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	<updated>2026-09-30T13:18:03Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23896</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23896"/>
		<updated>2025-01-30T22:08:40Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Starting Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Hand ==&lt;br /&gt;
Players start with 12 Basic Cards (3 x 1s, 3 x 2s, 3 x 3s, 3 x 4s), Stress and Heat cards based on the current track, and Upgrade Cards determined by the play options (Basic Game, Garage Mode, etc).  See Upgrade Cards below. For the base game, players will get a speed 0 and a speed 5 card.&lt;br /&gt;
&lt;br /&gt;
== Playing a Round ==&lt;br /&gt;
&#039;&#039;Heat: Pedal to the Metal&#039;&#039; is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.&lt;br /&gt;
&lt;br /&gt;
All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shift Gears || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Play Cards || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Reveal and Move || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adrenaline || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || React || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Slipstream ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Check Corner || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Discard || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Replenish Hand || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the &amp;quot;+ Symbol&amp;quot; section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
==== Paying Heat ====&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
==== Shifting up/down 2 positions ====&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Basic Upgrade Cards ====&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
* • &#039;&#039;&#039;Heat&#039;&#039;&#039;: Works just like other Heat cards, though it starts shuffled in your deck.&lt;br /&gt;
* • &#039;&#039;&#039;0&#039;&#039;&#039;: Zero speed movement card.&lt;br /&gt;
* • &#039;&#039;&#039;5&#039;&#039;&#039;: 5 speed movement card.&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Upgrade Cards ====&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Accelerate&#039;&#039;&#039;: You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner &lt;br /&gt;
* • &#039;&#039;&#039;Adjust Speed Limit&#039;&#039;&#039;: (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
* • &#039;&#039;&#039;Direct Play&#039;&#039;&#039;: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
checks (step 7).&lt;br /&gt;
* • &#039;&#039;&#039;Reduce Stress&#039;&#039;&#039;: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
* • &#039;&#039;&#039;Refresh&#039;&#039;&#039;: You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
* • &#039;&#039;&#039;Salvage&#039;&#039;&#039;: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
* • &#039;&#039;&#039;Scrap&#039;&#039;&#039;: (Mandatory) Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
* • &#039;&#039;&#039;Slipstream boost&#039;&#039;&#039;: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
* • &#039;&#039;&#039;Super Cool&#039;&#039;&#039;: This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. &amp;lt;i&amp;gt;Note, this can be used in a section of the track where no Cooldown is allowed. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Championship Mode ==&lt;br /&gt;
Key differences in Championship mode are that &lt;br /&gt;
&lt;br /&gt;
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course&#039;s event.&lt;br /&gt;
* you will get one new garage upgrade per race. You don&#039;t get to find out the weather or track condition until AFTER you&#039;ve chosen upgrades.&lt;br /&gt;
* You can get single use &amp;quot;upgrades&amp;quot; during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Corner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won&#039;t get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rain Expansion ==&lt;br /&gt;
&#039;&#039;&#039;Flooded Spaces&#039;&#039;&#039;&lt;br /&gt;
In various places of the Japan Track, water is flowing onto the track. If you start the Round on a flooded Space, Shifting down a gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 Heat, shifting down two gears will cost 2 Heat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chicanes&#039;&#039;&#039;&lt;br /&gt;
Chicanes are a new Feature that can be found on both Tracks in this expansion. They are composed of 2 consecutive Corner Lines with the same Speed Limit and 1 or more Spaces between them. Blue curbs are featured on both sides of the track to help recognize them. &lt;br /&gt;
&lt;br /&gt;
If you play with the Weather and Road Conditions Module, the Sector Symbol modifies the sector after the Chicane. Otherwise it modifies both Corner Lines.&lt;br /&gt;
&lt;br /&gt;
In Championship Mode, the Press Corner is placed on the last Corner Line (when exiting the Chicane).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressive Legends&#039;&#039;&#039;&lt;br /&gt;
Legends can be more aggressive on some portions of the tracks, getting the opportunity to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra Corner Line this Round. &amp;lt;i&amp;gt;Note: This rule can be used on the Great Britain Track in the base game as well in the corners that show a Speed limit of 6, 5 and 4.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=23895</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=23895"/>
		<updated>2025-01-30T22:06:10Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Resting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Five cards from the purple point deck are placed in a line, with the deck to the right of the cards. Gold coins equal to twice the number of players are placed on the leftmost point card, and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Six cards from the orange merchant card deck are placed in a line below the point cards.&lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either &#039;&#039;&#039;play a card&#039;&#039;&#039; from your hand, &#039;&#039;&#039;acquire&#039;&#039;&#039; a merchant card, &#039;&#039;&#039;claim&#039;&#039;&#039; a point card or &#039;&#039;&#039;rest&#039;&#039;&#039; (pick up all cards you have played).&lt;br /&gt;
&lt;br /&gt;
====Playing cards from your hand====&lt;br /&gt;
&lt;br /&gt;
The first type of merchant card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times. You can upgrade only once as well if you wish.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again after the player has rested.&lt;br /&gt;
&lt;br /&gt;
====Acquiring a merchant card====&lt;br /&gt;
&lt;br /&gt;
Merchant cards can be bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a card further to the right, you must place a spice cube on each of the cards left of the card to buy. Any merchant cards will go straight into your hand after buying. If a card you buy has spice cubes on it, you gain them instantly.&lt;br /&gt;
&lt;br /&gt;
====Claiming a point card====&lt;br /&gt;
&lt;br /&gt;
To claim a point card, pay the spices indicated and take it. You will also receive one coin from the corresponding pile if there are any coins above the card you purchased. If the gold coins are ever depleted, the silver coins shift to the leftmost position. After a point card is purchased, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
====Resting====&lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you and then your turn ends.&lt;br /&gt;
&lt;br /&gt;
====Spices====&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f5dd4f;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#f3634f;&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#73d20e;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#7b3707; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of that round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the tied player who took the most recent turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=23894</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=23894"/>
		<updated>2025-01-30T22:06:02Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Resting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Five cards from the purple point deck are placed in a line, with the deck to the right of the cards. Gold coins equal to twice the number of players are placed on the leftmost point card, and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Six cards from the orange merchant card deck are placed in a line below the point cards.&lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either &#039;&#039;&#039;play a card&#039;&#039;&#039; from your hand, &#039;&#039;&#039;acquire&#039;&#039;&#039; a merchant card, &#039;&#039;&#039;claim&#039;&#039;&#039; a point card or &#039;&#039;&#039;rest&#039;&#039;&#039; (pick up all cards you have played).&lt;br /&gt;
&lt;br /&gt;
====Playing cards from your hand====&lt;br /&gt;
&lt;br /&gt;
The first type of merchant card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times. You can upgrade only once as well if you wish.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again after the player has rested.&lt;br /&gt;
&lt;br /&gt;
====Acquiring a merchant card====&lt;br /&gt;
&lt;br /&gt;
Merchant cards can be bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a card further to the right, you must place a spice cube on each of the cards left of the card to buy. Any merchant cards will go straight into your hand after buying. If a card you buy has spice cubes on it, you gain them instantly.&lt;br /&gt;
&lt;br /&gt;
====Claiming a point card====&lt;br /&gt;
&lt;br /&gt;
To claim a point card, pay the spices indicated and take it. You will also receive one coin from the corresponding pile if there are any coins above the card you purchased. If the gold coins are ever depleted, the silver coins shift to the leftmost position. After a point card is purchased, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
====Resting====&lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you and then you turn ends.&lt;br /&gt;
&lt;br /&gt;
====Spices====&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f5dd4f;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#f3634f;&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#73d20e;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#7b3707; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of that round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the tied player who took the most recent turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=23893</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=23893"/>
		<updated>2025-01-30T22:05:25Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Acquiring a merchant card */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Five cards from the purple point deck are placed in a line, with the deck to the right of the cards. Gold coins equal to twice the number of players are placed on the leftmost point card, and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Six cards from the orange merchant card deck are placed in a line below the point cards.&lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either &#039;&#039;&#039;play a card&#039;&#039;&#039; from your hand, &#039;&#039;&#039;acquire&#039;&#039;&#039; a merchant card, &#039;&#039;&#039;claim&#039;&#039;&#039; a point card or &#039;&#039;&#039;rest&#039;&#039;&#039; (pick up all cards you have played).&lt;br /&gt;
&lt;br /&gt;
====Playing cards from your hand====&lt;br /&gt;
&lt;br /&gt;
The first type of merchant card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times. You can upgrade only once as well if you wish.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again after the player has rested.&lt;br /&gt;
&lt;br /&gt;
====Acquiring a merchant card====&lt;br /&gt;
&lt;br /&gt;
Merchant cards can be bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a card further to the right, you must place a spice cube on each of the cards left of the card to buy. Any merchant cards will go straight into your hand after buying. If a card you buy has spice cubes on it, you gain them instantly.&lt;br /&gt;
&lt;br /&gt;
====Claiming a point card====&lt;br /&gt;
&lt;br /&gt;
To claim a point card, pay the spices indicated and take it. You will also receive one coin from the corresponding pile if there are any coins above the card you purchased. If the gold coins are ever depleted, the silver coins shift to the leftmost position. After a point card is purchased, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
====Resting====&lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
====Spices====&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f5dd4f;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#f3634f;&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#73d20e;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#7b3707; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of that round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the tied player who took the most recent turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=23892</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=23892"/>
		<updated>2025-01-30T22:05:01Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Playing cards from your hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Five cards from the purple point deck are placed in a line, with the deck to the right of the cards. Gold coins equal to twice the number of players are placed on the leftmost point card, and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Six cards from the orange merchant card deck are placed in a line below the point cards.&lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either &#039;&#039;&#039;play a card&#039;&#039;&#039; from your hand, &#039;&#039;&#039;acquire&#039;&#039;&#039; a merchant card, &#039;&#039;&#039;claim&#039;&#039;&#039; a point card or &#039;&#039;&#039;rest&#039;&#039;&#039; (pick up all cards you have played).&lt;br /&gt;
&lt;br /&gt;
====Playing cards from your hand====&lt;br /&gt;
&lt;br /&gt;
The first type of merchant card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times. You can upgrade only once as well if you wish.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again after the player has rested.&lt;br /&gt;
&lt;br /&gt;
====Acquiring a merchant card====&lt;br /&gt;
&lt;br /&gt;
Merchant cards can be bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice cube on each of the cards left of the card to buy. Any merchant cards will go straight into your hand after buying. If a card you buy has spice cubes on it, you gain them instantly. &lt;br /&gt;
&lt;br /&gt;
====Claiming a point card====&lt;br /&gt;
&lt;br /&gt;
To claim a point card, pay the spices indicated and take it. You will also receive one coin from the corresponding pile if there are any coins above the card you purchased. If the gold coins are ever depleted, the silver coins shift to the leftmost position. After a point card is purchased, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
====Resting====&lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
====Spices====&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f5dd4f;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#f3634f;&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#73d20e;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#7b3707; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of that round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the tied player who took the most recent turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=23891</id>
		<title>Gamehelptheisleofcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=23891"/>
		<updated>2025-01-30T22:02:07Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Other information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Isle of Cats is a 1-4 player, card-drafting, polyomino cat-placement board game.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
The legend of an Isle of Cats is real! But it is threatened by the approaching armies of Vesh Darkhand, who will stop at nothing to destroy the island and its feline inhabitants!&lt;br /&gt;
&lt;br /&gt;
You are citizens of Squall’s End and are on a rescue mission to save as many cats as possible before Vesh arrives. You must explore the island, rescue cats, gather ancient treasures and find a way to fit them all onto your boat before returning safely to Squall’s End.&lt;br /&gt;
&lt;br /&gt;
Cats and treasure are represented by tiles of different shapes that you must carefully place onto your boat. Try to keep cat families together, complete lessons, and leave enough room to place the next tile on your boat!&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
All colored cat tiles and Rare Treasure tiles are placed in a bag. Six Oshax cat tiles and all available Common Treasure tiles (based on player count) are arranged below the central island.&lt;br /&gt;
&lt;br /&gt;
Tiles are then drawn randomly from the bag until there are 2 cat tiles per player in each of the fields to the left and the right of the central island. &lt;br /&gt;
&lt;br /&gt;
Any rare treasure tiles drawn are placed below the island.&lt;br /&gt;
&lt;br /&gt;
Each player starts the game with a boat and one permanent basket.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
The Isle of Cats is played over 5 days (rounds). &lt;br /&gt;
&lt;br /&gt;
On each day the cats will venture into the fields on the island and you have until nightfall to attempt to rescue them through 5 phases of play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Round Summary&#039;&#039;&#039; reference card is located in the top right corner of each boat. Hover over the card to display its details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1. Fishing ===&lt;br /&gt;
&lt;br /&gt;
Each player gains 20 fish.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2. Explore (Drafting) ===&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 7 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards. Choose and keep 2, passing the remaining cards to the next player. Repeat this process three more times (keep two, pass the rest). Finally, the last card passed to you will be kept, giving each player a 7-card draft.&lt;br /&gt;
&lt;br /&gt;
You will then look at your 7 cards and decide which to buy and keep. The cost for each card is displayed in its top left corner. If you wish to keep a card, it must be paid for in fish.&lt;br /&gt;
&lt;br /&gt;
You can keep (buy) as many cards as you want from the draft, and you can have as many cards in your hand as you&#039;d like. Any cards not purchased during the draft are discarded from the game.&lt;br /&gt;
&lt;br /&gt;
During subsequent rounds, you will pass in the opposite direction; switching from clockwise to counter-clockwise and back again. The direction that cards will be passed is indicated by the colored cats at the top of the player panels.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3. Read (Display) Lessons ===&lt;br /&gt;
&lt;br /&gt;
Every blue &#039;&#039;&#039;Lesson&#039;&#039;&#039; card you kept and purchased will now be placed on the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lesson&#039;&#039;&#039; cards are placed face up for all players to see. If the Public Lesson says &amp;quot;pick a color&amp;quot;, the person playing the card must declare a color when it is played. A cat of that color will be placed on the card. Public Lesson cards are objectives that anyone can achieve and allow all players to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Non-public &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are personal objectives and are visible and achievable only to you. The quantity of private Lesson cards is public knowledge, but their contents are kept secret. Private Lesson cards allow you to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: This phase is the only time that &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards can be played from your hand to the table. Be careful not to acquire additional cards (e.g., using an &#039;&#039;&#039;Anytime&#039;&#039;&#039; card) too late in the last round!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 4. Rescue Cats ===&lt;br /&gt;
&lt;br /&gt;
Now players take turns to rescue cats. Each cat requires a basket and a number of fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: Fish are used as currency to both buy cards and to rescue cats. You must find a balance between how many cards you buy in the Explore phase and how many cats you wish to rescue in the Rescue phase!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must declare, in turn order, which (and how many) green &#039;&#039;&#039;Rescue&#039;&#039;&#039; cards that you will be using during this round&#039;s Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.&lt;br /&gt;
&lt;br /&gt;
==== Turn order ====&lt;br /&gt;
&lt;br /&gt;
Playing Rescue cards also affects the turn order for all players. Many Rescue cards have a &#039;&#039;&#039;Speed Value&#039;&#039;&#039; represented by a pair of boots and a speed number. Once all players have declared their Rescue cards for the round, the Rescue cards are revealed (turned over) simultaneously by all players and each player totals their speed values. &lt;br /&gt;
&lt;br /&gt;
Rearrange the player&#039;s colored cats on the island&#039;s turn order track according to these speed totals, from &amp;quot;fastest&amp;quot; to &amp;quot;slowest&amp;quot;. In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.&lt;br /&gt;
&lt;br /&gt;
This change in turn order is immediate, and affects any cards played from this point onwards.&lt;br /&gt;
&lt;br /&gt;
==== Baskets ====&lt;br /&gt;
&lt;br /&gt;
There are 3 types of baskets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent baskets:&#039;&#039; These can be used once a day. When you use a permanent basket, flip it to the &#039;&#039;used&#039;&#039; side to show it has been used. Every player starts with one permanent basket. You can gain extra permanent baskets with cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regular baskets:&#039;&#039; These can only be used once in the game. Once they have been used, they are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Broken baskets:&#039;&#039; You can combine 2 broken baskets to make a regular basket. Just like regular baskets, these can only be used once.&lt;br /&gt;
&lt;br /&gt;
==== Rescuing cats ====&lt;br /&gt;
&lt;br /&gt;
Any cat tile to the &#039;&#039;&#039;left&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;three&#039;&#039;&#039; fish and one basket. Any cat tile to the &#039;&#039;&#039;right&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;five&#039;&#039;&#039; fish and one basket. (The center island displays &amp;quot;3 &amp;lt;FISH&amp;gt;&amp;quot; and &amp;quot;5 &amp;lt;FISH&amp;gt;&amp;quot; on its left and right sides as a reminder of the cost of a cat tile in each field, respectively.)&lt;br /&gt;
&lt;br /&gt;
To rescue a cat, start by clicking on one of your available baskets: either a permanent basket or your basket card(s). All available cats will be then be displayed, in miniature, at the top of your boat. Select a cat (either in miniature or from one of the fields to the side of the island). Click anywhere on your boat to &#039;&#039;rescue&#039;&#039; the cat. Once on your boat, you can flip, rotate, and move the tile into the desired position. Confirm your cat placement to finish your turn.&lt;br /&gt;
&lt;br /&gt;
You can only rescue one cat at a time. Then, following the turn order, it is the next player&#039;s turn to rescue a cat. Continue around the table rescuing more cats until everyone has run out of baskets, fish, or passes.&lt;br /&gt;
&lt;br /&gt;
All regular basket cards or broken basket cards that you played this round, whether used to rescue a cat or not, will be discarded.&lt;br /&gt;
&lt;br /&gt;
==== Tile placement ====&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
All tiles can be rotated, flipped, and oriented in any way that helps you fit the tile into open squares on your boat. &lt;br /&gt;
&lt;br /&gt;
If any cat placed on the boat covers a &#039;&#039;&#039;Treasure Map&#039;&#039;&#039; of the same color, the player may take a &#039;&#039;&#039;common&#039;&#039;&#039; treasure from the pool and immediately place it on their boat. The maps can be found in the bedrooms, the deck, the storage room and the captain&#039;s room.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5. Rare Finds ===&lt;br /&gt;
&lt;br /&gt;
Finally, players will take turns to play yellow &#039;&#039;&#039;Treasure&#039;&#039;&#039; and brown &#039;&#039;&#039;Oshax&#039;&#039;&#039; cards from their hand.&lt;br /&gt;
&lt;br /&gt;
Treasure cards allow you to collect smaller pieces to fill in those tricky areas. &#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles on your boat are worth 3 points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Oshax are friendly cats that can act as any color. When you play an Oshax card select any one Oshax cat tile from below the island. Gaining an Oshax cat does not require the use of a basket nor does it cost you any fish.&lt;br /&gt;
&lt;br /&gt;
When you place an Oshax on your boat, you must immediately choose which color of cat it will &amp;quot;befriend&amp;quot;. A cat of that color will be placed on the Oshax. The Oshax counts as both an Oshax and a cat of the chosen color for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== End-of-round clean-up ===&lt;br /&gt;
&lt;br /&gt;
At the end of each day, any cats that weren&#039;t rescued from the fields scurry away and are removed from the game. Unclaimed treasures (common and rare) are &#039;&#039;not&#039;&#039; removed and remain below the island. Draw new tiles from the bag until there are 2 cat tiles per player in each field to the left and the right of the central island. Any rare treasure tiles drawn are placed below the island. &lt;br /&gt;
&lt;br /&gt;
The day tracker at the bottom of the island is updated by moving Vesh’s boat 1 space forward. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time for all boats to set sail with their cats back to Squall’s End! Proceed to scoring. Otherwise, each player flips their permanent baskets back to their active side and the next day begins.&lt;br /&gt;
&lt;br /&gt;
Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you have not used are kept and carry over to the next day.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After 5 days (rounds), you will earn points for: completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.&lt;br /&gt;
&lt;br /&gt;
However, you will &#039;&#039;lose&#039;&#039; points for: each room on your boat which isn’t completely filled and any rats which haven’t been eaten (i.e., covered up)!&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points at the end of the game!&lt;br /&gt;
&lt;br /&gt;
== Boats ==&lt;br /&gt;
&lt;br /&gt;
Each player has their own boat containing 7 rooms, 19 rats, and 5 colored treasure maps. This is where you will be placing every cat you rescue and any treasure you find.&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
The edge of the boat is the thick white line that frames the grid of squares on each boat.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap and cannot extend outside of the boat&#039;s edge.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
There are 7 rooms on each boat and every square on your boat is part of a room. You can identify rooms by the walls surrounding them. Six of the seven rooms can also be identified by the icons located in the corner of each square. The room with no icons (#5, the Deck, shown in red) still counts as a room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Room overlay&#039;&#039;&#039; button to display a set of larger, colored icons on your boat for easier room identification.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:IsleOfCats-ShipRooms-sm.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Room details ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Room #&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Icon&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Overlay/Icon Color&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Size&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; &amp;lt;TD&amp;gt;Stern &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Yellow &amp;lt;TD&amp;gt;18 squares &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; &amp;lt;TD&amp;gt;Port &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Blue &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;Apple core &amp;lt;TD&amp;gt;White &amp;lt;TD&amp;gt;18 &amp;lt;TD&amp;gt; Dining Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039; &amp;lt;TD&amp;gt;Starboard &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Green &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;none &amp;lt;TD&amp;gt;Red &amp;lt;TD&amp;gt;60 &amp;lt;TD&amp;gt;Deck&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;6&#039;&#039;&#039; &amp;lt;TD&amp;gt;Fore &amp;lt;TD&amp;gt;Grain &amp;lt;TD&amp;gt;Orange &amp;lt;TD&amp;gt;20 &amp;lt;TD&amp;gt;Storage Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;7&#039;&#039;&#039; &amp;lt;TD&amp;gt;Bow &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Magenta &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There are two &#039;&#039;&#039;Bedrooms&#039;&#039;&#039; and two &#039;&#039;&#039;Captain&#039;s Rooms&#039;&#039;&#039; on each boat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Treasure maps ===&lt;br /&gt;
&lt;br /&gt;
Your boat contains five colored treasure maps that can be used to obtain &#039;&#039;&#039;Common Treasures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you place a cat tile on a treasure map icon and the colors match (e.g., a green cat on green treasure map), you may immediately take any one of the four common treasures and place it on your boat.&lt;br /&gt;
&lt;br /&gt;
The four Common Treasures are located directly below the island and are: one square, two squares, and three squares in size. &lt;br /&gt;
&lt;br /&gt;
You can place other tiles over a treasure map, but you will not receive the bonus Common Treasure.&lt;br /&gt;
&lt;br /&gt;
== Anytime Cards ==&lt;br /&gt;
&lt;br /&gt;
Purple &#039;&#039;&#039;Anytime&#039;&#039;&#039; cards can be used at ... any time!&lt;br /&gt;
&lt;br /&gt;
To maintain a faster game play experience, you can alter when you want the game to ask you if you want to play an Anytime card.&lt;br /&gt;
&lt;br /&gt;
Anytime cards can &#039;&#039;always&#039;&#039; be played on your turn during the Rescue and Rare Finds phases. They can also be played before or after specific points in the game, if desired. &lt;br /&gt;
&lt;br /&gt;
You can change when the game will ask you to play Anytime cards by clicking on the &amp;quot;When to play&amp;quot; button. The button is only displayed on Anytime cards that can impact other players. &lt;br /&gt;
&lt;br /&gt;
Click the gear icon in your player panel for more options related to this button and for other ways to speed up game play (e.g., &amp;quot;Auto pass: Enabled&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Treasure Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures&#039;&#039;&#039; are uniquely shaped tiles that are placed below the island when drawn from the bag prior to each day. You collect Rare Treasure tiles by playing yellow Treasure cards during the Rare Finds phase. Each Rare Treasure tile on your boat is worth 3 points at the end of the game. Since tiles are drawn at random from the bag, the quantity of Rare Treasure tiles made available throughout the game will vary. (They &#039;&#039;are&#039;&#039; rare, right?)&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Common Treasures&#039;&#039;&#039; are distributed below the island at the start of the game. Common Treasure do not add to your score but are helpful in filling in small open spaces to completely cover a room to avoid a scoring penalty (-5 points) at the end of the game. &lt;br /&gt;
&lt;br /&gt;
Common Treasures are: one square, two squares, and three squares in size. Common Treasure are limited in quantity and often run out! Common Treasures can be collected by covering a Treasure Map with a matching colored cat or by using some yellow Treasure cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasures&#039;&#039;&#039;, when referenced by a card, include only the two &#039;&#039;smallest&#039;&#039; Common Treasures: one square and two squares.&lt;br /&gt;
&lt;br /&gt;
== Color Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are BLUE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rescue&#039;&#039;&#039; cards are GREEN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax&#039;&#039;&#039; cards are BROWN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039; cards are YELLOW.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anytime&#039;&#039;&#039; cards are PURPLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Color reference&#039;&#039;&#039; button (bottom of the table layout) to display reference cards for the five cat colors (blue, green, orange, purple, red) and treasure map colors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Size Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax Cat&#039;&#039;&#039; tiles are: 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored Cat&#039;&#039;&#039; tiles are: 4, 5, &amp;amp; 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles are: 4 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Treasure&#039;&#039;&#039; tiles are: 1, 2, &amp;amp; 3 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasure&#039;&#039;&#039; tiles are the two smallest Common Treasure tiles: 1 &amp;amp; 2 squares in size.&lt;br /&gt;
&lt;br /&gt;
== Term Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; A cat family is 3 or more cats of the same color that are touching each other on your boat. Oshax cats count as colored cats and will contribute to a cat family&#039;s size. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touching:&#039;&#039;&#039; Tiles are said to be touching if they are orthogonally adjacent. Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lonely Cat:&#039;&#039;&#039; A cat is a lonely cat if it is not touching another cat of the same color. It &#039;&#039;can&#039;&#039; be touching other tiles, just not another cat tile of the same color as itself. Oshax cats count as colored cats and therefore can qualify as a lonely cat, and can disqualify another cat from being lonely if they are of the same color and touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasures:&#039;&#039;&#039; When counting treasures, all types and sizes of treasure tiles should be included: Rare and Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain&#039;s Rooms:&#039;&#039;&#039; There are two Captain&#039;s Rooms. One in the bow and the other in the stern. Both have squares marked with a Parrot icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bedrooms:&#039;&#039;&#039; There are two Bedrooms. One on the port side and the other on the starboard side. Both have squares marked with a Crescent Moon &amp;amp; Star icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In front of you:&#039;&#039;&#039; This refers to cards in your own personal play area and includes your private Lesson cards but &#039;&#039;not&#039;&#039; Public Lesson cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039; A room is considered full if none of the squares containing its icon can be seen: every square has been covered by a tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty:&#039;&#039;&#039; A room is empty only if &#039;&#039;all&#039;&#039; of its squares are uncovered.  A room that has &#039;&#039;some&#039;&#039; of its squares covered is neither full nor empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Finds:&#039;&#039;&#039; During Phase 5 you may be instructed that &amp;quot;You must take a rare find or pass&amp;quot;.  This means you have the option to play your yellow Treasure cards and your brown Oshax cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players should add up their score. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Scoring&#039;&#039;&#039; reference card is located in the bottom left corner of each boat. Hover over the card to display its contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rats:&#039;&#039;&#039; You get -1 point for each visible rat on your boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rooms:&#039;&#039;&#039; You get -5 points for each room that has &#039;&#039;not&#039;&#039; been filled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; You get points for each cat family you have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Cats&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;3 &amp;lt;TD&amp;gt;8&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;11&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;5 &amp;lt;TD&amp;gt;15&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;6 &amp;lt;TD&amp;gt;20&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;7 &amp;lt;TD&amp;gt;25&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;8 &amp;lt;TD&amp;gt;30&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;9 &amp;lt;TD&amp;gt;35&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;10 &amp;lt;TD&amp;gt;40&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures:&#039;&#039;&#039; You get 3 points for every Rare Treasure on your boat. (Common Treasures do not score points.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lessons:&#039;&#039;&#039; Reveal each private Lesson card you have. If you have completed the lesson, add those points to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lessons:&#039;&#039;&#039; Check each Public Lesson card and add the points from any completed cards to your score&lt;br /&gt;
&lt;br /&gt;
==== Tiebreaker ====&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most fish wins (they remembered their cats might want a snack on the way home). If the tied players have the same number of fish, then both players win.&lt;br /&gt;
&lt;br /&gt;
== Base Game Variants ==&lt;br /&gt;
The base game comes with two variants, namely the family and the solo variants. Any differences between the base game and the variant will be discussed below.&lt;br /&gt;
&lt;br /&gt;
== Family variant == &lt;br /&gt;
This variant simplifies the game into it only having a lesson phase and a rescue phase. This mode is useful for new players who are not very familiar with this game. &lt;br /&gt;
&lt;br /&gt;
=== Setup phase === &lt;br /&gt;
The turn order for the first round is determined randomly at the start of the game. This order will change with each round, where the &#039;&#039;first&#039;&#039; player in turn order in one round will become the &#039;&#039;last&#039;&#039; player in turn order in the next round, with the second player in turn order becoming the first player and so on. &lt;br /&gt;
&lt;br /&gt;
Before the first rescue phase, 3 Family cards will be dealt to each player. Choose 2 and discard the other. These will be your &#039;&#039;&#039;Private Lesson&#039;&#039;&#039; cards for the rest of the game, and no other Lesson cards will be drawn. After everyone has chosen their lessons, the rescue phase can begin.&lt;br /&gt;
&lt;br /&gt;
=== Rescue phase === &lt;br /&gt;
This will be the only round phase for the rest of the game. Similar to the base game, cats will be drawn until there 4 cats per player, with any Rare Treasures set aside. These cat tiles are randomly placed around the island. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player, players take turns to pick cat tiles from the pool until none are left or everyone passes. If you pass, you cannot pick up tiles for the rest of the round. Tile placement of the cat tiles follows the same rules, with treasure maps functioning as usual too. After the rescue phase is over, proceed to the next rescue phase until the end of round 5, which is when scoring will occur. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
The only changes to scoring boats are that there are no Rare Treasure or Public Lesson points, and the family Lesson cards can be scored under Private Lessons.&lt;br /&gt;
&lt;br /&gt;
== Solo variant == &lt;br /&gt;
&#039;&#039;&amp;quot;If the approaching armies of Vesh Darkhand weren’t bad &#039;&#039;&lt;br /&gt;
&#039;&#039;enough, you now notice your sister has snuck aboard your &#039;&#039;&lt;br /&gt;
&#039;&#039;boat and is trying to claim credit for all your hard work. &#039;&#039;&lt;br /&gt;
&#039;&#039;Not only do you need to rescue cats and avoid Vesh, but now &#039;&#039;&lt;br /&gt;
&#039;&#039;you will have to also sabotage your sister’s plans in order to &#039;&#039;&lt;br /&gt;
&#039;&#039;succeed!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This mode has multiple difficulties, as explained below. Any lesson cards which may be confusing for the sister setup are given at the end of this section.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup === &lt;br /&gt;
Only the Oshax setup changes for the player setup. &lt;br /&gt;
&lt;br /&gt;
6 Oshax tiles will be placed in a random order in a horizontal line, where the number of the tile is denoted by its position along the line (eg Oshax 1 is on the far left and Oshax 5 is one left from the rightmost tile). &lt;br /&gt;
&lt;br /&gt;
==== Sister setup ====&lt;br /&gt;
&#039;&#039;&#039;Solo color&#039;&#039;&#039; cards are shuffled and placed in a horizontal line, where they will be revealed left to right, one card per round. Make sure to keep track of the color order, as colors revealed earlier in the game benefit your sister more! &lt;br /&gt;
&lt;br /&gt;
The sister will also have &#039;&#039;&#039;Solo lessons&#039;&#039;&#039;, which will be affected by what is placed on your boat. The easy difficulty will have 3 solo lessons, and the number of additional advanced lessons will increase depending on the difficulty. This ranges from 1 advanced lesson for Medium, up to 4 advanced lessons for Expert. &lt;br /&gt;
&lt;br /&gt;
==== Start of the round ==== &lt;br /&gt;
Fields on either side of the island will have 4 cats, with any rare treasure tiles drawn placed in a line, with the first tile drawn called &#039;Rare 1&#039;, the second rare tile called &#039;Rare 2&#039; and so on. Drawn cat tiles will also need to be placed in a line so that they can be numbered from left to right. As opposed to the base game, identical Rare treasures are not stacked on one another.&lt;br /&gt;
&lt;br /&gt;
The player will receive a boat, 20 fish at the start of the round, as well as a permanent basket - same as multiplayer. &lt;br /&gt;
&lt;br /&gt;
==== Explore/Lesson Phases ==== &lt;br /&gt;
The player receives the first 5 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards from the deck and chooses 3. The other two are placed into a discard pile. This is then repeated a second time, then finally the top card from the deck is drawn and added to the 6 cards already in their hand. Card buying works the same way as multiplayer. &lt;br /&gt;
&lt;br /&gt;
The lesson phase is exactly the same, apart from the fact that public lessons only give 50% of the points to the player, rounded up. &lt;br /&gt;
&lt;br /&gt;
=== Rescue Phase === &lt;br /&gt;
Here your Sister is trying to steal tiles from the pool! Make sure she doesn&#039;t take the tiles you want! &lt;br /&gt;
&lt;br /&gt;
Rescuing cats is the same for the player, but the turn order is dependent on your sister&#039;s speed. &lt;br /&gt;
&lt;br /&gt;
==== Rescue phase for your sister ====&lt;br /&gt;
For your sister, the first solo basket card is drawn, which determines how many cards your sister will have during this phase as well as the turn order. If the card has a basket value over 1, draw solo basket cards until the number of cards is equal to the number of baskets. The speed value on the first card will determine your sister&#039;s speed and hence turn order. &lt;br /&gt;
&lt;br /&gt;
When resolving the solo basket cards, determine which tiles are taken from the pool by the number on the card (Reminder: Leftmost tile is labelled as 1). If the rightmost tile is not taken, shift the tile numbers accordingly without changing the tile order (eg if tile 2 is taken, tile 6 becomes tile 5). If the tile number shown on the card does not exist (number is too large), take the last numbered tile of that type. &lt;br /&gt;
&lt;br /&gt;
Keywords for resolving cards: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat 4&#039;&#039;&#039; - Take the 4th cat from the island and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare 5&#039;&#039;&#039; - Take the 5th rare treasure and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax 2&#039;&#039;&#039; - Take the 2nd Oshax and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switch 1,4&#039;&#039;&#039; - Switch cat 1 and cat 4 tiles, so that cat 4 is now cat 1 and vice versa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common treasure icon&#039;&#039;&#039; - Take a common treasure identical to what is shown on the card and remove it from the game.&lt;br /&gt;
After the player cannot rescue any more cats or passes, move onto rare finds.&lt;br /&gt;
&lt;br /&gt;
=== Rare finds === &lt;br /&gt;
This phase is the same, with your sister not doing anything for this phase. If all Oshax tiles are taken out from the pool, any Oshax cards are useless. The same thing applies for the treasure cards.&lt;br /&gt;
&lt;br /&gt;
=== Start of next round === &lt;br /&gt;
After each day is over, flip over the next solo color. If all five have been flipped over, the game ends. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
Scoring is the same for the player, with the sister scoring as follows: &lt;br /&gt;
&lt;br /&gt;
Your sister gains 5 points per cat on the boat for the first revealed solo color. This number of points decreases to 4 points per cat for the second revealed color and so on, until your sister gains 1 point per cat of the final revealed color. This will be the cat color score.&lt;br /&gt;
&lt;br /&gt;
Your sister&#039;s cat color score is then combined with the total score from your sister&#039;s lesson cards to obtain a final score. &lt;br /&gt;
&lt;br /&gt;
The winner is the person with the most points. If there is a tie, your sister wins. &lt;br /&gt;
&lt;br /&gt;
=== Other information === &lt;br /&gt;
Solo lesson cards, which may be confusing, are given below. This list will grow if necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest scoring lesson scores twice&#039;&#039;&#039; - This applies to the solo lessons and not the private/public lessons played by the player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for every cat over 15&#039;&#039;&#039; - If more than 15 cats have been placed on the boat (including Oshax), this solo lesson will score points (e.g. 17 cats will score 10 points to your sister). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for each colour...&#039;&#039;&#039; - This applies to every color of cat, not just for the ones founds on your boat (e.g. no purple cats on your boat is an automatic 5 points to your sister).&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23890</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23890"/>
		<updated>2025-01-30T22:00:14Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Starting Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Hand ==&lt;br /&gt;
Players start with 14 Basic Cards (1 x 0s, 3 x 1s, 3 x 2s, 3 x 3s, 3 x 4s, 1 x 5s), Stress and Heat cards based on the current track, and Upgrade Cards determined by the play options (Basic Game, Garage Mode, etc).  See Upgrade Cards below.&lt;br /&gt;
&lt;br /&gt;
== Playing a Round ==&lt;br /&gt;
&#039;&#039;Heat: Pedal to the Metal&#039;&#039; is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.&lt;br /&gt;
&lt;br /&gt;
All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shift Gears || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Play Cards || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Reveal and Move || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adrenaline || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || React || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Slipstream ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Check Corner || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Discard || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Replenish Hand || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the &amp;quot;+ Symbol&amp;quot; section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
==== Paying Heat ====&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
==== Shifting up/down 2 positions ====&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Basic Upgrade Cards ====&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
* • &#039;&#039;&#039;Heat&#039;&#039;&#039;: Works just like other Heat cards, though it starts shuffled in your deck.&lt;br /&gt;
* • &#039;&#039;&#039;0&#039;&#039;&#039;: Zero speed movement card.&lt;br /&gt;
* • &#039;&#039;&#039;5&#039;&#039;&#039;: 5 speed movement card.&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Upgrade Cards ====&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Accelerate&#039;&#039;&#039;: You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner &lt;br /&gt;
* • &#039;&#039;&#039;Adjust Speed Limit&#039;&#039;&#039;: (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
* • &#039;&#039;&#039;Direct Play&#039;&#039;&#039;: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
checks (step 7).&lt;br /&gt;
* • &#039;&#039;&#039;Reduce Stress&#039;&#039;&#039;: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
* • &#039;&#039;&#039;Refresh&#039;&#039;&#039;: You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
* • &#039;&#039;&#039;Salvage&#039;&#039;&#039;: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
* • &#039;&#039;&#039;Scrap&#039;&#039;&#039;: (Mandatory) Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
* • &#039;&#039;&#039;Slipstream boost&#039;&#039;&#039;: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
* • &#039;&#039;&#039;Super Cool&#039;&#039;&#039;: This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. &amp;lt;i&amp;gt;Note, this can be used in a section of the track where no Cooldown is allowed. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Championship Mode ==&lt;br /&gt;
Key differences in Championship mode are that &lt;br /&gt;
&lt;br /&gt;
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course&#039;s event.&lt;br /&gt;
* you will get one new garage upgrade per race. You don&#039;t get to find out the weather or track condition until AFTER you&#039;ve chosen upgrades.&lt;br /&gt;
* You can get single use &amp;quot;upgrades&amp;quot; during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Corner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won&#039;t get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rain Expansion ==&lt;br /&gt;
&#039;&#039;&#039;Flooded Spaces&#039;&#039;&#039;&lt;br /&gt;
In various places of the Japan Track, water is flowing onto the track. If you start the Round on a flooded Space, Shifting down a gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 Heat, shifting down two gears will cost 2 Heat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chicanes&#039;&#039;&#039;&lt;br /&gt;
Chicanes are a new Feature that can be found on both Tracks in this expansion. They are composed of 2 consecutive Corner Lines with the same Speed Limit and 1 or more Spaces between them. Blue curbs are featured on both sides of the track to help recognize them. &lt;br /&gt;
&lt;br /&gt;
If you play with the Weather and Road Conditions Module, the Sector Symbol modifies the sector after the Chicane. Otherwise it modifies both Corner Lines.&lt;br /&gt;
&lt;br /&gt;
In Championship Mode, the Press Corner is placed on the last Corner Line (when exiting the Chicane).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressive Legends&#039;&#039;&#039;&lt;br /&gt;
Legends can be more aggressive on some portions of the tracks, getting the opportunity to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra Corner Line this Round. &amp;lt;i&amp;gt;Note: This rule can be used on the Great Britain Track in the base game as well in the corners that show a Speed limit of 6, 5 and 4.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13687</id>
		<title>Gamehelpdiceforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13687"/>
		<updated>2022-06-22T16:40:26Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Rebellion Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Game Info==&lt;br /&gt;
Dice Forge is a game about rolling your dice to collect resources. You can spend those resources to upgrade your dice, or perform Heroic Feats (purchase cards) that give you points and special powers.&lt;br /&gt;
&lt;br /&gt;
=== Currencies ===&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039; - Yellow - Used to upgrade your dice or to activate some reinforcements..&lt;br /&gt;
*&#039;&#039;&#039;Sun Shards&#039;&#039;&#039; - Orange - Used to perform Heroic Feats (purchase cards) and take extra actions.&lt;br /&gt;
*&#039;&#039;&#039;Moon Shards&#039;&#039;&#039; - Purple - Used to perform Heroic Feats (purchase cards).&lt;br /&gt;
*&#039;&#039;&#039;Glory Points&#039;&#039;&#039; (GP) - Green - Contributes directly to your score; can be earned by rolling the appropriate dice face, activating certain reinforcements, and at the end of the game the Glory value of all collected cards is added to your score.&lt;br /&gt;
&lt;br /&gt;
=== Terminology used in the game ===&lt;br /&gt;
*&#039;&#039;&#039;Divine Blessing&#039;&#039;&#039; - The act of rolling both your dice and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Minor Blessing&#039;&#039;&#039; - Rolling a single die and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - After rolling their dice, the active player may use any special powers gained from purchased cards.&lt;br /&gt;
&lt;br /&gt;
=== Auto-advance (Hammer) ===&lt;br /&gt;
If you have purchased The Blacksmith&#039;s Hammer card and enable the &amp;quot;Auto-advancement&amp;quot; button, Gold earned from any source will applied to the Hammer. If &amp;quot;Auto-advancement&amp;quot; is disabled, you will prompted to allocate Gold earned to either the Hammer or your inventory.&lt;br /&gt;
&lt;br /&gt;
== Taking Your Turn ==&lt;br /&gt;
On each player&#039;s turn, all players roll their dice and collect the rolled resources. (In a two-player game, players roll their dice twice before each player&#039;s turn.)&lt;br /&gt;
&lt;br /&gt;
You are then allowed to perform one action:&lt;br /&gt;
*&#039;&#039;&#039;Forge&#039;&#039;&#039; - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Feat&#039;&#039;&#039; - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player&#039;s pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as &amp;quot;&#039;&#039;&#039;Ousting&#039;&#039;&#039;&amp;quot; their hero.)&lt;br /&gt;
&lt;br /&gt;
===Taking an additional action ===&lt;br /&gt;
Finally, the active player may spend two Sun Shards to take a second action if they wish; if they choose to take a second Heroic Feat action, they can perform the same or a different Heroic Feat.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players. Much like in real life, the player with the most Glory Points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If enabled, the following tiebreakers are implemented:&lt;br /&gt;
&lt;br /&gt;
#Number of die faces forged.&lt;br /&gt;
#Number of Heroic Feats accomplished.&lt;br /&gt;
#Number of remaining resources.&lt;br /&gt;
#The player having started the game the earliest.&lt;br /&gt;
&lt;br /&gt;
== Rebellion Expansion == &lt;br /&gt;
You have two different modules available to play. Will you join forces with the Titans in the titan module, or undertake Hera&#039;s labyrinth and take home even more treasure than ever before in the Goddess module? You can play with either one of the two types and each one plays very differently to each other. &lt;br /&gt;
&lt;br /&gt;
In addition to different modules, you can also choose just to use the new heroic feat cards and leave the modules out. This gives the base game a lot more variety.&lt;br /&gt;
&lt;br /&gt;
==Titan Module== &lt;br /&gt;
In the Titan module, you will gain glory points for being loyal to the gods and lose them for being loyal to the titans. However, siding will the titans will give you very powerful ancient shards and more points for performing heroic feats! &lt;br /&gt;
===Starting dice=== &lt;br /&gt;
Die faces will change at the start, including replacing the sun face with an ancient shard face, and the 2 glory point face with a face awarding 1 glory point and a loyalty.&lt;br /&gt;
&lt;br /&gt;
===Titan board=== &lt;br /&gt;
Everyone will start on the middle &#039;0&#039; space and will move up and down the track depending on the different tokens they earn. If one obtains an ancient shard, they will move one space to the left, whereas a loyalty point will move a player to the right. Bonuses obtained for different positions on the board are as follows: &lt;br /&gt;
* Players obtain bonuses depending on the &#039;&#039;&#039;zone&#039;&#039;&#039; their player marker is in. Areas further to the left or right usually give stronger bonuses. &lt;br /&gt;
*For titan zones, a player will obtain more glory points for obtaining the &#039;&#039;&#039;first&#039;&#039;&#039; heroic feat card they buy of a certain type. Obtaining a particular type of heroic feat card first will grant more glory points than if someone else already has purchased one of these cards. &lt;br /&gt;
* For goddess zones, the bonuses apply to *die rolls.* The first area awards an additional 1 bonus gold to any type of blessing, which results in more gold. For the second area, gold rolls will also award a glory point. Lastly, the final area will give an extra glory point if a major or minor blessing awards glory points. &lt;br /&gt;
&lt;br /&gt;
In addition to bonuses, there are also &#039;special paths&#039; on the board. If a player lands on a spot with an additional path and moves in the same directions as the arrows on it, one must follow that direction. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, glory points will be awarded or deducted depending on the final position of your counter on the board. &lt;br /&gt;
&lt;br /&gt;
=== Ancient shards and extra cards === &lt;br /&gt;
Ancient shards are &#039;wild&#039; shards - they can be either sun or moon shards! You can store up to 6 of them, and it is optional to use them when performing a Heroic feat.&lt;br /&gt;
The heroic feat cards used in this module will contain 6 titan cards, which can affect the loyalty and ancient shards of yourself and other players.&lt;br /&gt;
&lt;br /&gt;
==Goddess Module==&lt;br /&gt;
In Goddess Module, players enter the labyrinth of Hera and receive rewards.&lt;br /&gt;
&lt;br /&gt;
* Use the Sun Golem, the Moon Golem, the Time Golem and the Great Golem.&lt;br /&gt;
* Replace the 1 moon shard with a moon advance.&lt;br /&gt;
* When you roll a sun advance or a moon advance, move one space forward in the labyrinth. In case of a crosspath, you choose which path to take.&lt;br /&gt;
* If you roll a sun advance and a moon advance at the same time, roll the celestial die once.&lt;br /&gt;
* Some spaces have treasure chests. When you reach a treasure chest first, choose 10 glory points, 4 sun shards or 4 moon shards. Other players who reach this chest can only receive the lower reward.&lt;br /&gt;
* If you reach the last space, you receive 15 glory points. If you are first to arrive, receive a divine blessing with you choosing the sides.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13686</id>
		<title>Gamehelpdiceforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13686"/>
		<updated>2022-06-22T16:40:06Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Titan Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Game Info==&lt;br /&gt;
Dice Forge is a game about rolling your dice to collect resources. You can spend those resources to upgrade your dice, or perform Heroic Feats (purchase cards) that give you points and special powers.&lt;br /&gt;
&lt;br /&gt;
=== Currencies ===&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039; - Yellow - Used to upgrade your dice or to activate some reinforcements..&lt;br /&gt;
*&#039;&#039;&#039;Sun Shards&#039;&#039;&#039; - Orange - Used to perform Heroic Feats (purchase cards) and take extra actions.&lt;br /&gt;
*&#039;&#039;&#039;Moon Shards&#039;&#039;&#039; - Purple - Used to perform Heroic Feats (purchase cards).&lt;br /&gt;
*&#039;&#039;&#039;Glory Points&#039;&#039;&#039; (GP) - Green - Contributes directly to your score; can be earned by rolling the appropriate dice face, activating certain reinforcements, and at the end of the game the Glory value of all collected cards is added to your score.&lt;br /&gt;
&lt;br /&gt;
=== Terminology used in the game ===&lt;br /&gt;
*&#039;&#039;&#039;Divine Blessing&#039;&#039;&#039; - The act of rolling both your dice and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Minor Blessing&#039;&#039;&#039; - Rolling a single die and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - After rolling their dice, the active player may use any special powers gained from purchased cards.&lt;br /&gt;
&lt;br /&gt;
=== Auto-advance (Hammer) ===&lt;br /&gt;
If you have purchased The Blacksmith&#039;s Hammer card and enable the &amp;quot;Auto-advancement&amp;quot; button, Gold earned from any source will applied to the Hammer. If &amp;quot;Auto-advancement&amp;quot; is disabled, you will prompted to allocate Gold earned to either the Hammer or your inventory.&lt;br /&gt;
&lt;br /&gt;
== Taking Your Turn ==&lt;br /&gt;
On each player&#039;s turn, all players roll their dice and collect the rolled resources. (In a two-player game, players roll their dice twice before each player&#039;s turn.)&lt;br /&gt;
&lt;br /&gt;
You are then allowed to perform one action:&lt;br /&gt;
*&#039;&#039;&#039;Forge&#039;&#039;&#039; - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Feat&#039;&#039;&#039; - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player&#039;s pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as &amp;quot;&#039;&#039;&#039;Ousting&#039;&#039;&#039;&amp;quot; their hero.)&lt;br /&gt;
&lt;br /&gt;
===Taking an additional action ===&lt;br /&gt;
Finally, the active player may spend two Sun Shards to take a second action if they wish; if they choose to take a second Heroic Feat action, they can perform the same or a different Heroic Feat.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players. Much like in real life, the player with the most Glory Points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If enabled, the following tiebreakers are implemented:&lt;br /&gt;
&lt;br /&gt;
#Number of die faces forged.&lt;br /&gt;
#Number of Heroic Feats accomplished.&lt;br /&gt;
#Number of remaining resources.&lt;br /&gt;
#The player having started the game the earliest.&lt;br /&gt;
&lt;br /&gt;
== Rebellion Expansion == &lt;br /&gt;
You have two different modules available to play. Will you join forces with the Titans in the titan module, or undertake Hera&#039;s labyrinth and take home even more treasure than ever before in the Goddess module? You can play with either one of the two types and each one plays very differently to each other. &lt;br /&gt;
&lt;br /&gt;
In addition to different modules, you can also choose just to use the new heroic feat cards and leave the modules out. This gives the base game a little bit more variety.&lt;br /&gt;
&lt;br /&gt;
==Titan Module== &lt;br /&gt;
In the Titan module, you will gain glory points for being loyal to the gods and lose them for being loyal to the titans. However, siding will the titans will give you very powerful ancient shards and more points for performing heroic feats! &lt;br /&gt;
===Starting dice=== &lt;br /&gt;
Die faces will change at the start, including replacing the sun face with an ancient shard face, and the 2 glory point face with a face awarding 1 glory point and a loyalty.&lt;br /&gt;
&lt;br /&gt;
===Titan board=== &lt;br /&gt;
Everyone will start on the middle &#039;0&#039; space and will move up and down the track depending on the different tokens they earn. If one obtains an ancient shard, they will move one space to the left, whereas a loyalty point will move a player to the right. Bonuses obtained for different positions on the board are as follows: &lt;br /&gt;
* Players obtain bonuses depending on the &#039;&#039;&#039;zone&#039;&#039;&#039; their player marker is in. Areas further to the left or right usually give stronger bonuses. &lt;br /&gt;
*For titan zones, a player will obtain more glory points for obtaining the &#039;&#039;&#039;first&#039;&#039;&#039; heroic feat card they buy of a certain type. Obtaining a particular type of heroic feat card first will grant more glory points than if someone else already has purchased one of these cards. &lt;br /&gt;
* For goddess zones, the bonuses apply to *die rolls.* The first area awards an additional 1 bonus gold to any type of blessing, which results in more gold. For the second area, gold rolls will also award a glory point. Lastly, the final area will give an extra glory point if a major or minor blessing awards glory points. &lt;br /&gt;
&lt;br /&gt;
In addition to bonuses, there are also &#039;special paths&#039; on the board. If a player lands on a spot with an additional path and moves in the same directions as the arrows on it, one must follow that direction. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, glory points will be awarded or deducted depending on the final position of your counter on the board. &lt;br /&gt;
&lt;br /&gt;
=== Ancient shards and extra cards === &lt;br /&gt;
Ancient shards are &#039;wild&#039; shards - they can be either sun or moon shards! You can store up to 6 of them, and it is optional to use them when performing a Heroic feat.&lt;br /&gt;
The heroic feat cards used in this module will contain 6 titan cards, which can affect the loyalty and ancient shards of yourself and other players.&lt;br /&gt;
&lt;br /&gt;
==Goddess Module==&lt;br /&gt;
In Goddess Module, players enter the labyrinth of Hera and receive rewards.&lt;br /&gt;
&lt;br /&gt;
* Use the Sun Golem, the Moon Golem, the Time Golem and the Great Golem.&lt;br /&gt;
* Replace the 1 moon shard with a moon advance.&lt;br /&gt;
* When you roll a sun advance or a moon advance, move one space forward in the labyrinth. In case of a crosspath, you choose which path to take.&lt;br /&gt;
* If you roll a sun advance and a moon advance at the same time, roll the celestial die once.&lt;br /&gt;
* Some spaces have treasure chests. When you reach a treasure chest first, choose 10 glory points, 4 sun shards or 4 moon shards. Other players who reach this chest can only receive the lower reward.&lt;br /&gt;
* If you reach the last space, you receive 15 glory points. If you are first to arrive, receive a divine blessing with you choosing the sides.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13685</id>
		<title>Gamehelpdiceforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13685"/>
		<updated>2022-06-22T16:35:40Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Rebellion Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Game Info==&lt;br /&gt;
Dice Forge is a game about rolling your dice to collect resources. You can spend those resources to upgrade your dice, or perform Heroic Feats (purchase cards) that give you points and special powers.&lt;br /&gt;
&lt;br /&gt;
=== Currencies ===&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039; - Yellow - Used to upgrade your dice or to activate some reinforcements..&lt;br /&gt;
*&#039;&#039;&#039;Sun Shards&#039;&#039;&#039; - Orange - Used to perform Heroic Feats (purchase cards) and take extra actions.&lt;br /&gt;
*&#039;&#039;&#039;Moon Shards&#039;&#039;&#039; - Purple - Used to perform Heroic Feats (purchase cards).&lt;br /&gt;
*&#039;&#039;&#039;Glory Points&#039;&#039;&#039; (GP) - Green - Contributes directly to your score; can be earned by rolling the appropriate dice face, activating certain reinforcements, and at the end of the game the Glory value of all collected cards is added to your score.&lt;br /&gt;
&lt;br /&gt;
=== Terminology used in the game ===&lt;br /&gt;
*&#039;&#039;&#039;Divine Blessing&#039;&#039;&#039; - The act of rolling both your dice and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Minor Blessing&#039;&#039;&#039; - Rolling a single die and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - After rolling their dice, the active player may use any special powers gained from purchased cards.&lt;br /&gt;
&lt;br /&gt;
=== Auto-advance (Hammer) ===&lt;br /&gt;
If you have purchased The Blacksmith&#039;s Hammer card and enable the &amp;quot;Auto-advancement&amp;quot; button, Gold earned from any source will applied to the Hammer. If &amp;quot;Auto-advancement&amp;quot; is disabled, you will prompted to allocate Gold earned to either the Hammer or your inventory.&lt;br /&gt;
&lt;br /&gt;
== Taking Your Turn ==&lt;br /&gt;
On each player&#039;s turn, all players roll their dice and collect the rolled resources. (In a two-player game, players roll their dice twice before each player&#039;s turn.)&lt;br /&gt;
&lt;br /&gt;
You are then allowed to perform one action:&lt;br /&gt;
*&#039;&#039;&#039;Forge&#039;&#039;&#039; - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Feat&#039;&#039;&#039; - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player&#039;s pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as &amp;quot;&#039;&#039;&#039;Ousting&#039;&#039;&#039;&amp;quot; their hero.)&lt;br /&gt;
&lt;br /&gt;
===Taking an additional action ===&lt;br /&gt;
Finally, the active player may spend two Sun Shards to take a second action if they wish; if they choose to take a second Heroic Feat action, they can perform the same or a different Heroic Feat.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players. Much like in real life, the player with the most Glory Points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If enabled, the following tiebreakers are implemented:&lt;br /&gt;
&lt;br /&gt;
#Number of die faces forged.&lt;br /&gt;
#Number of Heroic Feats accomplished.&lt;br /&gt;
#Number of remaining resources.&lt;br /&gt;
#The player having started the game the earliest.&lt;br /&gt;
&lt;br /&gt;
== Rebellion Expansion == &lt;br /&gt;
You have two different modules available to play. Will you join forces with the Titans in the titan module, or undertake Hera&#039;s labyrinth and take home even more treasure than ever before in the Goddess module? You can play with either one of the two types and each one plays very differently to each other. &lt;br /&gt;
&lt;br /&gt;
In addition to different modules, you can also choose just to use the new heroic feat cards and leave the modules out. This gives the base game a little bit more variety.&lt;br /&gt;
&lt;br /&gt;
==Titan Module== &lt;br /&gt;
In the Titan module, you will gain victory points for being loyal to the gods and lose them for being loyal to the titans. However, siding will the titans will give you very powerful ancient shards! &lt;br /&gt;
===Starting dice=== &lt;br /&gt;
Die faces will change at the start, including replacing the sun face with an ancient shard face, and the 2 victory point face with a face awarding 1 victory point and a loyalty.&lt;br /&gt;
&lt;br /&gt;
===Titan board=== &lt;br /&gt;
Everyone will start on the middle &#039;0&#039; space and will move up and down the track depending on the different tokens they earn. If one obtains an ancient shard, they will move one space to the left, whereas a loyalty point will move a player to the right. Bonuses obtained for different positions on the board are as follows: &lt;br /&gt;
* Players obtain bonuses depending on the &#039;&#039;&#039;zone&#039;&#039;&#039; their player marker is in. Areas further to the left or right usually give stronger bonuses. &lt;br /&gt;
*For titan zones, a player will obtain more victory points for obtaining the &#039;&#039;&#039;first&#039;&#039;&#039; heroic feat card they buy of a certain type. Obtaining a particular type of heroic feat card first will grant more victory points than if someone else already has purchased one of these. &lt;br /&gt;
* For goddess zones, the bonuses apply to *die rolls.* The first area awards an additional 1 bonus gold to any type of blessing, which results in more gold. For the second area, gold rolls will also award a victory point. Lastly, the final area will give an extra victory point if a major or minor blessing awards victory points. &lt;br /&gt;
&lt;br /&gt;
In addition to bonuses, there are also &#039;special paths&#039; on the board. If a player lands on a spot with an additional path and moves in the same directions as the arrows on it, one must follow that direction. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, points will be awarded or deducted depending on the final position of your counter on the board. &lt;br /&gt;
&lt;br /&gt;
=== Ancient shards and extra cards === &lt;br /&gt;
Ancient shards are &#039;wild&#039; shards - they can be either sun or moon shards! You can store up to 6 of them, and it is optional to use them when performing a Heroic feat.&lt;br /&gt;
The heroic feat cards used in this module will contain 6 titan cards, which can affect the loyalty and ancient shards of yourself and other players.&lt;br /&gt;
&lt;br /&gt;
==Goddess Module==&lt;br /&gt;
In Goddess Module, players enter the labyrinth of Hera and receive rewards.&lt;br /&gt;
&lt;br /&gt;
* Use the Sun Golem, the Moon Golem, the Time Golem and the Great Golem.&lt;br /&gt;
* Replace the 1 moon shard with a moon advance.&lt;br /&gt;
* When you roll a sun advance or a moon advance, move one space forward in the labyrinth. In case of a crosspath, you choose which path to take.&lt;br /&gt;
* If you roll a sun advance and a moon advance at the same time, roll the celestial die once.&lt;br /&gt;
* Some spaces have treasure chests. When you reach a treasure chest first, choose 10 glory points, 4 sun shards or 4 moon shards. Other players who reach this chest can only receive the lower reward.&lt;br /&gt;
* If you reach the last space, you receive 15 glory points. If you are first to arrive, receive a divine blessing with you choosing the sides.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=13684</id>
		<title>Gamehelptheisleofcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=13684"/>
		<updated>2022-06-22T16:34:39Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Other information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Isle of Cats is a 1-4 player, card-drafting, polyomino cat-placement board game.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
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The legend of an Isle of Cats is real! But it is threatened by the approaching armies of Vesh Darkhand, who will stop at nothing to destroy the island and its feline inhabitants!&lt;br /&gt;
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You are citizens of Squall’s End and are on a rescue mission to save as many cats as possible before Vesh arrives. You must explore the island, rescue cats, gather ancient treasures and find a way to fit them all onto your boat before returning safely to Squall’s End.&lt;br /&gt;
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Cats and treasure are represented by tiles of different shapes that you must carefully place onto your boat. Try to keep cat families together, complete lessons, and leave enough room to place the next tile on your boat!&lt;br /&gt;
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== Game Start ==&lt;br /&gt;
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All colored cat tiles and Rare Treasure tiles are placed in a bag. Six Oshax cat tiles and all available Common Treasure tiles (based on player count) are arranged below the central island.&lt;br /&gt;
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Tiles are then drawn randomly from the bag until there are 2 cat tiles per player in each of the fields to the left and the right of the central island. &lt;br /&gt;
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Any rare treasure tiles drawn are placed below the island.&lt;br /&gt;
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Each player starts the game with a boat and one permanent basket.&lt;br /&gt;
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== Phases ==&lt;br /&gt;
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The Isle of Cats is played over 5 days (rounds). &lt;br /&gt;
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On each day the cats will venture into the fields on the island and you have until nightfall to attempt to rescue them through 5 phases of play.&lt;br /&gt;
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&#039;&#039;Note: A &#039;&#039;&#039;Round Summary&#039;&#039;&#039; reference card is located in the top right corner of each boat. Hover over the card to display its details.&#039;&#039;&lt;br /&gt;
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=== Phase 1. Fishing ===&lt;br /&gt;
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Each player gains 20 fish.&lt;br /&gt;
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=== Phase 2. Explore (Drafting) ===&lt;br /&gt;
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Each player is dealt 7 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards. Choose and keep 2, passing the remaining cards to the next player. Repeat this process three more times (keep two, pass the rest). Finally, the last card passed to you will be kept, giving each player a 7-card draft.&lt;br /&gt;
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You will then look at your 7 cards and decide which to buy and keep. The cost for each card is displayed in its top left corner. If you wish to keep a card, it must be paid for in fish.&lt;br /&gt;
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You can keep (buy) as many cards as you want from the draft, and you can have as many cards in your hand as you&#039;d like. Any cards not purchased during the draft are discarded from the game.&lt;br /&gt;
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During subsequent rounds, you will pass in the opposite direction; switching from clockwise to counter-clockwise and back again. The direction that cards will be passed is indicated by the colored cats at the top of the player panels.&lt;br /&gt;
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=== Phase 3. Read (Display) Lessons ===&lt;br /&gt;
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Every blue &#039;&#039;&#039;Lesson&#039;&#039;&#039; card you kept and purchased will now be placed on the table.&lt;br /&gt;
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&#039;&#039;&#039;Public Lesson&#039;&#039;&#039; cards are placed face up for all players to see. If the Public Lesson says &amp;quot;pick a color&amp;quot;, the person playing the card must declare a color when it is played. A cat of that color will be placed on the card. Public Lesson cards are objectives that anyone can achieve and allow all players to score extra points at the end of the game.&lt;br /&gt;
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Non-public &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are personal objectives and are visible and achievable only to you. The quantity of private Lesson cards is public knowledge, but their contents are kept secret. Private Lesson cards allow you to score extra points at the end of the game.&lt;br /&gt;
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&#039;&#039;Strategy Tip: This phase is the only time that &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards can be played from your hand to the table. Be careful not to acquire additional cards (e.g., using an &#039;&#039;&#039;Anytime&#039;&#039;&#039; card) too late in the last round!&#039;&#039;&lt;br /&gt;
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=== Phase 4. Rescue Cats ===&lt;br /&gt;
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Now players take turns to rescue cats. Each cat requires a basket and a number of fish.&lt;br /&gt;
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&#039;&#039;Strategy Tip: Fish are used as currency to both buy cards and to rescue cats. You must find a balance between how many cards you buy in the Explore phase and how many cats you wish to rescue in the Rescue phase!&#039;&#039;&lt;br /&gt;
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You must declare, in turn order, which (and how many) green &#039;&#039;&#039;Rescue&#039;&#039;&#039; cards that you will be using during this round&#039;s Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.&lt;br /&gt;
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==== Turn order ====&lt;br /&gt;
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Playing Rescue cards also affects the turn order for all players. Many Rescue cards have a &#039;&#039;&#039;Speed Value&#039;&#039;&#039; represented by a pair of boots and a speed number. Once all players have declared their Rescue cards for the round, the Rescue cards are revealed (turned over) simultaneously by all players and each player totals their speed values. &lt;br /&gt;
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Rearrange the player&#039;s colored cats on the island&#039;s turn order track according to these speed totals, from &amp;quot;fastest&amp;quot; to &amp;quot;slowest&amp;quot;. In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.&lt;br /&gt;
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This change in turn order is immediate, and affects any cards played from this point onwards.&lt;br /&gt;
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==== Baskets ====&lt;br /&gt;
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There are 3 types of baskets:&lt;br /&gt;
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&#039;&#039;Permanent baskets:&#039;&#039; These can be used once a day. When you use a permanent basket, flip it to the &#039;&#039;used&#039;&#039; side to show it has been used. Every player starts with one permanent basket. You can gain extra permanent baskets with cards.&lt;br /&gt;
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&#039;&#039;Regular baskets:&#039;&#039; These can only be used once in the game. Once they have been used, they are discarded.&lt;br /&gt;
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&#039;&#039;Broken baskets:&#039;&#039; You can combine 2 broken baskets to make a regular basket. Just like regular baskets, these can only be used once.&lt;br /&gt;
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==== Rescuing cats ====&lt;br /&gt;
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Any cat tile to the &#039;&#039;&#039;left&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;three&#039;&#039;&#039; fish and one basket. Any cat tile to the &#039;&#039;&#039;right&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;five&#039;&#039;&#039; fish and one basket. (The center island displays &amp;quot;3 &amp;lt;FISH&amp;gt;&amp;quot; and &amp;quot;5 &amp;lt;FISH&amp;gt;&amp;quot; on its left and right sides as a reminder of the cost of a cat tile in each field, respectively.)&lt;br /&gt;
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To rescue a cat, start by clicking on one of your available baskets: either a permanent basket or your basket card(s). All available cats will be then be displayed, in miniature, at the top of your boat. Select a cat (either in miniature or from one of the fields to the side of the island). Click anywhere on your boat to &#039;&#039;rescue&#039;&#039; the cat. Once on your boat, you can flip, rotate, and move the tile into the desired position. Confirm your cat placement to finish your turn.&lt;br /&gt;
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You can only rescue one cat at a time. Then, following the turn order, it is the next player&#039;s turn to rescue a cat. Continue around the table rescuing more cats until everyone has run out of baskets, fish, or passes.&lt;br /&gt;
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All regular basket cards or broken basket cards that you played this round, whether used to rescue a cat or not, will be discarded.&lt;br /&gt;
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==== Tile placement ====&lt;br /&gt;
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When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
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All tiles can be rotated, flipped, and oriented in any way that helps you fit the tile into open squares on your boat. &lt;br /&gt;
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If any cat placed on the boat covers a &#039;&#039;&#039;Treasure Map&#039;&#039;&#039; of the same color, the player may take a &#039;&#039;&#039;common&#039;&#039;&#039; treasure from the pool and immediately place it on their boat. The maps can be found in the bedrooms, the deck, the storage room and the captain&#039;s room.&lt;br /&gt;
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=== Phase 5. Rare Finds ===&lt;br /&gt;
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Finally, players will take turns to play yellow &#039;&#039;&#039;Treasure&#039;&#039;&#039; and brown &#039;&#039;&#039;Oshax&#039;&#039;&#039; cards from their hand.&lt;br /&gt;
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Treasure cards allow you to collect smaller pieces to fill in those tricky areas. &#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles on your boat are worth 3 points at the end of the game.&lt;br /&gt;
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Oshax are friendly cats that can act as any color. When you play an Oshax card select any one Oshax cat tile from below the island. Gaining an Oshax cat does not require the use of a basket nor does it cost you any fish.&lt;br /&gt;
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When you place an Oshax on your boat, you must immediately choose which color of cat it will &amp;quot;befriend&amp;quot;. A cat of that color will be placed on the Oshax. The Oshax counts as both an Oshax and a cat of the chosen color for the rest of the game.&lt;br /&gt;
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=== End-of-round clean-up ===&lt;br /&gt;
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At the end of each day, any cats that weren&#039;t rescued from the fields scurry away and are removed from the game. Unclaimed treasures (common and rare) are &#039;&#039;not&#039;&#039; removed and remain below the island. Draw new tiles from the bag until there are 2 cat tiles per player in each field to the left and the right of the central island. Any rare treasure tiles drawn are placed below the island. &lt;br /&gt;
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The day tracker at the bottom of the island is updated by moving Vesh’s boat 1 space forward. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time for all boats to set sail with their cats back to Squall’s End! Proceed to scoring. Otherwise, each player flips their permanent baskets back to their active side and the next day begins.&lt;br /&gt;
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Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you have not used are kept and carry over to the next day.&lt;br /&gt;
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== Game End ==&lt;br /&gt;
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After 5 days (rounds), you will earn points for: completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.&lt;br /&gt;
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However, you will &#039;&#039;lose&#039;&#039; points for: each room on your boat which isn’t completely filled and any rats which haven’t been eaten (i.e., covered up)!&lt;br /&gt;
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The winner is the player with the most points at the end of the game!&lt;br /&gt;
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== Boats ==&lt;br /&gt;
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Each player has their own boat containing 7 rooms, 19 rats, and 5 colored treasure maps. This is where you will be placing every cat you rescue and any treasure you find.&lt;br /&gt;
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When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
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The edge of the boat is the thick white line that frames the grid of squares on each boat.&lt;br /&gt;
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Tiles cannot overlap and cannot extend outside of the boat&#039;s edge.&lt;br /&gt;
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=== Rooms ===&lt;br /&gt;
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There are 7 rooms on each boat and every square on your boat is part of a room. You can identify rooms by the walls surrounding them. Six of the seven rooms can also be identified by the icons located in the corner of each square. The room with no icons (#5, the Deck, shown in red) still counts as a room.&lt;br /&gt;
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&#039;&#039;Note: Click the &#039;&#039;&#039;Room overlay&#039;&#039;&#039; button to display a set of larger, colored icons on your boat for easier room identification.&#039;&#039;&lt;br /&gt;
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[[File:IsleOfCats-ShipRooms-sm.jpeg]]&lt;br /&gt;
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=== Room details ===&lt;br /&gt;
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&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Room #&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Icon&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Overlay/Icon Color&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Size&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; &amp;lt;TD&amp;gt;Stern &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Yellow &amp;lt;TD&amp;gt;18 squares &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; &amp;lt;TD&amp;gt;Port &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Blue &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;Apple core &amp;lt;TD&amp;gt;White &amp;lt;TD&amp;gt;18 &amp;lt;TD&amp;gt; Dining Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039; &amp;lt;TD&amp;gt;Starboard &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Green &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;none &amp;lt;TD&amp;gt;Red &amp;lt;TD&amp;gt;60 &amp;lt;TD&amp;gt;Deck&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;6&#039;&#039;&#039; &amp;lt;TD&amp;gt;Fore &amp;lt;TD&amp;gt;Grain &amp;lt;TD&amp;gt;Orange &amp;lt;TD&amp;gt;20 &amp;lt;TD&amp;gt;Storage Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;7&#039;&#039;&#039; &amp;lt;TD&amp;gt;Bow &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Magenta &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
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&#039;&#039;Note: There are two &#039;&#039;&#039;Bedrooms&#039;&#039;&#039; and two &#039;&#039;&#039;Captain&#039;s Rooms&#039;&#039;&#039; on each boat.&#039;&#039;&lt;br /&gt;
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=== Treasure maps ===&lt;br /&gt;
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Your boat contains five colored treasure maps that can be used to obtain &#039;&#039;&#039;Common Treasures.&#039;&#039;&#039;&lt;br /&gt;
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If you place a cat tile on a treasure map icon and the colors match (e.g., a green cat on green treasure map), you may immediately take any one of the four common treasures and place it on your boat.&lt;br /&gt;
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The four Common Treasures are located directly below the island and are: one square, two squares, and three squares in size. &lt;br /&gt;
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You can place other tiles over a treasure map, but you will not receive the bonus Common Treasure.&lt;br /&gt;
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== Anytime Cards ==&lt;br /&gt;
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Purple &#039;&#039;&#039;Anytime&#039;&#039;&#039; cards can be used at ... any time!&lt;br /&gt;
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To maintain a faster game play experience, you can alter when you want the game to ask you if you want to play an Anytime card.&lt;br /&gt;
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Anytime cards can &#039;&#039;always&#039;&#039; be played on your turn during the Rescue and Rare Finds phases. They can also be played before or after specific points in the game, if desired. &lt;br /&gt;
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You can change when the game will ask you to play Anytime cards by clicking on the &amp;quot;When to play&amp;quot; button. The button is only displayed on Anytime cards that can impact other players. &lt;br /&gt;
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Click the gear icon in your player panel for more options related to this button and for other ways to speed up game play (e.g., &amp;quot;Auto pass: Enabled&amp;quot;).&lt;br /&gt;
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== Treasure Reference ==&lt;br /&gt;
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&#039;&#039;&#039;Rare Treasures&#039;&#039;&#039; are uniquely shaped tiles that are placed below the island when drawn from the bag prior to each day. You collect Rare Treasure tiles by playing yellow Treasure cards during the Rare Finds phase. Each Rare Treasure tile on your boat is worth 3 points at the end of the game. Since tiles are drawn at random from the bag, the quantity of Rare Treasure tiles made available throughout the game will vary. (They &#039;&#039;are&#039;&#039; rare, right?)&lt;br /&gt;
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All &#039;&#039;&#039;Common Treasures&#039;&#039;&#039; are distributed below the island at the start of the game. Common Treasure do not add to your score but are helpful in filling in small open spaces to completely cover a room to avoid a scoring penalty (-5 points) at the end of the game. &lt;br /&gt;
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Common Treasures are: one square, two squares, and three squares in size. Common Treasure are limited in quantity and often run out! Common Treasures can be collected by covering a Treasure Map with a matching colored cat or by using some yellow Treasure cards.&lt;br /&gt;
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&#039;&#039;&#039;Small Treasures&#039;&#039;&#039;, when referenced by a card, include only the two &#039;&#039;smallest&#039;&#039; Common Treasures: one square and two squares.&lt;br /&gt;
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== Color Reference ==&lt;br /&gt;
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&#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are BLUE.&lt;br /&gt;
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&#039;&#039;&#039;Rescue&#039;&#039;&#039; cards are GREEN.&lt;br /&gt;
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&#039;&#039;&#039;Oshax&#039;&#039;&#039; cards are BROWN.&lt;br /&gt;
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&#039;&#039;&#039;Treasure&#039;&#039;&#039; cards are YELLOW.&lt;br /&gt;
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&#039;&#039;&#039;Anytime&#039;&#039;&#039; cards are PURPLE.&lt;br /&gt;
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&#039;&#039;Note: Click the &#039;&#039;&#039;Color reference&#039;&#039;&#039; button (bottom of the table layout) to display reference cards for the five cat colors (blue, green, orange, purple, red) and treasure map colors.&#039;&#039;&lt;br /&gt;
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== Size Reference ==&lt;br /&gt;
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&#039;&#039;&#039;Oshax Cat&#039;&#039;&#039; tiles are: 6 squares in size.&lt;br /&gt;
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&#039;&#039;&#039;Colored Cat&#039;&#039;&#039; tiles are: 4, 5, &amp;amp; 6 squares in size.&lt;br /&gt;
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&#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles are: 4 squares in size.&lt;br /&gt;
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&#039;&#039;&#039;Common Treasure&#039;&#039;&#039; tiles are: 1, 2, &amp;amp; 3 squares in size.&lt;br /&gt;
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&#039;&#039;&#039;Small Treasure&#039;&#039;&#039; tiles are the two smallest Common Treasure tiles: 1 &amp;amp; 2 squares in size.&lt;br /&gt;
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== Term Reference ==&lt;br /&gt;
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&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; A cat family is 3 or more cats of the same color that are touching each other on your boat. Oshax cats count as colored cats and will contribute to a cat family&#039;s size. &lt;br /&gt;
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&#039;&#039;&#039;Touching:&#039;&#039;&#039; Tiles are said to be touching if they are orthogonally adjacent. Diagonal is not touching.&lt;br /&gt;
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&#039;&#039;&#039;Lonely Cat:&#039;&#039;&#039; A cat is a lonely cat if it is not touching another cat of the same color. It &#039;&#039;can&#039;&#039; be touching other tiles, just not another cat tile of the same color as itself. Oshax cats count as colored cats and therefore can qualify as a lonely cat, and can disqualify another cat from being lonely if they are of the same color and touching.&lt;br /&gt;
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&#039;&#039;&#039;Treasures:&#039;&#039;&#039; When counting treasures, all types and sizes of treasure tiles should be included: Rare and Common.&lt;br /&gt;
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&#039;&#039;&#039;Captain&#039;s Rooms:&#039;&#039;&#039; There are two Captain&#039;s Rooms. One in the bow and the other in the stern. Both have squares marked with a Parrot icon.&lt;br /&gt;
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&#039;&#039;&#039;Bedrooms:&#039;&#039;&#039; There are two Bedrooms. One on the port side and the other on the starboard side. Both have squares marked with a Crescent Moon &amp;amp; Star icon.&lt;br /&gt;
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&#039;&#039;&#039;In front of you:&#039;&#039;&#039; This refers to cards in your own personal play area and includes your private Lesson cards but &#039;&#039;not&#039;&#039; Public Lesson cards.&lt;br /&gt;
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&#039;&#039;&#039;Full:&#039;&#039;&#039; A room is considered full if none of the squares containing its icon can be seen: every square has been covered by a tile.&lt;br /&gt;
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&#039;&#039;&#039;Empty:&#039;&#039;&#039; A room is empty only if &#039;&#039;all&#039;&#039; of its squares are uncovered.  A room that has &#039;&#039;some&#039;&#039; of its squares covered is neither full nor empty.&lt;br /&gt;
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&#039;&#039;&#039;Rare Finds:&#039;&#039;&#039; During Phase 5 you may be instructed that &amp;quot;You must take a rare find or pass&amp;quot;.  This means you have the option to play your yellow Treasure cards and your brown Oshax cards.&lt;br /&gt;
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== Scoring ==&lt;br /&gt;
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At the end of the game, players should add up their score. The player with the highest score wins.&lt;br /&gt;
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&#039;&#039;Note: A &#039;&#039;&#039;Scoring&#039;&#039;&#039; reference card is located in the bottom left corner of each boat. Hover over the card to display its contents.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Rats:&#039;&#039;&#039; You get -1 point for each visible rat on your boat.&lt;br /&gt;
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&#039;&#039;&#039;Rooms:&#039;&#039;&#039; You get -5 points for each room that has &#039;&#039;not&#039;&#039; been filled.&lt;br /&gt;
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&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; You get points for each cat family you have:&lt;br /&gt;
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&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Cats&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;3 &amp;lt;TD&amp;gt;8&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;11&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;5 &amp;lt;TD&amp;gt;15&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;6 &amp;lt;TD&amp;gt;20&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;7 &amp;lt;TD&amp;gt;25&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;8 &amp;lt;TD&amp;gt;30&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;9 &amp;lt;TD&amp;gt;35&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;10 &amp;lt;TD&amp;gt;40&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures:&#039;&#039;&#039; You get 3 points for every Rare Treasure on your boat. (Common Treasures do not score points.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lessons:&#039;&#039;&#039; Reveal each private Lesson card you have. If you have completed the lesson, add those points to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lessons:&#039;&#039;&#039; Check each Public Lesson card and add the points from any completed cards to your score&lt;br /&gt;
&lt;br /&gt;
==== Tiebreaker ====&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most fish wins (they remembered their cats might want a snack on the way home). If the tied players have the same number of fish, then both players win.&lt;br /&gt;
&lt;br /&gt;
== Base Game Variants ==&lt;br /&gt;
The base game comes with two variants, namely the family and the solo variants. Any differences between the base game and the variant will be discussed below.&lt;br /&gt;
&lt;br /&gt;
== Family variant == &lt;br /&gt;
This variant simplifies the game into it only having a lesson phase and a rescue phase. This mode is useful for new players who are not very familiar with this game. &lt;br /&gt;
&lt;br /&gt;
=== Setup phase === &lt;br /&gt;
The turn order for the first round is determined randomly at the start of the game. This order will change with each round, where the &#039;&#039;first&#039;&#039; player in turn order in one round will become the &#039;&#039;last&#039;&#039; player in turn order in the next round, with the second player in turn order becoming the first player and so on. &lt;br /&gt;
&lt;br /&gt;
Before the first rescue phase, 3 Family cards will be dealt to each player. Choose 2 and discard the other. These will be your &#039;&#039;&#039;Private Lesson&#039;&#039;&#039; cards for the rest of the game, and no other Lesson cards will be drawn. After everyone has chosen their lessons, the rescue phase can begin.&lt;br /&gt;
&lt;br /&gt;
=== Rescue phase === &lt;br /&gt;
This will be the only round phase for the rest of the game. Similar to the base game, cats will be drawn until there 4 cats per player, with any Rare Treasures set aside. These cat tiles are randomly placed around the island. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player, players take turns to pick cat tiles from the pool until none are left or everyone passes. If you pass, you cannot pick up tiles for the rest of the round. Tile placement of the cat tiles follows the same rules, with treasure maps functioning as usual too. After the rescue phase is over, proceed to the next rescue phase until the end of round 5, which is when scoring will occur. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
The only changes to scoring boats are that there are no Rare Treasure or Public Lesson points, and the family Lesson cards can be scored under Private Lessons.&lt;br /&gt;
&lt;br /&gt;
== Solo variant == &lt;br /&gt;
&#039;&#039;&amp;quot;If the approaching armies of Vesh Darkhand weren’t bad &#039;&#039;&lt;br /&gt;
&#039;&#039;enough, you now notice your sister has snuck aboard your &#039;&#039;&lt;br /&gt;
&#039;&#039;boat and is trying to claim credit for all your hard work. &#039;&#039;&lt;br /&gt;
&#039;&#039;Not only do you need to rescue cats and avoid Vesh, but now &#039;&#039;&lt;br /&gt;
&#039;&#039;you will have to also sabotage your sister’s plans in order to &#039;&#039;&lt;br /&gt;
&#039;&#039;succeed!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This mode has multiple difficulties, as explained below. Any lesson cards which may be confusing for the sister setup are given at the end of this section.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup === &lt;br /&gt;
Only the Oshax setup changes for the player setup. &lt;br /&gt;
&lt;br /&gt;
6 Oshax tiles will be placed in a random order in a horizontal line, where the number of the tile is denoted by its position along the line (eg Oshax 1 is on the far left and Oshax 5 is one left from the rightmost tile). &lt;br /&gt;
&lt;br /&gt;
==== Sister setup ====&lt;br /&gt;
&#039;&#039;&#039;Solo color&#039;&#039;&#039; cards are shuffled and placed in a horizontal line, where they will be revealed left to right, one card per round. Make sure to keep track of the color order, as colors revealed earlier in the game benefit your sister more! &lt;br /&gt;
&lt;br /&gt;
The sister will also have &#039;&#039;&#039;Solo lessons&#039;&#039;&#039;, which will be affected by what is placed on your boat. The easy difficulty will have 3 solo lessons, and the number of additional advanced lessons will increase depending on the difficulty. This ranges from 1 advanced lesson for Medium, up to 4 advanced lessons for Expert. &lt;br /&gt;
&lt;br /&gt;
==== Start of the round ==== &lt;br /&gt;
Fields on either side of the island will have 4 cats, with any rare treasure tiles drawn placed in a line, with the first tile drawn called &#039;Rare 1&#039;, the second rare tile called &#039;Rare 2&#039; and so on. Drawn cat tiles will also need to be placed in a line so that they can be numbered from left to right. As opposed to the base game, identical Rare treasures are not stacked on one another.&lt;br /&gt;
&lt;br /&gt;
The player will receive a boat, 20 fish at the start of the round, as well as a permanent basket - same as multiplayer. &lt;br /&gt;
&lt;br /&gt;
==== Explore/Lesson Phases ==== &lt;br /&gt;
The player receives the first 5 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards from the deck and chooses 3. The other two are placed into a discard pile. This is then repeated a second time, then finally the top card from the deck is drawn and added to the 6 cards already in their hand. Card buying works the same way as multiplayer. &lt;br /&gt;
&lt;br /&gt;
The lesson phase is exactly the same, apart from the fact that public lessons only give 50% of the points to the player, rounded up. &lt;br /&gt;
&lt;br /&gt;
=== Rescue Phase === &lt;br /&gt;
Here your Sister is trying to steal tiles from the pool! Make sure she doesn&#039;t take the tiles you want! &lt;br /&gt;
&lt;br /&gt;
Rescuing cats is the same for the player, but the turn order is dependent on your sister&#039;s speed. &lt;br /&gt;
&lt;br /&gt;
==== Rescue phase for your sister ====&lt;br /&gt;
For your sister, the first solo basket card is drawn, which determines how many cards your sister will have during this phase as well as the turn order. If the card has a basket value over 1, draw solo basket cards until the number of cards is equal to the number of baskets. The speed value on the first card will determine your sister&#039;s speed and hence turn order. &lt;br /&gt;
&lt;br /&gt;
When resolving the solo basket cards, determine which tiles are taken from the pool by the number on the card (Reminder: Leftmost tile is labelled as 1). If the rightmost tile is not taken, shift the tile numbers accordingly without changing the tile order (eg if tile 2 is taken, tile 6 becomes tile 5). If the tile number shown on the card does not exist (number is too large), take the last numbered tile of that type. &lt;br /&gt;
&lt;br /&gt;
Keywords for resolving cards: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat 4&#039;&#039;&#039; - Take the 4th cat from the island and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare 5&#039;&#039;&#039; - Take the 5th rare treasure and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax 2&#039;&#039;&#039; - Take the 2nd Oshax and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switch 1,4&#039;&#039;&#039; - Switch cat 1 and cat 4 tiles, so that cat 4 is now cat 1 and vice versa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common treasure icon&#039;&#039;&#039; - Take a common treasure identical to what is shown on the card and remove it from the game.&lt;br /&gt;
After the player cannot rescue any more cats or passes, move onto rare finds.&lt;br /&gt;
&lt;br /&gt;
=== Rare finds === &lt;br /&gt;
This phase is the same, with your sister not doing anything for this phase. If all Oshax tiles are taken out from the pool, any Oshax cards are useless. The same thing applies for the treasure cards.&lt;br /&gt;
&lt;br /&gt;
=== Start of next round === &lt;br /&gt;
After each day is over, flip over the next solo color. If all five have been flipped over, the game ends. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
Scoring is the same for the player, with the sister scoring as follows: &lt;br /&gt;
&lt;br /&gt;
Your sister gains 5 points per cat on the boat for the first revealed solo color. This number of points decreases to 4 points per cat for the second revealed color and so on, until your sister gains 1 point per cat of the final revealed color. This will be the cat color score.&lt;br /&gt;
&lt;br /&gt;
Your sister&#039;s cat color score is then combined with the total score from your sister&#039;s lesson cards to obtain a final score. &lt;br /&gt;
&lt;br /&gt;
The winner is the person with the most points. If there is a tie, your sister wins. &lt;br /&gt;
&lt;br /&gt;
=== Other information === &lt;br /&gt;
Solo lesson cards, which may be confusing, are given below. This list will grow if necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest scoring lesson scores twice&#039;&#039;&#039; - This applies to the solo lessons and not the private/public lessons played by the player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for every cat over 15&#039;&#039;&#039; - If more than 15 cats have been placed on the boat (including Oshax), this solo lesson will score points (eg 17 cats will score 10 points to your sister). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for each colour...&#039;&#039;&#039; - This applies to every color of cat, not just for the ones founds on your boat (eg no purple cats on your boat is an automatic 5 points to your sister).&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=13683</id>
		<title>Gamehelptheisleofcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=13683"/>
		<updated>2022-06-22T16:34:29Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Other information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Isle of Cats is a 1-4 player, card-drafting, polyomino cat-placement board game.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
The legend of an Isle of Cats is real! But it is threatened by the approaching armies of Vesh Darkhand, who will stop at nothing to destroy the island and its feline inhabitants!&lt;br /&gt;
&lt;br /&gt;
You are citizens of Squall’s End and are on a rescue mission to save as many cats as possible before Vesh arrives. You must explore the island, rescue cats, gather ancient treasures and find a way to fit them all onto your boat before returning safely to Squall’s End.&lt;br /&gt;
&lt;br /&gt;
Cats and treasure are represented by tiles of different shapes that you must carefully place onto your boat. Try to keep cat families together, complete lessons, and leave enough room to place the next tile on your boat!&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
All colored cat tiles and Rare Treasure tiles are placed in a bag. Six Oshax cat tiles and all available Common Treasure tiles (based on player count) are arranged below the central island.&lt;br /&gt;
&lt;br /&gt;
Tiles are then drawn randomly from the bag until there are 2 cat tiles per player in each of the fields to the left and the right of the central island. &lt;br /&gt;
&lt;br /&gt;
Any rare treasure tiles drawn are placed below the island.&lt;br /&gt;
&lt;br /&gt;
Each player starts the game with a boat and one permanent basket.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
The Isle of Cats is played over 5 days (rounds). &lt;br /&gt;
&lt;br /&gt;
On each day the cats will venture into the fields on the island and you have until nightfall to attempt to rescue them through 5 phases of play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Round Summary&#039;&#039;&#039; reference card is located in the top right corner of each boat. Hover over the card to display its details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1. Fishing ===&lt;br /&gt;
&lt;br /&gt;
Each player gains 20 fish.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2. Explore (Drafting) ===&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 7 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards. Choose and keep 2, passing the remaining cards to the next player. Repeat this process three more times (keep two, pass the rest). Finally, the last card passed to you will be kept, giving each player a 7-card draft.&lt;br /&gt;
&lt;br /&gt;
You will then look at your 7 cards and decide which to buy and keep. The cost for each card is displayed in its top left corner. If you wish to keep a card, it must be paid for in fish.&lt;br /&gt;
&lt;br /&gt;
You can keep (buy) as many cards as you want from the draft, and you can have as many cards in your hand as you&#039;d like. Any cards not purchased during the draft are discarded from the game.&lt;br /&gt;
&lt;br /&gt;
During subsequent rounds, you will pass in the opposite direction; switching from clockwise to counter-clockwise and back again. The direction that cards will be passed is indicated by the colored cats at the top of the player panels.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3. Read (Display) Lessons ===&lt;br /&gt;
&lt;br /&gt;
Every blue &#039;&#039;&#039;Lesson&#039;&#039;&#039; card you kept and purchased will now be placed on the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lesson&#039;&#039;&#039; cards are placed face up for all players to see. If the Public Lesson says &amp;quot;pick a color&amp;quot;, the person playing the card must declare a color when it is played. A cat of that color will be placed on the card. Public Lesson cards are objectives that anyone can achieve and allow all players to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Non-public &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are personal objectives and are visible and achievable only to you. The quantity of private Lesson cards is public knowledge, but their contents are kept secret. Private Lesson cards allow you to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: This phase is the only time that &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards can be played from your hand to the table. Be careful not to acquire additional cards (e.g., using an &#039;&#039;&#039;Anytime&#039;&#039;&#039; card) too late in the last round!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 4. Rescue Cats ===&lt;br /&gt;
&lt;br /&gt;
Now players take turns to rescue cats. Each cat requires a basket and a number of fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: Fish are used as currency to both buy cards and to rescue cats. You must find a balance between how many cards you buy in the Explore phase and how many cats you wish to rescue in the Rescue phase!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must declare, in turn order, which (and how many) green &#039;&#039;&#039;Rescue&#039;&#039;&#039; cards that you will be using during this round&#039;s Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.&lt;br /&gt;
&lt;br /&gt;
==== Turn order ====&lt;br /&gt;
&lt;br /&gt;
Playing Rescue cards also affects the turn order for all players. Many Rescue cards have a &#039;&#039;&#039;Speed Value&#039;&#039;&#039; represented by a pair of boots and a speed number. Once all players have declared their Rescue cards for the round, the Rescue cards are revealed (turned over) simultaneously by all players and each player totals their speed values. &lt;br /&gt;
&lt;br /&gt;
Rearrange the player&#039;s colored cats on the island&#039;s turn order track according to these speed totals, from &amp;quot;fastest&amp;quot; to &amp;quot;slowest&amp;quot;. In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.&lt;br /&gt;
&lt;br /&gt;
This change in turn order is immediate, and affects any cards played from this point onwards.&lt;br /&gt;
&lt;br /&gt;
==== Baskets ====&lt;br /&gt;
&lt;br /&gt;
There are 3 types of baskets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent baskets:&#039;&#039; These can be used once a day. When you use a permanent basket, flip it to the &#039;&#039;used&#039;&#039; side to show it has been used. Every player starts with one permanent basket. You can gain extra permanent baskets with cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regular baskets:&#039;&#039; These can only be used once in the game. Once they have been used, they are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Broken baskets:&#039;&#039; You can combine 2 broken baskets to make a regular basket. Just like regular baskets, these can only be used once.&lt;br /&gt;
&lt;br /&gt;
==== Rescuing cats ====&lt;br /&gt;
&lt;br /&gt;
Any cat tile to the &#039;&#039;&#039;left&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;three&#039;&#039;&#039; fish and one basket. Any cat tile to the &#039;&#039;&#039;right&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;five&#039;&#039;&#039; fish and one basket. (The center island displays &amp;quot;3 &amp;lt;FISH&amp;gt;&amp;quot; and &amp;quot;5 &amp;lt;FISH&amp;gt;&amp;quot; on its left and right sides as a reminder of the cost of a cat tile in each field, respectively.)&lt;br /&gt;
&lt;br /&gt;
To rescue a cat, start by clicking on one of your available baskets: either a permanent basket or your basket card(s). All available cats will be then be displayed, in miniature, at the top of your boat. Select a cat (either in miniature or from one of the fields to the side of the island). Click anywhere on your boat to &#039;&#039;rescue&#039;&#039; the cat. Once on your boat, you can flip, rotate, and move the tile into the desired position. Confirm your cat placement to finish your turn.&lt;br /&gt;
&lt;br /&gt;
You can only rescue one cat at a time. Then, following the turn order, it is the next player&#039;s turn to rescue a cat. Continue around the table rescuing more cats until everyone has run out of baskets, fish, or passes.&lt;br /&gt;
&lt;br /&gt;
All regular basket cards or broken basket cards that you played this round, whether used to rescue a cat or not, will be discarded.&lt;br /&gt;
&lt;br /&gt;
==== Tile placement ====&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
All tiles can be rotated, flipped, and oriented in any way that helps you fit the tile into open squares on your boat. &lt;br /&gt;
&lt;br /&gt;
If any cat placed on the boat covers a &#039;&#039;&#039;Treasure Map&#039;&#039;&#039; of the same color, the player may take a &#039;&#039;&#039;common&#039;&#039;&#039; treasure from the pool and immediately place it on their boat. The maps can be found in the bedrooms, the deck, the storage room and the captain&#039;s room.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5. Rare Finds ===&lt;br /&gt;
&lt;br /&gt;
Finally, players will take turns to play yellow &#039;&#039;&#039;Treasure&#039;&#039;&#039; and brown &#039;&#039;&#039;Oshax&#039;&#039;&#039; cards from their hand.&lt;br /&gt;
&lt;br /&gt;
Treasure cards allow you to collect smaller pieces to fill in those tricky areas. &#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles on your boat are worth 3 points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Oshax are friendly cats that can act as any color. When you play an Oshax card select any one Oshax cat tile from below the island. Gaining an Oshax cat does not require the use of a basket nor does it cost you any fish.&lt;br /&gt;
&lt;br /&gt;
When you place an Oshax on your boat, you must immediately choose which color of cat it will &amp;quot;befriend&amp;quot;. A cat of that color will be placed on the Oshax. The Oshax counts as both an Oshax and a cat of the chosen color for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== End-of-round clean-up ===&lt;br /&gt;
&lt;br /&gt;
At the end of each day, any cats that weren&#039;t rescued from the fields scurry away and are removed from the game. Unclaimed treasures (common and rare) are &#039;&#039;not&#039;&#039; removed and remain below the island. Draw new tiles from the bag until there are 2 cat tiles per player in each field to the left and the right of the central island. Any rare treasure tiles drawn are placed below the island. &lt;br /&gt;
&lt;br /&gt;
The day tracker at the bottom of the island is updated by moving Vesh’s boat 1 space forward. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time for all boats to set sail with their cats back to Squall’s End! Proceed to scoring. Otherwise, each player flips their permanent baskets back to their active side and the next day begins.&lt;br /&gt;
&lt;br /&gt;
Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you have not used are kept and carry over to the next day.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After 5 days (rounds), you will earn points for: completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.&lt;br /&gt;
&lt;br /&gt;
However, you will &#039;&#039;lose&#039;&#039; points for: each room on your boat which isn’t completely filled and any rats which haven’t been eaten (i.e., covered up)!&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points at the end of the game!&lt;br /&gt;
&lt;br /&gt;
== Boats ==&lt;br /&gt;
&lt;br /&gt;
Each player has their own boat containing 7 rooms, 19 rats, and 5 colored treasure maps. This is where you will be placing every cat you rescue and any treasure you find.&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
The edge of the boat is the thick white line that frames the grid of squares on each boat.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap and cannot extend outside of the boat&#039;s edge.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
There are 7 rooms on each boat and every square on your boat is part of a room. You can identify rooms by the walls surrounding them. Six of the seven rooms can also be identified by the icons located in the corner of each square. The room with no icons (#5, the Deck, shown in red) still counts as a room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Room overlay&#039;&#039;&#039; button to display a set of larger, colored icons on your boat for easier room identification.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:IsleOfCats-ShipRooms-sm.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Room details ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Room #&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Icon&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Overlay/Icon Color&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Size&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; &amp;lt;TD&amp;gt;Stern &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Yellow &amp;lt;TD&amp;gt;18 squares &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; &amp;lt;TD&amp;gt;Port &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Blue &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;Apple core &amp;lt;TD&amp;gt;White &amp;lt;TD&amp;gt;18 &amp;lt;TD&amp;gt; Dining Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039; &amp;lt;TD&amp;gt;Starboard &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Green &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;none &amp;lt;TD&amp;gt;Red &amp;lt;TD&amp;gt;60 &amp;lt;TD&amp;gt;Deck&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;6&#039;&#039;&#039; &amp;lt;TD&amp;gt;Fore &amp;lt;TD&amp;gt;Grain &amp;lt;TD&amp;gt;Orange &amp;lt;TD&amp;gt;20 &amp;lt;TD&amp;gt;Storage Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;7&#039;&#039;&#039; &amp;lt;TD&amp;gt;Bow &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Magenta &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There are two &#039;&#039;&#039;Bedrooms&#039;&#039;&#039; and two &#039;&#039;&#039;Captain&#039;s Rooms&#039;&#039;&#039; on each boat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Treasure maps ===&lt;br /&gt;
&lt;br /&gt;
Your boat contains five colored treasure maps that can be used to obtain &#039;&#039;&#039;Common Treasures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you place a cat tile on a treasure map icon and the colors match (e.g., a green cat on green treasure map), you may immediately take any one of the four common treasures and place it on your boat.&lt;br /&gt;
&lt;br /&gt;
The four Common Treasures are located directly below the island and are: one square, two squares, and three squares in size. &lt;br /&gt;
&lt;br /&gt;
You can place other tiles over a treasure map, but you will not receive the bonus Common Treasure.&lt;br /&gt;
&lt;br /&gt;
== Anytime Cards ==&lt;br /&gt;
&lt;br /&gt;
Purple &#039;&#039;&#039;Anytime&#039;&#039;&#039; cards can be used at ... any time!&lt;br /&gt;
&lt;br /&gt;
To maintain a faster game play experience, you can alter when you want the game to ask you if you want to play an Anytime card.&lt;br /&gt;
&lt;br /&gt;
Anytime cards can &#039;&#039;always&#039;&#039; be played on your turn during the Rescue and Rare Finds phases. They can also be played before or after specific points in the game, if desired. &lt;br /&gt;
&lt;br /&gt;
You can change when the game will ask you to play Anytime cards by clicking on the &amp;quot;When to play&amp;quot; button. The button is only displayed on Anytime cards that can impact other players. &lt;br /&gt;
&lt;br /&gt;
Click the gear icon in your player panel for more options related to this button and for other ways to speed up game play (e.g., &amp;quot;Auto pass: Enabled&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Treasure Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures&#039;&#039;&#039; are uniquely shaped tiles that are placed below the island when drawn from the bag prior to each day. You collect Rare Treasure tiles by playing yellow Treasure cards during the Rare Finds phase. Each Rare Treasure tile on your boat is worth 3 points at the end of the game. Since tiles are drawn at random from the bag, the quantity of Rare Treasure tiles made available throughout the game will vary. (They &#039;&#039;are&#039;&#039; rare, right?)&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Common Treasures&#039;&#039;&#039; are distributed below the island at the start of the game. Common Treasure do not add to your score but are helpful in filling in small open spaces to completely cover a room to avoid a scoring penalty (-5 points) at the end of the game. &lt;br /&gt;
&lt;br /&gt;
Common Treasures are: one square, two squares, and three squares in size. Common Treasure are limited in quantity and often run out! Common Treasures can be collected by covering a Treasure Map with a matching colored cat or by using some yellow Treasure cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasures&#039;&#039;&#039;, when referenced by a card, include only the two &#039;&#039;smallest&#039;&#039; Common Treasures: one square and two squares.&lt;br /&gt;
&lt;br /&gt;
== Color Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are BLUE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rescue&#039;&#039;&#039; cards are GREEN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax&#039;&#039;&#039; cards are BROWN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039; cards are YELLOW.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anytime&#039;&#039;&#039; cards are PURPLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Color reference&#039;&#039;&#039; button (bottom of the table layout) to display reference cards for the five cat colors (blue, green, orange, purple, red) and treasure map colors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Size Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax Cat&#039;&#039;&#039; tiles are: 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored Cat&#039;&#039;&#039; tiles are: 4, 5, &amp;amp; 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles are: 4 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Treasure&#039;&#039;&#039; tiles are: 1, 2, &amp;amp; 3 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasure&#039;&#039;&#039; tiles are the two smallest Common Treasure tiles: 1 &amp;amp; 2 squares in size.&lt;br /&gt;
&lt;br /&gt;
== Term Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; A cat family is 3 or more cats of the same color that are touching each other on your boat. Oshax cats count as colored cats and will contribute to a cat family&#039;s size. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touching:&#039;&#039;&#039; Tiles are said to be touching if they are orthogonally adjacent. Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lonely Cat:&#039;&#039;&#039; A cat is a lonely cat if it is not touching another cat of the same color. It &#039;&#039;can&#039;&#039; be touching other tiles, just not another cat tile of the same color as itself. Oshax cats count as colored cats and therefore can qualify as a lonely cat, and can disqualify another cat from being lonely if they are of the same color and touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasures:&#039;&#039;&#039; When counting treasures, all types and sizes of treasure tiles should be included: Rare and Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain&#039;s Rooms:&#039;&#039;&#039; There are two Captain&#039;s Rooms. One in the bow and the other in the stern. Both have squares marked with a Parrot icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bedrooms:&#039;&#039;&#039; There are two Bedrooms. One on the port side and the other on the starboard side. Both have squares marked with a Crescent Moon &amp;amp; Star icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In front of you:&#039;&#039;&#039; This refers to cards in your own personal play area and includes your private Lesson cards but &#039;&#039;not&#039;&#039; Public Lesson cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039; A room is considered full if none of the squares containing its icon can be seen: every square has been covered by a tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty:&#039;&#039;&#039; A room is empty only if &#039;&#039;all&#039;&#039; of its squares are uncovered.  A room that has &#039;&#039;some&#039;&#039; of its squares covered is neither full nor empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Finds:&#039;&#039;&#039; During Phase 5 you may be instructed that &amp;quot;You must take a rare find or pass&amp;quot;.  This means you have the option to play your yellow Treasure cards and your brown Oshax cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players should add up their score. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Scoring&#039;&#039;&#039; reference card is located in the bottom left corner of each boat. Hover over the card to display its contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rats:&#039;&#039;&#039; You get -1 point for each visible rat on your boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rooms:&#039;&#039;&#039; You get -5 points for each room that has &#039;&#039;not&#039;&#039; been filled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; You get points for each cat family you have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Cats&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;3 &amp;lt;TD&amp;gt;8&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;11&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;5 &amp;lt;TD&amp;gt;15&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;6 &amp;lt;TD&amp;gt;20&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;7 &amp;lt;TD&amp;gt;25&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;8 &amp;lt;TD&amp;gt;30&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;9 &amp;lt;TD&amp;gt;35&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;10 &amp;lt;TD&amp;gt;40&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures:&#039;&#039;&#039; You get 3 points for every Rare Treasure on your boat. (Common Treasures do not score points.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lessons:&#039;&#039;&#039; Reveal each private Lesson card you have. If you have completed the lesson, add those points to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lessons:&#039;&#039;&#039; Check each Public Lesson card and add the points from any completed cards to your score&lt;br /&gt;
&lt;br /&gt;
==== Tiebreaker ====&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most fish wins (they remembered their cats might want a snack on the way home). If the tied players have the same number of fish, then both players win.&lt;br /&gt;
&lt;br /&gt;
== Base Game Variants ==&lt;br /&gt;
The base game comes with two variants, namely the family and the solo variants. Any differences between the base game and the variant will be discussed below.&lt;br /&gt;
&lt;br /&gt;
== Family variant == &lt;br /&gt;
This variant simplifies the game into it only having a lesson phase and a rescue phase. This mode is useful for new players who are not very familiar with this game. &lt;br /&gt;
&lt;br /&gt;
=== Setup phase === &lt;br /&gt;
The turn order for the first round is determined randomly at the start of the game. This order will change with each round, where the &#039;&#039;first&#039;&#039; player in turn order in one round will become the &#039;&#039;last&#039;&#039; player in turn order in the next round, with the second player in turn order becoming the first player and so on. &lt;br /&gt;
&lt;br /&gt;
Before the first rescue phase, 3 Family cards will be dealt to each player. Choose 2 and discard the other. These will be your &#039;&#039;&#039;Private Lesson&#039;&#039;&#039; cards for the rest of the game, and no other Lesson cards will be drawn. After everyone has chosen their lessons, the rescue phase can begin.&lt;br /&gt;
&lt;br /&gt;
=== Rescue phase === &lt;br /&gt;
This will be the only round phase for the rest of the game. Similar to the base game, cats will be drawn until there 4 cats per player, with any Rare Treasures set aside. These cat tiles are randomly placed around the island. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player, players take turns to pick cat tiles from the pool until none are left or everyone passes. If you pass, you cannot pick up tiles for the rest of the round. Tile placement of the cat tiles follows the same rules, with treasure maps functioning as usual too. After the rescue phase is over, proceed to the next rescue phase until the end of round 5, which is when scoring will occur. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
The only changes to scoring boats are that there are no Rare Treasure or Public Lesson points, and the family Lesson cards can be scored under Private Lessons.&lt;br /&gt;
&lt;br /&gt;
== Solo variant == &lt;br /&gt;
&#039;&#039;&amp;quot;If the approaching armies of Vesh Darkhand weren’t bad &#039;&#039;&lt;br /&gt;
&#039;&#039;enough, you now notice your sister has snuck aboard your &#039;&#039;&lt;br /&gt;
&#039;&#039;boat and is trying to claim credit for all your hard work. &#039;&#039;&lt;br /&gt;
&#039;&#039;Not only do you need to rescue cats and avoid Vesh, but now &#039;&#039;&lt;br /&gt;
&#039;&#039;you will have to also sabotage your sister’s plans in order to &#039;&#039;&lt;br /&gt;
&#039;&#039;succeed!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This mode has multiple difficulties, as explained below. Any lesson cards which may be confusing for the sister setup are given at the end of this section.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup === &lt;br /&gt;
Only the Oshax setup changes for the player setup. &lt;br /&gt;
&lt;br /&gt;
6 Oshax tiles will be placed in a random order in a horizontal line, where the number of the tile is denoted by its position along the line (eg Oshax 1 is on the far left and Oshax 5 is one left from the rightmost tile). &lt;br /&gt;
&lt;br /&gt;
==== Sister setup ====&lt;br /&gt;
&#039;&#039;&#039;Solo color&#039;&#039;&#039; cards are shuffled and placed in a horizontal line, where they will be revealed left to right, one card per round. Make sure to keep track of the color order, as colors revealed earlier in the game benefit your sister more! &lt;br /&gt;
&lt;br /&gt;
The sister will also have &#039;&#039;&#039;Solo lessons&#039;&#039;&#039;, which will be affected by what is placed on your boat. The easy difficulty will have 3 solo lessons, and the number of additional advanced lessons will increase depending on the difficulty. This ranges from 1 advanced lesson for Medium, up to 4 advanced lessons for Expert. &lt;br /&gt;
&lt;br /&gt;
==== Start of the round ==== &lt;br /&gt;
Fields on either side of the island will have 4 cats, with any rare treasure tiles drawn placed in a line, with the first tile drawn called &#039;Rare 1&#039;, the second rare tile called &#039;Rare 2&#039; and so on. Drawn cat tiles will also need to be placed in a line so that they can be numbered from left to right. As opposed to the base game, identical Rare treasures are not stacked on one another.&lt;br /&gt;
&lt;br /&gt;
The player will receive a boat, 20 fish at the start of the round, as well as a permanent basket - same as multiplayer. &lt;br /&gt;
&lt;br /&gt;
==== Explore/Lesson Phases ==== &lt;br /&gt;
The player receives the first 5 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards from the deck and chooses 3. The other two are placed into a discard pile. This is then repeated a second time, then finally the top card from the deck is drawn and added to the 6 cards already in their hand. Card buying works the same way as multiplayer. &lt;br /&gt;
&lt;br /&gt;
The lesson phase is exactly the same, apart from the fact that public lessons only give 50% of the points to the player, rounded up. &lt;br /&gt;
&lt;br /&gt;
=== Rescue Phase === &lt;br /&gt;
Here your Sister is trying to steal tiles from the pool! Make sure she doesn&#039;t take the tiles you want! &lt;br /&gt;
&lt;br /&gt;
Rescuing cats is the same for the player, but the turn order is dependent on your sister&#039;s speed. &lt;br /&gt;
&lt;br /&gt;
==== Rescue phase for your sister ====&lt;br /&gt;
For your sister, the first solo basket card is drawn, which determines how many cards your sister will have during this phase as well as the turn order. If the card has a basket value over 1, draw solo basket cards until the number of cards is equal to the number of baskets. The speed value on the first card will determine your sister&#039;s speed and hence turn order. &lt;br /&gt;
&lt;br /&gt;
When resolving the solo basket cards, determine which tiles are taken from the pool by the number on the card (Reminder: Leftmost tile is labelled as 1). If the rightmost tile is not taken, shift the tile numbers accordingly without changing the tile order (eg if tile 2 is taken, tile 6 becomes tile 5). If the tile number shown on the card does not exist (number is too large), take the last numbered tile of that type. &lt;br /&gt;
&lt;br /&gt;
Keywords for resolving cards: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat 4&#039;&#039;&#039; - Take the 4th cat from the island and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare 5&#039;&#039;&#039; - Take the 5th rare treasure and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax 2&#039;&#039;&#039; - Take the 2nd Oshax and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switch 1,4&#039;&#039;&#039; - Switch cat 1 and cat 4 tiles, so that cat 4 is now cat 1 and vice versa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common treasure icon&#039;&#039;&#039; - Take a common treasure identical to what is shown on the card and remove it from the game.&lt;br /&gt;
After the player cannot rescue any more cats or passes, move onto rare finds.&lt;br /&gt;
&lt;br /&gt;
=== Rare finds === &lt;br /&gt;
This phase is the same, with your sister not doing anything for this phase. If all Oshax tiles are taken out from the pool, any Oshax cards are useless. The same thing applies for the treasure cards.&lt;br /&gt;
&lt;br /&gt;
=== Start of next round === &lt;br /&gt;
After each day is over, flip over the next solo color. If all five have been flipped over, the game ends. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
Scoring is the same for the player, with the sister scoring as follows: &lt;br /&gt;
&lt;br /&gt;
Your sister gains 5 points per cat on the boat for the first revealed solo color. This number of points decreases to 4 points per cat for the second revealed color and so on, until your sister gains 1 point per cat of the final revealed color. This will be the cat color score.&lt;br /&gt;
&lt;br /&gt;
Your sister&#039;s cat color score is then combined with the total score from your sister&#039;s lesson cards to obtain a final score. &lt;br /&gt;
&lt;br /&gt;
The winner is the person with the most points. If there is a tie, your sister wins. &lt;br /&gt;
&lt;br /&gt;
=== Other information === &lt;br /&gt;
Solo lesson cards, which may be confusing, are given below. This list will grow if necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest scoring lesson scores twice&#039;&#039;&#039; - This applies to the solo lessons and not the private/public lessons played by the player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for every cat over 15&#039;&#039;&#039; - If more than 15 cats have been placed on the boat (including Oshax), this solo lesson will score points (eg 17 cats will score 10 points to your sister). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for each colour...&#039;&#039;&#039; - This applies to every color of cat, not just for the ones founds on your boat (no purple cats on your boat is an automatic 5 points to your sister).&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13682</id>
		<title>Gamehelpdiceforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13682"/>
		<updated>2022-06-22T16:18:15Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Game Info==&lt;br /&gt;
Dice Forge is a game about rolling your dice to collect resources. You can spend those resources to upgrade your dice, or perform Heroic Feats (purchase cards) that give you points and special powers.&lt;br /&gt;
&lt;br /&gt;
=== Currencies ===&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039; - Yellow - Used to upgrade your dice or to activate some reinforcements..&lt;br /&gt;
*&#039;&#039;&#039;Sun Shards&#039;&#039;&#039; - Orange - Used to perform Heroic Feats (purchase cards) and take extra actions.&lt;br /&gt;
*&#039;&#039;&#039;Moon Shards&#039;&#039;&#039; - Purple - Used to perform Heroic Feats (purchase cards).&lt;br /&gt;
*&#039;&#039;&#039;Glory Points&#039;&#039;&#039; (GP) - Green - Contributes directly to your score; can be earned by rolling the appropriate dice face, activating certain reinforcements, and at the end of the game the Glory value of all collected cards is added to your score.&lt;br /&gt;
&lt;br /&gt;
=== Terminology used in the game ===&lt;br /&gt;
*&#039;&#039;&#039;Divine Blessing&#039;&#039;&#039; - The act of rolling both your dice and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Minor Blessing&#039;&#039;&#039; - Rolling a single die and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - After rolling their dice, the active player may use any special powers gained from purchased cards.&lt;br /&gt;
&lt;br /&gt;
=== Auto-advance (Hammer) ===&lt;br /&gt;
If you have purchased The Blacksmith&#039;s Hammer card and enable the &amp;quot;Auto-advancement&amp;quot; button, Gold earned from any source will applied to the Hammer. If &amp;quot;Auto-advancement&amp;quot; is disabled, you will prompted to allocate Gold earned to either the Hammer or your inventory.&lt;br /&gt;
&lt;br /&gt;
== Taking Your Turn ==&lt;br /&gt;
On each player&#039;s turn, all players roll their dice and collect the rolled resources. (In a two-player game, players roll their dice twice before each player&#039;s turn.)&lt;br /&gt;
&lt;br /&gt;
You are then allowed to perform one action:&lt;br /&gt;
*&#039;&#039;&#039;Forge&#039;&#039;&#039; - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Feat&#039;&#039;&#039; - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player&#039;s pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as &amp;quot;&#039;&#039;&#039;Ousting&#039;&#039;&#039;&amp;quot; their hero.)&lt;br /&gt;
&lt;br /&gt;
===Taking an additional action ===&lt;br /&gt;
Finally, the active player may spend two Sun Shards to take a second action if they wish; if they choose to take a second Heroic Feat action, they can perform the same or a different Heroic Feat.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players. Much like in real life, the player with the most Glory Points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If enabled, the following tiebreakers are implemented:&lt;br /&gt;
&lt;br /&gt;
#Number of die faces forged.&lt;br /&gt;
#Number of Heroic Feats accomplished.&lt;br /&gt;
#Number of remaining resources.&lt;br /&gt;
#The player having started the game the earliest.&lt;br /&gt;
&lt;br /&gt;
== Rebellion Expansion == &lt;br /&gt;
You have two different modules available to play. Will you join forces with the Titans in the titan module, or undertake Hera&#039;s labyrinth and take home even more treasure than ever before in the Goddess module? You can play with either one of the two types and each one plays very differently to each other. &lt;br /&gt;
&lt;br /&gt;
In addition to different modules, you can also choose just to use the new heroic feat cards and leave the modules out. This gives the game a little bit more variety.&lt;br /&gt;
&lt;br /&gt;
==Titan Module== &lt;br /&gt;
In the Titan module, you will gain victory points for being loyal to the gods and lose them for being loyal to the titans. However, siding will the titans will give you very powerful ancient shards! &lt;br /&gt;
===Starting dice=== &lt;br /&gt;
Die faces will change at the start, including replacing the sun face with an ancient shard face, and the 2 victory point face with a face awarding 1 victory point and a loyalty.&lt;br /&gt;
&lt;br /&gt;
===Titan board=== &lt;br /&gt;
Everyone will start on the middle &#039;0&#039; space and will move up and down the track depending on the different tokens they earn. If one obtains an ancient shard, they will move one space to the left, whereas a loyalty point will move a player to the right. Bonuses obtained for different positions on the board are as follows: &lt;br /&gt;
* Players obtain bonuses depending on the &#039;&#039;&#039;zone&#039;&#039;&#039; their player marker is in. Areas further to the left or right usually give stronger bonuses. &lt;br /&gt;
*For titan zones, a player will obtain more victory points for obtaining the &#039;&#039;&#039;first&#039;&#039;&#039; heroic feat card they buy of a certain type. Obtaining a particular type of heroic feat card first will grant more victory points than if someone else already has purchased one of these. &lt;br /&gt;
* For goddess zones, the bonuses apply to *die rolls.* The first area awards an additional 1 bonus gold to any type of blessing, which results in more gold. For the second area, gold rolls will also award a victory point. Lastly, the final area will give an extra victory point if a major or minor blessing awards victory points. &lt;br /&gt;
&lt;br /&gt;
In addition to bonuses, there are also &#039;special paths&#039; on the board. If a player lands on a spot with an additional path and moves in the same directions as the arrows on it, one must follow that direction. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, points will be awarded or deducted depending on the final position of your counter on the board. &lt;br /&gt;
&lt;br /&gt;
=== Ancient shards and extra cards === &lt;br /&gt;
Ancient shards are &#039;wild&#039; shards - they can be either sun or moon shards! You can store up to 6 of them, and it is optional to use them when performing a Heroic feat.&lt;br /&gt;
The heroic feat cards used in this module will contain 6 titan cards, which can affect the loyalty and ancient shards of yourself and other players.&lt;br /&gt;
&lt;br /&gt;
==Goddess Module==&lt;br /&gt;
In Goddess Module, players enter the labyrinth of Hera and receive rewards.&lt;br /&gt;
&lt;br /&gt;
* Use the Sun Golem, the Moon Golem, the Time Golem and the Great Golem.&lt;br /&gt;
* Replace the 1 moon shard with a moon advance.&lt;br /&gt;
* When you roll a sun advance or a moon advance, move one space forward in the labyrinth. In case of a crosspath, you choose which path to take.&lt;br /&gt;
* If you roll a sun advance and a moon advance at the same time, roll the celestial die once.&lt;br /&gt;
* Some spaces have treasure chests. When you reach a treasure chest first, choose 10 glory points, 4 sun shards or 4 moon shards. Other players who reach this chest can only receive the lower reward.&lt;br /&gt;
* If you reach the last space, you receive 15 glory points. If you are first to arrive, receive a divine blessing with you choosing the sides.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13681</id>
		<title>Gamehelpdiceforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13681"/>
		<updated>2022-06-22T16:15:41Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Starting dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Game Info==&lt;br /&gt;
Dice Forge is a game about rolling your dice to collect resources. You can spend those resources to upgrade your dice, or perform Heroic Feats (purchase cards) that give you points and special powers.&lt;br /&gt;
&lt;br /&gt;
=== Currencies ===&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039; - Yellow - Used to upgrade your dice or to activate some reinforcements..&lt;br /&gt;
*&#039;&#039;&#039;Sun Shards&#039;&#039;&#039; - Orange - Used to perform Heroic Feats (purchase cards) and take extra actions.&lt;br /&gt;
*&#039;&#039;&#039;Moon Shards&#039;&#039;&#039; - Purple - Used to perform Heroic Feats (purchase cards).&lt;br /&gt;
*&#039;&#039;&#039;Glory Points&#039;&#039;&#039; (GP) - Green - Contributes directly to your score; can be earned by rolling the appropriate dice face, activating certain reinforcements, and at the end of the game the Glory value of all collected cards is added to your score.&lt;br /&gt;
&lt;br /&gt;
=== Terminology used in the game ===&lt;br /&gt;
*&#039;&#039;&#039;Divine Blessing&#039;&#039;&#039; - The act of rolling both your dice and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Minor Blessing&#039;&#039;&#039; - Rolling a single die and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - After rolling their dice, the active player may use any special powers gained from purchased cards.&lt;br /&gt;
&lt;br /&gt;
=== Auto-advance (Hammer) ===&lt;br /&gt;
If you have purchased The Blacksmith&#039;s Hammer card and enable the &amp;quot;Auto-advancement&amp;quot; button, Gold earned from any source will applied to the Hammer. If &amp;quot;Auto-advancement&amp;quot; is disabled, you will prompted to allocate Gold earned to either the Hammer or your inventory.&lt;br /&gt;
&lt;br /&gt;
== Taking Your Turn ==&lt;br /&gt;
On each player&#039;s turn, all players roll their dice and collect the rolled resources. (In a two-player game, players roll their dice twice before each player&#039;s turn.)&lt;br /&gt;
&lt;br /&gt;
You are then allowed to perform one action:&lt;br /&gt;
*&#039;&#039;&#039;Forge&#039;&#039;&#039; - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Feat&#039;&#039;&#039; - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player&#039;s pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as &amp;quot;&#039;&#039;&#039;Ousting&#039;&#039;&#039;&amp;quot; their hero.)&lt;br /&gt;
&lt;br /&gt;
===Taking an additional action ===&lt;br /&gt;
Finally, the active player may spend two Sun Shards to take a second action if they wish; if they choose to take a second Heroic Feat action, they can perform the same or a different Heroic Feat.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players. Much like in real life, the player with the most Glory Points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If enabled, the following tiebreakers are implemented:&lt;br /&gt;
&lt;br /&gt;
#Number of die faces forged.&lt;br /&gt;
#Number of Heroic Feats accomplished.&lt;br /&gt;
#Number of remaining resources.&lt;br /&gt;
#The player having started the game the earliest.&lt;br /&gt;
== Rebellion Expansion == &lt;br /&gt;
You have two different modules available to play. Will you join forces with the Titans in the titan module, or undertake Hera&#039;s labyrinth and take home even more treasure than ever before in the Goddess module? You can play with either one of the two types and each one plays very differently to each other.&lt;br /&gt;
&lt;br /&gt;
==Titan Module== &lt;br /&gt;
In the Titan module, you will gain victory points for being loyal to the gods and lose them for being loyal to the titans. However, siding will the titans will give you very powerful ancient shards! &lt;br /&gt;
===Starting dice=== &lt;br /&gt;
Die faces will change at the start, including replacing the sun face with an ancient shard face, and the 2 victory point face with a face awarding 1 victory point and a loyalty.&lt;br /&gt;
&lt;br /&gt;
===Titan board=== &lt;br /&gt;
Everyone will start on the middle &#039;0&#039; space and will move up and down the track depending on the different tokens they earn. If one obtains an ancient shard, they will move one space to the left, whereas a loyalty point will move a player to the right. Bonuses obtained for different positions on the board are as follows: &lt;br /&gt;
* Players obtain bonuses depending on the &#039;&#039;&#039;zone&#039;&#039;&#039; their player marker is in. Areas further to the left or right usually give stronger bonuses. &lt;br /&gt;
*For titan zones, a player will obtain more victory points for obtaining the &#039;&#039;&#039;first&#039;&#039;&#039; heroic feat card they buy of a certain type. Obtaining a particular type of heroic feat card first will grant more victory points than if someone else already has purchased one of these. &lt;br /&gt;
* For goddess zones, the bonuses apply to *die rolls.* The first area awards an additional 1 bonus gold to any type of blessing, which results in more gold. For the second area, gold rolls will also award a victory point. Lastly, the final area will give an extra victory point if a major or minor blessing awards victory points. &lt;br /&gt;
&lt;br /&gt;
In addition to bonuses, there are also &#039;special paths&#039; on the board. If a player lands on a spot with an additional path and moves in the same directions as the arrows on it, one must follow that direction. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, points will be awarded or deducted depending on the final position of your counter on the board. &lt;br /&gt;
&lt;br /&gt;
=== Ancient shards and extra cards === &lt;br /&gt;
Ancient shards are &#039;wild&#039; shards - they can be either sun or moon shards! You can store up to 6 of them, and it is optional to use them when performing a Heroic feat.&lt;br /&gt;
The heroic feat cards used in this module will contain 6 titan cards, which can affect the loyalty and ancient shards of yourself and other players.&lt;br /&gt;
&lt;br /&gt;
==Goddess Module==&lt;br /&gt;
In Goddess Module, players enter the labyrinth of Hera and receive rewards.&lt;br /&gt;
&lt;br /&gt;
* Use the Sun Golem, the Moon Golem, the Time Golem and the Great Golem.&lt;br /&gt;
* Replace the 1 moon shard with a moon advance.&lt;br /&gt;
* When you roll a sun advance or a moon advance, move one space forward in the labyrinth. In case of a crosspath, you choose which path to take.&lt;br /&gt;
* If you roll a sun advance and a moon advance at the same time, roll the celestial die once.&lt;br /&gt;
* Some spaces have treasure chests. When you reach a treasure chest first, choose 10 glory points, 4 sun shards or 4 moon shards. Other players who reach this chest can only receive the lower reward.&lt;br /&gt;
* If you reach the last space, you receive 15 glory points. If you are first to arrive, receive a divine blessing with you choosing the sides.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13680</id>
		<title>Gamehelpdiceforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13680"/>
		<updated>2022-06-22T16:14:48Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Ancient shards and extra cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Game Info==&lt;br /&gt;
Dice Forge is a game about rolling your dice to collect resources. You can spend those resources to upgrade your dice, or perform Heroic Feats (purchase cards) that give you points and special powers.&lt;br /&gt;
&lt;br /&gt;
=== Currencies ===&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039; - Yellow - Used to upgrade your dice or to activate some reinforcements..&lt;br /&gt;
*&#039;&#039;&#039;Sun Shards&#039;&#039;&#039; - Orange - Used to perform Heroic Feats (purchase cards) and take extra actions.&lt;br /&gt;
*&#039;&#039;&#039;Moon Shards&#039;&#039;&#039; - Purple - Used to perform Heroic Feats (purchase cards).&lt;br /&gt;
*&#039;&#039;&#039;Glory Points&#039;&#039;&#039; (GP) - Green - Contributes directly to your score; can be earned by rolling the appropriate dice face, activating certain reinforcements, and at the end of the game the Glory value of all collected cards is added to your score.&lt;br /&gt;
&lt;br /&gt;
=== Terminology used in the game ===&lt;br /&gt;
*&#039;&#039;&#039;Divine Blessing&#039;&#039;&#039; - The act of rolling both your dice and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Minor Blessing&#039;&#039;&#039; - Rolling a single die and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - After rolling their dice, the active player may use any special powers gained from purchased cards.&lt;br /&gt;
&lt;br /&gt;
=== Auto-advance (Hammer) ===&lt;br /&gt;
If you have purchased The Blacksmith&#039;s Hammer card and enable the &amp;quot;Auto-advancement&amp;quot; button, Gold earned from any source will applied to the Hammer. If &amp;quot;Auto-advancement&amp;quot; is disabled, you will prompted to allocate Gold earned to either the Hammer or your inventory.&lt;br /&gt;
&lt;br /&gt;
== Taking Your Turn ==&lt;br /&gt;
On each player&#039;s turn, all players roll their dice and collect the rolled resources. (In a two-player game, players roll their dice twice before each player&#039;s turn.)&lt;br /&gt;
&lt;br /&gt;
You are then allowed to perform one action:&lt;br /&gt;
*&#039;&#039;&#039;Forge&#039;&#039;&#039; - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Feat&#039;&#039;&#039; - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player&#039;s pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as &amp;quot;&#039;&#039;&#039;Ousting&#039;&#039;&#039;&amp;quot; their hero.)&lt;br /&gt;
&lt;br /&gt;
===Taking an additional action ===&lt;br /&gt;
Finally, the active player may spend two Sun Shards to take a second action if they wish; if they choose to take a second Heroic Feat action, they can perform the same or a different Heroic Feat.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players. Much like in real life, the player with the most Glory Points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If enabled, the following tiebreakers are implemented:&lt;br /&gt;
&lt;br /&gt;
#Number of die faces forged.&lt;br /&gt;
#Number of Heroic Feats accomplished.&lt;br /&gt;
#Number of remaining resources.&lt;br /&gt;
#The player having started the game the earliest.&lt;br /&gt;
== Rebellion Expansion == &lt;br /&gt;
You have two different modules available to play. Will you join forces with the Titans in the titan module, or undertake Hera&#039;s labyrinth and take home even more treasure than ever before in the Goddess module? You can play with either one of the two types and each one plays very differently to each other.&lt;br /&gt;
&lt;br /&gt;
==Titan Module== &lt;br /&gt;
In the Titan module, you will gain victory points for being loyal to the gods and lose them for being loyal to the titans. However, siding will the titans will give you very powerful ancient shards! &lt;br /&gt;
===Starting dice=== &lt;br /&gt;
Die faces will change include replacing the sun face with an ancient shard face, and the 2 victory point face with a face awarding 1 victory point and a loyalty.&lt;br /&gt;
===Titan board=== &lt;br /&gt;
Everyone will start on the middle &#039;0&#039; space and will move up and down the track depending on the different tokens they earn. If one obtains an ancient shard, they will move one space to the left, whereas a loyalty point will move a player to the right. Bonuses obtained for different positions on the board are as follows: &lt;br /&gt;
* Players obtain bonuses depending on the &#039;&#039;&#039;zone&#039;&#039;&#039; their player marker is in. Areas further to the left or right usually give stronger bonuses. &lt;br /&gt;
*For titan zones, a player will obtain more victory points for obtaining the &#039;&#039;&#039;first&#039;&#039;&#039; heroic feat card they buy of a certain type. Obtaining a particular type of heroic feat card first will grant more victory points than if someone else already has purchased one of these. &lt;br /&gt;
* For goddess zones, the bonuses apply to *die rolls.* The first area awards an additional 1 bonus gold to any type of blessing, which results in more gold. For the second area, gold rolls will also award a victory point. Lastly, the final area will give an extra victory point if a major or minor blessing awards victory points. &lt;br /&gt;
&lt;br /&gt;
In addition to bonuses, there are also &#039;special paths&#039; on the board. If a player lands on a spot with an additional path and moves in the same directions as the arrows on it, one must follow that direction. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, points will be awarded or deducted depending on the final position of your counter on the board. &lt;br /&gt;
&lt;br /&gt;
=== Ancient shards and extra cards === &lt;br /&gt;
Ancient shards are &#039;wild&#039; shards - they can be either sun or moon shards! You can store up to 6 of them, and it is optional to use them when performing a Heroic feat.&lt;br /&gt;
The heroic feat cards used in this module will contain 6 titan cards, which can affect the loyalty and ancient shards of yourself and other players.&lt;br /&gt;
&lt;br /&gt;
==Goddess Module==&lt;br /&gt;
In Goddess Module, players enter the labyrinth of Hera and receive rewards.&lt;br /&gt;
&lt;br /&gt;
* Use the Sun Golem, the Moon Golem, the Time Golem and the Great Golem.&lt;br /&gt;
* Replace the 1 moon shard with a moon advance.&lt;br /&gt;
* When you roll a sun advance or a moon advance, move one space forward in the labyrinth. In case of a crosspath, you choose which path to take.&lt;br /&gt;
* If you roll a sun advance and a moon advance at the same time, roll the celestial die once.&lt;br /&gt;
* Some spaces have treasure chests. When you reach a treasure chest first, choose 10 glory points, 4 sun shards or 4 moon shards. Other players who reach this chest can only receive the lower reward.&lt;br /&gt;
* If you reach the last space, you receive 15 glory points. If you are first to arrive, receive a divine blessing with you choosing the sides.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13679</id>
		<title>Gamehelpdiceforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13679"/>
		<updated>2022-06-22T16:14:27Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Rebellion Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Game Info==&lt;br /&gt;
Dice Forge is a game about rolling your dice to collect resources. You can spend those resources to upgrade your dice, or perform Heroic Feats (purchase cards) that give you points and special powers.&lt;br /&gt;
&lt;br /&gt;
=== Currencies ===&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039; - Yellow - Used to upgrade your dice or to activate some reinforcements..&lt;br /&gt;
*&#039;&#039;&#039;Sun Shards&#039;&#039;&#039; - Orange - Used to perform Heroic Feats (purchase cards) and take extra actions.&lt;br /&gt;
*&#039;&#039;&#039;Moon Shards&#039;&#039;&#039; - Purple - Used to perform Heroic Feats (purchase cards).&lt;br /&gt;
*&#039;&#039;&#039;Glory Points&#039;&#039;&#039; (GP) - Green - Contributes directly to your score; can be earned by rolling the appropriate dice face, activating certain reinforcements, and at the end of the game the Glory value of all collected cards is added to your score.&lt;br /&gt;
&lt;br /&gt;
=== Terminology used in the game ===&lt;br /&gt;
*&#039;&#039;&#039;Divine Blessing&#039;&#039;&#039; - The act of rolling both your dice and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Minor Blessing&#039;&#039;&#039; - Rolling a single die and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - After rolling their dice, the active player may use any special powers gained from purchased cards.&lt;br /&gt;
&lt;br /&gt;
=== Auto-advance (Hammer) ===&lt;br /&gt;
If you have purchased The Blacksmith&#039;s Hammer card and enable the &amp;quot;Auto-advancement&amp;quot; button, Gold earned from any source will applied to the Hammer. If &amp;quot;Auto-advancement&amp;quot; is disabled, you will prompted to allocate Gold earned to either the Hammer or your inventory.&lt;br /&gt;
&lt;br /&gt;
== Taking Your Turn ==&lt;br /&gt;
On each player&#039;s turn, all players roll their dice and collect the rolled resources. (In a two-player game, players roll their dice twice before each player&#039;s turn.)&lt;br /&gt;
&lt;br /&gt;
You are then allowed to perform one action:&lt;br /&gt;
*&#039;&#039;&#039;Forge&#039;&#039;&#039; - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Feat&#039;&#039;&#039; - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player&#039;s pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as &amp;quot;&#039;&#039;&#039;Ousting&#039;&#039;&#039;&amp;quot; their hero.)&lt;br /&gt;
&lt;br /&gt;
===Taking an additional action ===&lt;br /&gt;
Finally, the active player may spend two Sun Shards to take a second action if they wish; if they choose to take a second Heroic Feat action, they can perform the same or a different Heroic Feat.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players. Much like in real life, the player with the most Glory Points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If enabled, the following tiebreakers are implemented:&lt;br /&gt;
&lt;br /&gt;
#Number of die faces forged.&lt;br /&gt;
#Number of Heroic Feats accomplished.&lt;br /&gt;
#Number of remaining resources.&lt;br /&gt;
#The player having started the game the earliest.&lt;br /&gt;
== Rebellion Expansion == &lt;br /&gt;
You have two different modules available to play. Will you join forces with the Titans in the titan module, or undertake Hera&#039;s labyrinth and take home even more treasure than ever before in the Goddess module? You can play with either one of the two types and each one plays very differently to each other.&lt;br /&gt;
&lt;br /&gt;
==Titan Module== &lt;br /&gt;
In the Titan module, you will gain victory points for being loyal to the gods and lose them for being loyal to the titans. However, siding will the titans will give you very powerful ancient shards! &lt;br /&gt;
===Starting dice=== &lt;br /&gt;
Die faces will change include replacing the sun face with an ancient shard face, and the 2 victory point face with a face awarding 1 victory point and a loyalty.&lt;br /&gt;
===Titan board=== &lt;br /&gt;
Everyone will start on the middle &#039;0&#039; space and will move up and down the track depending on the different tokens they earn. If one obtains an ancient shard, they will move one space to the left, whereas a loyalty point will move a player to the right. Bonuses obtained for different positions on the board are as follows: &lt;br /&gt;
* Players obtain bonuses depending on the &#039;&#039;&#039;zone&#039;&#039;&#039; their player marker is in. Areas further to the left or right usually give stronger bonuses. &lt;br /&gt;
*For titan zones, a player will obtain more victory points for obtaining the &#039;&#039;&#039;first&#039;&#039;&#039; heroic feat card they buy of a certain type. Obtaining a particular type of heroic feat card first will grant more victory points than if someone else already has purchased one of these. &lt;br /&gt;
* For goddess zones, the bonuses apply to *die rolls.* The first area awards an additional 1 bonus gold to any type of blessing, which results in more gold. For the second area, gold rolls will also award a victory point. Lastly, the final area will give an extra victory point if a major or minor blessing awards victory points. &lt;br /&gt;
&lt;br /&gt;
In addition to bonuses, there are also &#039;special paths&#039; on the board. If a player lands on a spot with an additional path and moves in the same directions as the arrows on it, one must follow that direction. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, points will be awarded or deducted depending on the final position of your counter on the board. &lt;br /&gt;
&lt;br /&gt;
=== Ancient shards and extra cards === &lt;br /&gt;
Ancient shards are &#039;wild&#039; shards - they can be either sun or moon shards! You can store up to 6 of them, as it is optional to use them when performing a Heroic feat.&lt;br /&gt;
The heroic feat cards used in this module will contain 6 titan cards, which can affect the loyalty and ancient shards of yourself and other players.&lt;br /&gt;
&lt;br /&gt;
==Goddess Module==&lt;br /&gt;
In Goddess Module, players enter the labyrinth of Hera and receive rewards.&lt;br /&gt;
&lt;br /&gt;
* Use the Sun Golem, the Moon Golem, the Time Golem and the Great Golem.&lt;br /&gt;
* Replace the 1 moon shard with a moon advance.&lt;br /&gt;
* When you roll a sun advance or a moon advance, move one space forward in the labyrinth. In case of a crosspath, you choose which path to take.&lt;br /&gt;
* If you roll a sun advance and a moon advance at the same time, roll the celestial die once.&lt;br /&gt;
* Some spaces have treasure chests. When you reach a treasure chest first, choose 10 glory points, 4 sun shards or 4 moon shards. Other players who reach this chest can only receive the lower reward.&lt;br /&gt;
* If you reach the last space, you receive 15 glory points. If you are first to arrive, receive a divine blessing with you choosing the sides.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13678</id>
		<title>Gamehelpdiceforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=13678"/>
		<updated>2022-06-22T16:13:51Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Game Info==&lt;br /&gt;
Dice Forge is a game about rolling your dice to collect resources. You can spend those resources to upgrade your dice, or perform Heroic Feats (purchase cards) that give you points and special powers.&lt;br /&gt;
&lt;br /&gt;
=== Currencies ===&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039; - Yellow - Used to upgrade your dice or to activate some reinforcements..&lt;br /&gt;
*&#039;&#039;&#039;Sun Shards&#039;&#039;&#039; - Orange - Used to perform Heroic Feats (purchase cards) and take extra actions.&lt;br /&gt;
*&#039;&#039;&#039;Moon Shards&#039;&#039;&#039; - Purple - Used to perform Heroic Feats (purchase cards).&lt;br /&gt;
*&#039;&#039;&#039;Glory Points&#039;&#039;&#039; (GP) - Green - Contributes directly to your score; can be earned by rolling the appropriate dice face, activating certain reinforcements, and at the end of the game the Glory value of all collected cards is added to your score.&lt;br /&gt;
&lt;br /&gt;
=== Terminology used in the game ===&lt;br /&gt;
*&#039;&#039;&#039;Divine Blessing&#039;&#039;&#039; - The act of rolling both your dice and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Minor Blessing&#039;&#039;&#039; - Rolling a single die and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - After rolling their dice, the active player may use any special powers gained from purchased cards.&lt;br /&gt;
&lt;br /&gt;
=== Auto-advance (Hammer) ===&lt;br /&gt;
If you have purchased The Blacksmith&#039;s Hammer card and enable the &amp;quot;Auto-advancement&amp;quot; button, Gold earned from any source will applied to the Hammer. If &amp;quot;Auto-advancement&amp;quot; is disabled, you will prompted to allocate Gold earned to either the Hammer or your inventory.&lt;br /&gt;
&lt;br /&gt;
== Taking Your Turn ==&lt;br /&gt;
On each player&#039;s turn, all players roll their dice and collect the rolled resources. (In a two-player game, players roll their dice twice before each player&#039;s turn.)&lt;br /&gt;
&lt;br /&gt;
You are then allowed to perform one action:&lt;br /&gt;
*&#039;&#039;&#039;Forge&#039;&#039;&#039; - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Feat&#039;&#039;&#039; - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player&#039;s pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as &amp;quot;&#039;&#039;&#039;Ousting&#039;&#039;&#039;&amp;quot; their hero.)&lt;br /&gt;
&lt;br /&gt;
===Taking an additional action ===&lt;br /&gt;
Finally, the active player may spend two Sun Shards to take a second action if they wish; if they choose to take a second Heroic Feat action, they can perform the same or a different Heroic Feat.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players. Much like in real life, the player with the most Glory Points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If enabled, the following tiebreakers are implemented:&lt;br /&gt;
&lt;br /&gt;
#Number of die faces forged.&lt;br /&gt;
#Number of Heroic Feats accomplished.&lt;br /&gt;
#Number of remaining resources.&lt;br /&gt;
#The player having started the game the earliest.&lt;br /&gt;
== Rebellion Expansion == &lt;br /&gt;
You have two different modules available to play. Will you join forces with the Titans in the titan module, or undertake Hera&#039;s labyrinth and take home even more treasure than before in the Goddess module? You can play with either one of the types and each plays very differently.&lt;br /&gt;
&lt;br /&gt;
==Titan Module== &lt;br /&gt;
In the Titan module, you will gain victory points for being loyal to the gods and lose them for being loyal to the titans. However, siding will the titans will give you very powerful ancient shards! &lt;br /&gt;
===Starting dice=== &lt;br /&gt;
Die faces will change include replacing the sun face with an ancient shard face, and the 2 victory point face with a face awarding 1 victory point and a loyalty.&lt;br /&gt;
===Titan board=== &lt;br /&gt;
Everyone will start on the middle &#039;0&#039; space and will move up and down the track depending on the different tokens they earn. If one obtains an ancient shard, they will move one space to the left, whereas a loyalty point will move a player to the right. Bonuses obtained for different positions on the board are as follows: &lt;br /&gt;
* Players obtain bonuses depending on the &#039;&#039;&#039;zone&#039;&#039;&#039; their player marker is in. Areas further to the left or right usually give stronger bonuses. &lt;br /&gt;
*For titan zones, a player will obtain more victory points for obtaining the &#039;&#039;&#039;first&#039;&#039;&#039; heroic feat card they buy of a certain type. Obtaining a particular type of heroic feat card first will grant more victory points than if someone else already has purchased one of these. &lt;br /&gt;
* For goddess zones, the bonuses apply to *die rolls.* The first area awards an additional 1 bonus gold to any type of blessing, which results in more gold. For the second area, gold rolls will also award a victory point. Lastly, the final area will give an extra victory point if a major or minor blessing awards victory points. &lt;br /&gt;
&lt;br /&gt;
In addition to bonuses, there are also &#039;special paths&#039; on the board. If a player lands on a spot with an additional path and moves in the same directions as the arrows on it, one must follow that direction. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, points will be awarded or deducted depending on the final position of your counter on the board. &lt;br /&gt;
&lt;br /&gt;
=== Ancient shards and extra cards === &lt;br /&gt;
Ancient shards are &#039;wild&#039; shards - they can be either sun or moon shards! You can store up to 6 of them, as it is optional to use them when performing a Heroic feat.&lt;br /&gt;
The heroic feat cards used in this module will contain 6 titan cards, which can affect the loyalty and ancient shards of yourself and other players.&lt;br /&gt;
&lt;br /&gt;
==Goddess Module==&lt;br /&gt;
In Goddess Module, players enter the labyrinth of Hera and receive rewards.&lt;br /&gt;
&lt;br /&gt;
* Use the Sun Golem, the Moon Golem, the Time Golem and the Great Golem.&lt;br /&gt;
* Replace the 1 moon shard with a moon advance.&lt;br /&gt;
* When you roll a sun advance or a moon advance, move one space forward in the labyrinth. In case of a crosspath, you choose which path to take.&lt;br /&gt;
* If you roll a sun advance and a moon advance at the same time, roll the celestial die once.&lt;br /&gt;
* Some spaces have treasure chests. When you reach a treasure chest first, choose 10 glory points, 4 sun shards or 4 moon shards. Other players who reach this chest can only receive the lower reward.&lt;br /&gt;
* If you reach the last space, you receive 15 glory points. If you are first to arrive, receive a divine blessing with you choosing the sides.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=12932</id>
		<title>Gamehelptheisleofcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=12932"/>
		<updated>2022-05-01T11:54:46Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Isle of Cats is a 1-4 player, card-drafting, polyomino cat-placement board game.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
The legend of an Isle of Cats is real! But it is threatened by the approaching armies of Vesh Darkhand, who will stop at nothing to destroy the island and its feline inhabitants!&lt;br /&gt;
&lt;br /&gt;
You are citizens of Squall’s End and are on a rescue mission to save as many cats as possible before Vesh arrives. You must explore the island, rescue cats, gather ancient treasures and find a way to fit them all onto your boat before returning safely to Squall’s End.&lt;br /&gt;
&lt;br /&gt;
Cats and treasure are represented by tiles of different shapes that you must carefully place onto your boat. Try to keep cat families together, complete lessons, and leave enough room to place the next tile on your boat!&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
All colored cat tiles and Rare Treasure tiles are placed in a bag. Six Oshax cat tiles and all available Common Treasure tiles (based on player count) are arranged below the central island.&lt;br /&gt;
&lt;br /&gt;
Tiles are then drawn randomly from the bag until there are 2 cat tiles per player in each of the fields to the left and the right of the central island. &lt;br /&gt;
&lt;br /&gt;
Any rare treasure tiles drawn are placed below the island.&lt;br /&gt;
&lt;br /&gt;
Each player starts the game with a boat and one permanent basket.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
The Isle of Cats is played over 5 days (rounds). &lt;br /&gt;
&lt;br /&gt;
On each day the cats will venture into the fields on the island and you have until nightfall to attempt to rescue them through 5 phases of play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Round Summary&#039;&#039;&#039; reference card is located in the top right corner of each boat. Hover over the card to display its details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1. Fishing ===&lt;br /&gt;
&lt;br /&gt;
Each player gains 20 fish.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2. Explore (Drafting) ===&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 7 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards. Choose and keep 2, passing the remaining cards to the next player. Repeat this process three more times (keep two, pass the rest). Finally, the last card passed to you will be kept, giving each player a 7-card draft.&lt;br /&gt;
&lt;br /&gt;
You will then look at your 7 cards and decide which to buy and keep. The cost for each card is displayed in its top left corner. If you wish to keep a card, it must be paid for in fish.&lt;br /&gt;
&lt;br /&gt;
You can keep (buy) as many cards as you want from the draft, and you can have as many cards in your hand as you&#039;d like. Any cards not purchased during the draft are discarded from the game.&lt;br /&gt;
&lt;br /&gt;
During subsequent rounds, you will pass in the opposite direction; switching from clockwise to counter-clockwise and back again. The direction that cards will be passed is indicated by the colored cats at the top of the player panels.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3. Read (Display) Lessons ===&lt;br /&gt;
&lt;br /&gt;
Every blue &#039;&#039;&#039;Lesson&#039;&#039;&#039; card you kept and purchased will now be placed on the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lesson&#039;&#039;&#039; cards are placed face up for all players to see. If the Public Lesson says &amp;quot;pick a color&amp;quot;, the person playing the card must declare a color when it is played. A cat of that color will be placed on the card. Public Lesson cards are objectives that anyone can achieve and allow all players to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Non-public &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are personal objectives and are visible and achievable only to you. The quantity of private Lesson cards is public knowledge, but their contents are kept secret. Private Lesson cards allow you to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: This phase is the only time that &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards can be played from your hand to the table. Be careful not to acquire additional cards (e.g., using an &#039;&#039;&#039;Anytime&#039;&#039;&#039; card) too late in the last round!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 4. Rescue Cats ===&lt;br /&gt;
&lt;br /&gt;
Now players take turns to rescue cats. Each cat requires a basket and a number of fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: Fish are used as currency to both buy cards and to rescue cats. You must find a balance between how many cards you buy in the Explore phase and how many cats you wish to rescue in the Rescue phase!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must declare, in turn order, which (and how many) green &#039;&#039;&#039;Rescue&#039;&#039;&#039; cards that you will be using during this round&#039;s Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.&lt;br /&gt;
&lt;br /&gt;
==== Turn order ====&lt;br /&gt;
&lt;br /&gt;
Playing Rescue cards also affects the turn order for all players. Many Rescue cards have a &#039;&#039;&#039;Speed Value&#039;&#039;&#039; represented by a pair of boots and a speed number. Once all players have declared their Rescue cards for the round, the Rescue cards are revealed (turned over) simultaneously by all players and each player totals their speed values. &lt;br /&gt;
&lt;br /&gt;
Rearrange the player&#039;s colored cats on the island&#039;s turn order track according to these speed totals, from &amp;quot;fastest&amp;quot; to &amp;quot;slowest&amp;quot;. In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.&lt;br /&gt;
&lt;br /&gt;
This change in turn order is immediate, and affects any cards played from this point onwards.&lt;br /&gt;
&lt;br /&gt;
==== Baskets ====&lt;br /&gt;
&lt;br /&gt;
There are 3 types of baskets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent baskets:&#039;&#039; These can be used once a day. When you use a permanent basket, flip it to the &#039;&#039;used&#039;&#039; side to show it has been used. Every player starts with one permanent basket. You can gain extra permanent baskets with cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regular baskets:&#039;&#039; These can only be used once in the game. Once they have been used, they are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Broken baskets:&#039;&#039; You can combine 2 broken baskets to make a regular basket. Just like regular baskets, these can only be used once.&lt;br /&gt;
&lt;br /&gt;
==== Rescuing cats ====&lt;br /&gt;
&lt;br /&gt;
Any cat tile to the &#039;&#039;&#039;left&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;three&#039;&#039;&#039; fish and one basket. Any cat tile to the &#039;&#039;&#039;right&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;five&#039;&#039;&#039; fish and one basket. (The center island displays &amp;quot;3 &amp;lt;FISH&amp;gt;&amp;quot; and &amp;quot;5 &amp;lt;FISH&amp;gt;&amp;quot; on its left and right sides as a reminder of the cost of a cat tile in each field, respectively.)&lt;br /&gt;
&lt;br /&gt;
To rescue a cat, start by clicking on one of your available baskets: either a permanent basket or your basket card(s). All available cats will be then be displayed, in miniature, at the top of your boat. Select a cat (either in miniature or from one of the fields to the side of the island). Click anywhere on your boat to &#039;&#039;rescue&#039;&#039; the cat. Once on your boat, you can flip, rotate, and move the tile into the desired position. Confirm your cat placement to finish your turn.&lt;br /&gt;
&lt;br /&gt;
You can only rescue one cat at a time. Then, following the turn order, it is the next player&#039;s turn to rescue a cat. Continue around the table rescuing more cats until everyone has run out of baskets, fish, or passes.&lt;br /&gt;
&lt;br /&gt;
All regular basket cards or broken basket cards that you played this round, whether used to rescue a cat or not, will be discarded.&lt;br /&gt;
&lt;br /&gt;
==== Tile placement ====&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
All tiles can be rotated, flipped, and oriented in any way that helps you fit the tile into open squares on your boat. &lt;br /&gt;
&lt;br /&gt;
If any cat placed on the boat covers a &#039;&#039;&#039;Treasure Map&#039;&#039;&#039; of the same color, the player may take a &#039;&#039;&#039;common&#039;&#039;&#039; treasure from the pool and immediately place it on their boat. The maps can be found in the bedrooms, the deck, the storage room and the captain&#039;s room.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5. Rare Finds ===&lt;br /&gt;
&lt;br /&gt;
Finally, players will take turns to play yellow &#039;&#039;&#039;Treasure&#039;&#039;&#039; and brown &#039;&#039;&#039;Oshax&#039;&#039;&#039; cards from their hand.&lt;br /&gt;
&lt;br /&gt;
Treasure cards allow you to collect smaller pieces to fill in those tricky areas. &#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles on your boat are worth 3 points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Oshax are friendly cats that can act as any color. When you play an Oshax card select any one Oshax cat tile from below the island. Gaining an Oshax cat does not require the use of a basket nor does it cost you any fish.&lt;br /&gt;
&lt;br /&gt;
When you place an Oshax on your boat, you must immediately choose which color of cat it will &amp;quot;befriend&amp;quot;. A cat of that color will be placed on the Oshax. The Oshax counts as both an Oshax and a cat of the chosen color for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== End-of-round clean-up ===&lt;br /&gt;
&lt;br /&gt;
At the end of each day, any cats that weren&#039;t rescued from the fields scurry away and are removed from the game. Unclaimed treasures (common and rare) are &#039;&#039;not&#039;&#039; removed and remain below the island. Draw new tiles from the bag until there are 2 cat tiles per player in each field to the left and the right of the central island. Any rare treasure tiles drawn are placed below the island. &lt;br /&gt;
&lt;br /&gt;
The day tracker at the bottom of the island is updated by moving Vesh’s boat 1 space forward. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time for all boats to set sail with their cats back to Squall’s End! Proceed to scoring. Otherwise, each player flips their permanent baskets back to their active side and the next day begins.&lt;br /&gt;
&lt;br /&gt;
Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you have not used are kept and carry over to the next day.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After 5 days (rounds), you will earn points for: completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.&lt;br /&gt;
&lt;br /&gt;
However, you will &#039;&#039;lose&#039;&#039; points for: each room on your boat which isn’t completely filled and any rats which haven’t been eaten (i.e., covered up)!&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points at the end of the game!&lt;br /&gt;
&lt;br /&gt;
== Boats ==&lt;br /&gt;
&lt;br /&gt;
Each player has their own boat containing 7 rooms, 19 rats, and 5 colored treasure maps. This is where you will be placing every cat you rescue and any treasure you find.&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
The edge of the boat is the thick white line that frames the grid of squares on each boat.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap and cannot extend outside of the boat&#039;s edge.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
There are 7 rooms on each boat and every square on your boat is part of a room. You can identify rooms by the walls surrounding them. Six of the seven rooms can also be identified by the icons located in the corner of each square. The room with no icons (#5, the Deck, shown in red) still counts as a room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Room overlay&#039;&#039;&#039; button to display a set of larger, colored icons on your boat for easier room identification.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:IsleOfCats-ShipRooms-sm.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Room details ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Room #&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Icon&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Overlay/Icon Color&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Size&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; &amp;lt;TD&amp;gt;Stern &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Yellow &amp;lt;TD&amp;gt;18 squares &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; &amp;lt;TD&amp;gt;Port &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Blue &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;Apple core &amp;lt;TD&amp;gt;White &amp;lt;TD&amp;gt;18 &amp;lt;TD&amp;gt; Dining Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039; &amp;lt;TD&amp;gt;Starboard &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Green &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;none &amp;lt;TD&amp;gt;Red &amp;lt;TD&amp;gt;60 &amp;lt;TD&amp;gt;Deck&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;6&#039;&#039;&#039; &amp;lt;TD&amp;gt;Fore &amp;lt;TD&amp;gt;Grain &amp;lt;TD&amp;gt;Orange &amp;lt;TD&amp;gt;20 &amp;lt;TD&amp;gt;Storage Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;7&#039;&#039;&#039; &amp;lt;TD&amp;gt;Bow &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Magenta &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There are two &#039;&#039;&#039;Bedrooms&#039;&#039;&#039; and two &#039;&#039;&#039;Captain&#039;s Rooms&#039;&#039;&#039; on each boat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Treasure maps ===&lt;br /&gt;
&lt;br /&gt;
Your boat contains five colored treasure maps that can be used to obtain &#039;&#039;&#039;Common Treasures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you place a cat tile on a treasure map icon and the colors match (e.g., a green cat on green treasure map), you may immediately take any one of the four common treasures and place it on your boat.&lt;br /&gt;
&lt;br /&gt;
The four Common Treasures are located directly below the island and are: one square, two squares, and three squares in size. &lt;br /&gt;
&lt;br /&gt;
You can place other tiles over a treasure map, but you will not receive the bonus Common Treasure.&lt;br /&gt;
&lt;br /&gt;
== Anytime Cards ==&lt;br /&gt;
&lt;br /&gt;
Purple &#039;&#039;&#039;Anytime&#039;&#039;&#039; cards can be used at ... any time!&lt;br /&gt;
&lt;br /&gt;
To maintain a faster game play experience, you can alter when you want the game to ask you if you want to play an Anytime card.&lt;br /&gt;
&lt;br /&gt;
Anytime cards can &#039;&#039;always&#039;&#039; be played on your turn during the Rescue and Rare Finds phases. They can also be played before or after specific points in the game, if desired. &lt;br /&gt;
&lt;br /&gt;
You can change when the game will ask you to play Anytime cards by clicking on the &amp;quot;When to play&amp;quot; button. The button is only displayed on Anytime cards that can impact other players. &lt;br /&gt;
&lt;br /&gt;
Click the gear icon in your player panel for more options related to this button and for other ways to speed up game play (e.g., &amp;quot;Auto pass: Enabled&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Treasure Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures&#039;&#039;&#039; are uniquely shaped tiles that are placed below the island when drawn from the bag prior to each day. You collect Rare Treasure tiles by playing yellow Treasure cards during the Rare Finds phase. Each Rare Treasure tile on your boat is worth 3 points at the end of the game. Since tiles are drawn at random from the bag, the quantity of Rare Treasure tiles made available throughout the game will vary. (They &#039;&#039;are&#039;&#039; rare, right?)&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Common Treasures&#039;&#039;&#039; are distributed below the island at the start of the game. Common Treasure do not add to your score but are helpful in filling in small open spaces to completely cover a room to avoid a scoring penalty (-5 points) at the end of the game. &lt;br /&gt;
&lt;br /&gt;
Common Treasures are: one square, two squares, and three squares in size. Common Treasure are limited in quantity and often run out! Common Treasures can be collected by covering a Treasure Map with a matching colored cat or by using some yellow Treasure cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasures&#039;&#039;&#039;, when referenced by a card, include only the two &#039;&#039;smallest&#039;&#039; Common Treasures: one square and two squares.&lt;br /&gt;
&lt;br /&gt;
== Color Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are BLUE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rescue&#039;&#039;&#039; cards are GREEN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax&#039;&#039;&#039; cards are BROWN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039; cards are YELLOW.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anytime&#039;&#039;&#039; cards are PURPLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Color reference&#039;&#039;&#039; button (bottom of the table layout) to display reference cards for the five cat colors (blue, green, orange, purple, red) and treasure map colors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Size Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax Cat&#039;&#039;&#039; tiles are: 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored Cat&#039;&#039;&#039; tiles are: 4, 5, &amp;amp; 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles are: 4 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Treasure&#039;&#039;&#039; tiles are: 1, 2, &amp;amp; 3 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasure&#039;&#039;&#039; tiles are the two smallest Common Treasure tiles: 1 &amp;amp; 2 squares in size.&lt;br /&gt;
&lt;br /&gt;
== Term Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; A cat family is 3 or more cats of the same color that are touching each other on your boat. Oshax cats count as colored cats and will contribute to a cat family&#039;s size. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touching:&#039;&#039;&#039; Tiles are said to be touching if they are orthogonally adjacent. Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lonely Cat:&#039;&#039;&#039; A cat is a lonely cat if it is not touching another cat of the same color. It &#039;&#039;can&#039;&#039; be touching other tiles, just not another cat tile of the same color as itself. Oshax cats count as colored cats and therefore can qualify as a lonely cat, and can disqualify another cat from being lonely if they are of the same color and touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasures:&#039;&#039;&#039; When counting treasures, all types and sizes of treasure tiles should be included: Rare and Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain&#039;s Rooms:&#039;&#039;&#039; There are two Captain&#039;s Rooms. One in the bow and the other in the stern. Both have squares marked with a Parrot icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bedrooms:&#039;&#039;&#039; There are two Bedrooms. One on the port side and the other on the starboard side. Both have squares marked with a Crescent Moon &amp;amp; Star icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In front of you:&#039;&#039;&#039; This refers to cards in your own personal play area and includes your private Lesson cards but &#039;&#039;not&#039;&#039; Public Lesson cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039; A room is considered full if none of the squares containing its icon can be seen: every square has been covered by a tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty:&#039;&#039;&#039; A room is empty only if &#039;&#039;all&#039;&#039; of its squares are uncovered.  A room that has &#039;&#039;some&#039;&#039; of its squares covered is neither full nor empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Finds:&#039;&#039;&#039; During Phase 5 you may be instructed that &amp;quot;You must take a rare find or pass&amp;quot;.  This means you have the option to play your yellow Treasure cards and your brown Oshax cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players should add up their score. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Scoring&#039;&#039;&#039; reference card is located in the bottom left corner of each boat. Hover over the card to display its contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rats:&#039;&#039;&#039; You get -1 point for each visible rat on your boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rooms:&#039;&#039;&#039; You get -5 points for each room that has &#039;&#039;not&#039;&#039; been filled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; You get points for each cat family you have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Cats&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;3 &amp;lt;TD&amp;gt;8&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;11&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;5 &amp;lt;TD&amp;gt;15&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;6 &amp;lt;TD&amp;gt;20&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;7 &amp;lt;TD&amp;gt;25&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;8 &amp;lt;TD&amp;gt;30&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;9 &amp;lt;TD&amp;gt;35&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;10 &amp;lt;TD&amp;gt;40&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures:&#039;&#039;&#039; You get 3 points for every Rare Treasure on your boat. (Common Treasures do not score points.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lessons:&#039;&#039;&#039; Reveal each private Lesson card you have. If you have completed the lesson, add those points to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lessons:&#039;&#039;&#039; Check each Public Lesson card and add the points from any completed cards to your score&lt;br /&gt;
&lt;br /&gt;
==== Tiebreaker ====&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most fish wins (they remembered their cats might want a snack on the way home). If the tied players have the same number of fish, then both players win.&lt;br /&gt;
&lt;br /&gt;
== Base Game Variants ==&lt;br /&gt;
The base game comes with two variants, namely the family and the solo variants. Any differences between the base game and the variant will be discussed below.&lt;br /&gt;
&lt;br /&gt;
== Family variant == &lt;br /&gt;
This variant simplifies the game into it only having a lesson phase and a rescue phase. This mode is useful for new players who are not very familiar with this game. &lt;br /&gt;
&lt;br /&gt;
=== Setup phase === &lt;br /&gt;
The turn order for the first round is determined randomly at the start of the game. This order will change with each round, where the &#039;&#039;first&#039;&#039; player in turn order in one round will become the &#039;&#039;last&#039;&#039; player in turn order in the next round, with the second player in turn order becoming the first player and so on. &lt;br /&gt;
&lt;br /&gt;
Before the first rescue phase, 3 Family cards will be dealt to each player. Choose 2 and discard the other. These will be your &#039;&#039;&#039;Private Lesson&#039;&#039;&#039; cards for the rest of the game, and no other Lesson cards will be drawn. After everyone has chosen their lessons, the rescue phase can begin.&lt;br /&gt;
&lt;br /&gt;
=== Rescue phase === &lt;br /&gt;
This will be the only round phase for the rest of the game. Similar to the base game, cats will be drawn until there 4 cats per player, with any Rare Treasures set aside. These cat tiles are randomly placed around the island. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player, players take turns to pick cat tiles from the pool until none are left or everyone passes. If you pass, you cannot pick up tiles for the rest of the round. Tile placement of the cat tiles follows the same rules, with treasure maps functioning as usual too. After the rescue phase is over, proceed to the next rescue phase until the end of round 5, which is when scoring will occur. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
The only changes to scoring boats are that there are no Rare Treasure or Public Lesson points, and the family Lesson cards can be scored under Private Lessons.&lt;br /&gt;
&lt;br /&gt;
== Solo variant == &lt;br /&gt;
&#039;&#039;&amp;quot;If the approaching armies of Vesh Darkhand weren’t bad &#039;&#039;&lt;br /&gt;
&#039;&#039;enough, you now notice your sister has snuck aboard your &#039;&#039;&lt;br /&gt;
&#039;&#039;boat and is trying to claim credit for all your hard work. &#039;&#039;&lt;br /&gt;
&#039;&#039;Not only do you need to rescue cats and avoid Vesh, but now &#039;&#039;&lt;br /&gt;
&#039;&#039;you will have to also sabotage your sister’s plans in order to &#039;&#039;&lt;br /&gt;
&#039;&#039;succeed!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This mode has multiple difficulties, as explained below. Any lesson cards which may be confusing for the sister setup are given at the end of this section.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup === &lt;br /&gt;
Only the Oshax setup changes for the player setup. &lt;br /&gt;
&lt;br /&gt;
6 Oshax tiles will be placed in a random order in a horizontal line, where the number of the tile is denoted by its position along the line (eg Oshax 1 is on the far left and Oshax 5 is one left from the rightmost tile). &lt;br /&gt;
&lt;br /&gt;
==== Sister setup ====&lt;br /&gt;
&#039;&#039;&#039;Solo color&#039;&#039;&#039; cards are shuffled and placed in a horizontal line, where they will be revealed left to right, one card per round. Make sure to keep track of the color order, as colors revealed earlier in the game benefit your sister more! &lt;br /&gt;
&lt;br /&gt;
The sister will also have &#039;&#039;&#039;Solo lessons&#039;&#039;&#039;, which will be affected by what is placed on your boat. The easy difficulty will have 3 solo lessons, and the number of additional advanced lessons will increase depending on the difficulty. This ranges from 1 advanced lesson for Medium, up to 4 advanced lessons for Expert. &lt;br /&gt;
&lt;br /&gt;
==== Start of the round ==== &lt;br /&gt;
Fields on either side of the island will have 4 cats, with any rare treasure tiles drawn placed in a line, with the first tile drawn called &#039;Rare 1&#039;, the second rare tile called &#039;Rare 2&#039; and so on. Drawn cat tiles will also need to be placed in a line so that they can be numbered from left to right. As opposed to the base game, identical Rare treasures are not stacked on one another.&lt;br /&gt;
&lt;br /&gt;
The player will receive a boat, 20 fish at the start of the round, as well as a permanent basket - same as multiplayer. &lt;br /&gt;
&lt;br /&gt;
==== Explore/Lesson Phases ==== &lt;br /&gt;
The player receives the first 5 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards from the deck and chooses 3. The other two are placed into a discard pile. This is then repeated a second time, then finally the top card from the deck is drawn and added to the 6 cards already in their hand. Card buying works the same way as multiplayer. &lt;br /&gt;
&lt;br /&gt;
The lesson phase is exactly the same, apart from the fact that public lessons only give 50% of the points to the player, rounded up. &lt;br /&gt;
&lt;br /&gt;
=== Rescue Phase === &lt;br /&gt;
Here your Sister is trying to steal tiles from the pool! Make sure she doesn&#039;t take the tiles you want! &lt;br /&gt;
&lt;br /&gt;
Rescuing cats is the same for the player, but the turn order is dependent on your sister&#039;s speed. &lt;br /&gt;
&lt;br /&gt;
==== Rescue phase for your sister ====&lt;br /&gt;
For your sister, the first solo basket card is drawn, which determines how many cards your sister will have during this phase as well as the turn order. If the card has a basket value over 1, draw solo basket cards until the number of cards is equal to the number of baskets. The speed value on the first card will determine your sister&#039;s speed and hence turn order. &lt;br /&gt;
&lt;br /&gt;
When resolving the solo basket cards, determine which tiles are taken from the pool by the number on the card (Reminder: Leftmost tile is labelled as 1). If the rightmost tile is not taken, shift the tile numbers accordingly without changing the tile order (eg if tile 2 is taken, tile 6 becomes tile 5). If the tile number shown on the card does not exist (number is too large), take the last numbered tile of that type. &lt;br /&gt;
&lt;br /&gt;
Keywords for resolving cards: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat 4&#039;&#039;&#039; - Take the 4th cat from the island and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare 5&#039;&#039;&#039; - Take the 5th rare treasure and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax 2&#039;&#039;&#039; - Take the 2nd Oshax and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switch 1,4&#039;&#039;&#039; - Switch cat 1 and cat 4 tiles, so that cat 4 is now cat 1 and vice versa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common treasure icon&#039;&#039;&#039; - Take a common treasure identical to what is shown on the card and remove it from the game.&lt;br /&gt;
After the player cannot rescue any more cats or passes, move onto rare finds.&lt;br /&gt;
&lt;br /&gt;
=== Rare finds === &lt;br /&gt;
This phase is the same, with your sister not doing anything for this phase. If all Oshax tiles are taken out from the pool, any Oshax cards are useless. The same thing applies for the treasure cards.&lt;br /&gt;
&lt;br /&gt;
=== Start of next round === &lt;br /&gt;
After each day is over, flip over the next solo color. If all five have been flipped over, the game ends. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
Scoring is the same for the player, with the sister scoring as follows: &lt;br /&gt;
&lt;br /&gt;
Your sister gains 5 points per cat on the boat for the first revealed solo color. This number of points decreases to 4 points per cat for the second revealed color and so on, until your sister gains 1 point per cat of the final revealed color. This will be the cat color score.&lt;br /&gt;
&lt;br /&gt;
Your sister&#039;s cat color score is then combined with the total score from your sister&#039;s lesson cards to obtain a final score. &lt;br /&gt;
&lt;br /&gt;
The winner is the person with the most points. If there is a tie, your sister wins. &lt;br /&gt;
&lt;br /&gt;
=== Other information === &lt;br /&gt;
Solo lesson cards, which may be confusing, are given below. This list will grow if necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest scoring lesson scores twice&#039;&#039;&#039; - This applies to the solo lessons and not the private/public lessons played by the player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for every cat over 15&#039;&#039;&#039; - If more than 15 cats have been placed on the boat (including Oshax), this solo lesson will score points (eg 17 cats will score 10 points to your sister).&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12846</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12846"/>
		<updated>2022-04-23T15:01:18Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Draw 5 cards from the point deck and place them in a line, with the deck to the right of the cards. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the merchant card deck and place them in a line as well, similar to the point cards. &lt;br /&gt;
&lt;br /&gt;
If a card is taken, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying. &lt;br /&gt;
&lt;br /&gt;
The first type of card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times. You can upgrade only once as well if you wish.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again if you rest. &lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them &#039;&#039;&#039;instantly&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e00; color:#fff&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#840; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12845</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12845"/>
		<updated>2022-04-23T14:59:49Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Draw 5 cards from the point deck and place them in a line, with the deck to the right of the cards. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the merchant card deck and place them in a line as well, similar to the point cards. &lt;br /&gt;
&lt;br /&gt;
If a card is taken, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying. &lt;br /&gt;
&lt;br /&gt;
The first type of card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again if you rest. &lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them &#039;&#039;&#039;instantly&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e00; color:#fff&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#840; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12844</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12844"/>
		<updated>2022-04-23T14:54:43Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Draw 5 cards from the point deck and place them in a line, with the deck to the right of the cards. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the merchant card deck and place them in a line as well, similar to the point cards. &lt;br /&gt;
&lt;br /&gt;
If a card is taken, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying. &lt;br /&gt;
&lt;br /&gt;
The first type of card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. These cards can only be played again if you rest. &lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them &#039;&#039;&#039;instantly&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e00; color:#fff&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#840; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12816</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12816"/>
		<updated>2022-04-19T23:12:05Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Draw 5 cards from the point deck and place them in a line, with the deck to the right of the cards. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the merchant card deck and place them in a line as well, similar to the point cards. &lt;br /&gt;
&lt;br /&gt;
If a card is taken, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying. &lt;br /&gt;
&lt;br /&gt;
The first type of card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. &lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. These cards can only be played again if you rest. &lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them &#039;&#039;&#039;instantly&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e00; color:#fff&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#840; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12815</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12815"/>
		<updated>2022-04-19T23:11:15Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
* Draw 5 cards from the point deck and place them in a line, with the deck to the right of the cards. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the merchant card deck and place them in a line as well, similar to the point cards. &lt;br /&gt;
&lt;br /&gt;
* If a card is taken, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying. &lt;br /&gt;
&lt;br /&gt;
* The first type of card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. &lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. These cards can only be played again if you rest. &lt;br /&gt;
&lt;br /&gt;
* If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them &#039;&#039;&#039;instantly&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e00; color:#fff&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#840; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round. &lt;br /&gt;
&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_century&amp;diff=12805</id>
		<title>Tips century</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_century&amp;diff=12805"/>
		<updated>2022-04-19T11:50:50Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: Created page with &amp;quot;Apprentice here who has played in person a lot so some of this may be more damaging than helpful.  Trade cards, such as 2 yellow to 2 red, can be incredibly powerful for conve...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apprentice here who has played in person a lot so some of this may be more damaging than helpful.&lt;br /&gt;
&lt;br /&gt;
Trade cards, such as 2 yellow to 2 red, can be incredibly powerful for converting spices multiple times. Make sure to use the trade card multiple times if you can to make the most of it - they can be much more powerful that resource cards! &lt;br /&gt;
&lt;br /&gt;
If a player is taking the leftmost card next turn, try building up to buy the second card from the left before they do. &lt;br /&gt;
&lt;br /&gt;
Resting takes up a whole turn, so avoid doing it too much. Having trade cards that can easily up-convert and down-convert gems of different colors continuously will help you to not rest a lot. &lt;br /&gt;
&lt;br /&gt;
You can never have enough merchant cards! Only if the trade cards do not link well to each other, can this be an issue...&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12804</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12804"/>
		<updated>2022-04-19T11:42:00Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck and place them in a line, with the deck to the right of the cards. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the merchant card deck and place them in a line as well, similar to the point cards. &lt;br /&gt;
* If a card is taken, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e00; color:#fff&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#840; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12803</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12803"/>
		<updated>2022-04-19T11:39:21Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e00; color:#fff&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#840; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12802</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12802"/>
		<updated>2022-04-19T11:38:41Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#840; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12801</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12801"/>
		<updated>2022-04-19T11:36:45Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12800</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12800"/>
		<updated>2022-04-19T11:36:23Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#eee;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#eee;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#eee;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12799</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12799"/>
		<updated>2022-04-19T11:36:06Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#eee;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12798</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12798"/>
		<updated>2022-04-19T11:35:22Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12797</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12797"/>
		<updated>2022-04-19T11:34:59Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#38f;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12796</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12796"/>
		<updated>2022-04-19T11:34:51Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#15f;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12795</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12795"/>
		<updated>2022-04-19T11:34:40Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#66f;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12794</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12794"/>
		<updated>2022-04-19T11:34:32Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#66e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12793</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12793"/>
		<updated>2022-04-19T11:34:25Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#88e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12792</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12792"/>
		<updated>2022-04-19T11:34:17Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#22e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12791</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12791"/>
		<updated>2022-04-19T11:34:00Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#00e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12790</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12790"/>
		<updated>2022-04-19T11:33:46Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#00e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12789</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12789"/>
		<updated>2022-04-19T11:33:26Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#00e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink/Purple&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12788</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12788"/>
		<updated>2022-04-19T11:33:15Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#00e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e69;&amp;quot; | Pink/Purple&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12787</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12787"/>
		<updated>2022-04-19T11:32:51Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#00e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e99;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12786</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12786"/>
		<updated>2022-04-19T11:32:29Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#00e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e11;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12785</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12785"/>
		<updated>2022-04-19T11:32:20Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#00e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#e55;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12784</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12784"/>
		<updated>2022-04-19T11:32:09Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green ➔&lt;br /&gt;
| style=&amp;quot;background:#00e;&amp;quot; | Blue ➔&lt;br /&gt;
| style=&amp;quot;background:#855;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12783</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12783"/>
		<updated>2022-04-19T11:30:43Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high is yellow, green, blue and pink. All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12782</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12782"/>
		<updated>2022-04-19T11:30:10Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high is yellow, green, blue and pink.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12781</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=12781"/>
		<updated>2022-04-19T11:29:19Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
* Draw 5 cards from the point deck. Place gold coins equal to two times the number of players on the leftmost point card and the same number of silver coins on the second point card.&lt;br /&gt;
* Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. Draw 6 cards from the rest of the merchant cards.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, you can either play a card from your hand, rest(pick up all cards you have played), buy a merchant card or claim a point card. Any merchant cards will go straight into your hand after buying.&lt;br /&gt;
* The first type of card you can play from your hand are resource cards. These allow you to gain spices shown on the card. The second type is upgrade card, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. The last type is a trade card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. This card can only be played again if you rest.&lt;br /&gt;
* If you rest, take back all the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
* Merchant cards can bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. If a card you buy has spices on it, you gain them instantly.&lt;br /&gt;
* If you buy a point card, pay the spices indicated and take it. If there are coin(s) on the top left of the card, you will get this coin as well. The leftmost cards will have gold coins which are worth 3 points, and silver coins worth 1 point. If the gold coins are depleted, the silver coins move to the leftmost position.&lt;br /&gt;
* You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Turmeric ➔&lt;br /&gt;
| style=&amp;quot;background:#e00;&amp;quot; | Saffron ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Cardamom ➔&lt;br /&gt;
| style=&amp;quot;background:#840;&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of the round.&lt;br /&gt;
* Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow).&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high is yellow, green, blue and pink.&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=12776</id>
		<title>Gamehelptheisleofcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=12776"/>
		<updated>2022-04-18T16:52:58Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Rescue phase for your sister */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Isle of Cats is a 1-4 player, card-drafting, polyomino cat-placement board game.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
The legend of an Isle of Cats is real! But it is threatened by the approaching armies of Vesh Darkhand, who will stop at nothing to destroy the island and its feline inhabitants!&lt;br /&gt;
&lt;br /&gt;
You are citizens of Squall’s End and are on a rescue mission to save as many cats as possible before Vesh arrives. You must explore the island, rescue cats, gather ancient treasures and find a way to fit them all onto your boat before returning safely to Squall’s End.&lt;br /&gt;
&lt;br /&gt;
Cats and treasure are represented by tiles of different shapes that you must carefully place onto your boat. Try to keep cat families together, complete lessons, and leave enough room to place the next tile on your boat!&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
All colored cat tiles and Rare Treasure tiles are placed in a bag. Six Oshax cat tiles and all available Common Treasure tiles (based on player count) are arranged below the central island.&lt;br /&gt;
&lt;br /&gt;
Tiles are then drawn randomly from the bag until there are 2 cat tiles per player in each of the fields to the left and the right of the central island. &lt;br /&gt;
&lt;br /&gt;
Any rare treasure tiles drawn are placed below the island.&lt;br /&gt;
&lt;br /&gt;
Each player starts the game with a boat and one permanent basket.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
The Isle of Cats is played over 5 days (rounds). &lt;br /&gt;
&lt;br /&gt;
On each day the cats will venture into the fields on the island and you have until nightfall to attempt to rescue them through 5 phases of play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Round Summary&#039;&#039;&#039; reference card is located in the top right corner of each boat. Hover over the card to display its details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1. Fishing ===&lt;br /&gt;
&lt;br /&gt;
Each player gains 20 fish.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2. Explore (Drafting) ===&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 7 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards. Choose and keep 2, passing the remaining cards to the next player. Repeat this process three more times (keep two, pass the rest). Finally, the last card passed to you will be kept, giving each player a 7-card draft.&lt;br /&gt;
&lt;br /&gt;
You will then look at your 7 cards and decide which to buy and keep. The cost for each card is displayed in its top left corner. If you wish to keep a card, it must be paid for in fish.&lt;br /&gt;
&lt;br /&gt;
You can keep (buy) as many cards as you want from the draft, and you can have as many cards in your hand as you&#039;d like. Any cards not purchased during the draft are discarded from the game.&lt;br /&gt;
&lt;br /&gt;
During subsequent rounds, you will pass in the opposite direction; switching from clockwise to counter-clockwise and back again. The direction that cards will be passed is indicated by the colored cats at the top of the player panels.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3. Read (Display) Lessons ===&lt;br /&gt;
&lt;br /&gt;
Every blue &#039;&#039;&#039;Lesson&#039;&#039;&#039; card you kept and purchased will now be placed on the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lesson&#039;&#039;&#039; cards are placed face up for all players to see. If the Public Lesson says &amp;quot;pick a color&amp;quot;, the person playing the card must declare a color when it is played. A cat of that color will be placed on the card. Public Lesson cards are objectives that anyone can achieve and allow all players to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Non-public &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are personal objectives and are visible and achievable only to you. The quantity of private Lesson cards is public knowledge, but their contents are kept secret. Private Lesson cards allow you to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: This phase is the only time that &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards can be played from your hand to the table. Be careful not to acquire additional cards (e.g., using an &#039;&#039;&#039;Anytime&#039;&#039;&#039; card) too late in the last round!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 4. Rescue Cats ===&lt;br /&gt;
&lt;br /&gt;
Now players take turns to rescue cats. Each cat requires a basket and a number of fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: Fish are used as currency to both buy cards and to rescue cats. You must find a balance between how many cards you buy in the Explore phase and how many cats you wish to rescue in the Rescue phase!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must declare, in turn order, which (and how many) green &#039;&#039;&#039;Rescue&#039;&#039;&#039; cards that you will be using during this round&#039;s Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.&lt;br /&gt;
&lt;br /&gt;
==== Turn order ====&lt;br /&gt;
&lt;br /&gt;
Playing Rescue cards also affects the turn order for all players. Many Rescue cards have a &#039;&#039;&#039;Speed Value&#039;&#039;&#039; represented by a pair of boots and a speed number. Once all players have declared their Rescue cards for the round, the Rescue cards are revealed (turned over) simultaneously by all players and each player totals their speed values. &lt;br /&gt;
&lt;br /&gt;
Rearrange the player&#039;s colored cats on the island&#039;s turn order track according to these speed totals, from &amp;quot;fastest&amp;quot; to &amp;quot;slowest&amp;quot;. In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.&lt;br /&gt;
&lt;br /&gt;
This change in turn order is immediate, and affects any cards played from this point onwards.&lt;br /&gt;
&lt;br /&gt;
==== Baskets ====&lt;br /&gt;
&lt;br /&gt;
There are 3 types of baskets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent baskets:&#039;&#039; These can be used once a day. When you use a permanent basket, flip it to the &#039;&#039;used&#039;&#039; side to show it has been used. Every player starts with one permanent basket. You can gain extra permanent baskets with cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regular baskets:&#039;&#039; These can only be used once in the game. Once they have been used, they are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Broken baskets:&#039;&#039; You can combine 2 broken baskets to make a regular basket. Just like regular baskets, these can only be used once.&lt;br /&gt;
&lt;br /&gt;
==== Rescuing cats ====&lt;br /&gt;
&lt;br /&gt;
Any cat tile to the &#039;&#039;&#039;left&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;three&#039;&#039;&#039; fish and one basket. Any cat tile to the &#039;&#039;&#039;right&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;five&#039;&#039;&#039; fish and one basket. (The center island displays &amp;quot;3 &amp;lt;FISH&amp;gt;&amp;quot; and &amp;quot;5 &amp;lt;FISH&amp;gt;&amp;quot; on its left and right sides as a reminder of the cost of a cat tile in each field, respectively.)&lt;br /&gt;
&lt;br /&gt;
To rescue a cat, start by clicking on one of your available baskets: either a permanent basket or your basket card(s). All available cats will be then be displayed, in miniature, at the top of your boat. Select a cat (either in miniature or from one of the fields to the side of the island). Click anywhere on your boat to &#039;&#039;rescue&#039;&#039; the cat. Once on your boat, you can flip, rotate, and move the tile into the desired position. Confirm your cat placement to finish your turn.&lt;br /&gt;
&lt;br /&gt;
You can only rescue one cat at a time. Then, following the turn order, it is the next player&#039;s turn to rescue a cat. Continue around the table rescuing more cats until everyone has run out of baskets, fish, or passes.&lt;br /&gt;
&lt;br /&gt;
All regular basket cards or broken basket cards that you played this round, whether used to rescue a cat or not, will be discarded.&lt;br /&gt;
&lt;br /&gt;
==== Tile placement ====&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
All tiles can be rotated, flipped, and oriented in any way that helps you fit the tile into open squares on your boat. &lt;br /&gt;
&lt;br /&gt;
If any cat placed on the boat covers a &#039;&#039;&#039;Treasure Map&#039;&#039;&#039; of the same color, the player may take a &#039;&#039;&#039;common&#039;&#039;&#039; treasure from the pool and immediately place it on their boat. The maps can be found in the bedrooms, the deck, the storage room and the captain&#039;s room.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5. Rare Finds ===&lt;br /&gt;
&lt;br /&gt;
Finally, players will take turns to play yellow &#039;&#039;&#039;Treasure&#039;&#039;&#039; and brown &#039;&#039;&#039;Oshax&#039;&#039;&#039; cards from their hand.&lt;br /&gt;
&lt;br /&gt;
Treasure cards allow you to collect smaller pieces to fill in those tricky areas. &#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles on your boat are worth 3 points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Oshax are friendly cats that can act as any color. When you play an Oshax card select any one Oshax cat tile from below the island. Gaining an Oshax cat does not require the use of a basket nor does it cost you any fish.&lt;br /&gt;
&lt;br /&gt;
When you place an Oshax on your boat, you must immediately choose which color of cat it will &amp;quot;befriend&amp;quot;. A cat of that color will be placed on the Oshax. The Oshax counts as both an Oshax and a cat of the chosen color for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== End-of-round clean-up ===&lt;br /&gt;
&lt;br /&gt;
At the end of each day, any cats that weren&#039;t rescued from the fields scurry away and are removed from the game. Unclaimed treasures (common and rare) are &#039;&#039;not&#039;&#039; removed and remain below the island. Draw new tiles from the bag until there are 2 cat tiles per player in each field to the left and the right of the central island. Any rare treasure tiles drawn are placed below the island. &lt;br /&gt;
&lt;br /&gt;
The day tracker at the bottom of the island is updated by moving Vesh’s boat 1 space forward. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time for all boats to set sail with their cats back to Squall’s End! Proceed to scoring. Otherwise, each player flips their permanent baskets back to their active side and the next day begins.&lt;br /&gt;
&lt;br /&gt;
Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you have not used are kept and carry over to the next day.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After 5 days (rounds), you will earn points for: completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.&lt;br /&gt;
&lt;br /&gt;
However, you will &#039;&#039;lose&#039;&#039; points for: each room on your boat which isn’t completely filled and any rats which haven’t been eaten (i.e., covered up)!&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points at the end of the game!&lt;br /&gt;
&lt;br /&gt;
== Boats ==&lt;br /&gt;
&lt;br /&gt;
Each player has their own boat containing 7 rooms, 19 rats, and 5 colored treasure maps. This is where you will be placing every cat you rescue and any treasure you find.&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
The edge of the boat is the thick white line that frames the grid of squares on each boat.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap and cannot extend outside of the boat&#039;s edge.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
There are 7 rooms on each boat and every square on your boat is part of a room. You can identify rooms by the walls surrounding them. Six of the seven rooms can also be identified by the icons located in the corner of each square. The room with no icons (#5, the Deck, shown in red) still counts as a room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Room overlay&#039;&#039;&#039; button to display a set of larger, colored icons on your boat for easier room identification.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:IsleOfCats-ShipRooms-sm.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Room details ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Room #&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Icon&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Overlay/Icon Color&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Size&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; &amp;lt;TD&amp;gt;Stern &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Yellow &amp;lt;TD&amp;gt;18 squares &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; &amp;lt;TD&amp;gt;Port &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Blue &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;Apple core &amp;lt;TD&amp;gt;White &amp;lt;TD&amp;gt;18 &amp;lt;TD&amp;gt; Dining Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039; &amp;lt;TD&amp;gt;Starboard &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Green &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;none &amp;lt;TD&amp;gt;Red &amp;lt;TD&amp;gt;60 &amp;lt;TD&amp;gt;Deck&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;6&#039;&#039;&#039; &amp;lt;TD&amp;gt;Fore &amp;lt;TD&amp;gt;Grain &amp;lt;TD&amp;gt;Orange &amp;lt;TD&amp;gt;20 &amp;lt;TD&amp;gt;Storage Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;7&#039;&#039;&#039; &amp;lt;TD&amp;gt;Bow &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Magenta &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There are two &#039;&#039;&#039;Bedrooms&#039;&#039;&#039; and two &#039;&#039;&#039;Captain&#039;s Rooms&#039;&#039;&#039; on each boat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Treasure maps ===&lt;br /&gt;
&lt;br /&gt;
Your boat contains five colored treasure maps that can be used to obtain &#039;&#039;&#039;Common Treasures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you place a cat tile on a treasure map icon and the colors match (e.g., a green cat on green treasure map), you may immediately take any one of the four common treasures and place it on your boat.&lt;br /&gt;
&lt;br /&gt;
The four Common Treasures are located directly below the island and are: one square, two squares, and three squares in size. &lt;br /&gt;
&lt;br /&gt;
You can place other tiles over a treasure map, but you will not receive the bonus Common Treasure.&lt;br /&gt;
&lt;br /&gt;
== Anytime Cards ==&lt;br /&gt;
&lt;br /&gt;
Purple &#039;&#039;&#039;Anytime&#039;&#039;&#039; cards can be used at ... any time!&lt;br /&gt;
&lt;br /&gt;
To maintain a faster game play experience, you can alter when you want the game to ask you if you want to play an Anytime card.&lt;br /&gt;
&lt;br /&gt;
Anytime cards can &#039;&#039;always&#039;&#039; be played on your turn during the Rescue and Rare Finds phases. They can also be played before or after specific points in the game, if desired. &lt;br /&gt;
&lt;br /&gt;
You can change when the game will ask you to play Anytime cards by clicking on the &amp;quot;When to play&amp;quot; button. The button is only displayed on Anytime cards that can impact other players. &lt;br /&gt;
&lt;br /&gt;
Click the gear icon in your player panel for more options related to this button and for other ways to speed up game play (e.g., &amp;quot;Auto pass: Enabled&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Treasure Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures&#039;&#039;&#039; are uniquely shaped tiles that are placed below the island when drawn from the bag prior to each day. You collect Rare Treasure tiles by playing yellow Treasure cards during the Rare Finds phase. Each Rare Treasure tile on your boat is worth 3 points at the end of the game. Since tiles are drawn at random from the bag, the quantity of Rare Treasure tiles made available throughout the game will vary. (They &#039;&#039;are&#039;&#039; rare, right?)&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Common Treasures&#039;&#039;&#039; are distributed below the island at the start of the game. Common Treasure do not add to your score but are helpful in filling in small open spaces to completely cover a room to avoid a scoring penalty (-5 points) at the end of the game. &lt;br /&gt;
&lt;br /&gt;
Common Treasures are: one square, two squares, and three squares in size. Common Treasure are limited in quantity and often run out! Common Treasures can be collected by covering a Treasure Map with a matching colored cat or by using some yellow Treasure cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasures&#039;&#039;&#039;, when referenced by a card, include only the two &#039;&#039;smallest&#039;&#039; Common Treasures: one square and two squares.&lt;br /&gt;
&lt;br /&gt;
== Color Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are BLUE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rescue&#039;&#039;&#039; cards are GREEN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax&#039;&#039;&#039; cards are BROWN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039; cards are YELLOW.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anytime&#039;&#039;&#039; cards are PURPLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Color reference&#039;&#039;&#039; button (bottom of the table layout) to display reference cards for the five cat colors (blue, green, orange, purple, red) and treasure map colors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Size Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax Cat&#039;&#039;&#039; tiles are: 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored Cat&#039;&#039;&#039; tiles are: 4, 5, &amp;amp; 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles are: 4 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Treasure&#039;&#039;&#039; tiles are: 1, 2, &amp;amp; 3 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasure&#039;&#039;&#039; tiles are the two smallest Common Treasure tiles: 1 &amp;amp; 2 squares in size.&lt;br /&gt;
&lt;br /&gt;
== Term Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; A cat family is 3 or more cats of the same color that are touching each other on your boat. Oshax cats count as colored cats and will contribute to a cat family&#039;s size. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touching:&#039;&#039;&#039; Tiles are said to be touching if they are orthogonally adjacent. Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lonely Cat:&#039;&#039;&#039; A cat is a lonely cat if it is not touching another cat of the same color. It &#039;&#039;can&#039;&#039; be touching other tiles, just not another cat tile of the same color as itself. Oshax cats count as colored cats and therefore can qualify as a lonely cat, and can disqualify another cat from being lonely if they are of the same color and touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasures:&#039;&#039;&#039; When counting treasures, all types and sizes of treasure tiles should be included: Rare and Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain&#039;s Rooms:&#039;&#039;&#039; There are two Captain&#039;s Rooms. One in the bow and the other in the stern. Both have squares marked with a Parrot icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bedrooms:&#039;&#039;&#039; There are two Bedrooms. One on the port side and the other on the starboard side. Both have squares marked with a Crescent Moon &amp;amp; Star icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In front of you:&#039;&#039;&#039; This refers to cards in your own personal play area and includes your private Lesson cards but &#039;&#039;not&#039;&#039; Public Lesson cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039; A room is considered full if none of the squares containing its icon can be seen: every square has been covered by a tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty:&#039;&#039;&#039; A room is empty only if &#039;&#039;all&#039;&#039; of its squares are uncovered.  A room that has &#039;&#039;some&#039;&#039; of its squares covered is neither full nor empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Finds:&#039;&#039;&#039; During Phase 5 you may be instructed that &amp;quot;You must take a rare find or pass&amp;quot;.  This means you have the option to play your yellow Treasure cards and your brown Oshax cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players should add up their score. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Scoring&#039;&#039;&#039; reference card is located in the bottom left corner of each boat. Hover over the card to display its contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rats:&#039;&#039;&#039; You get -1 point for each visible rat on your boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rooms:&#039;&#039;&#039; You get -5 points for each room that has &#039;&#039;not&#039;&#039; been filled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; You get points for each cat family you have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Cats&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;3 &amp;lt;TD&amp;gt;8&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;11&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;5 &amp;lt;TD&amp;gt;15&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;6 &amp;lt;TD&amp;gt;20&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;7 &amp;lt;TD&amp;gt;25&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;8 &amp;lt;TD&amp;gt;30&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;9 &amp;lt;TD&amp;gt;35&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;10 &amp;lt;TD&amp;gt;40&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures:&#039;&#039;&#039; You get 3 points for every Rare Treasure on your boat. (Common Treasures do not score points.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lessons:&#039;&#039;&#039; Reveal each private Lesson card you have. If you have completed the lesson, add those points to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lessons:&#039;&#039;&#039; Check each Public Lesson card and add the points from any completed cards to your score&lt;br /&gt;
&lt;br /&gt;
==== Tiebreaker ====&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most fish wins (they remembered their cats might want a snack on the way home). If the tied players have the same number of fish, then both players win.&lt;br /&gt;
&lt;br /&gt;
== Base Game Variants ==&lt;br /&gt;
The base game comes with two variants, namely the family and the solo variants. Any differences between the base game and the variant will be discussed below.&lt;br /&gt;
&lt;br /&gt;
== Family variant == &lt;br /&gt;
This variant simplifies the game into it only having a lesson phase and a rescue phase. This mode is useful for new players who are not very familiar with this game. &lt;br /&gt;
&lt;br /&gt;
=== Setup phase === &lt;br /&gt;
The turn order for the first round is determined randomly at the start of the game. This order will change with each round, where the &#039;&#039;first&#039;&#039; player in turn order in one round will become the &#039;&#039;last&#039;&#039; player in turn order in the next round, with the second player in turn order becoming the first player and so on. &lt;br /&gt;
&lt;br /&gt;
Before the first rescue phase, 3 Family cards will be dealt to each player. Choose 2 and discard the other. These will be your &#039;&#039;&#039;Private Lesson&#039;&#039;&#039; cards for the rest of the game, and no other Lesson cards will be drawn. After everyone has chosen their lessons, the rescue phase can begin.&lt;br /&gt;
&lt;br /&gt;
=== Rescue phase === &lt;br /&gt;
This will be the only round phase for the rest of the game. Similar to the base game, cats will be drawn until there 4 cats per player, with any Rare Treasures set aside. These cat tiles are randomly placed around the island. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player, players pick cat tiles from the pool until none are left or everyone passes. If you pass, you cannot pick up tiles for the rest of the round. Tile placement of the cat tiles follows the same rules, with treasure maps functioning as usual too. After the rescue phase is over, proceed to the next rescue phase until the end of round 5, which is when scoring will occur. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
The only changes to scoring boats are that there are no Rare Treasure or Public Lesson points, and the family Lesson cards can be scored under Private Lessons.&lt;br /&gt;
&lt;br /&gt;
== Solo variant == &lt;br /&gt;
&#039;&#039;&amp;quot;If the approaching armies of Vesh Darkhand weren’t bad &#039;&#039;&lt;br /&gt;
&#039;&#039;enough, you now notice your sister has snuck aboard your &#039;&#039;&lt;br /&gt;
&#039;&#039;boat and is trying to claim credit for all your hard work. &#039;&#039;&lt;br /&gt;
&#039;&#039;Not only do you need to rescue cats and avoid Vesh, but now &#039;&#039;&lt;br /&gt;
&#039;&#039;you will have to also sabotage your sister’s plans in order to &#039;&#039;&lt;br /&gt;
&#039;&#039;succeed!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This mode has multiple difficulties, as explained below. Any lesson cards which may be confusing for the sister setup are given at the end of this section.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup === &lt;br /&gt;
Only the Oshax setup changes for the player setup. &lt;br /&gt;
&lt;br /&gt;
6 Oshax tiles will be placed in a random order in a horizontal line, where the number of the tile is denoted by its position along the line (eg Oshax 1 is on the far left and Oshax 5 is one left from the rightmost tile). &lt;br /&gt;
&lt;br /&gt;
==== Sister setup ====&lt;br /&gt;
&#039;&#039;&#039;Solo color&#039;&#039;&#039; cards are shuffled and placed in a horizontal line, where they will be revealed left to right, one card per round. Make sure to keep track of the color order, as colors revealed earlier in the game benefit your sister more! &lt;br /&gt;
&lt;br /&gt;
The sister will also have &#039;&#039;&#039;Solo lessons&#039;&#039;&#039;, which will be affected by what is placed on your boat. The easy difficulty will have 3 solo lessons, and the number of additional advanced lessons will increase depending on the difficulty. This ranges from 1 advanced lesson for Medium, up to 4 advanced lessons for Expert. &lt;br /&gt;
&lt;br /&gt;
==== Start of the round ==== &lt;br /&gt;
Fields on either side of the island will have 4 cats, with any rare treasure tiles drawn placed in a line, with the first tile drawn called &#039;Rare 1&#039;, the second rare tile called &#039;Rare 2&#039; and so on. Drawn cat tiles will also need to be placed in a line so that they can be numbered from left to right. As opposed to the base game, identical Rare treasures are not stacked on one another.&lt;br /&gt;
&lt;br /&gt;
The player will receive a boat, 20 fish at the start of the round, as well as a permanent basket - same as multiplayer. &lt;br /&gt;
&lt;br /&gt;
==== Explore/Lesson Phases ==== &lt;br /&gt;
The player receives the first 5 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards from the deck and chooses 3. The other two are placed into a discard pile. This is then repeated a second time, then finally the top card from the deck is drawn and added to the 6 cards already in their hand. Card buying works the same way as multiplayer. &lt;br /&gt;
&lt;br /&gt;
The lesson phase is exactly the same, apart from the fact that public lessons only give 50% of the points to the player, rounded up. &lt;br /&gt;
&lt;br /&gt;
=== Rescue Phase === &lt;br /&gt;
Here your Sister is trying to steal tiles from the pool! Make sure she doesn&#039;t take the tiles you want! &lt;br /&gt;
&lt;br /&gt;
Rescuing cats is the same for the player, but the turn order is dependent on your sister&#039;s speed. &lt;br /&gt;
&lt;br /&gt;
==== Rescue phase for your sister ====&lt;br /&gt;
For your sister, the first solo basket card is drawn, which determines how many cards your sister will have during this phase as well as the turn order. If the card has a basket value over 1, draw solo basket cards until the number of cards is equal to the number of baskets. The speed value on the first card will determine your sister&#039;s speed and hence turn order. &lt;br /&gt;
&lt;br /&gt;
When resolving the solo basket cards, determine which tiles are taken from the pool by the number on the card (Reminder: Leftmost tile is labelled as 1). If the rightmost tile is not taken, shift the tile numbers accordingly without changing the tile order (eg if tile 2 is taken, tile 6 becomes tile 5). If the tile number shown on the card does not exist (number is too large), take the last numbered tile of that type. &lt;br /&gt;
&lt;br /&gt;
Keywords for resolving cards: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat 4&#039;&#039;&#039; - Take the 4th cat from the island and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare 5&#039;&#039;&#039; - Take the 5th rare treasure and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax 2&#039;&#039;&#039; - Take the 2nd Oshax and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switch 1,4&#039;&#039;&#039; - Switch cat 1 and cat 4 tiles, so that cat 4 is now cat 1 and vice versa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common treasure icon&#039;&#039;&#039; - Take a common treasure identical to what is shown on the card and remove it from the game.&lt;br /&gt;
After the player cannot rescue any more cats or passes, move onto rare finds.&lt;br /&gt;
&lt;br /&gt;
=== Rare finds === &lt;br /&gt;
This phase is the same, with your sister not doing anything for this phase. If all Oshax tiles are taken out from the pool, any Oshax cards are useless. The same thing applies for the treasure cards.&lt;br /&gt;
&lt;br /&gt;
=== Start of next round === &lt;br /&gt;
After each day is over, flip over the next solo color. If all five have been flipped over, the game ends. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
Scoring is the same for the player, with the sister scoring as follows: &lt;br /&gt;
&lt;br /&gt;
Your sister gains 5 points per cat on the boat for the first revealed solo color. This number of points decreases to 4 points per cat for the second revealed color and so on, until your sister gains 1 point per cat of the final revealed color. This will be the cat color score.&lt;br /&gt;
&lt;br /&gt;
Your sister&#039;s cat color score is then combined with the total score from your sister&#039;s lesson cards to obtain a final score. &lt;br /&gt;
&lt;br /&gt;
The winner is the person with the most points. If there is a tie, your sister wins. &lt;br /&gt;
&lt;br /&gt;
=== Other information === &lt;br /&gt;
Solo lesson cards, which may be confusing, are given below. This list will grow if necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest scoring lesson scores twice&#039;&#039;&#039; - This applies to the solo lessons and not the private/public lessons played by the player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for every cat over 15&#039;&#039;&#039; - If more than 15 cats have placed on the boat (including Oshax tiles), this solo lesson will score points (eg 17 cats will score 10 points to your sister).&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=12775</id>
		<title>Gamehelptheisleofcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=12775"/>
		<updated>2022-04-18T16:52:44Z</updated>

		<summary type="html">&lt;p&gt;3p1cFr3nzy: /* Rescue phase for your sister */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Isle of Cats is a 1-4 player, card-drafting, polyomino cat-placement board game.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
The legend of an Isle of Cats is real! But it is threatened by the approaching armies of Vesh Darkhand, who will stop at nothing to destroy the island and its feline inhabitants!&lt;br /&gt;
&lt;br /&gt;
You are citizens of Squall’s End and are on a rescue mission to save as many cats as possible before Vesh arrives. You must explore the island, rescue cats, gather ancient treasures and find a way to fit them all onto your boat before returning safely to Squall’s End.&lt;br /&gt;
&lt;br /&gt;
Cats and treasure are represented by tiles of different shapes that you must carefully place onto your boat. Try to keep cat families together, complete lessons, and leave enough room to place the next tile on your boat!&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
All colored cat tiles and Rare Treasure tiles are placed in a bag. Six Oshax cat tiles and all available Common Treasure tiles (based on player count) are arranged below the central island.&lt;br /&gt;
&lt;br /&gt;
Tiles are then drawn randomly from the bag until there are 2 cat tiles per player in each of the fields to the left and the right of the central island. &lt;br /&gt;
&lt;br /&gt;
Any rare treasure tiles drawn are placed below the island.&lt;br /&gt;
&lt;br /&gt;
Each player starts the game with a boat and one permanent basket.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
The Isle of Cats is played over 5 days (rounds). &lt;br /&gt;
&lt;br /&gt;
On each day the cats will venture into the fields on the island and you have until nightfall to attempt to rescue them through 5 phases of play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Round Summary&#039;&#039;&#039; reference card is located in the top right corner of each boat. Hover over the card to display its details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1. Fishing ===&lt;br /&gt;
&lt;br /&gt;
Each player gains 20 fish.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2. Explore (Drafting) ===&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 7 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards. Choose and keep 2, passing the remaining cards to the next player. Repeat this process three more times (keep two, pass the rest). Finally, the last card passed to you will be kept, giving each player a 7-card draft.&lt;br /&gt;
&lt;br /&gt;
You will then look at your 7 cards and decide which to buy and keep. The cost for each card is displayed in its top left corner. If you wish to keep a card, it must be paid for in fish.&lt;br /&gt;
&lt;br /&gt;
You can keep (buy) as many cards as you want from the draft, and you can have as many cards in your hand as you&#039;d like. Any cards not purchased during the draft are discarded from the game.&lt;br /&gt;
&lt;br /&gt;
During subsequent rounds, you will pass in the opposite direction; switching from clockwise to counter-clockwise and back again. The direction that cards will be passed is indicated by the colored cats at the top of the player panels.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3. Read (Display) Lessons ===&lt;br /&gt;
&lt;br /&gt;
Every blue &#039;&#039;&#039;Lesson&#039;&#039;&#039; card you kept and purchased will now be placed on the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lesson&#039;&#039;&#039; cards are placed face up for all players to see. If the Public Lesson says &amp;quot;pick a color&amp;quot;, the person playing the card must declare a color when it is played. A cat of that color will be placed on the card. Public Lesson cards are objectives that anyone can achieve and allow all players to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Non-public &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are personal objectives and are visible and achievable only to you. The quantity of private Lesson cards is public knowledge, but their contents are kept secret. Private Lesson cards allow you to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: This phase is the only time that &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards can be played from your hand to the table. Be careful not to acquire additional cards (e.g., using an &#039;&#039;&#039;Anytime&#039;&#039;&#039; card) too late in the last round!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 4. Rescue Cats ===&lt;br /&gt;
&lt;br /&gt;
Now players take turns to rescue cats. Each cat requires a basket and a number of fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: Fish are used as currency to both buy cards and to rescue cats. You must find a balance between how many cards you buy in the Explore phase and how many cats you wish to rescue in the Rescue phase!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must declare, in turn order, which (and how many) green &#039;&#039;&#039;Rescue&#039;&#039;&#039; cards that you will be using during this round&#039;s Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.&lt;br /&gt;
&lt;br /&gt;
==== Turn order ====&lt;br /&gt;
&lt;br /&gt;
Playing Rescue cards also affects the turn order for all players. Many Rescue cards have a &#039;&#039;&#039;Speed Value&#039;&#039;&#039; represented by a pair of boots and a speed number. Once all players have declared their Rescue cards for the round, the Rescue cards are revealed (turned over) simultaneously by all players and each player totals their speed values. &lt;br /&gt;
&lt;br /&gt;
Rearrange the player&#039;s colored cats on the island&#039;s turn order track according to these speed totals, from &amp;quot;fastest&amp;quot; to &amp;quot;slowest&amp;quot;. In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.&lt;br /&gt;
&lt;br /&gt;
This change in turn order is immediate, and affects any cards played from this point onwards.&lt;br /&gt;
&lt;br /&gt;
==== Baskets ====&lt;br /&gt;
&lt;br /&gt;
There are 3 types of baskets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent baskets:&#039;&#039; These can be used once a day. When you use a permanent basket, flip it to the &#039;&#039;used&#039;&#039; side to show it has been used. Every player starts with one permanent basket. You can gain extra permanent baskets with cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regular baskets:&#039;&#039; These can only be used once in the game. Once they have been used, they are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Broken baskets:&#039;&#039; You can combine 2 broken baskets to make a regular basket. Just like regular baskets, these can only be used once.&lt;br /&gt;
&lt;br /&gt;
==== Rescuing cats ====&lt;br /&gt;
&lt;br /&gt;
Any cat tile to the &#039;&#039;&#039;left&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;three&#039;&#039;&#039; fish and one basket. Any cat tile to the &#039;&#039;&#039;right&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;five&#039;&#039;&#039; fish and one basket. (The center island displays &amp;quot;3 &amp;lt;FISH&amp;gt;&amp;quot; and &amp;quot;5 &amp;lt;FISH&amp;gt;&amp;quot; on its left and right sides as a reminder of the cost of a cat tile in each field, respectively.)&lt;br /&gt;
&lt;br /&gt;
To rescue a cat, start by clicking on one of your available baskets: either a permanent basket or your basket card(s). All available cats will be then be displayed, in miniature, at the top of your boat. Select a cat (either in miniature or from one of the fields to the side of the island). Click anywhere on your boat to &#039;&#039;rescue&#039;&#039; the cat. Once on your boat, you can flip, rotate, and move the tile into the desired position. Confirm your cat placement to finish your turn.&lt;br /&gt;
&lt;br /&gt;
You can only rescue one cat at a time. Then, following the turn order, it is the next player&#039;s turn to rescue a cat. Continue around the table rescuing more cats until everyone has run out of baskets, fish, or passes.&lt;br /&gt;
&lt;br /&gt;
All regular basket cards or broken basket cards that you played this round, whether used to rescue a cat or not, will be discarded.&lt;br /&gt;
&lt;br /&gt;
==== Tile placement ====&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
All tiles can be rotated, flipped, and oriented in any way that helps you fit the tile into open squares on your boat. &lt;br /&gt;
&lt;br /&gt;
If any cat placed on the boat covers a &#039;&#039;&#039;Treasure Map&#039;&#039;&#039; of the same color, the player may take a &#039;&#039;&#039;common&#039;&#039;&#039; treasure from the pool and immediately place it on their boat. The maps can be found in the bedrooms, the deck, the storage room and the captain&#039;s room.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5. Rare Finds ===&lt;br /&gt;
&lt;br /&gt;
Finally, players will take turns to play yellow &#039;&#039;&#039;Treasure&#039;&#039;&#039; and brown &#039;&#039;&#039;Oshax&#039;&#039;&#039; cards from their hand.&lt;br /&gt;
&lt;br /&gt;
Treasure cards allow you to collect smaller pieces to fill in those tricky areas. &#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles on your boat are worth 3 points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Oshax are friendly cats that can act as any color. When you play an Oshax card select any one Oshax cat tile from below the island. Gaining an Oshax cat does not require the use of a basket nor does it cost you any fish.&lt;br /&gt;
&lt;br /&gt;
When you place an Oshax on your boat, you must immediately choose which color of cat it will &amp;quot;befriend&amp;quot;. A cat of that color will be placed on the Oshax. The Oshax counts as both an Oshax and a cat of the chosen color for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== End-of-round clean-up ===&lt;br /&gt;
&lt;br /&gt;
At the end of each day, any cats that weren&#039;t rescued from the fields scurry away and are removed from the game. Unclaimed treasures (common and rare) are &#039;&#039;not&#039;&#039; removed and remain below the island. Draw new tiles from the bag until there are 2 cat tiles per player in each field to the left and the right of the central island. Any rare treasure tiles drawn are placed below the island. &lt;br /&gt;
&lt;br /&gt;
The day tracker at the bottom of the island is updated by moving Vesh’s boat 1 space forward. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time for all boats to set sail with their cats back to Squall’s End! Proceed to scoring. Otherwise, each player flips their permanent baskets back to their active side and the next day begins.&lt;br /&gt;
&lt;br /&gt;
Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you have not used are kept and carry over to the next day.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After 5 days (rounds), you will earn points for: completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.&lt;br /&gt;
&lt;br /&gt;
However, you will &#039;&#039;lose&#039;&#039; points for: each room on your boat which isn’t completely filled and any rats which haven’t been eaten (i.e., covered up)!&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points at the end of the game!&lt;br /&gt;
&lt;br /&gt;
== Boats ==&lt;br /&gt;
&lt;br /&gt;
Each player has their own boat containing 7 rooms, 19 rats, and 5 colored treasure maps. This is where you will be placing every cat you rescue and any treasure you find.&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
The edge of the boat is the thick white line that frames the grid of squares on each boat.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap and cannot extend outside of the boat&#039;s edge.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
There are 7 rooms on each boat and every square on your boat is part of a room. You can identify rooms by the walls surrounding them. Six of the seven rooms can also be identified by the icons located in the corner of each square. The room with no icons (#5, the Deck, shown in red) still counts as a room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Room overlay&#039;&#039;&#039; button to display a set of larger, colored icons on your boat for easier room identification.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:IsleOfCats-ShipRooms-sm.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Room details ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Room #&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Icon&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Overlay/Icon Color&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Size&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; &amp;lt;TD&amp;gt;Stern &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Yellow &amp;lt;TD&amp;gt;18 squares &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; &amp;lt;TD&amp;gt;Port &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Blue &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;Apple core &amp;lt;TD&amp;gt;White &amp;lt;TD&amp;gt;18 &amp;lt;TD&amp;gt; Dining Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039; &amp;lt;TD&amp;gt;Starboard &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Green &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;none &amp;lt;TD&amp;gt;Red &amp;lt;TD&amp;gt;60 &amp;lt;TD&amp;gt;Deck&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;6&#039;&#039;&#039; &amp;lt;TD&amp;gt;Fore &amp;lt;TD&amp;gt;Grain &amp;lt;TD&amp;gt;Orange &amp;lt;TD&amp;gt;20 &amp;lt;TD&amp;gt;Storage Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;7&#039;&#039;&#039; &amp;lt;TD&amp;gt;Bow &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Magenta &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There are two &#039;&#039;&#039;Bedrooms&#039;&#039;&#039; and two &#039;&#039;&#039;Captain&#039;s Rooms&#039;&#039;&#039; on each boat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Treasure maps ===&lt;br /&gt;
&lt;br /&gt;
Your boat contains five colored treasure maps that can be used to obtain &#039;&#039;&#039;Common Treasures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you place a cat tile on a treasure map icon and the colors match (e.g., a green cat on green treasure map), you may immediately take any one of the four common treasures and place it on your boat.&lt;br /&gt;
&lt;br /&gt;
The four Common Treasures are located directly below the island and are: one square, two squares, and three squares in size. &lt;br /&gt;
&lt;br /&gt;
You can place other tiles over a treasure map, but you will not receive the bonus Common Treasure.&lt;br /&gt;
&lt;br /&gt;
== Anytime Cards ==&lt;br /&gt;
&lt;br /&gt;
Purple &#039;&#039;&#039;Anytime&#039;&#039;&#039; cards can be used at ... any time!&lt;br /&gt;
&lt;br /&gt;
To maintain a faster game play experience, you can alter when you want the game to ask you if you want to play an Anytime card.&lt;br /&gt;
&lt;br /&gt;
Anytime cards can &#039;&#039;always&#039;&#039; be played on your turn during the Rescue and Rare Finds phases. They can also be played before or after specific points in the game, if desired. &lt;br /&gt;
&lt;br /&gt;
You can change when the game will ask you to play Anytime cards by clicking on the &amp;quot;When to play&amp;quot; button. The button is only displayed on Anytime cards that can impact other players. &lt;br /&gt;
&lt;br /&gt;
Click the gear icon in your player panel for more options related to this button and for other ways to speed up game play (e.g., &amp;quot;Auto pass: Enabled&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Treasure Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures&#039;&#039;&#039; are uniquely shaped tiles that are placed below the island when drawn from the bag prior to each day. You collect Rare Treasure tiles by playing yellow Treasure cards during the Rare Finds phase. Each Rare Treasure tile on your boat is worth 3 points at the end of the game. Since tiles are drawn at random from the bag, the quantity of Rare Treasure tiles made available throughout the game will vary. (They &#039;&#039;are&#039;&#039; rare, right?)&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Common Treasures&#039;&#039;&#039; are distributed below the island at the start of the game. Common Treasure do not add to your score but are helpful in filling in small open spaces to completely cover a room to avoid a scoring penalty (-5 points) at the end of the game. &lt;br /&gt;
&lt;br /&gt;
Common Treasures are: one square, two squares, and three squares in size. Common Treasure are limited in quantity and often run out! Common Treasures can be collected by covering a Treasure Map with a matching colored cat or by using some yellow Treasure cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasures&#039;&#039;&#039;, when referenced by a card, include only the two &#039;&#039;smallest&#039;&#039; Common Treasures: one square and two squares.&lt;br /&gt;
&lt;br /&gt;
== Color Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are BLUE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rescue&#039;&#039;&#039; cards are GREEN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax&#039;&#039;&#039; cards are BROWN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039; cards are YELLOW.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anytime&#039;&#039;&#039; cards are PURPLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Color reference&#039;&#039;&#039; button (bottom of the table layout) to display reference cards for the five cat colors (blue, green, orange, purple, red) and treasure map colors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Size Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax Cat&#039;&#039;&#039; tiles are: 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored Cat&#039;&#039;&#039; tiles are: 4, 5, &amp;amp; 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles are: 4 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Treasure&#039;&#039;&#039; tiles are: 1, 2, &amp;amp; 3 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasure&#039;&#039;&#039; tiles are the two smallest Common Treasure tiles: 1 &amp;amp; 2 squares in size.&lt;br /&gt;
&lt;br /&gt;
== Term Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; A cat family is 3 or more cats of the same color that are touching each other on your boat. Oshax cats count as colored cats and will contribute to a cat family&#039;s size. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touching:&#039;&#039;&#039; Tiles are said to be touching if they are orthogonally adjacent. Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lonely Cat:&#039;&#039;&#039; A cat is a lonely cat if it is not touching another cat of the same color. It &#039;&#039;can&#039;&#039; be touching other tiles, just not another cat tile of the same color as itself. Oshax cats count as colored cats and therefore can qualify as a lonely cat, and can disqualify another cat from being lonely if they are of the same color and touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasures:&#039;&#039;&#039; When counting treasures, all types and sizes of treasure tiles should be included: Rare and Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain&#039;s Rooms:&#039;&#039;&#039; There are two Captain&#039;s Rooms. One in the bow and the other in the stern. Both have squares marked with a Parrot icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bedrooms:&#039;&#039;&#039; There are two Bedrooms. One on the port side and the other on the starboard side. Both have squares marked with a Crescent Moon &amp;amp; Star icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In front of you:&#039;&#039;&#039; This refers to cards in your own personal play area and includes your private Lesson cards but &#039;&#039;not&#039;&#039; Public Lesson cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039; A room is considered full if none of the squares containing its icon can be seen: every square has been covered by a tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty:&#039;&#039;&#039; A room is empty only if &#039;&#039;all&#039;&#039; of its squares are uncovered.  A room that has &#039;&#039;some&#039;&#039; of its squares covered is neither full nor empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Finds:&#039;&#039;&#039; During Phase 5 you may be instructed that &amp;quot;You must take a rare find or pass&amp;quot;.  This means you have the option to play your yellow Treasure cards and your brown Oshax cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players should add up their score. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Scoring&#039;&#039;&#039; reference card is located in the bottom left corner of each boat. Hover over the card to display its contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rats:&#039;&#039;&#039; You get -1 point for each visible rat on your boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rooms:&#039;&#039;&#039; You get -5 points for each room that has &#039;&#039;not&#039;&#039; been filled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; You get points for each cat family you have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Cats&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;3 &amp;lt;TD&amp;gt;8&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;11&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;5 &amp;lt;TD&amp;gt;15&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;6 &amp;lt;TD&amp;gt;20&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;7 &amp;lt;TD&amp;gt;25&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;8 &amp;lt;TD&amp;gt;30&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;9 &amp;lt;TD&amp;gt;35&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;10 &amp;lt;TD&amp;gt;40&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures:&#039;&#039;&#039; You get 3 points for every Rare Treasure on your boat. (Common Treasures do not score points.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lessons:&#039;&#039;&#039; Reveal each private Lesson card you have. If you have completed the lesson, add those points to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lessons:&#039;&#039;&#039; Check each Public Lesson card and add the points from any completed cards to your score&lt;br /&gt;
&lt;br /&gt;
==== Tiebreaker ====&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most fish wins (they remembered their cats might want a snack on the way home). If the tied players have the same number of fish, then both players win.&lt;br /&gt;
&lt;br /&gt;
== Base Game Variants ==&lt;br /&gt;
The base game comes with two variants, namely the family and the solo variants. Any differences between the base game and the variant will be discussed below.&lt;br /&gt;
&lt;br /&gt;
== Family variant == &lt;br /&gt;
This variant simplifies the game into it only having a lesson phase and a rescue phase. This mode is useful for new players who are not very familiar with this game. &lt;br /&gt;
&lt;br /&gt;
=== Setup phase === &lt;br /&gt;
The turn order for the first round is determined randomly at the start of the game. This order will change with each round, where the &#039;&#039;first&#039;&#039; player in turn order in one round will become the &#039;&#039;last&#039;&#039; player in turn order in the next round, with the second player in turn order becoming the first player and so on. &lt;br /&gt;
&lt;br /&gt;
Before the first rescue phase, 3 Family cards will be dealt to each player. Choose 2 and discard the other. These will be your &#039;&#039;&#039;Private Lesson&#039;&#039;&#039; cards for the rest of the game, and no other Lesson cards will be drawn. After everyone has chosen their lessons, the rescue phase can begin.&lt;br /&gt;
&lt;br /&gt;
=== Rescue phase === &lt;br /&gt;
This will be the only round phase for the rest of the game. Similar to the base game, cats will be drawn until there 4 cats per player, with any Rare Treasures set aside. These cat tiles are randomly placed around the island. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player, players pick cat tiles from the pool until none are left or everyone passes. If you pass, you cannot pick up tiles for the rest of the round. Tile placement of the cat tiles follows the same rules, with treasure maps functioning as usual too. After the rescue phase is over, proceed to the next rescue phase until the end of round 5, which is when scoring will occur. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
The only changes to scoring boats are that there are no Rare Treasure or Public Lesson points, and the family Lesson cards can be scored under Private Lessons.&lt;br /&gt;
&lt;br /&gt;
== Solo variant == &lt;br /&gt;
&#039;&#039;&amp;quot;If the approaching armies of Vesh Darkhand weren’t bad &#039;&#039;&lt;br /&gt;
&#039;&#039;enough, you now notice your sister has snuck aboard your &#039;&#039;&lt;br /&gt;
&#039;&#039;boat and is trying to claim credit for all your hard work. &#039;&#039;&lt;br /&gt;
&#039;&#039;Not only do you need to rescue cats and avoid Vesh, but now &#039;&#039;&lt;br /&gt;
&#039;&#039;you will have to also sabotage your sister’s plans in order to &#039;&#039;&lt;br /&gt;
&#039;&#039;succeed!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This mode has multiple difficulties, as explained below. Any lesson cards which may be confusing for the sister setup are given at the end of this section.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup === &lt;br /&gt;
Only the Oshax setup changes for the player setup. &lt;br /&gt;
&lt;br /&gt;
6 Oshax tiles will be placed in a random order in a horizontal line, where the number of the tile is denoted by its position along the line (eg Oshax 1 is on the far left and Oshax 5 is one left from the rightmost tile). &lt;br /&gt;
&lt;br /&gt;
==== Sister setup ====&lt;br /&gt;
&#039;&#039;&#039;Solo color&#039;&#039;&#039; cards are shuffled and placed in a horizontal line, where they will be revealed left to right, one card per round. Make sure to keep track of the color order, as colors revealed earlier in the game benefit your sister more! &lt;br /&gt;
&lt;br /&gt;
The sister will also have &#039;&#039;&#039;Solo lessons&#039;&#039;&#039;, which will be affected by what is placed on your boat. The easy difficulty will have 3 solo lessons, and the number of additional advanced lessons will increase depending on the difficulty. This ranges from 1 advanced lesson for Medium, up to 4 advanced lessons for Expert. &lt;br /&gt;
&lt;br /&gt;
==== Start of the round ==== &lt;br /&gt;
Fields on either side of the island will have 4 cats, with any rare treasure tiles drawn placed in a line, with the first tile drawn called &#039;Rare 1&#039;, the second rare tile called &#039;Rare 2&#039; and so on. Drawn cat tiles will also need to be placed in a line so that they can be numbered from left to right. As opposed to the base game, identical Rare treasures are not stacked on one another.&lt;br /&gt;
&lt;br /&gt;
The player will receive a boat, 20 fish at the start of the round, as well as a permanent basket - same as multiplayer. &lt;br /&gt;
&lt;br /&gt;
==== Explore/Lesson Phases ==== &lt;br /&gt;
The player receives the first 5 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards from the deck and chooses 3. The other two are placed into a discard pile. This is then repeated a second time, then finally the top card from the deck is drawn and added to the 6 cards already in their hand. Card buying works the same way as multiplayer. &lt;br /&gt;
&lt;br /&gt;
The lesson phase is exactly the same, apart from the fact that public lessons only give 50% of the points to the player, rounded up. &lt;br /&gt;
&lt;br /&gt;
=== Rescue Phase === &lt;br /&gt;
Here your Sister is trying to steal tiles from the pool! Make sure she doesn&#039;t take the tiles you want! &lt;br /&gt;
&lt;br /&gt;
Rescuing cats is the same for the player, but the turn order is dependent on your sister&#039;s speed. &lt;br /&gt;
&lt;br /&gt;
==== Rescue phase for your sister ====&lt;br /&gt;
For your sister, the first solo basket card is drawn, which determines how many cards your sister will have during this phase as well as the turn order. If the card has a basket value over 1, draw solo basket cards until the number of cards is equal to the number of baskets. The speed value on the first card will determine your sister&#039;s speed and hence turn order. &lt;br /&gt;
&lt;br /&gt;
When resolving the solo basket cards, determine which tiles are taken from the pool by the number on the card (Reminder: Leftmost tile is labelled as 1). If the rightmost tile is not taken, shift the tile numbers accordingly without changing the tile order (eg if tile 2 is taken, tile 6 becomes tile 5). If the tile number shown on the card does not exist (number is too large), take the last numbered tile of that type. &lt;br /&gt;
&lt;br /&gt;
Keywords for resolving cards: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat 4&#039;&#039;&#039; - Take the 4th cat from the island and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare 5&#039;&#039;&#039; - Take the 5th rare treasure and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax 2&#039;&#039;&#039; - Take the 2nd Oshax and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switch 1,4&#039;&#039;&#039; - Switch cat 1 and cat 4 tiles, so that cat 4 is now cat 1 and vice versa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common treasure picture&#039;&#039;&#039;- Take a common treasure identical to what is shown on the card and remove it from the game.&lt;br /&gt;
After the player cannot rescue any more cats or passes, move onto rare finds.&lt;br /&gt;
&lt;br /&gt;
=== Rare finds === &lt;br /&gt;
This phase is the same, with your sister not doing anything for this phase. If all Oshax tiles are taken out from the pool, any Oshax cards are useless. The same thing applies for the treasure cards.&lt;br /&gt;
&lt;br /&gt;
=== Start of next round === &lt;br /&gt;
After each day is over, flip over the next solo color. If all five have been flipped over, the game ends. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
Scoring is the same for the player, with the sister scoring as follows: &lt;br /&gt;
&lt;br /&gt;
Your sister gains 5 points per cat on the boat for the first revealed solo color. This number of points decreases to 4 points per cat for the second revealed color and so on, until your sister gains 1 point per cat of the final revealed color. This will be the cat color score.&lt;br /&gt;
&lt;br /&gt;
Your sister&#039;s cat color score is then combined with the total score from your sister&#039;s lesson cards to obtain a final score. &lt;br /&gt;
&lt;br /&gt;
The winner is the person with the most points. If there is a tie, your sister wins. &lt;br /&gt;
&lt;br /&gt;
=== Other information === &lt;br /&gt;
Solo lesson cards, which may be confusing, are given below. This list will grow if necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest scoring lesson scores twice&#039;&#039;&#039; - This applies to the solo lessons and not the private/public lessons played by the player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for every cat over 15&#039;&#039;&#039; - If more than 15 cats have placed on the boat (including Oshax tiles), this solo lesson will score points (eg 17 cats will score 10 points to your sister).&lt;/div&gt;</summary>
		<author><name>3p1cFr3nzy</name></author>
	</entry>
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