the heart of this game.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you leave a large gap in a suit, this helps your opponent: if you play Blue 7 after Blue 3, this means that your opponent may safely ditch Blue 4, 5, 6. Forcing them to hang on to cards for a long duration is important.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_strawberrysunset&amp;diff=21653</id>
		<title>Tips strawberrysunset</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_strawberrysunset&amp;diff=21653"/>
		<updated>2024-06-23T22:29:54Z</updated>

		<summary type="html">&lt;p&gt;23Metime: additional criteria for scoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strawberry plants must comprise of a root, flower and fruit in order. A root can sustain more than one plant. Plants must be connect by a stem (direction) and not just adjacent.&lt;br /&gt;
&lt;br /&gt;
Gravel plots lose 2 points each unless there is a statue next to them.&lt;br /&gt;
&lt;br /&gt;
Water plots score 3 points. More than one ajoining plot scores an additional 2 points. These cannot be separated by a path.&lt;br /&gt;
&lt;br /&gt;
Your longest continuous path will score 1 point for each plot that it passes.&lt;br /&gt;
&lt;br /&gt;
Bird baths only score in pairs - 3 points per pair.&lt;br /&gt;
&lt;br /&gt;
Beehives only score in pairs - 3 points per pair.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_fourgardens&amp;diff=21620</id>
		<title>Tips fourgardens</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_fourgardens&amp;diff=21620"/>
		<updated>2024-06-22T20:17:39Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Brief summary of strategy of Four Gardens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can lay one card as Groundwork each turn. This cannot be a duplicate card of it&#039;s scenario already that&#039;s already placed or completed. This means the contracts that you have fulfilled which are at the bottom of the screen. You will note at the top of the cards there is are dots showing where in the scenario they belong.&lt;br /&gt;
&lt;br /&gt;
The wildcard will give you a choice of resources, but only one resource.&lt;br /&gt;
&lt;br /&gt;
The game is a decision whether to lay the groundwork (set out cards to fill), gather resources (wheelbarrow) or complete the cards (Pagoda). Filling the contracts with resources will move you further along the tracks towards the Gods. Completing a wildcard (multicolour symbol) lets you chooose which track to advance.&lt;br /&gt;
&lt;br /&gt;
When you complete a scenario, you can choose a bonus tile. You can gain an extra space for resources by choosing the circle bonus tile.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_mountaingoats&amp;diff=21619</id>
		<title>Tips mountaingoats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_mountaingoats&amp;diff=21619"/>
		<updated>2024-06-22T18:56:37Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Strategy, Mountain Goats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mountain Goats&lt;br /&gt;
&lt;br /&gt;
Make the most of of the dice to move your ram up the mountain.&lt;br /&gt;
&lt;br /&gt;
Get to the top of the mountain to make the points laying there.&lt;br /&gt;
&lt;br /&gt;
If there are no points discs left, there is no point in making that number.&lt;br /&gt;
&lt;br /&gt;
If there is more than one 1 die, you can change the die to a number of your choice.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at the top of a mountain, you can make another points disc by making the number on dice again. You must click your ram to get the points.&lt;br /&gt;
&lt;br /&gt;
You need a points disc from each mountain to make a bonus.&lt;br /&gt;
&lt;br /&gt;
It may be a strategy to empty the points discs from a mountain if the other player doesn&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
Once all the bonus tiles are gone, or three mountain point piles, the game finishes. This can happen rather suddenly!&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_coalbaron&amp;diff=21618</id>
		<title>Tips coalbaron</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_coalbaron&amp;diff=21618"/>
		<updated>2024-06-22T18:17:35Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Strategy summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Calculate how many movement spaces you need before movement. Unnecessarily choosing 10 movements when you don&#039;t need it makes it more expensive for you as well as the other player.&lt;br /&gt;
&lt;br /&gt;
Scoring involves how many different types of coal you have shipped and how many different shipping methods you used. Don&#039;t concentrate on one colour.&lt;br /&gt;
&lt;br /&gt;
The game expects your lit mines and your unlit mines to be equal in number. You will lose points at the end for imbalance.&lt;br /&gt;
&lt;br /&gt;
If you need carts that aren&#039;t on the board, or contracts not on the board, use the space provided to rearrange the queue. There will be other contract options or a cart delivered to you (if you can afford it). Choose which option you want first, then set a numerolgical order for the remainder. If you don&#039;t have money to pay for the cart you cannot reset your turn. BGA confirm it&#039;s because you have still affected the gameplay by order setting.&lt;br /&gt;
&lt;br /&gt;
You will lose points for coals that you haven&#039;t brought to the surface.&lt;br /&gt;
&lt;br /&gt;
Left over money only matters in a tie break situation.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_strawberrysunset&amp;diff=21609</id>
		<title>Tips strawberrysunset</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_strawberrysunset&amp;diff=21609"/>
		<updated>2024-06-22T15:25:28Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Scoring for Strawberry Fields card game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strawberry plants must comprise of a root, flower and fruit in order. A root can sustain more than one plant.&lt;br /&gt;
&lt;br /&gt;
Gravel plots lose 2 points each unless there is a statue next to them.&lt;br /&gt;
&lt;br /&gt;
Water plots score 3 points. More than one ajoining plot scores an additional 2 points. These cannot be separated by a path.&lt;br /&gt;
&lt;br /&gt;
Your longest continuous path will score 1 point for each plot that it passes.&lt;br /&gt;
&lt;br /&gt;
Bird baths only score in pairs - 3 points per pair.&lt;br /&gt;
&lt;br /&gt;
Beehives only score in pairs - 3 points per pair.&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstrawberrysunset&amp;diff=21605</id>
		<title>Gamehelpstrawberrysunset</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstrawberrysunset&amp;diff=21605"/>
		<updated>2024-06-22T14:39:54Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Rules and scoring summary for Strawberry Sunset card game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create the best strawberry patch within a beautiful garden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set Up&lt;br /&gt;
&lt;br /&gt;
Cards are played from three decks, Sunrise, and Sunset, identifiable on the rear of the card.&lt;br /&gt;
&lt;br /&gt;
Two gardeners, discard 8 cards from each deck&lt;br /&gt;
Three gardeners, discard 4 cards from each deck&lt;br /&gt;
Four gardeners, use the full decks&lt;br /&gt;
&lt;br /&gt;
Sunrise deck is played first, noon underneath and sunset on the bottom forming the Main Deck&lt;br /&gt;
&lt;br /&gt;
Place the top card face up to comprise the Sunrise Compost Pile (separate compost piles for Sunrise, Noon and Sunset decks).&lt;br /&gt;
&lt;br /&gt;
Each player starts with one card in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
* Cards can be taken from the deck or the compost pile. If taken from the Main Deck, there is a choice between two cards. The rejected one is placed at the bottom of it&#039;s own deck.&lt;br /&gt;
&lt;br /&gt;
* Each feature on the cards counts as a plot&lt;br /&gt;
&lt;br /&gt;
* Cards must be placed vertically, never horizontally. Cards may be turned upside down. At least one currently placed plot must be covered by a new plot. Placed cards can be completely covered if wished.  &lt;br /&gt;
&lt;br /&gt;
* A strawberry plant has three sections, roots, flowers and fruit. These must be placed in order to score. A root can sustain multiple plants.&lt;br /&gt;
&lt;br /&gt;
* Cover gravel plots where possible, to avoid losing points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game End&lt;br /&gt;
&lt;br /&gt;
The game finishes when the Main Deck is exhausted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
&lt;br /&gt;
Complete strawberry plants - 5 points&lt;br /&gt;
&lt;br /&gt;
Water features - 3 points&lt;br /&gt;
&lt;br /&gt;
Pathways - The longest continuous path scores 1 point per plot that it passes through. Only the longest path of each player scores.&lt;br /&gt;
&lt;br /&gt;
Gravel plots lose 2 points each&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Scoring&lt;br /&gt;
&lt;br /&gt;
A statue adjacent to a gravel patch - 0 for the gravel(not -2) and 1 point for each statue&lt;br /&gt;
&lt;br /&gt;
Water features - 2 extra points for each connected water plot (3 points for one water plot, 5 points for connected water plots). Connected water plots must not have paths between them. &lt;br /&gt;
&lt;br /&gt;
Birdbaths - 3 points for every two birdbaths&lt;br /&gt;
&lt;br /&gt;
Beehives - 3 points for every two beehives&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstrawberrysunset&amp;diff=21603</id>
		<title>Gamehelpstrawberrysunset</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstrawberrysunset&amp;diff=21603"/>
		<updated>2024-06-22T14:32:12Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Rules and scoring summary for Strawberry Fields card game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create the best strawberry patch within a beautiful garden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set Up&lt;br /&gt;
&lt;br /&gt;
Cards are played from three decks, Sunrise, and Sunset, identifiable on the rear of the card.&lt;br /&gt;
&lt;br /&gt;
Two gardeners, discard 8 cards from each deck&lt;br /&gt;
Three gardeners, discard 4 cards from each deck&lt;br /&gt;
Four gardeners, use the full decks&lt;br /&gt;
&lt;br /&gt;
Sunrise deck is played first, noon underneath and sunset on the bottom forming the Main Deck&lt;br /&gt;
&lt;br /&gt;
Place the top card face up to comprise the Sunrise Compost Pile (separate compost piles for Sunrise, Noon and Sunset decks).&lt;br /&gt;
&lt;br /&gt;
Each player starts with one card in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
* Cards can be taken from the deck or the compost pile. If taken from the Main Deck, there is a choice between two cards. The rejected one is placed at the bottom of it&#039;s own deck.&lt;br /&gt;
&lt;br /&gt;
* Each feature on the cards counts as a plot&lt;br /&gt;
&lt;br /&gt;
* Cards must be placed vertically, never horizontally. Cards may be turned upside down. At least one currently placed plot must be covered by a new plot. Placed cards can be completely covered if wished.  &lt;br /&gt;
&lt;br /&gt;
* A strawberry plant has three sections, roots, flowers and fruit. These must be placed in order to score. A root can sustain multiple plants.&lt;br /&gt;
&lt;br /&gt;
* Cover gravel plots where possible, to avoid losing points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game End&lt;br /&gt;
&lt;br /&gt;
The game finishes when the Main Deck is exhausted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
&lt;br /&gt;
Complete strawberry plants - 5 points&lt;br /&gt;
&lt;br /&gt;
Water features - 3 points&lt;br /&gt;
&lt;br /&gt;
Pathways - The longest continuous path scores 1 point per plot that it passes through. Only the longest path of each player scores.&lt;br /&gt;
&lt;br /&gt;
Gravel plots lose 2 points each&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Scoring&lt;br /&gt;
&lt;br /&gt;
A statue adjacent to a gravel patch - 0 for the gravel(not -2) and 1 point for each statue&lt;br /&gt;
&lt;br /&gt;
Birdbaths - 3 points for every two birdbaths&lt;br /&gt;
&lt;br /&gt;
Beehives - 3 points for every two beehives&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoalbaron&amp;diff=21386</id>
		<title>Gamehelpcoalbaron</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoalbaron&amp;diff=21386"/>
		<updated>2024-05-29T08:01:59Z</updated>

		<summary type="html">&lt;p&gt;23Metime: /* =Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Mine for coals, complete and despatch the most contracts over three shifts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, each player will pick 3 Order cards, each card taken one at a time in turn order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shifts===&lt;br /&gt;
&lt;br /&gt;
Each shift comprises of placing workers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Place a worker on your chosen action space. If there is already a man/men there, one extra man must be used. Two men replace one man, three men replace two men etc.&lt;br /&gt;
&lt;br /&gt;
Workers that got replaced wait for the next shift in the Canteen.&lt;br /&gt;
&lt;br /&gt;
Once you have run out of workers, you are skipped until the other players have all completed the Shift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Action Spaces===&lt;br /&gt;
&lt;br /&gt;
There are 8 types of Spaces (+the Canteen, which can&#039;t be accessed voluntarily)&lt;br /&gt;
&lt;br /&gt;
Lorry - [wagons or carts in English nations] Lorries do not refill - choose which lorries you need to buy to fulfil your chosen contracts.&lt;br /&gt;
&lt;br /&gt;
Mining - Claim 6 or 10 movement spaces then lower your cart down to the appropriate level. Load your coals, raise your cart and load the coals onto your contract cards.&lt;br /&gt;
&lt;br /&gt;
Delivery - When your contracts are complete, they can be shipped off via the delivery space with the correct icon.&lt;br /&gt;
&lt;br /&gt;
Money - You only need money to buy the loaded lorries/wagons. Everything else is paid for with man hours.&lt;br /&gt;
&lt;br /&gt;
Order - Choose which contracts you want to complete, to earn the stated points.&lt;br /&gt;
&lt;br /&gt;
Finance - Withdraw money to pay for the lorries/carts. &lt;br /&gt;
&lt;br /&gt;
Bank - Not needed men can go to the bank, where they&#039;ll receive $1.&lt;br /&gt;
&lt;br /&gt;
Re-ordering - If the lorry/cart you want isn&#039;t available, you may get it by rearranging the next five cards of the draw pile. Same with the contract cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Scoring takes place at the end of each shift.&lt;br /&gt;
&lt;br /&gt;
You will earn the points on your delivered contract cards&lt;br /&gt;
&lt;br /&gt;
Additional points - Delivering the most coals in each of the colours, delivering the most coals in each of the delivery types, the most empty lorries in each of the colours. [Lorries containing coals are not counted]&lt;br /&gt;
&lt;br /&gt;
You will lose a point for uncompleted contracts and 2pts for each unbalanced minecart. [This is the difference between your purchased lit lorry/carts and your purchased unlit lorry/carts. Left over money is the tie breaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lorry===&lt;br /&gt;
&lt;br /&gt;
Gain the depicted Tunnel Tile by paying the cost in Marks per Lorry and type of Lorry&lt;br /&gt;
&lt;br /&gt;
Yellow Lorry costs 1 (2 if two)&lt;br /&gt;
&lt;br /&gt;
Brown Lorry costs 2 (4 if two)&lt;br /&gt;
&lt;br /&gt;
Grey Lorry costs 3 (6 if two)&lt;br /&gt;
&lt;br /&gt;
Black Lorry costs 4 (8 if two)&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve paid for it, each Lorry depicted gains 1 Coal of its same colour&lt;br /&gt;
&lt;br /&gt;
Then it is added to the Pit on its colour level as well as the correct side (Left side has Lanterns in the ceiling, right does not)&lt;br /&gt;
&lt;br /&gt;
Points may be lost if your lighted mine and your unlighted mine become too imbalanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
&lt;br /&gt;
Each mining space gives varying quantities of Mining Points, which can be spent as you desire, any not spent are lost&lt;br /&gt;
&lt;br /&gt;
For 1 point, you can move your Pit Cage as far as you like in one direction&lt;br /&gt;
&lt;br /&gt;
For 1 point, you can move a single Coal Cube from a Lorry next to your Pit Cage into your Pit Cage as long as it has space for it (There are 5 spaces)&lt;br /&gt;
&lt;br /&gt;
For 1 point, if at the Surface you can move a single Coal Cube from your Pit Cage into an Order Request as long as the cube matches the requested colour OR you can spend 2 points to move 2 matching cubes to take the place of the required cube&lt;br /&gt;
&lt;br /&gt;
For 1 point, if at Surface you can move a single Coal Cube from your Pit Cage into your Private Storage&lt;br /&gt;
&lt;br /&gt;
For 1 point, you can move a single Coal Cube from your Private Storage onto an Order Request&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Delivery===&lt;br /&gt;
&lt;br /&gt;
When placing a worker onto a Delivery space, take care to acknowledge the transport symbol with it&lt;br /&gt;
&lt;br /&gt;
Any Orders that are complete (i.e. full of required Coal Cubes) AND match the related transport symbol can be turned in&lt;br /&gt;
&lt;br /&gt;
You can only visit a Delivery space if you can actually deliver at least ONE Order to it&lt;br /&gt;
&lt;br /&gt;
Gain the Victory Points the Order Request granted immediately&lt;br /&gt;
&lt;br /&gt;
Return the cubes on it to the supply&lt;br /&gt;
&lt;br /&gt;
Retain the Order Request facedown in a separate pile for end scoring&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Money===&lt;br /&gt;
&lt;br /&gt;
Each space states a varying quantity of Marks, gain this many Marks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Order===&lt;br /&gt;
&lt;br /&gt;
Place your worker on an Order space to obtain the Order Request directly below it, then reveal a new Order for that space&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of Outstanding Order Requests you can hold&lt;br /&gt;
&lt;br /&gt;
There is also a special Order space, similar to the special Lorry space, in that you draw 5 blind Orders, keep 0 or 1, then return the rest to the top or below the draw deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bank===&lt;br /&gt;
&lt;br /&gt;
This space gives you 1 Mark and, as mentioned, does not bump other Workers, so always only requires 1 Worker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Shift===&lt;br /&gt;
&lt;br /&gt;
A Shift ends when all players have played all their Workers&lt;br /&gt;
&lt;br /&gt;
Each End of Shift progressively increases scoring opportunities&lt;br /&gt;
&lt;br /&gt;
In Shift End 1, 4 scoring opportunities are available&lt;br /&gt;
&lt;br /&gt;
In Shift End 2, 8 scoring opportunities are available (the 4 from Shift End 1, plus 4 new ones)&lt;br /&gt;
&lt;br /&gt;
In Shift End 3, 12 scoring opportunities are available (the 8 from Shift End 2, plus 4 new ones)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring Opportunities 1 2 &amp;amp; 3&lt;br /&gt;
&lt;br /&gt;
The player with Completed Orders which contain the most (&amp;amp; 2nd most) Yellow/Brown/Grey/Black Coal Cube spots gains points accordingly&lt;br /&gt;
&lt;br /&gt;
Scoring Opportunities 2 &amp;amp; 3&lt;br /&gt;
&lt;br /&gt;
The player with Completed Orders which contain the most (&amp;amp; 2nd most) Barrow/Carriage/Motorcar/Engine Vehicles gains points accordingly&lt;br /&gt;
&lt;br /&gt;
Scoring Opportunities 3 ONLY&lt;br /&gt;
&lt;br /&gt;
The player with the most (&amp;amp; 2nd most) Yellow/Brown/Grey/Black Empty Lorries in their Pits gains points accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At any scoring opportunity, if there is a tie for 1st, all get 1st and no one gets 2nd. If there&#039;s a tie for 2nd, all get 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The Game ends after 3rd Shifts Scoring Opportunities&lt;br /&gt;
&lt;br /&gt;
In addition, every 5 Marks gains you 1VP, and every 3 Coal Cubes (regardless of colour or location) gain 1 VP&lt;br /&gt;
&lt;br /&gt;
Lose 1VP for each Incomplete Outstanding Order&lt;br /&gt;
&lt;br /&gt;
Finally, check for Pit Balance or Imbalance, for both the light and dark side, check to see if you have the same quantity of tunnels (regardless of height)&lt;br /&gt;
&lt;br /&gt;
Lose 2VP per excess tunnel tile that causes the imbalance e.g. if you have 7 tiles on one side and 9 tiles on the other, you are 2 tiles imbalanced and thus lose 4VP&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most Marks, wins!&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoalbaron&amp;diff=21385</id>
		<title>Gamehelpcoalbaron</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoalbaron&amp;diff=21385"/>
		<updated>2024-05-29T07:59:56Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Summary play added, detailed information/clarification lower down.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Mine for coals, complete and despatch the most contracts over three shifts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, each player will pick 3 Order cards, each card taken one at a time in turn order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shifts===&lt;br /&gt;
&lt;br /&gt;
Each shift comprises of placing workers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Place a worker on your chosen action space. If there is already a man/men there, one extra man must be used. Two men replace one man, three men replace two men etc.&lt;br /&gt;
&lt;br /&gt;
Workers that got replaced wait for the next shift in the Canteen.&lt;br /&gt;
&lt;br /&gt;
Once you have run out of workers, you are skipped until the other players have all completed the Shift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Action Spaces===&lt;br /&gt;
&lt;br /&gt;
There are 8 types of Spaces (+the Canteen, which can&#039;t be accessed voluntarily)&lt;br /&gt;
&lt;br /&gt;
Lorry - [wagons or carts in English nations] Lorries do not refill - choose which lorries you need to buy to fulfil your chosen contracts.&lt;br /&gt;
&lt;br /&gt;
Mining - Claim 6 or 10 movement spaces then lower your cart down to the appropriate level. Load your coals, raise your cart and load the coals onto your contract cards.&lt;br /&gt;
&lt;br /&gt;
Delivery - When your contracts are complete, they can be shipped off via the delivery space with the correct icon.&lt;br /&gt;
&lt;br /&gt;
Money - You only need money to buy the loaded lorries/wagons. Everything else is paid for with man hours.&lt;br /&gt;
&lt;br /&gt;
Order - Choose which contracts you want to complete, to earn the stated points.&lt;br /&gt;
&lt;br /&gt;
Finance - Withdraw money to pay for the lorries/carts. &lt;br /&gt;
&lt;br /&gt;
Bank - Not needed men can go to the bank, where they&#039;ll receive $1.&lt;br /&gt;
&lt;br /&gt;
Re-ordering - If the lorry/cart you want isn&#039;t available, you may get it by rearranging the next five cards of the draw pile. Same with the contract cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scoring==&lt;br /&gt;
&lt;br /&gt;
Scoring takes place at the end of each shift.&lt;br /&gt;
&lt;br /&gt;
You will earn the points on your delivered contract cards&lt;br /&gt;
&lt;br /&gt;
Additional points - Delivering the most coals in each of the colours, delivering the most coals in each of the delivery types, the most empty lorries in each of the colours. [Lorries containing coals are not counted]&lt;br /&gt;
&lt;br /&gt;
You will lose a point for uncompleted contracts and 2pts for each unbalanced minecart. [This is the difference between your purchased lit lorry/carts and your purchased unlit lorry/carts. Left over money is the tie breaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lorry===&lt;br /&gt;
&lt;br /&gt;
Gain the depicted Tunnel Tile by paying the cost in Marks per Lorry and type of Lorry&lt;br /&gt;
&lt;br /&gt;
Yellow Lorry costs 1 (2 if two)&lt;br /&gt;
&lt;br /&gt;
Brown Lorry costs 2 (4 if two)&lt;br /&gt;
&lt;br /&gt;
Grey Lorry costs 3 (6 if two)&lt;br /&gt;
&lt;br /&gt;
Black Lorry costs 4 (8 if two)&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve paid for it, each Lorry depicted gains 1 Coal of its same colour&lt;br /&gt;
&lt;br /&gt;
Then it is added to the Pit on its colour level as well as the correct side (Left side has Lanterns in the ceiling, right does not)&lt;br /&gt;
&lt;br /&gt;
Points may be lost if your lighted mine and your unlighted mine become too imbalanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
&lt;br /&gt;
Each mining space gives varying quantities of Mining Points, which can be spent as you desire, any not spent are lost&lt;br /&gt;
&lt;br /&gt;
For 1 point, you can move your Pit Cage as far as you like in one direction&lt;br /&gt;
&lt;br /&gt;
For 1 point, you can move a single Coal Cube from a Lorry next to your Pit Cage into your Pit Cage as long as it has space for it (There are 5 spaces)&lt;br /&gt;
&lt;br /&gt;
For 1 point, if at the Surface you can move a single Coal Cube from your Pit Cage into an Order Request as long as the cube matches the requested colour OR you can spend 2 points to move 2 matching cubes to take the place of the required cube&lt;br /&gt;
&lt;br /&gt;
For 1 point, if at Surface you can move a single Coal Cube from your Pit Cage into your Private Storage&lt;br /&gt;
&lt;br /&gt;
For 1 point, you can move a single Coal Cube from your Private Storage onto an Order Request&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Delivery===&lt;br /&gt;
&lt;br /&gt;
When placing a worker onto a Delivery space, take care to acknowledge the transport symbol with it&lt;br /&gt;
&lt;br /&gt;
Any Orders that are complete (i.e. full of required Coal Cubes) AND match the related transport symbol can be turned in&lt;br /&gt;
&lt;br /&gt;
You can only visit a Delivery space if you can actually deliver at least ONE Order to it&lt;br /&gt;
&lt;br /&gt;
Gain the Victory Points the Order Request granted immediately&lt;br /&gt;
&lt;br /&gt;
Return the cubes on it to the supply&lt;br /&gt;
&lt;br /&gt;
Retain the Order Request facedown in a separate pile for end scoring&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Money===&lt;br /&gt;
&lt;br /&gt;
Each space states a varying quantity of Marks, gain this many Marks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Order===&lt;br /&gt;
&lt;br /&gt;
Place your worker on an Order space to obtain the Order Request directly below it, then reveal a new Order for that space&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of Outstanding Order Requests you can hold&lt;br /&gt;
&lt;br /&gt;
There is also a special Order space, similar to the special Lorry space, in that you draw 5 blind Orders, keep 0 or 1, then return the rest to the top or below the draw deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bank===&lt;br /&gt;
&lt;br /&gt;
This space gives you 1 Mark and, as mentioned, does not bump other Workers, so always only requires 1 Worker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Shift===&lt;br /&gt;
&lt;br /&gt;
A Shift ends when all players have played all their Workers&lt;br /&gt;
&lt;br /&gt;
Each End of Shift progressively increases scoring opportunities&lt;br /&gt;
&lt;br /&gt;
In Shift End 1, 4 scoring opportunities are available&lt;br /&gt;
&lt;br /&gt;
In Shift End 2, 8 scoring opportunities are available (the 4 from Shift End 1, plus 4 new ones)&lt;br /&gt;
&lt;br /&gt;
In Shift End 3, 12 scoring opportunities are available (the 8 from Shift End 2, plus 4 new ones)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring Opportunities 1 2 &amp;amp; 3&lt;br /&gt;
&lt;br /&gt;
The player with Completed Orders which contain the most (&amp;amp; 2nd most) Yellow/Brown/Grey/Black Coal Cube spots gains points accordingly&lt;br /&gt;
&lt;br /&gt;
Scoring Opportunities 2 &amp;amp; 3&lt;br /&gt;
&lt;br /&gt;
The player with Completed Orders which contain the most (&amp;amp; 2nd most) Barrow/Carriage/Motorcar/Engine Vehicles gains points accordingly&lt;br /&gt;
&lt;br /&gt;
Scoring Opportunities 3 ONLY&lt;br /&gt;
&lt;br /&gt;
The player with the most (&amp;amp; 2nd most) Yellow/Brown/Grey/Black Empty Lorries in their Pits gains points accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At any scoring opportunity, if there is a tie for 1st, all get 1st and no one gets 2nd. If there&#039;s a tie for 2nd, all get 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The Game ends after 3rd Shifts Scoring Opportunities&lt;br /&gt;
&lt;br /&gt;
In addition, every 5 Marks gains you 1VP, and every 3 Coal Cubes (regardless of colour or location) gain 1 VP&lt;br /&gt;
&lt;br /&gt;
Lose 1VP for each Incomplete Outstanding Order&lt;br /&gt;
&lt;br /&gt;
Finally, check for Pit Balance or Imbalance, for both the light and dark side, check to see if you have the same quantity of tunnels (regardless of height)&lt;br /&gt;
&lt;br /&gt;
Lose 2VP per excess tunnel tile that causes the imbalance e.g. if you have 7 tiles on one side and 9 tiles on the other, you are 2 tiles imbalanced and thus lose 4VP&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most Marks, wins!&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpisleoftrainsallaboard&amp;diff=20660</id>
		<title>Gamehelpisleoftrainsallaboard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpisleoftrainsallaboard&amp;diff=20660"/>
		<updated>2024-04-06T12:06:29Z</updated>

		<summary type="html">&lt;p&gt;23Metime: Objective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Rules are a rough draft -- please also refer to rule book&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;The object of the game is to fulfil two of the six contracts.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In order to do this, you first fulfil the primary contract (two goods) and then complete one of the secondary contracts. Once your first contract is complete, you can choose your second contract.&lt;br /&gt;
&lt;br /&gt;
===How to play===&lt;br /&gt;
&lt;br /&gt;
On your turn, you can do two of the below actions, including the same action twice. At turn end, the market refreshes and that player can keep at most 5 cards in their hand.&lt;br /&gt;
&lt;br /&gt;
The actions are:&lt;br /&gt;
&lt;br /&gt;
Take&lt;br /&gt;
&lt;br /&gt;
Build&lt;br /&gt;
&lt;br /&gt;
Load&lt;br /&gt;
&lt;br /&gt;
Deliver&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take===&lt;br /&gt;
&lt;br /&gt;
Take a card from the face up display, the deck, or a passenger from the bag.&lt;br /&gt;
&lt;br /&gt;
If you wish to take a passenger, but the bag is empty, take 1 VP instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Load===&lt;br /&gt;
&lt;br /&gt;
Loading allows you to add cargo to your cars or an opponent&#039;s cars, using cards in your hand or passengers. (Bonus load actions must be on your own car.)&lt;br /&gt;
&lt;br /&gt;
Load a card or passenger onto a car that&#039;s not full yet and takes that resource (cargo or passenger)&lt;br /&gt;
&lt;br /&gt;
The car&#039;s type and capacity is listed above the car&lt;br /&gt;
&lt;br /&gt;
If you load a wild cargo, it becomes the cargo that car takes&lt;br /&gt;
&lt;br /&gt;
If you load onto an opponent&#039;s car, you get the listed bonus (No bonus for loading your own cars)&lt;br /&gt;
&lt;br /&gt;
Benefits from loading are always given in left to right in the order they are displayed, i.e. if you can&#039;t use the first benefit until you gained the second benefit, you can&#039;t go back and take the first benefit&lt;br /&gt;
&lt;br /&gt;
You may load a second face down card with your load to get rid of it and count it as the cargo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
The sequence of this action depends on if you are extending your train, upgrading a previous car, or creating a building&lt;br /&gt;
&lt;br /&gt;
After this sequence is complete, if applicable, the new feature may grant you additional Passengers, take these now&lt;br /&gt;
&lt;br /&gt;
You can have multiple Caboose Cars&lt;br /&gt;
&lt;br /&gt;
You can only ever have ONE engine&lt;br /&gt;
&lt;br /&gt;
You can only have one active building (i.e. a new building would replace the old one)&lt;br /&gt;
&lt;br /&gt;
You can have duplicates of car types&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Play a new car&lt;br /&gt;
&lt;br /&gt;
To play a car, discard its cost in other cards then place it in the rightmost empty space&lt;br /&gt;
&lt;br /&gt;
Note: You may not play a car that would exceed your engine&#039;s weight limit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Upgrade an existing car (of the same type)&lt;br /&gt;
&lt;br /&gt;
You can upgrade a car of the same type by paying the difference in other cards&lt;br /&gt;
&lt;br /&gt;
You can skip levels when upgrading e.g. level 1 to 3&lt;br /&gt;
&lt;br /&gt;
The old car is discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Play a building&lt;br /&gt;
&lt;br /&gt;
To play a building, discard its cost in other cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deliver===&lt;br /&gt;
&lt;br /&gt;
Delivering allows you to perform deliveries to one location as below. Note taking contracts or filling a passenger delivery row moves the progress track one step toward game end. &lt;br /&gt;
&lt;br /&gt;
Multiple delivery types can be made to the same location, i.e. pick ONE location and perform as many of the below options as you wish or are able to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Deliver to a Primary Contract&lt;br /&gt;
&lt;br /&gt;
To perform this type, you must NOT have an Island Card&lt;br /&gt;
&lt;br /&gt;
Deliver the required cargo shown on the left bronze banner on the map for that location&lt;br /&gt;
&lt;br /&gt;
Advance the Progress train forward one space&lt;br /&gt;
&lt;br /&gt;
Take the Island Card from the map and place it in your personal area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Deliver to a Secondary Contract&lt;br /&gt;
&lt;br /&gt;
Once you have an Island Card in your personal supply, you can aim to complete ONE of the two Silver banners&lt;br /&gt;
&lt;br /&gt;
Once fulfilled, slip it under your engine in such a way that it shows which of the two banners you completed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Deliver a Passenger to a Ticket Tile&lt;br /&gt;
&lt;br /&gt;
If you have a passenger, you can deliver it to the matching color location&lt;br /&gt;
&lt;br /&gt;
Place it on the leftmost unoccupied space and gain that reward&lt;br /&gt;
&lt;br /&gt;
Once the final slot on a Ticket Tile is taken, advance the Progress Train one space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Deliver a Special Delivery&lt;br /&gt;
&lt;br /&gt;
Discard any cargo and/or passengers to gain 2 cards each&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game end===&lt;br /&gt;
&lt;br /&gt;
Completing 4/5/6 progress in a 2/3/4 player game ends the game. (Running out of cards in the deck/discard also ends the game.)&lt;br /&gt;
&lt;br /&gt;
Everyone gets one final turn (including the player who ended the game)&lt;br /&gt;
&lt;br /&gt;
The player who took the action which caused the end of game via Progress takes the Train of Progress, if game ended by cards running out then no one gets the Train of Progress&lt;br /&gt;
&lt;br /&gt;
To re-iterate, BOTH deck AND discard need to be exhausted for a card depletion end game&lt;br /&gt;
&lt;br /&gt;
Players add up their points from trains, buildings, and contracts. &lt;br /&gt;
* Points from trains&lt;br /&gt;
* Points from buildings&lt;br /&gt;
* Points from contracts&lt;br /&gt;
* Point tokens during the game&lt;br /&gt;
* +1 point per loaded good remaining&lt;br /&gt;
* +1 point to a player ending the game (if by progress)&lt;br /&gt;
(Tiebreaker is longest train, then most train points)&lt;/div&gt;</summary>
		<author><name>23Metime</name></author>
	</entry>
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