<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=4everblessed</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=4everblessed"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/4everblessed"/>
	<updated>2026-10-22T09:13:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbearnecessities&amp;diff=31245</id>
		<title>Gamehelpbearnecessities</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbearnecessities&amp;diff=31245"/>
		<updated>2026-09-01T01:27:15Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* HOW TO PLAY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bear Necessities is a game of card drafting, set collection and cascading combos with a quaint bear and forest theme. Gather everything you need for a thriving ecosystem where the right elements placed side-by-side trigger points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every round, you will draft 2 cards - one to place in your tableau and one to reserve. As you build your tableau, each adjacent card is activated. At the end, multiply your bees and beehives together for a final bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cards come in one of 4 colors (yellow, green, blue, red) and bear at least 1 symbol (bearfolk, animal buddies, plantlife, buildings and items). Some show a beehive symbol, which can score major points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CARD DRAFTING:&lt;br /&gt;
&lt;br /&gt;
Players simultaneously choose 2 cards from their hand: &lt;br /&gt;
&lt;br /&gt;
~ Select 1 card to place in your 3x4 tableau (3 rows of 4 cards) and where you would like to place it. &lt;br /&gt;
&lt;br /&gt;
~ The 2nd card you select will appear in your hand next round - reserved for your use or preventing use by others. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CARD PLACEMENT:&lt;br /&gt;
&lt;br /&gt;
The first card in your grid can be placed anywhere. After that, cards must be placed orthogonally next to a card in your grid - left, right, above or below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EFFECT TRIGGERING: &lt;br /&gt;
&lt;br /&gt;
Card abilities activate when placed PLUS whenever a card is placed next to it (orthogonally).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BONUS BEE AWARD:&lt;br /&gt;
&lt;br /&gt;
Whoever scored the least that round receives a Bee token. If there is a tie, the tied players all receive Bee tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PASS YOUR HAND: &lt;br /&gt;
&lt;br /&gt;
After everyone has chosen and placed their card and abilities have activated, everyone passes their hand to the player on their left/clockwise.&lt;br /&gt;
&lt;br /&gt;
== GAME END &amp;amp; FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play until 12 cards have been placed into your tableau. Then everyone multiplies their bee tokens by the number of beehive symbols on their cards. This is added to your total. Highest score wins.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbearnecessities&amp;diff=31244</id>
		<title>Gamehelpbearnecessities</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbearnecessities&amp;diff=31244"/>
		<updated>2026-09-01T01:25:28Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Typo 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bear Necessities is a game of card drafting, set collection and cascading combos with a quaint bear and forest theme. Gather everything you need for a thriving ecosystem where the right elements placed side-by-side trigger points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every round, you will draft 2 cards - one to place in your tableau and one to reserve. As you build your tableau, each adjacent card is activated. At the end, multiply your bees and beehives together for a final bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cards come in one of 4 colors (yellow, green, blue, red) and bear at least 1 symbol (bearfolk, animal buddies, plantlife, buildings and items). Some show a beehive symbol, which can score major points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CARD DRAFTING:&lt;br /&gt;
&lt;br /&gt;
Players simultaneously choose 2 cards from their hand: &lt;br /&gt;
&lt;br /&gt;
~ Select 1 card to place in your 3x4 tableau (3 rows of 4 cards) and where you would like to place it. &lt;br /&gt;
&lt;br /&gt;
~ The 2nd card you select will appear in your hand next round - reserved for your use or preventing use by others. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CARD PLACEMENT:&lt;br /&gt;
&lt;br /&gt;
The first card in your grid can be placed anywhere. After that, cards must be placed orthogonally next to a card in your grid - left, right, above or below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EFFECT TRIGGERING: &lt;br /&gt;
&lt;br /&gt;
Card abilities activate when placed PLUS whenever a card is placed next to it (orthogonally). You choose the order of activation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BONUS BEE AWARD:&lt;br /&gt;
&lt;br /&gt;
Whoever scored the least that round receives a Bee token. If there is a tie, the tied players all receive a Bee token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PASS YOUR HAND: &lt;br /&gt;
&lt;br /&gt;
After everyone has chosen and placed their card and abilities have activated, everyone passes their hand to the player on their left/clockwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME END &amp;amp; FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play until 12 cards have been placed into your tableau. Then everyone multiplies their bee tokens by the number of beehive symbols on their cards. This is added to your total. Highest score wins.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbearnecessities&amp;diff=31243</id>
		<title>Gamehelpbearnecessities</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbearnecessities&amp;diff=31243"/>
		<updated>2026-09-01T01:22:11Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bear Necessities is a game of card drafting, set collection and cascading combos with a quaint bear and forest theme. Gather everything you need for a thriving ecosystem where the right elements placed side-by-side trigger points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every round, you will draft 2 cards - one to place in your tableau and one to reserve. As you build your tableau, each adjacent card is activated. At the end, multiply your bees and beehives together for a final bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cards come in one of 4 colors (yellow, green, blue, red) and bear at least 1 symbol (bearfolk, animal buddies, plantlife, buildings and items). Some show a beehive symbol, which can score major points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CARD DRAFTING:&lt;br /&gt;
&lt;br /&gt;
Each player simultaneously chooses 2 cards from their hand. Select 1 card to place in your 3x4 tableau (3 rows of 4 cards) and where you would like to place it. The 2nd card you select will appear in your hand next round - reserved for your use or preventing use by others. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CARD PLACEMENT:&lt;br /&gt;
&lt;br /&gt;
The first card in your grid can be placed anywhere. After that, cards must be placed next to a card in your grid - left, right, above or below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EFFECT TRIGGERING: &lt;br /&gt;
&lt;br /&gt;
Card abilities activate when placed PLUS whenever a card is placed next to it (orthogonally). You choose the order of activation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BONUS BEE AWARD:&lt;br /&gt;
&lt;br /&gt;
Whoever scored the least that round receives a Bee token. If there is a tie, the tied players all receive a Bee token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PASS YOUR HAND: &lt;br /&gt;
&lt;br /&gt;
After everyone has chosen and placed their card and abilities have activated, everyone passes their hand to the player on their left/clockwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME END &amp;amp; FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play until 12 cards have been placed into your tableau. Then everyone multiplies their bee tokens by the number of beehive symbols on their cards. This is added to your total. Highest score wins.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbearnecessities&amp;diff=31242</id>
		<title>Gamehelpbearnecessities</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbearnecessities&amp;diff=31242"/>
		<updated>2026-08-31T18:58:37Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: First draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bear Necessities is a game of card drafting, set collection and cascading combos with a quaint bear and forest theme. Gather everything you need for a thriving ecosystem where the right elements placed side-by-side trigger points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every round, you will draft 2 cards - one to place in your tableau and one to reserve. As you build your tableau, each adjacent card is activated. At the end, multiply your bees and beehives together a final bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cards come in one of 4 colors (yellow, green, blue, red) and bear at least 1 symbol (bearfolk, animal buddies, plantlife, buildings and items). Some show a beehive symbol. Pay attention to these, as they can score major points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CARD DRAFTING:&lt;br /&gt;
&lt;br /&gt;
Each player simultaneously chooses 2 cards from their hand. Select 1 card to place in your 3x4 tableau (3 rows of 4 cards) and where you would like to place it. The 2nd card you select will appear in your hand next round - reserved for your use or preventing use by others. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CARD PLACEMENT:&lt;br /&gt;
&lt;br /&gt;
The first card in your grid can be placed anywhere. After that, cards must be placed next to a card in your grid - left, right, above or below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EFFECT TRIGGERING: &lt;br /&gt;
&lt;br /&gt;
Card abilities activate when placed PLUS whenever a card is placed next to it (orthogonally). You choose the order of activation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BONUS BEE AWARD:&lt;br /&gt;
&lt;br /&gt;
Whoever scored the least that round receives a Bee token. If there is a tie, the tied players all receive a Bee token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PASS YOUR HAND: &lt;br /&gt;
&lt;br /&gt;
After everyone has chosen and placed their card and abilities have activated, everyone passes their hand to the player on their left/clockwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME END &amp;amp; FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play until 12 cards have been placed into your tableau. Then everyone multiplies their bee tokens by the number of beehive symbols on their cards. This is added to your total. Highest score wins.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjourney&amp;diff=30943</id>
		<title>Gamehelpjourney</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjourney&amp;diff=30943"/>
		<updated>2026-08-02T22:36:26Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= JOURNEY: HORIZON =&lt;br /&gt;
&lt;br /&gt;
Draft cards and assemble them in a photo album to showcase your many and farflung travels, earning points with every addition. Organize the cards to benefit from multipliers as you collect sets of colors and symbols over the course of 4 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== COMPONENT DETAILS ==&lt;br /&gt;
&lt;br /&gt;
JOURNEY CARDS: These are the photos you will place in your album. &lt;br /&gt;
&lt;br /&gt;
~ They come in 5 colors (green, purple, blue, orange and yellow), sometimes a single color and sometimes a combination of two, as seen on the colored tape at the top of the card. &lt;br /&gt;
&lt;br /&gt;
~ They may also bear symbols at the top of the card. These symbols are added to your collection. &lt;br /&gt;
&lt;br /&gt;
~ At the bottom, you may find a multiplier (&amp;quot;Number/&amp;quot;) on the right and a symbol on the left. Earn points on every turn by pairing symbols and multipliers on adjacent cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GOAL CARDS: These are common objectives that provide bonuses. &lt;br /&gt;
&lt;br /&gt;
~ 3 of 12 possible objectives are randomly selected at the start of the game.&lt;br /&gt;
&lt;br /&gt;
~ Depending on which objective you complete, you may be able to score extra victory points OR place a symbol or multiplier on any card in your tableau and score that card again. &lt;br /&gt;
&lt;br /&gt;
~ Each objective may only be completed once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAMEPLAY ==&lt;br /&gt;
&lt;br /&gt;
Everyone&#039;s tableau begins with a random start card showing a multiplier and symbol at the bottom but no colored tape or symbols at the top.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DRAFTING PHASE:&lt;br /&gt;
&lt;br /&gt;
All steps in the &amp;lt;i&amp;gt;drafting&amp;lt;/i&amp;gt; phase take place simultaneously.&lt;br /&gt;
&lt;br /&gt;
1. Everyone receives 3 random journey cards. &lt;br /&gt;
&lt;br /&gt;
2. Everyone chooses 2 of their cards to give to the player on their left.&lt;br /&gt;
&lt;br /&gt;
3. Everyone receives the 2 cards from their neighbor and chooses 1 of the 3 cards in their hand to again pass to the player on their left.&lt;br /&gt;
&lt;br /&gt;
4. Everyone receives the 1 card from their neighbor and chooses 1 of their 3 cards to discard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PLACEMENT AND SCORING PHASE: &lt;br /&gt;
&lt;br /&gt;
You will now place your 2 remaining cards, one-by-one, into your tableau. This adds card colors and symbols to your collection AND triggers scoring. &lt;br /&gt;
&lt;br /&gt;
The player with the lowest score begins this phase. Then play progresses clockwise.&lt;br /&gt;
&lt;br /&gt;
1. Select one card in your hand. &lt;br /&gt;
&lt;br /&gt;
2. Place the card at the END of the tableau, to the left or the right. &lt;br /&gt;
&lt;br /&gt;
3. Score points for the multiplier and symbol combination your just created!&lt;br /&gt;
&lt;br /&gt;
4. Check to see if you have fulfilled an objective card. If so, take the bonus immediately.&lt;br /&gt;
&lt;br /&gt;
5. Repeat steps 1-5 for your 2nd card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BONUS DETAILS ==&lt;br /&gt;
&lt;br /&gt;
There are 3 types of bonuses. &lt;br /&gt;
&lt;br /&gt;
~ Victory Points ranging from 1-8 points.&lt;br /&gt;
&lt;br /&gt;
~ Multipliers: three x1, one x2 and one x3. Immediately place it on any card in your tableau. Immediately re-score the card IF it has already been combined with a symbol/tape.&lt;br /&gt;
&lt;br /&gt;
~ Symbols and Colored Tape, which are immediately added to a card in your tableau. That card is immediately re-scored IF it has already been combined with a multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
At the end of round 4, the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
~ Tied? Share the victory!&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwohundredsixteen&amp;diff=30942</id>
		<title>Gamehelptwohundredsixteen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwohundredsixteen&amp;diff=30942"/>
		<updated>2026-08-02T22:30:26Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 216 =&lt;br /&gt;
&lt;br /&gt;
“Alea iacta est” (The die is cast) – 3 dice, 216 possible combinations. The game combines classic dice-rolling luck with strategic dice manipulation to fulfill objective cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME COMPONENTS ==&lt;br /&gt;
&lt;br /&gt;
* 70 Objective cards - There are always 4 public objectives on display, which you complete for points...&#039;&#039;and possibly bonuses!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 30 Help cards - Earn one when you FAIL to complete an objective on your turn OR in lieu of bonus points when you DO complete an objective. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 3 Dice - A &#039;&#039;maximum of 2 rolls&#039;&#039; is available per turn (an initial roll and an optional re-roll).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAMEPLAY ==&lt;br /&gt;
&lt;br /&gt;
On your turn:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll the Dice ===&lt;br /&gt;
&lt;br /&gt;
The player rolls &#039;&#039;&#039;all 3 dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2. Complete an Objective and Claim a Bonus (Optional) ===&lt;br /&gt;
&lt;br /&gt;
If you fulfill an objective &#039;&#039;&#039;without re-rolling or using any help cards,&#039;&#039;&#039; you can claim the point value of the card PLUS its bonus: additional points OR a help card. &lt;br /&gt;
&lt;br /&gt;
~ To claim an objective card, the dice must match the requirements of the card exactly.&lt;br /&gt;
&lt;br /&gt;
~ Points and bonuses are locate at the top left corner of the card.&lt;br /&gt;
&lt;br /&gt;
You may opt to keep rolling rather than complete an objective at this point. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3. Reroll / Use Help Cards (Optional) ===&lt;br /&gt;
&lt;br /&gt;
You may choose up to 3 dice to re-roll.&lt;br /&gt;
&lt;br /&gt;
You can also play &#039;&#039;&#039;as many help cards from your hand as you like&#039;&#039;&#039; to strategically manipulate the dice results. &lt;br /&gt;
&lt;br /&gt;
You can re-roll and/or use help cards in any order. This is your last chance!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 4. Complete an Objective or Take a Help Card ===&lt;br /&gt;
&lt;br /&gt;
The final rolled result is compared with the face-up objective cards in the display. &lt;br /&gt;
&lt;br /&gt;
~ If you fulfilled a card, earn its points. &lt;br /&gt;
&lt;br /&gt;
~ If you didn&#039;t, take a help card.&lt;br /&gt;
&lt;br /&gt;
~ Again you have the option to take a help card instead of claiming an objective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 5. End of Turn ===&lt;br /&gt;
&lt;br /&gt;
* A new objective is added to the display if there were only 3.&lt;br /&gt;
&lt;br /&gt;
* Play passes clockwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game end is triggered as soon as a specific point value has been earned (100 points by default), then the other players have a final turn. &lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= SOLO VARIANT =&lt;br /&gt;
&lt;br /&gt;
The solo variant provides a virtual opponent (the AI). Instead of rolling dice, the AI automatically takes &#039;&#039;&#039;the LEAST valuable objective card&#039;&#039;&#039; from the center of the table and adds its points to its score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Penalty for Failed Attempts ===&lt;br /&gt;
* If you &#039;&#039;&#039;fail&#039;&#039;&#039; to fulfill an objective card on your turn, the AI receives a &#039;&#039;2nd&#039;&#039; objective card from the current display as a penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== End of the Game &amp;amp; Scoring ===&lt;br /&gt;
The game immediately ends as soon as your OR the AI reach &#039;&#039;&#039;100 points&#039;&#039;&#039;. If your score is higher than the AI&#039;s, you won!&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjourney&amp;diff=30937</id>
		<title>Gamehelpjourney</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjourney&amp;diff=30937"/>
		<updated>2026-08-02T16:57:15Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: First draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= JOURNEY: HORIZON =&lt;br /&gt;
&lt;br /&gt;
Draft cards and assemble them in a photo album to showcase your many and farflung travels, earning points with every addition. Organize the cards to benefit from multipliers as you collect sets of colors and symbols over the course of 4 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== COMPONENT DETAILS ==&lt;br /&gt;
&lt;br /&gt;
JOURNEY CARDS: These are the photos you will place in your album. &lt;br /&gt;
&lt;br /&gt;
~ They come in 5 colors (green, purple, blue, orange and yellow), sometimes a single color and sometimes a combination of two, as seen on the colored tape at the top of the card. &lt;br /&gt;
&lt;br /&gt;
~ They may also bear symbols at the top of the card. These symbols are added to your collection. &lt;br /&gt;
&lt;br /&gt;
~ At the bottom, you may find a multiplier (&amp;quot;Number/&amp;quot;) on the right and a symbol on the left. Earn points on every turn by combining the symbols and multipliers on adjacent cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GOAL CARDS: These are common objectives that provide bonuses. &lt;br /&gt;
&lt;br /&gt;
~ 3 of 12 possible objectives are randomly selected at the start of the game.&lt;br /&gt;
&lt;br /&gt;
~ Depending on which objective you complete, you may be able to score extra victory points OR place a symbol or multiplier on any card in your tableau and score that card again. &lt;br /&gt;
&lt;br /&gt;
~ Each objective may only be completed once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAMEPLAY ==&lt;br /&gt;
&lt;br /&gt;
Everyone&#039;s tableau begins with a random start card showing a multiplier and symbol at the bottom but no colored tape or symbols at the top.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DRAFTING PHASE:&lt;br /&gt;
&lt;br /&gt;
All steps in the &amp;lt;i&amp;gt;drafting&amp;lt;/i&amp;gt; phase take place simultaneously.&lt;br /&gt;
&lt;br /&gt;
1. Everyone receives 3 random journey cards. &lt;br /&gt;
&lt;br /&gt;
2. Everyone chooses 2 of their cards to give to the player on their left.&lt;br /&gt;
&lt;br /&gt;
3. Everyone receives the 2 cards from their neighbor and chooses 1 of the 3 cards in their hand to again pass to the player on their left.&lt;br /&gt;
&lt;br /&gt;
4. Everyone receives the 1 card from their neighbor and chooses 1 of their 3 cards to discard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PLACEMENT AND SCORING PHASE: &lt;br /&gt;
&lt;br /&gt;
You will now place your 2 remaining cards, one-by-one, into your tableau. This adds card colors and symbols to your collection AND triggers scoring. &lt;br /&gt;
&lt;br /&gt;
The player with the lowest score begins this phase. Then play progresses clockwise.&lt;br /&gt;
&lt;br /&gt;
1. Select one card in your hand. &lt;br /&gt;
&lt;br /&gt;
2. Place the card at the END of the tableau, to the left or the right. &lt;br /&gt;
&lt;br /&gt;
3. Score points for the multiplier and symbol combination your just created!&lt;br /&gt;
&lt;br /&gt;
4. Check to see if you have fulfilled an objective card. If so, take the bonus immediately.&lt;br /&gt;
&lt;br /&gt;
5. Repeat steps 1-5 for your 2nd card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BONUS DETAILS ==&lt;br /&gt;
&lt;br /&gt;
There are 3 types of bonuses. &lt;br /&gt;
&lt;br /&gt;
~ Victory Points ranging from 1-8 points.&lt;br /&gt;
&lt;br /&gt;
~ Multipliers: three x1, one x2 and one x3. Immediately place it on any card in your tableau. Immediately re-score the card IF it has already been combined with a symbol/tape.&lt;br /&gt;
&lt;br /&gt;
~ Symbols and Colored Tape, which are immediately added to a card in your tableau. That card is immediately re-scored IF it has already been combined with a multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
At the end of round 4, the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
~ Tied? Share the victory!&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwohundredsixteen&amp;diff=30934</id>
		<title>Gamehelptwohundredsixteen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwohundredsixteen&amp;diff=30934"/>
		<updated>2026-08-02T14:25:31Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Additional details, correction to solo variant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 216 =&lt;br /&gt;
&lt;br /&gt;
“Alea iacta est” (The die is cast) – 3 dice, 216 possible combinations. The game combines classic dice-rolling luck with strategic dice manipulation to fulfill objective cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME COMPONENTS ==&lt;br /&gt;
&lt;br /&gt;
* 70 Objective cards - There are always 4 public objectives on display, which you complete for points...&#039;&#039;and possibly bonuses!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 30 Help cards - Earn one when you FAIL to complete an objective on your turn OR in lieu of bonus points when you DO complete an objective. &lt;br /&gt;
&lt;br /&gt;
* 3 Dice - A &#039;&#039;maximum of 2 rolls&#039;&#039; is available per turn (an initial roll and an optional re-roll).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAMEPLAY ==&lt;br /&gt;
&lt;br /&gt;
On your turn:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll the Dice ===&lt;br /&gt;
&lt;br /&gt;
The player rolls &#039;&#039;&#039;all 3 dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2. Complete an Objective and Claim a Bonus (Optional) ===&lt;br /&gt;
&lt;br /&gt;
If you fulfill an objective &#039;&#039;&#039;without re-rolling or using any help cards,&#039;&#039;&#039; you can claim the point value of the card PLUS its bonus: additional points OR a help card. &lt;br /&gt;
&lt;br /&gt;
~ To claim an objective card, the dice must match the requirements of the card exactly.&lt;br /&gt;
&lt;br /&gt;
~ Points and bonuses are locate at the top left corner of the card.&lt;br /&gt;
&lt;br /&gt;
You may opt to keep rolling rather than complete an objective at this point. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3. Reroll / Use Help Cards (Optional) ===&lt;br /&gt;
&lt;br /&gt;
You may choose up to 3 dice to re-roll.&lt;br /&gt;
&lt;br /&gt;
You can also play &#039;&#039;&#039;as many help cards from your hand as you like&#039;&#039;&#039; to strategically manipulate the dice results. &lt;br /&gt;
&lt;br /&gt;
You can re-roll and/or use help cards in any order. This is your last chance!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 4. Complete an Objective or Take a Help Card ===&lt;br /&gt;
&lt;br /&gt;
The final rolled result is compared with the face-up objective cards in the display. &lt;br /&gt;
&lt;br /&gt;
~ If you fulfilled a card, earn its points. &lt;br /&gt;
&lt;br /&gt;
~ If you didn&#039;t, take a help card.&lt;br /&gt;
&lt;br /&gt;
~ Again you have the option to take a help card instead of claiming an objective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 5. End of Turn ===&lt;br /&gt;
&lt;br /&gt;
* A new objective is added to the display if there were only 3.&lt;br /&gt;
&lt;br /&gt;
* Play passes clockwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game end is triggered as soon as a specific point value has been earned (100 points by default), then the other players have a final turn. &lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= SOLO VARIANT: AI Challenge =&lt;br /&gt;
&lt;br /&gt;
The solo variant provides a virtual opponent (the AI). Instead of rolling dice, the AI automatically takes &#039;&#039;&#039;the LEAST valuable objective card&#039;&#039;&#039; from the center of the table and adds its points to its score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Penalty for Failed Attempts ===&lt;br /&gt;
* If you &#039;&#039;&#039;fail&#039;&#039;&#039; to fulfill an objective card on your turn, the AI receives a &#039;&#039;2nd&#039;&#039; objective card from the current display as a penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of the Game &amp;amp; Scoring ==&lt;br /&gt;
The game immediately ends as soon as your OR the AI reach &#039;&#039;&#039;100 points&#039;&#039;&#039;. If your score is higher than the AI&#039;s, you won!&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptirnanog&amp;diff=30661</id>
		<title>Gamehelptirnanog</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptirnanog&amp;diff=30661"/>
		<updated>2026-07-12T22:09:32Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
&lt;br /&gt;
Strategically acquire cards and lay them out in your tableau to fulfill scoring conditions better than the other players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds, with 3 phases per round: Journey, Saga, and Cleanup. Each round players take turns placing storytellers, drafting cards from the Otherworld grid, and playing cards into their tableau. &lt;br /&gt;
&lt;br /&gt;
The tableau consists of 3 rows, each with a unique scoring condition based on the cards&#039; number value. There are additional bonuses based on card color. Maximize both over the course of the game to win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
~ Cards numbered 0-8 in one of 4 colors: red, yellow, blue and green. Some card provide an immediate or ongoing ability.&lt;br /&gt;
&lt;br /&gt;
~ An Otherworld grid where random cards are staged each round. Grid size varies by player count.&lt;br /&gt;
&lt;br /&gt;
~ 3 Storyteller tokens per player, in their player color. These will be placed on the grid in an to attempt to reserve cards for placement in your personal tableau.&lt;br /&gt;
&lt;br /&gt;
~ Hand of 5 cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Each round has 3 phases, which occur in this order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNEY phase: Place your tokens on the grid&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players take turns placing tokens between the cards on the Otherworld grid to indicate which cards they would like to claim during the Saga phase.&lt;br /&gt;
&lt;br /&gt;
Tokens must touch at least 2 cards. They may NOT be placed on an occupied space or on the card corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SAGA Phase: Choose and place cards into your tableau&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players take turns in counterclockwise order choosing a card in the grid. You may only select from among the cards that your token touches. This card is added to your hand. &lt;br /&gt;
&lt;br /&gt;
~ If none of your tokens touch a card, your storyteller is &amp;quot;lost&amp;quot; and your turn is skipped until only lost storytellers remain in the grid. Then, still in counterclockwise order, take turns selecting from among any of the cards remaining in the grid. Add it to your hand.&lt;br /&gt;
&lt;br /&gt;
Next, place any card from your hand into your tableau. Cards may be placed in any row, but rows are built left to right. A maximum of 5 cards can be placed in a row. Resolve card effects that are triggered by placement.&lt;br /&gt;
&lt;br /&gt;
~ If there are any gaps between cards, from a previous game effect, the next card played to that row must fill the gap.&lt;br /&gt;
&lt;br /&gt;
~ If you don&#039;t have a legal placement, simply discard a card from your hand.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CLEANUP Phase: Discard a card, prepare the grid for the next round, rotate 1st player&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone must discard one card from their hand.&lt;br /&gt;
&lt;br /&gt;
Then all cards are discarded from the grid, replaced by a random set of cards.&lt;br /&gt;
&lt;br /&gt;
FIRST PLAYER token moves clockwise to the next player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SCORING ==&lt;br /&gt;
&lt;br /&gt;
At the end of the 5th round: &lt;br /&gt;
&lt;br /&gt;
Tally points per each row&#039;s scoring condition, then add points for color majorities:&lt;br /&gt;
&lt;br /&gt;
For each card color, players receive points for having the LARGEST or 2ND LARGEST &amp;lt;i&amp;gt;orthogonally-connected&amp;lt;/i&amp;gt; region of the same color.  In a 1-3 player game, 8 points go to the largest region, and 3 points go to the 2nd largest region.&lt;br /&gt;
&lt;br /&gt;
~ Tied for region size? EACH tied player receives HALF the points for the tied size AND HALF the points of the next lower region size. Other players will not receive points for the lower region size.&lt;br /&gt;
&lt;br /&gt;
For example: If 2 players tie for first place, 8 points divided by 2 players would be 4 points each for first place, AND 3 points divided by 2 players is 1 point each - no second place is awarded.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOLO Mode ==&lt;br /&gt;
 &lt;br /&gt;
Balor, the automa, is controlled by his card. On each of his turns, a card is drawn, checked for the presence of an Ailm (plus sign under the card value), and if present, his control card flips over. One one side the highest values are used, on the opposite side of his control card, the lower values are used. The control card is shown next to the Otherworld grid of cards. Balor does not create a grid, but rather cards are placed side by side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SOLO Mode Scoring:&lt;br /&gt;
&lt;br /&gt;
Your score for Geas cards are calculated normally. Balor scores the points located in the lower right of each of the three Geas cards. &lt;br /&gt;
&lt;br /&gt;
Balor&#039;s cards are revealed at the end. Choose and discard a number of cards from Balor’s scoring pile based on the difficulty setting you want to play. &lt;br /&gt;
&lt;br /&gt;
When comparing color regions, Balor’s connected region size is the number of all cards of that color remaining in his scoring pile after discarding. &lt;br /&gt;
&lt;br /&gt;
Points are awarded like normal for a two-player game: 8 points to the player with the largest region of that color, 3 points to the player with the second largest region, and 0 points to players with regions of 0 or 1 cards. Ties split the first and second total 11 points evenly rounded down, so 5 points each.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptirnanog&amp;diff=30660</id>
		<title>Gamehelptirnanog</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptirnanog&amp;diff=30660"/>
		<updated>2026-07-12T22:03:34Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
&lt;br /&gt;
Strategically acquire cards and lay them out in your tableau to fulfill scoring conditions better than the other players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds, with 3 phases per round: Journey, Saga, and Cleanup. Each round players take turns placing storytellers, drafting cards from the Otherworld grid, and playing cards into their tableau. &lt;br /&gt;
&lt;br /&gt;
The tableau consists of 3 rows, each with a unique scoring condition based on the cards&#039; number value. There are additional bonuses based on card color. Maximize both over the course of the game to win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
~ Cards numbered 0-8 in one of 4 colors: red, yellow, blue and green. Some card provide an immediate or ongoing ability.&lt;br /&gt;
&lt;br /&gt;
~ An Otherworld grid where random cards are staged each round. Grid size varies by player count.&lt;br /&gt;
&lt;br /&gt;
~ 3 Storyteller tokens per player, in their player color. These will be placed on the grid in an to attempt to reserve cards for placement in your personal tableau.&lt;br /&gt;
&lt;br /&gt;
~ Hand of 5 cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Each round has 3 phases, which occur in this order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNEY phase: Place your tokens on the grid&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players take turns placing tokens between the cards on the Otherworld grid to indicate which cards they would like to claim during the Saga phase.&lt;br /&gt;
&lt;br /&gt;
Tokens must touch at least 2 cards. They may NOT be placed on an occupied space or on the card corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SAGA Phase: Choose and place cards into your tableau&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players take turns in counterclockwise order choosing a card in the grid. You may only select from among the cards that your token touches. This card is added to your hand. &lt;br /&gt;
&lt;br /&gt;
~ If none of your tokens touch a card, your storyteller is &amp;quot;lost&amp;quot; and your turn is skipped until only lost storytellers remain in the grid. Then, still in counterclockwise order, take turns selecting from among any of the cards remaining in the grid. Add it to your hand.&lt;br /&gt;
&lt;br /&gt;
Next, place any card from your hand into your tableau. Cards may be placed in any row, but rows are built left to right. A maximum of 5 cards can be placed in a row. Resolve card effects that are triggered by placement.&lt;br /&gt;
&lt;br /&gt;
~ If there are any gaps between cards, from a previous game effect, the next card played to that row must fill the gap.&lt;br /&gt;
&lt;br /&gt;
~ If you don&#039;t have a legal placement, simply discard a card from your hand.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CLEANUP Phase: Discard a card, prepare the grid for the next round, rotate 1st player&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone must discard one card from their hand.&lt;br /&gt;
&lt;br /&gt;
Then all cards are discarded from the grid, replaced by a random set of cards.&lt;br /&gt;
&lt;br /&gt;
FIRST PLAYER token moves clockwise to the next player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SCORING ==&lt;br /&gt;
&lt;br /&gt;
At the end of the 5th round: &lt;br /&gt;
&lt;br /&gt;
Tally points per each row&#039;s scoring condition. &lt;br /&gt;
&lt;br /&gt;
For each card color, players receive points for having the LARGEST or 2ND LARGEST &amp;lt;i&amp;gt;orthogonally-connected&amp;lt;/i&amp;gt; region of the same color.  In a 1-3 player game, 8 points go to the largest region, and 3 points go to the 2nd largest region.&lt;br /&gt;
&lt;br /&gt;
~ Tied for region size? EACH tied player receives HALF the points for the tied size AND HALF the points of the next lower region size. Other players will not receive points for the lower region size.&lt;br /&gt;
&lt;br /&gt;
For example: If 2 players tie for first place, 8 points divided by 2 players would be 4 points each for first place, AND 3 points divided by 2 players is 1 point each - no second place is awarded.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOLO Mode ==&lt;br /&gt;
 &lt;br /&gt;
Balor, the automa, is controlled by his card. On each of his turns, a card is drawn, checked for the presence of an Ailm (plus sign under the card value), and if present, his control card flips over. One one side the highest values are used, on the opposite side of his control card, the lower values are used. The control card is shown next to the Otherworld grid of cards. Balor does not create a grid, but rather cards are placed side by side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SOLO Mode Scoring:&lt;br /&gt;
&lt;br /&gt;
Your score for Geas cards are calculated normally. Balor scores the points located in the lower right of each of the three Geas cards. &lt;br /&gt;
&lt;br /&gt;
Balor&#039;s cards are revealed at the end. Choose and discard a number of cards from Balor’s scoring pile based on the difficulty setting you want to play. &lt;br /&gt;
&lt;br /&gt;
When comparing color regions, Balor’s connected region size is the number of all cards of that color remaining in his scoring pile after discarding. &lt;br /&gt;
&lt;br /&gt;
Points are awarded like normal for a two-player game: 8 points to the player with the largest region of that color, 3 points to the player with the second largest region, and 0 points to players with regions of 0 or 1 cards. Ties split the first and second total 11 points evenly rounded down, so 5 points each.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptirnanog&amp;diff=30659</id>
		<title>Gamehelptirnanog</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptirnanog&amp;diff=30659"/>
		<updated>2026-07-12T17:04:47Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: clarifying rules, reformatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
&lt;br /&gt;
Strategically acquire cards and lay them out in your tableau to fulfill scoring conditions better than the other players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds, with 3 phases per round: Journey, Saga, and Cleanup. Each round players take turns placing storytellers, drafting cards from the Otherworld grid, and playing cards into their tableau. &lt;br /&gt;
&lt;br /&gt;
The tableau consists of 3 rows, each with a unique scoring condition based on the cards&#039; number value. There are additional bonuses based on card color. Maximize both over the course of the game to win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== COMPONENTS: ==&lt;br /&gt;
&lt;br /&gt;
~ Cards numbered 0-8 in one of 4 colors: red, yellow, blue and green. Some card provide an immediate or ongoing ability.&lt;br /&gt;
&lt;br /&gt;
~ An Otherworld grid where random cards are staged each round. Grid size varies by player count.&lt;br /&gt;
&lt;br /&gt;
~ 3 Storyteller tokens per player, in their player color. These will be placed on the grid in an to attempt to reserve cards for placement in your personal tableau.&lt;br /&gt;
&lt;br /&gt;
~ Hand of 5 cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Each round has 3 phases, which occur in this order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNEY phase: Place your tokens on the grid&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players take turns placing tokens between the cards on the Otherworld grid to indicate which cards they would like to claim during the Saga phase.&lt;br /&gt;
&lt;br /&gt;
Tokens must touch at least 2 cards. They may NOT be placed on an occupied space or on the card corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SAGA Phase: Choose and place cards into your tableau&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players take turns in counterclockwise order choosing a card in the grid. You may only select from among the cards that your token touches. This card is added to your hand. &lt;br /&gt;
&lt;br /&gt;
~ If none of your tokens touch a card, your storyteller is &amp;quot;lost&amp;quot; and your turn is skipped until only lost storytellers remain in the grid. Then, still in counterclockwise order, take turns selecting from among any of the cards remaining in the grid. Add it to your hand.&lt;br /&gt;
&lt;br /&gt;
Next, place any card from your hand into your tableau. Cards may be placed in any row, but rows are built left to right. A maximum of 5 cards can be placed in a row. Resolve card effects that are triggered by placement.&lt;br /&gt;
&lt;br /&gt;
~ If there are any gaps between cards, from a previous game effect, the next card played to that row must fill the gap.&lt;br /&gt;
&lt;br /&gt;
~ If you don&#039;t have a legal placement, simply discard a card from your hand.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CLEANUP Phase: Discard a card, prepare the grid for the next round, rotate 1st player&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone must discard one card from their hand.&lt;br /&gt;
&lt;br /&gt;
Then all cards are discarded from the grid, replaced by a random set of cards.&lt;br /&gt;
&lt;br /&gt;
FIRST PLAYER token moves clockwise to the next player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SCORING ==&lt;br /&gt;
&lt;br /&gt;
At the end of the 5th round: &lt;br /&gt;
&lt;br /&gt;
Tally points per each row&#039;s scoring condition. &lt;br /&gt;
&lt;br /&gt;
For each card color, players receive points for having the LARGEST or 2ND LARGEST &amp;lt;i&amp;gt;orthogonally-connected&amp;lt;/i&amp;gt; region of the same color.  In a 1-3 player game, 8 points go to the largest region, and 3 points go to the 2nd largest region.&lt;br /&gt;
&lt;br /&gt;
~ Tied for region size? EACH tied player receives HALF the points for the tied size AND HALF the points of the next lower region size. Other players will not receive points for the lower region size.&lt;br /&gt;
&lt;br /&gt;
For example: If 2 players tie for first place, 8 points divided by 2 players would be 4 points each for first place, AND 3 points divided by 2 players is 1 point each - no second place is awarded.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOLO Mode ==&lt;br /&gt;
 &lt;br /&gt;
Balor, the automa, is controlled by his card. On each of his turns, a card is drawn, checked for the presence of an Ailm (plus sign under the card value), and if present, his control card flips over. One one side the highest values are used, on the opposite side of his control card, the lower values are used. The control card is shown next to the Otherworld grid of cards. Balor does not create a grid, but rather cards are placed side by side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SOLO Mode Scoring:&lt;br /&gt;
&lt;br /&gt;
Your score for Geas cards are calculated normally. Balor scores the points located in the lower right of each of the three Geas cards. &lt;br /&gt;
&lt;br /&gt;
Balor&#039;s cards are revealed at the end. Choose and discard a number of cards from Balor’s scoring pile based on the difficulty setting you want to play. &lt;br /&gt;
&lt;br /&gt;
When comparing color regions, Balor’s connected region size is the number of all cards of that color remaining in his scoring pile after discarding. &lt;br /&gt;
&lt;br /&gt;
Points are awarded like normal for a two-player game: 8 points to the player with the largest region of that color, 3 points to the player with the second largest region, and 0 points to players with regions of 0 or 1 cards. Ties split the first and second total 11 points evenly rounded down, so 5 points each.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukimi&amp;diff=30548</id>
		<title>Gamehelptsukimi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukimi&amp;diff=30548"/>
		<updated>2026-07-06T13:29:41Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Formatting edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OVERVIEW==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Japanese festival, this beautiful 2-player game combines tile placement and area control. Take turns selecting and placing tiles, then positioning rabbits around them to vie for their points.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 15 rabbits in their color, and there are 18 tiles to place over the course of the game. Each tile has a value from 0-5, a color and a special effect. Creating a set of 3 matching tiles (number or color) gives a one-time bonus ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==GAME PLAY==&lt;br /&gt;
&lt;br /&gt;
The tiles are arranged in a circle around the moon board. There are 18 tiles plus the temple tile at the top. On your turn, first select a tile to place on the moon board. &lt;br /&gt;
&lt;br /&gt;
~ If there are no other tiles between the temple and your chosen tile, there is no cost to take it.&lt;br /&gt;
&lt;br /&gt;
~ Otherwise, you must discard rabbits from your supply equal to the number of tiles between the temple and the tile you have selected. On BGA, the number by the tile tells you how many rabbits you must discard to take the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, place your tile on the moon board:&lt;br /&gt;
&lt;br /&gt;
~ It must be adjacent to at least one already-placed tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, apply the effect shown at the bottom of tile: &lt;br /&gt;
&lt;br /&gt;
~ Paws = the number of rabbits (from your supply) you &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; position around the tile you just placed. Rabbits can only be positioned around the tile you just placed and only on unoccupied spaces.&lt;br /&gt;
&lt;br /&gt;
~ Arrow = you &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; move one of your rabbits that is already on the board to an unoccupied space on the moon board.&lt;br /&gt;
&lt;br /&gt;
Rabbits count toward control of all tiles it is touching. A well-placed rabbit can influence up to 3 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;BONUS ACTION (SETS OF 3)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can remove a rival&#039;s rabbit from the moon board if your tile completes a set of 3 tiles sharing a color or value. The tiles must be connected, but your tile does not need to touch both of the matching tiles. It is sufficient for your tile to touch a tile that is touching another tile, as long as all 3 are the same color or number.&lt;br /&gt;
&lt;br /&gt;
~ The removed rabbit is discarded from the game. It does not return to the opponent&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
~ You can remove the rival rabbit before or after you place your own rabbits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF GAME==&lt;br /&gt;
&lt;br /&gt;
Players alternate taking and placing tiles until all tiles have been placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WINNING==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, tiles are claimed by the player with the majority of rabbits surrounding it. Each player tallies the value of the tiles they claimed. Whoever has the most points wins.&lt;br /&gt;
&lt;br /&gt;
Tied? Whoever claimed the most tiles wins.&lt;br /&gt;
&lt;br /&gt;
Still tied? Whoever has the most rabbits in their supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VARIANT: Dark Side of the Moon==&lt;br /&gt;
&lt;br /&gt;
Played on a special moon board bearing rabbit spaces. &lt;br /&gt;
&lt;br /&gt;
~ Players start with only 3 rabbits in their supply. &lt;br /&gt;
&lt;br /&gt;
~ Gather more rabbits solely by placing tiles on the rabbit spaces, which show either 1 or 2 rabbit symbols. &lt;br /&gt;
&lt;br /&gt;
~ Once you have placed your tile and collected rabbits equal to the # of rabbit symbols on the space covered, apply the tile effects per usual. &lt;br /&gt;
&lt;br /&gt;
~ The rest of the rules are the same.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30533</id>
		<title>Gamehelpcritsandtricks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30533"/>
		<updated>2026-07-03T22:32:53Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
Collect the most valuable loot over three rounds by winning tricks and completing adventure quests. Tricks are won based on a combination of suit and dice value - highest, lowest, closest to 5, etc... Cards are dual use and can be used to manipulate the dice with their &amp;quot;crit&amp;quot; ability. The player with the highest total value of loot at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercenary Cards:&#039;&#039;&#039; There are 6 character types (suits), each with a winning dice roll requirement and a special ability. There are 8 of each character type. Only 3 types will be used during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;BARBARIAN:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Barbarian has the highest value wins. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Increase/decrease your die by 1-3 (within the die&#039;s numerical limits)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;ROGUE:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Rogue has the lowest value wins. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Go last in turn order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkorange&amp;quot;&amp;gt;&#039;&#039;&#039;WIZARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Wizard has a value equal (or closest) to 5 wins. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Exchange your current die with one you&#039;ve already used. It retains its die value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:indigo&amp;quot;&amp;gt;&#039;&#039;&#039;DRUID:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Druid has the second-highest value wins. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Choose 1 opponent to re-roll the die they played that turn. They must keep the result.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;&#039;&#039;&#039;PALADIN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Paladin has the highest value and uses the same die size as the lead player’s Paladin wins. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - In a tie, you win.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:dodgerblue&amp;quot;&amp;gt;&#039;&#039;&#039;BARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - Bards are a wild card. &amp;lt;b&amp;gt;When leading with a Bard,&amp;lt;/b&amp;gt; choose one of the other suits for it to represents. &amp;lt;b&amp;gt;When following with a bard,&amp;lt;/b&amp;gt; it is the same suit as whatever was led. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Re-roll your die up to 2 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice:&#039;&#039;&#039; Each player receives one of each dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided and 20-sided. Dice values are randomly generated at the start of each round. You must pair 1 die with your card each turn to give the card its value. Each die size can be used only once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quest Cards:&#039;&#039;&#039; Meet special conditions shown on the card (e.g., &amp;quot;Win a trick with a 4&amp;quot;) to gain loot. There are 64 different quests cards, so no 2 games are alike. The number of quests up for grabs during a round varies by player count.&lt;br /&gt;
~ &#039;&#039;&#039;3-4 players:&#039;&#039;&#039; At the beginning of the round, you will be given 4 quest cards. Choose 1 to discard. Keep the remaining 3. These are private quests. Other players cannot see your quests.&lt;br /&gt;
~ &#039;&#039;&#039;2 players:&#039;&#039;&#039; 6 public quests will be randomly chosen for both players to compete for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barkeep&#039;s Challenge:&#039;&#039;&#039; At the end of each round, one player will win points for meeting its conditions. A new challenge will be selected each round by the player with the least loot.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game lasts 3 rounds, with 6 tricks per round. &lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose a card to play and a die to play along with it. You may re-roll the die once. Then you may use the special ability of any card(s) still in your hand. Once the trick is resolved, points from quest cards will be awarded to players who met their criteria.&lt;br /&gt;
&lt;br /&gt;
TRICK TAKING:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leading:&#039;&#039;&#039; The first player can lead with any suit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Following Suit:&#039;&#039;&#039; All other players must follow the led suit, if possible. If you cannot follow suit, you may play any card.&lt;br /&gt;
&lt;br /&gt;
~ If a bard is led, everyone must follow with the suit it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice Modifiers:&#039;&#039;&#039; You may use up to 2 cards in your hand for their &amp;quot;crit ability&amp;quot; each turn, however once your hand is empty, you are done playing for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Trick &amp;amp; Tiebreakers ==&lt;br /&gt;
&lt;br /&gt;
Only players who followed the led suit are eligible to win the trick. In addition to the suit requirement, you must meet the suit&#039;s dice requirement to take the trick.&lt;br /&gt;
&lt;br /&gt;
~ The player who best meets the win condition wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker 1:&#039;&#039;&#039; In case of a tie, the larger die type wins (d20 &amp;gt; d12 &amp;gt; d10, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker 2:&#039;&#039;&#039; The last player who played, in the turn order wins.&lt;br /&gt;
&lt;br /&gt;
If multiple players used the Paladin&#039;s crit ability, the last player to use it wins the tie.&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
In addition to points earned from completing quests and the barkeep&#039;s challenge, you get 1 point for each Bard you collected when you took the trick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2-Player ==&lt;br /&gt;
&lt;br /&gt;
Note the following changes:&lt;br /&gt;
&lt;br /&gt;
~ Tied quests are discarded. Neither player scores it.&lt;br /&gt;
&lt;br /&gt;
~ At the end of the round, all unscored quests are discarded and 6 new quests are revealed.&lt;br /&gt;
&lt;br /&gt;
~ 3 types of mercenary cards (4 of each) are shuffled together with 6 bards to form the mercenary deck.&lt;br /&gt;
&lt;br /&gt;
~ The &amp;quot;Creative&amp;quot; barkeep&#039;s challenge is not used.&lt;br /&gt;
&lt;br /&gt;
~ If the game is tied at the end, you will play another round.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30532</id>
		<title>Gamehelpcritsandtricks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30532"/>
		<updated>2026-07-03T22:31:56Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
Collect the most valuable loot over three rounds by winning tricks and completing adventure quests. Tricks are won based on a combination of suit and dice value - highest, lowest, closest to 5, etc... Cards are dual use and can be used to manipulate the dice with their &amp;quot;crit&amp;quot; ability. The player with the highest total value of loot at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercenary Cards:&#039;&#039;&#039; There are 6 character types (suits), each with a winning dice roll requirement and a special ability. There are 8 of each character type. Only 3 types will be used during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;BARBARIAN:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Barbarian has the highest value wins. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Increase/decrease your die by 1-3 (within the die&#039;s numerical limits)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;ROGUE:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Rogue has the lowest value wins. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Go last in turn order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkorange&amp;quot;&amp;gt;&#039;&#039;&#039;WIZARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Wizard has a value equal (or closest) to 5 wins. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Exchange your current die with one you&#039;ve already used. It retains its die value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:indigo&amp;quot;&amp;gt;&#039;&#039;&#039;DRUID:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Druid has the second-highest value wins. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Choose 1 opponent to re-roll the die they played that turn. They must keep the result.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;&#039;&#039;&#039;PALADIN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - The player whose Paladin has the highest value and uses the same die size as the lead player’s Paladin wins. &lt;br /&gt;
&lt;br /&gt;
~CRIT ABILITY - In a tie, you win.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:dodgerblue&amp;quot;&amp;gt;&#039;&#039;&#039;BARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
~ DICE REQUIREMENT - Bards are a wild card. &amp;lt;b&amp;gt;When leading with a Bard,&amp;lt;/b&amp;gt; choose one of the other suits for it to represents. &amp;lt;b&amp;gt;When following with a bard,&amp;lt;/b&amp;gt; it is the same suit as whatever was led. &lt;br /&gt;
&lt;br /&gt;
~ CRIT ABILITY - Re-roll your die up to 2 times.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice:&#039;&#039;&#039; Each player receives one of each dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided and 20-sided. Dice values are randomly generated at the start of each round. You must pair 1 die with your card each turn to give the card its value. Each die size can be used only once.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quest Cards:&#039;&#039;&#039; Meet special conditions shown on the card (e.g., &amp;quot;Win a trick with a 4&amp;quot;) to gain loot. There are 64 different quests cards, so no 2 games are alike. The number of quests up for grabs during a round varies by player count.&lt;br /&gt;
~ &#039;&#039;&#039;3-4 players:&#039;&#039;&#039; At the beginning of the round, you will be given 4 quest cards. Choose 1 to discard. Keep the remaining 3. These are private quests. Other players cannot see your quests.&lt;br /&gt;
~ &#039;&#039;&#039;2 players:&#039;&#039;&#039; 6 public quests will be randomly chosen for both players to compete for.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barkeep&#039;s Challenge:&#039;&#039;&#039; At the end of each round, one player will win points for meeting its conditions. A new challenge will be selected each round by the player with the least loot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loot:&#039;&#039;&#039; Consists of Crowns (monetary value), Trinkets (set collection), and Treasures (special scoring).&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game lasts 3 rounds, with 6 tricks per round. &lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose a card to play and a die to play along with it. You may re-roll the die once. Then you may use the special ability of any card(s) still in your hand. Once the trick is resolved, points from quest cards will be awarded to players who met their criteria.&lt;br /&gt;
&lt;br /&gt;
TRICK TAKING:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leading:&#039;&#039;&#039; The first player can lead with any suit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Following Suit:&#039;&#039;&#039; All other players must follow the led suit, if possible. If you cannot follow suit, you may play any card.&lt;br /&gt;
&lt;br /&gt;
~ If a bard is led, everyone must follow with the suit it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice Modifiers:&#039;&#039;&#039; You may use up to 2 cards in your hand for their &amp;quot;crit ability&amp;quot; each turn, however once your hand is empty, you are done playing for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Trick &amp;amp; Tiebreakers ==&lt;br /&gt;
&lt;br /&gt;
Only players who followed the led suit are eligible to win the trick. In addition to the suit requirement, you must meet the suit&#039;s dice requirement to take the trick.&lt;br /&gt;
&lt;br /&gt;
~ The player who best meets the win condition wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker 1:&#039;&#039;&#039; In case of a tie, the larger die type wins (d20 &amp;gt; d12 &amp;gt; d10, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker 2:&#039;&#039;&#039; The last player who played, in the turn order wins.&lt;br /&gt;
&lt;br /&gt;
If multiple players used the Paladin&#039;s crit ability, the last player to use it wins the tie.&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
In addition to points earned from completing quests and the barkeep&#039;s challenge, you get 1 point for each Bard you collected when you took the trick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2-Player ==&lt;br /&gt;
&lt;br /&gt;
Note the following changes:&lt;br /&gt;
&lt;br /&gt;
~ Tied quests are discarded. Neither player scores it.&lt;br /&gt;
&lt;br /&gt;
~ At the end of the round, all unscored quests are discarded and 6 new quests are revealed.&lt;br /&gt;
&lt;br /&gt;
~ 3 types of mercenary cards (4 of each) are shuffled together with 6 bards to form the mercenary deck.&lt;br /&gt;
&lt;br /&gt;
~ The &amp;quot;Creative&amp;quot; barkeep&#039;s challenge is not used.&lt;br /&gt;
&lt;br /&gt;
~ If the game is tied at the end, you will play another round.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30531</id>
		<title>Gamehelpcritsandtricks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30531"/>
		<updated>2026-07-03T22:31:03Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Winning the Trick &amp;amp; Tiebreakers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
Collect the most valuable loot over three rounds by winning tricks and completing adventure quests. Tricks are won based on a combination of suit and dice value - highest, lowest, closest to 5, etc... Cards are dual use and can be used to manipulate the dice with their &amp;quot;crit&amp;quot; ability. The player with the highest total value of loot at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercenary Cards:&#039;&#039;&#039; There are 6 character types (suits), each with a winning dice roll requirement and a special ability. There are 8 of each character type. Only 3 types will be used during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;BARBARIAN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Barbarian has the highest value wins. &lt;br /&gt;
~ CRIT ABILITY - Increase/decrease your die by 1-3 (within the die&#039;s numerical limits)&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;ROGUE:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Rogue has the lowest value wins. &lt;br /&gt;
~ CRIT ABILITY - Go last in turn order.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkorange&amp;quot;&amp;gt;&#039;&#039;&#039;WIZARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Wizard has a value equal (or closest) to 5 wins. &lt;br /&gt;
~ CRIT ABILITY - Exchange your current die with one you&#039;ve already used. It retains its die value.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:indigo&amp;quot;&amp;gt;&#039;&#039;&#039;DRUID:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Druid has the second-highest value wins. &lt;br /&gt;
~ CRIT ABILITY - Choose 1 opponent to re-roll the die they played that turn. They must keep the result.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;&#039;&#039;&#039;PALADIN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Paladin has the highest value and uses the same die size as the lead player’s Paladin wins. &lt;br /&gt;
~CRIT ABILITY - In a tie, you win.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:dodgerblue&amp;quot;&amp;gt;&#039;&#039;&#039;BARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - Bards are a wild card. &amp;lt;b&amp;gt;When leading with a Bard,&amp;lt;/b&amp;gt; choose one of the other suits for it to represents. &amp;lt;b&amp;gt;When following with a bard,&amp;lt;/b&amp;gt; it is the same suit as whatever was led. &lt;br /&gt;
~ CRIT ABILITY - Re-roll your die up to 2 times.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice:&#039;&#039;&#039; Each player receives one of each dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided and 20-sided. Dice values are randomly generated at the start of each round. You must pair 1 die with your card each turn to give the card its value. Each die size can be used only once.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quest Cards:&#039;&#039;&#039; Meet special conditions shown on the card (e.g., &amp;quot;Win a trick with a 4&amp;quot;) to gain loot. There are 64 different quests cards, so no 2 games are alike. The number of quests up for grabs during a round varies by player count.&lt;br /&gt;
~ &#039;&#039;&#039;3-4 players:&#039;&#039;&#039; At the beginning of the round, you will be given 4 quest cards. Choose 1 to discard. Keep the remaining 3. These are private quests. Other players cannot see your quests.&lt;br /&gt;
~ &#039;&#039;&#039;2 players:&#039;&#039;&#039; 6 public quests will be randomly chosen for both players to compete for.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barkeep&#039;s Challenge:&#039;&#039;&#039; At the end of each round, one player will win points for meeting its conditions. A new challenge will be selected each round by the player with the least loot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loot:&#039;&#039;&#039; Consists of Crowns (monetary value), Trinkets (set collection), and Treasures (special scoring).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game lasts 3 rounds, with 6 tricks per round. &lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose a card to play and a die to play along with it. You may re-roll the die once. Then you may use the special ability of any card(s) still in your hand. Once the trick is resolved, points from quest cards will be awarded to players who met their criteria.&lt;br /&gt;
&lt;br /&gt;
TRICK TAKING:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leading:&#039;&#039;&#039; The first player can lead with any suit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Following Suit:&#039;&#039;&#039; All other players must follow the led suit, if possible. If you cannot follow suit, you may play any card.&lt;br /&gt;
&lt;br /&gt;
~ If a bard is led, everyone must follow with the suit it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice Modifiers:&#039;&#039;&#039; You may use up to 2 cards in your hand for their &amp;quot;crit ability&amp;quot; each turn, however once your hand is empty, you are done playing for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Trick &amp;amp; Tiebreakers ==&lt;br /&gt;
&lt;br /&gt;
Only players who followed the led suit are eligible to win the trick. In addition to the suit requirement, you must meet the suit&#039;s dice requirement to take the trick.&lt;br /&gt;
&lt;br /&gt;
~ The player who best meets the win condition wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker 1:&#039;&#039;&#039; In case of a tie, the larger die type wins (d20 &amp;gt; d12 &amp;gt; d10, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker 2:&#039;&#039;&#039; The last player who played, in the turn order wins.&lt;br /&gt;
&lt;br /&gt;
If multiple players used the Paladin&#039;s crit ability, the last player to use it wins the tie.&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
In addition to points earned from completing quests and the barkeep&#039;s challenge, you get 1 point for each Bard you collected when you took the trick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2-Player ==&lt;br /&gt;
&lt;br /&gt;
Note the following changes:&lt;br /&gt;
&lt;br /&gt;
~ Tied quests are discarded. Neither player scores it.&lt;br /&gt;
&lt;br /&gt;
~ At the end of the round, all unscored quests are discarded and 6 new quests are revealed.&lt;br /&gt;
&lt;br /&gt;
~ 3 types of mercenary cards (4 of each) are shuffled together with 6 bards to form the mercenary deck.&lt;br /&gt;
&lt;br /&gt;
~ The &amp;quot;Creative&amp;quot; barkeep&#039;s challenge is not used.&lt;br /&gt;
&lt;br /&gt;
~ If the game is tied at the end, you will play another round.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30530</id>
		<title>Gamehelpcritsandtricks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30530"/>
		<updated>2026-07-03T22:30:40Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
Collect the most valuable loot over three rounds by winning tricks and completing adventure quests. Tricks are won based on a combination of suit and dice value - highest, lowest, closest to 5, etc... Cards are dual use and can be used to manipulate the dice with their &amp;quot;crit&amp;quot; ability. The player with the highest total value of loot at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercenary Cards:&#039;&#039;&#039; There are 6 character types (suits), each with a winning dice roll requirement and a special ability. There are 8 of each character type. Only 3 types will be used during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;BARBARIAN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Barbarian has the highest value wins. &lt;br /&gt;
~ CRIT ABILITY - Increase/decrease your die by 1-3 (within the die&#039;s numerical limits)&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;ROGUE:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Rogue has the lowest value wins. &lt;br /&gt;
~ CRIT ABILITY - Go last in turn order.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkorange&amp;quot;&amp;gt;&#039;&#039;&#039;WIZARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Wizard has a value equal (or closest) to 5 wins. &lt;br /&gt;
~ CRIT ABILITY - Exchange your current die with one you&#039;ve already used. It retains its die value.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:indigo&amp;quot;&amp;gt;&#039;&#039;&#039;DRUID:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Druid has the second-highest value wins. &lt;br /&gt;
~ CRIT ABILITY - Choose 1 opponent to re-roll the die they played that turn. They must keep the result.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;&#039;&#039;&#039;PALADIN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Paladin has the highest value and uses the same die size as the lead player’s Paladin wins. &lt;br /&gt;
~CRIT ABILITY - In a tie, you win.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:dodgerblue&amp;quot;&amp;gt;&#039;&#039;&#039;BARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - Bards are a wild card. &amp;lt;b&amp;gt;When leading with a Bard,&amp;lt;/b&amp;gt; choose one of the other suits for it to represents. &amp;lt;b&amp;gt;When following with a bard,&amp;lt;/b&amp;gt; it is the same suit as whatever was led. &lt;br /&gt;
~ CRIT ABILITY - Re-roll your die up to 2 times.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice:&#039;&#039;&#039; Each player receives one of each dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided and 20-sided. Dice values are randomly generated at the start of each round. You must pair 1 die with your card each turn to give the card its value. Each die size can be used only once.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quest Cards:&#039;&#039;&#039; Meet special conditions shown on the card (e.g., &amp;quot;Win a trick with a 4&amp;quot;) to gain loot. There are 64 different quests cards, so no 2 games are alike. The number of quests up for grabs during a round varies by player count.&lt;br /&gt;
~ &#039;&#039;&#039;3-4 players:&#039;&#039;&#039; At the beginning of the round, you will be given 4 quest cards. Choose 1 to discard. Keep the remaining 3. These are private quests. Other players cannot see your quests.&lt;br /&gt;
~ &#039;&#039;&#039;2 players:&#039;&#039;&#039; 6 public quests will be randomly chosen for both players to compete for.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barkeep&#039;s Challenge:&#039;&#039;&#039; At the end of each round, one player will win points for meeting its conditions. A new challenge will be selected each round by the player with the least loot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loot:&#039;&#039;&#039; Consists of Crowns (monetary value), Trinkets (set collection), and Treasures (special scoring).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game lasts 3 rounds, with 6 tricks per round. &lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose a card to play and a die to play along with it. You may re-roll the die once. Then you may use the special ability of any card(s) still in your hand. Once the trick is resolved, points from quest cards will be awarded to players who met their criteria.&lt;br /&gt;
&lt;br /&gt;
TRICK TAKING:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leading:&#039;&#039;&#039; The first player can lead with any suit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Following Suit:&#039;&#039;&#039; All other players must follow the led suit, if possible. If you cannot follow suit, you may play any card.&lt;br /&gt;
&lt;br /&gt;
~ If a bard is led, everyone must follow with the suit it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice Modifiers:&#039;&#039;&#039; You may use up to 2 cards in your hand for their &amp;quot;crit ability&amp;quot; each turn, however once your hand is empty, you are done playing for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Trick &amp;amp; Tiebreakers ==&lt;br /&gt;
&lt;br /&gt;
Only players who followed the led suit are eligible to win the trick. In addition to the suit requirement, you must meet the suit&#039;s dice requirement to take the trick.&lt;br /&gt;
&lt;br /&gt;
~ The player who best meets the win condition wins.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Tiebreaker 1:&#039;&#039;&#039; In case of a tie, the larger die type wins (d20 &amp;gt; d12 &amp;gt; d10, etc.).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Tiebreaker 2:&#039;&#039;&#039; The last player who played, in the turn order wins.&lt;br /&gt;
&lt;br /&gt;
If multiple players used the Paladin&#039;s crit ability, the last player to use it wins the tie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
In addition to points earned from completing quests and the barkeep&#039;s challenge, you get 1 point for each Bard you collected when you took the trick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2-Player ==&lt;br /&gt;
&lt;br /&gt;
Note the following changes:&lt;br /&gt;
&lt;br /&gt;
~ Tied quests are discarded. Neither player scores it.&lt;br /&gt;
&lt;br /&gt;
~ At the end of the round, all unscored quests are discarded and 6 new quests are revealed.&lt;br /&gt;
&lt;br /&gt;
~ 3 types of mercenary cards (4 of each) are shuffled together with 6 bards to form the mercenary deck.&lt;br /&gt;
&lt;br /&gt;
~ The &amp;quot;Creative&amp;quot; barkeep&#039;s challenge is not used.&lt;br /&gt;
&lt;br /&gt;
~ If the game is tied at the end, you will play another round.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30529</id>
		<title>Gamehelpcritsandtricks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30529"/>
		<updated>2026-07-03T22:29:47Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: format adjustment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
Collect the most valuable loot over three rounds by winning tricks and completing adventure quests. Tricks are won based on a combination of suit and dice value - highest, lowest, closest to 5, etc... Cards are dual use and can be used to manipulate the dice with their &amp;quot;crit&amp;quot; ability. The player with the highest total value of loot at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* &#039;&#039;&#039;Mercenary Cards:&#039;&#039;&#039; There are 6 character types (suits), each with a winning dice roll requirement and a special ability. There are 8 of each character type. Only 3 types will be used during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;BARBARIAN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Barbarian has the highest value wins. &lt;br /&gt;
~ CRIT ABILITY - Increase/decrease your die by 1-3 (within the die&#039;s numerical limits)&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;ROGUE:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Rogue has the lowest value wins. &lt;br /&gt;
~ CRIT ABILITY - Go last in turn order.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkorange&amp;quot;&amp;gt;&#039;&#039;&#039;WIZARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Wizard has a value equal (or closest) to 5 wins. &lt;br /&gt;
~ CRIT ABILITY - Exchange your current die with one you&#039;ve already used. It retains its die value.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:indigo&amp;quot;&amp;gt;&#039;&#039;&#039;DRUID:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Druid has the second-highest value wins. &lt;br /&gt;
~ CRIT ABILITY - Choose 1 opponent to re-roll the die they played that turn. They must keep the result.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;&#039;&#039;&#039;PALADIN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - The player whose Paladin has the highest value and uses the same die size as the lead player’s Paladin wins. &lt;br /&gt;
~CRIT ABILITY - In a tie, you win.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:dodgerblue&amp;quot;&amp;gt;&#039;&#039;&#039;BARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
~ DICE REQUIREMENT - Bards are a wild card. &amp;lt;b&amp;gt;When leading with a Bard,&amp;lt;/b&amp;gt; choose one of the other suits for it to represents. &amp;lt;b&amp;gt;When following with a bard,&amp;lt;/b&amp;gt; it is the same suit as whatever was led. &lt;br /&gt;
~ CRIT ABILITY - Re-roll your die up to 2 times.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice:&#039;&#039;&#039; Each player receives one of each dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided and 20-sided. Dice values are randomly generated at the start of each round. You must pair 1 die with your card each turn to give the card its value. Each die size can be used only once.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quest Cards:&#039;&#039;&#039; Meet special conditions shown on the card (e.g., &amp;quot;Win a trick with a 4&amp;quot;) to gain loot. There are 64 different quests cards, so no 2 games are alike. The number of quests up for grabs during a round varies by player count.&lt;br /&gt;
~ &#039;&#039;&#039;3-4 players:&#039;&#039;&#039; At the beginning of the round, you will be given 4 quest cards. Choose 1 to discard. Keep the remaining 3. These are private quests. Other players cannot see your quests.&lt;br /&gt;
~ &#039;&#039;&#039;2 players:&#039;&#039;&#039; 6 public quests will be randomly chosen for both players to compete for.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barkeep&#039;s Challenge:&#039;&#039;&#039; At the end of each round, one player will win points for meeting its conditions. A new challenge will be selected each round by the player with the least loot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loot:&#039;&#039;&#039; Consists of Crowns (monetary value), Trinkets (set collection), and Treasures (special scoring).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game lasts 3 rounds, with 6 tricks per round. &lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose a card to play and a die to play along with it. You may re-roll the die once. Then you may use the special ability of any card(s) still in your hand. Once the trick is resolved, points from quest cards will be awarded to players who met their criteria.&lt;br /&gt;
&lt;br /&gt;
TRICK TAKING:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leading:&#039;&#039;&#039; The first player can lead with any suit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Following Suit:&#039;&#039;&#039; All other players must follow the led suit, if possible. If you cannot follow suit, you may play any card.&lt;br /&gt;
&lt;br /&gt;
~ If a bard is led, everyone must follow with the suit it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice Modifiers:&#039;&#039;&#039; You may use up to 2 cards in your hand for their &amp;quot;crit ability&amp;quot; each turn, however once your hand is empty, you are done playing for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Trick &amp;amp; Tiebreakers ==&lt;br /&gt;
Only players who followed the led suit are eligible to win the trick. In addition to the suit requirement, you must meet the suit&#039;s dice requirement to take the trick.&lt;br /&gt;
&lt;br /&gt;
~ The player who best meets the win condition wins.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Tiebreaker 1:&#039;&#039;&#039; In case of a tie, the larger die type wins (d20 &amp;gt; d12 &amp;gt; d10, etc.).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Tiebreaker 2:&#039;&#039;&#039; The last player who played, in the turn order wins.&lt;br /&gt;
&lt;br /&gt;
If multiple players used the Paladin&#039;s crit ability, the last player to use it wins the tie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
In addition to points earned from completing quests and the barkeep&#039;s challenge, you get 1 point for each Bard you collected when you took the trick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2-Player ==&lt;br /&gt;
Note the following changes:&lt;br /&gt;
&lt;br /&gt;
~ Tied quests are discarded. Neither player scores it.&lt;br /&gt;
~ At the end of the round, all unscored quests are discarded and 6 new quests are revealed.&lt;br /&gt;
~ 3 types of mercenary cards (4 of each) are shuffled together with 6 bards to form the mercenary deck.&lt;br /&gt;
~ The &amp;quot;Creative&amp;quot; barkeep&#039;s challenge is not used.&lt;br /&gt;
~ If the game is tied at the end, you will play another round.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30528</id>
		<title>Gamehelpcritsandtricks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30528"/>
		<updated>2026-07-03T22:24:42Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Added 2-player details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
Collect the most valuable loot over three rounds by winning tricks and completing adventure quests. Tricks are won based on a combination of suit and dice value - highest, lowest, closest to 5, etc... Cards are dual use and can be used to manipulate the dice with their &amp;quot;crit&amp;quot; ability. The player with the highest total value of loot at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* &#039;&#039;&#039;Mercenary Cards:&#039;&#039;&#039; There are 6 character types (suits), each with a winning dice roll requirement and a special ability. There are 8 of each character type. Only 3 types will be used during the game.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;BARBARIAN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Barbarian has the highest value wins. CRIT ABILITY - Increase/decrease your die by 1-3 (within the die&#039;s numerical limits)&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;ROGUE:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Rogue has the lowest value wins. CRIT ABILITY - Go last in turn order.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:darkorange&amp;quot;&amp;gt;&#039;&#039;&#039;WIZARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Wizard has a value equal (or closest) to 5 wins. CRIT ABILITY - Exchange your current die with one you&#039;ve already used. It retains its die value.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:indigo&amp;quot;&amp;gt;&#039;&#039;&#039;DRUID:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Druid has the second-highest value wins. CRIT ABILITY - Choose 1 opponent to re-roll the die they played that turn. They must keep the result.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;&#039;&#039;&#039;PALADIN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Paladin has the highest value and uses the same die size as the lead player’s Paladin wins. CRIT ABILITY - In a tie, you win.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:dodgerblue&amp;quot;&amp;gt;&#039;&#039;&#039;BARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - Bards are a wild card. &amp;lt;b&amp;gt;When leading with a Bard,&amp;lt;/b&amp;gt; choose one of the other suits for it to represents. &amp;lt;b&amp;gt;When following with a bard,&amp;lt;/b&amp;gt; it is the same suit as whatever was led. CRIT ABILITY - Re-roll your die up to 2 times.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice:&#039;&#039;&#039; Each player receives one of each dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided and 20-sided. Dice values are randomly generated at the start of each round. You must pair 1 die with your card each turn to give the card its value. Each die size can be used only once.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quest Cards:&#039;&#039;&#039; Meet special conditions shown on the card (e.g., &amp;quot;Win a trick with a 4&amp;quot;) to gain loot. There are 64 different quests cards, so no 2 games are alike. The number of quests up for grabs during a round varies by player count.&lt;br /&gt;
** &#039;&#039;&#039;3-4 players:&#039;&#039;&#039; At the beginning of the round, you will be given 4 quest cards. Choose 1 to discard. Keep the remaining 3. These are private quests. Other players cannot see your quests.&lt;br /&gt;
** &#039;&#039;&#039;2 players:&#039;&#039;&#039; 6 public quests will be randomly chosen for both players to compete for.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barkeep&#039;s Challenge:&#039;&#039;&#039; At the end of each round, one player will win points for meeting its conditions. A new challenge will be selected each round by the player with the least loot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loot:&#039;&#039;&#039; Consists of Crowns (monetary value), Trinkets (set collection), and Treasures (special scoring).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game lasts 3 rounds, with 6 tricks per round. &lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose a card to play and a die to play along with it. You may re-roll the die once. Then you may use the special ability of any card(s) still in your hand. Once the trick is resolved, points from quest cards will be awarded to players who met their criteria.&lt;br /&gt;
&lt;br /&gt;
TRICK TAKING:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leading:&#039;&#039;&#039; The first player can lead with any suit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Following Suit:&#039;&#039;&#039; All other players must follow the led suit, if possible. If you cannot follow suit, you may play any card.&lt;br /&gt;
** If a bard is led, everyone must follow with the suit it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice Modifiers:&#039;&#039;&#039; You may use up to 2 cards in your hand for their &amp;quot;crit ability&amp;quot; each turn, however once your hand is empty, you are done playing for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Trick &amp;amp; Tiebreakers ==&lt;br /&gt;
Only players who followed the led suit are eligible to win the trick. In addition to the suit requirement, you must meet the suit&#039;s dice requirement to take the trick.&lt;br /&gt;
** The player who best meets the win condition wins.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Tiebreaker 1:&#039;&#039;&#039; In case of a tie, the larger die type wins (d20 &amp;gt; d12 &amp;gt; d10, etc.).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Tiebreaker 2:&#039;&#039;&#039; The last player who played, in the turn order wins.&lt;br /&gt;
&lt;br /&gt;
If multiple players used the Paladin&#039;s crit ability, the last player to use it wins the tie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
In addition to points earned from completing quests and the barkeep&#039;s challenge, you get 1 point for each Bard you collected when you took the trick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2-Player ==&lt;br /&gt;
Note the following changes:&lt;br /&gt;
&lt;br /&gt;
Tied quests are discarded. Neither player scores it.&lt;br /&gt;
At the end of the round, all unscored quests are discarded and 6 new quests are revealed.&lt;br /&gt;
3 types of mercenary cards (4 of each) are shuffled together with 6 bards to form the mercenary deck.&lt;br /&gt;
The &amp;quot;Creative&amp;quot; barkeep&#039;s challenge is not used.&lt;br /&gt;
If the game is tied at the end, you will play another round.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30527</id>
		<title>Gamehelpcritsandtricks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcritsandtricks&amp;diff=30527"/>
		<updated>2026-07-03T22:13:07Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Rules corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
Collect the most valuable loot over three rounds by winning tricks and completing adventure quests. Tricks are won based on a combination of suit and dice value - highest, lowest, closest to 5, etc... Cards are dual use and can be used to manipulate the dice with their &amp;quot;crit&amp;quot; ability. The player with the highest total value of crowns, trinkets, and treasures at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* &#039;&#039;&#039;Mercenary Cards:&#039;&#039;&#039; There are 6 character types (suits), each with a winning dice roll requirement and a special ability. There are 8 of each character type. Only 3 types will be used during the game.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;BARBARIAN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Barbarian has the highest value wins. CRIT ABILITY - Increase/decrease your die by 1-3 (within the die&#039;s numerical limits)&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;ROGUE:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Rogue has the lowest value wins. CRIT ABILITY - Go last in turn order.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:darkorange&amp;quot;&amp;gt;&#039;&#039;&#039;WIZARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Wizard has a value equal (or closest) to 5 wins. CRIT ABILITY - Exchange your current die with one you&#039;ve already used. It retains its die value.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:indigo&amp;quot;&amp;gt;&#039;&#039;&#039;DRUID:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Druid has the second-highest value wins. CRIT ABILITY - Choose 1 opponent to re-roll the die they played that turn. They must keep the result.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;&#039;&#039;&#039;PALADIN:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - The player whose Paladin has the highest value and uses the same die size as the lead player’s Paladin wins. CRIT ABILITY - In a tie, you win.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:dodgerblue&amp;quot;&amp;gt;&#039;&#039;&#039;BARD:&#039;&#039;&#039;&amp;lt;/span&amp;gt; DICE REQUIREMENT - Bards are a wild card. &amp;lt;b&amp;gt;When leading with a Bard,&amp;lt;/b&amp;gt; choose one of the other suits for it to represents. &amp;lt;b&amp;gt;When following with a bard,&amp;lt;/b&amp;gt; it is the same suit as whatever was led. CRIT ABILITY - Re-roll your die up to 2 times.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice:&#039;&#039;&#039; Each player receives one of each dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided and 20-sided. Dice values are randomly generated at the start of each round. You must pair 1 die with your card each turn to give the card its value. Each die size can be used only once.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quest Cards:&#039;&#039;&#039; Meet special conditions shown on the card (e.g., &amp;quot;Win a trick with a 4&amp;quot;) to gain loot. There are 64 different quests cards, so no 2 games are alike. The number of quests up for grabs during a round varies by player count.&lt;br /&gt;
** &#039;&#039;&#039;3-4 players:&#039;&#039;&#039; At the beginning of the round, you will be given 4 quest cards. Choose 1 to discard. Keep the remaining 3. These are private quests. Other players cannot see your quests.&lt;br /&gt;
** &#039;&#039;&#039;2 players:&#039;&#039;&#039; 6 public quests will be randomly chosen for both players to compete for.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barkeep&#039;s Challenge:&#039;&#039;&#039; At the end of each round, one player will win points for meeting its conditions. A new challenge will be selected each round by the player with the least loot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loot:&#039;&#039;&#039; Consists of Crowns (monetary value), Trinkets (set collection), and Treasures (special scoring).&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game lasts 3 rounds, with 6 tricks per round. &lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose a card to play and a die to play along with it. You may re-roll the die once. Then you may use the special ability of any card(s) still in your hand. Once the trick is resolved, points from quest cards will be awarded to players who met their criteria.&lt;br /&gt;
&lt;br /&gt;
TRICK TAKING:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leading:&#039;&#039;&#039; The first player can lead with any suit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Following Suit:&#039;&#039;&#039; All other players must follow the led suit, if possible. If you cannot follow suit, you may play any card.&lt;br /&gt;
** If a bard is led, everyone must follow with the suit it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dice Modifiers:&#039;&#039;&#039; You may use up to 2 cards in your hand for their &amp;quot;crit ability&amp;quot; each turn, however once your hand is empty, you are done playing for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
== Winning the Trick &amp;amp; Tiebreakers ==&lt;br /&gt;
Only players who followed the led suit are eligible to win the trick. In addition to the suit requirement, you must meet the suit&#039;s dice requirement to take the trick.&lt;br /&gt;
** The player who best meets the win condition wins.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Tiebreaker 1:&#039;&#039;&#039; In case of a tie, the larger die type wins (d20 &amp;gt; d12 &amp;gt; d10, etc.).&lt;br /&gt;
 &#039;&#039;&#039;Tiebreaker 2:&#039;&#039;&#039; The last player who played, in the turn order wins.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukimi&amp;diff=30494</id>
		<title>Gamehelptsukimi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukimi&amp;diff=30494"/>
		<updated>2026-07-02T20:19:37Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OVERVIEW==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Japanese festival, this beautiful 2-player game combines tile placement and area control. Take turns selecting and placing tiles, then positioning rabbits around them to vie for their points.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 15 rabbits in their color, and there are 18 tiles to place over the course of the game. Each tile has a value from 0-5, a color and a special effect. Creating a set of 3 matching tiles (number or color) gives a one-time bonus ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==GAME PLAY==&lt;br /&gt;
&lt;br /&gt;
The tiles are arranged in a circle around the moon board. There are 18 tiles plus the temple tile at the top. On your turn, first select a tile to place on the moon board. &lt;br /&gt;
&lt;br /&gt;
~ If there are no other tiles between the temple and your chosen tile, there is no cost to take it.&lt;br /&gt;
&lt;br /&gt;
~ Otherwise, you must discard rabbits from your supply equal to the number of tiles between the temple and the tile you have selected. On BGA, the number by the tile tells you how many rabbits you must discard to take the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, place your tile on the moon board:&lt;br /&gt;
&lt;br /&gt;
~ It must be adjacent to at least one already-placed tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, apply the effect shown at the bottom of tile: &lt;br /&gt;
&lt;br /&gt;
~ Paws = the number of rabbits (from your supply) you &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; position around the tile you just placed. Rabbits can only be positioned around the tile you just placed and only on unoccupied spaces.&lt;br /&gt;
&lt;br /&gt;
~ Arrow = you &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; move one of your rabbits that is already on the board to an unoccupied space on the moon board.&lt;br /&gt;
&lt;br /&gt;
Rabbits count toward control of all tiles it is touching. A well-placed rabbit can influence up to 3 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;BONUS ACTION (SETS OF 3)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can remove a rival&#039;s rabbit from the moon board if your tile completes a set of 3 tiles sharing a color or value. The tiles must be connected, but your tile does not need to touch both of the matching tiles. It is sufficient for your tile to touch a tile that is touching another tile, as long as all 3 are the same color or number.&lt;br /&gt;
&lt;br /&gt;
~ The removed rabbit is discarded from the game. It does not return to the opponent&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
~ You can remove the rival rabbit before or after you place your own rabbits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF GAME==&lt;br /&gt;
&lt;br /&gt;
Players alternate taking and placing tiles until all tiles have been placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WINNING==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, tiles are claimed by the player with the majority of rabbits surrounding it. Each player tallies the value of the tiles they claimed. Whoever has the most points wins.&lt;br /&gt;
&lt;br /&gt;
Tied? Whoever claimed the most tiles wins.&lt;br /&gt;
&lt;br /&gt;
Still tied? Whoever has the most rabbits in their supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VARIANT: Dark Side of the Moon==&lt;br /&gt;
&lt;br /&gt;
Played on a special moon board bearing rabbit spaces. Players start with only 3 rabbits in their supply. Gather more rabbits solely by placing tiles on the rabbit spaces, which show either 1 or 2 rabbit symbols. Once you have placed your tile and collected rabbits equal to the # of rabbit symbols on the space covered, apply the tile effects per usual. The rest of the rules are the same.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukimi&amp;diff=30493</id>
		<title>Gamehelptsukimi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukimi&amp;diff=30493"/>
		<updated>2026-07-02T16:27:56Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Variation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OVERVIEW==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Japanese festival, this beautiful 2-player game combines tile placement and area control. Take turns selecting and placing tiles, then positioning rabbits around them to vie for their points.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 15 rabbits in their color, and there are 18 tiles to place over the course of the game. Each tile has a value from 0-5, a color and a special effect. Creating a set of 3 matching tiles (number or color) gives a one-time bonus ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==GAME PLAY==&lt;br /&gt;
&lt;br /&gt;
The tiles are arranged in a circle around the moon board. There are 18 tiles plus the temple tile at the top. On your turn, first select a tile to place on the moon board. &lt;br /&gt;
&lt;br /&gt;
 ~ If there are no other tiles between the temple and your chosen tile, there is no cost to take it.&lt;br /&gt;
&lt;br /&gt;
 ~ Otherwise, you must discard rabbits from your supply equal to the number of tiles between the temple and the tile you have selected. On BGA, the number by the tile tells you how many rabbits you must discard to take the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, place your tile on the moon board:&lt;br /&gt;
&lt;br /&gt;
 ~ It must be adjacent to at least one already-placed tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, apply the effect shown at the bottom of tile: &lt;br /&gt;
&lt;br /&gt;
 ~ Paws = the number of rabbits (from your supply) you &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; position around the tile you just placed. Rabbits can only be positioned around the tile you just placed and only on unoccupied spaces.&lt;br /&gt;
&lt;br /&gt;
 ~ Arrow = you &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; move one of your rabbits that is already on the board to an unoccupied space on the moon board.&lt;br /&gt;
&lt;br /&gt;
Rabbits count toward control of all tiles it is touching. A well-placed rabbit can influence up to 3 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;BONUS ACTION (SETS OF 3)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can remove a rival&#039;s rabbit from the moon board if your tile completes a set of 3 tiles sharing a color or value. The tiles must be connected, but your tile does not need to touch both of the matching tiles. It is sufficient for your tile to touch a tile that is touching another tile, as long as all 3 are the same color or number.&lt;br /&gt;
&lt;br /&gt;
 ~ The removed rabbit is discarded from the game. It does not return to the opponent&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
 ~ You can remove the rival rabbit before or after you place your own rabbits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF GAME==&lt;br /&gt;
&lt;br /&gt;
Players alternate taking and placing tiles until all tiles have been placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WINNING==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, tiles are claimed by the player with the majority of rabbits surrounding it. Each player tallies the value of the tiles they claimed. Whoever has the most points wins.&lt;br /&gt;
&lt;br /&gt;
Tied? Whoever claimed the most tiles wins.&lt;br /&gt;
&lt;br /&gt;
Still tied? Whoever has the most rabbits in their supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VARIANT: Dark Side of the Moon==&lt;br /&gt;
&lt;br /&gt;
Played on a special moon board bearing rabbit spaces. Players start with only 3 rabbits in their supply. Gather more rabbits solely by placing tiles on the rabbit spaces, which show either 1 or 2 rabbit symbols. Once you have placed your tile and collected rabbits equal to the # of rabbit symbols on the space covered, apply the tile effects per usual. The rest of the rules are the same.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukimi&amp;diff=30492</id>
		<title>Gamehelptsukimi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukimi&amp;diff=30492"/>
		<updated>2026-07-02T15:51:49Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Clarifications and reformatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OVERVIEW==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Japanese festival, this beautiful 2-player game combines tile placement and area control. Take turns selecting and placing tiles, then positioning rabbits around them to vie for their points.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 15 rabbits in their color, and there are 18 tiles to place over the course of the game. Each tile has a value from 0-5, a color and a special effect. Creating a set of 3 matching tiles (number or color) gives a one-time bonus ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==GAME PLAY==&lt;br /&gt;
&lt;br /&gt;
The tiles are arranged in a circle around the moon board. There are 18 tiles plus the temple tile at the top. On your turn, first select a tile to place on the moon board. &lt;br /&gt;
&lt;br /&gt;
::~If there are no other tiles between the temple and your chosen tile, there is no cost to take it.&lt;br /&gt;
&lt;br /&gt;
::~Otherwise, you must discard rabbits from your supply equal to the number of tiles between the temple and the tile you have selected. On BGA, the number by the tile tells you how many rabbits you must discard to take the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, place your tile on the moon board:&lt;br /&gt;
&lt;br /&gt;
::~It must be adjacent to at least one already-placed tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, apply the effect shown at the bottom of tile: &lt;br /&gt;
&lt;br /&gt;
::~Paws = the number of rabbits (from your supply) you &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; position around the tile you just placed. Rabbits can only be positioned around the tile you just placed and only on unoccupied spaces.&lt;br /&gt;
&lt;br /&gt;
::~Arrow = you &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; move one of your rabbits that is already on the board to an unoccupied space on the moon board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;BONUS ACTION (SETS OF 3)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can remove a rival&#039;s rabbit from the moon board if your tile completes a set of 3 tiles sharing a color or value. The tiles must be connected, but your tile does not need to touch both of the matching tiles. It is sufficient for your tile to touch a tile that is touching another tile, as long as all 3 are the same color or number.&lt;br /&gt;
&lt;br /&gt;
::~The removed rabbit is discarded from the game. It does not return to the opponent&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF GAME==&lt;br /&gt;
&lt;br /&gt;
Players alternate taking and placing tiles until all tiles have been placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WINNING==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, tiles are claimed by the player with the majority of rabbits surrounding it. Each player tallies the value of the tiles they claimed. Whoever has the most points wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variant: Dark Side of the Moon==&lt;br /&gt;
&lt;br /&gt;
Rabbits are recruited and discarded from a shared supply, making rabbit management more restrictive.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthegang&amp;diff=30190</id>
		<title>Gamehelpthegang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthegang&amp;diff=30190"/>
		<updated>2026-06-10T19:25:13Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: minor rules clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In this &#039;&#039;&#039;cooperative poker game&#039;&#039;&#039;, you take on the roles of a gang of bank robbers trying to crack the combination locks of three safes one after another through perfect coordination and blind intuition. You are not allowed to speak freely; instead, you communicate via chips to collectively assess who has which card combination. You may not share information about your hand with the other players. You may only speculate on the hands of the other players with information that is available to everyone (you may not share any information that relates to your own hand). At the end of each round, the poker hands of all players should be revealed in the correct order &#039;&#039;&#039;from weakest to strongest&#039;&#039;&#039; to crack a safe and avoid triggering an alarm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goal of the game:&#039;&#039;&#039; Crack 3 safes before 3 alarms are triggered. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE:&amp;lt;/b&amp;gt; The 1 chip is for the WEAKEST hand. By taking the 1 chip, you are signaling that you believe you have the weakest hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE:&amp;lt;/b&amp;gt; Aces are high, except in a straight, where it can be either high or low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sequence of a Round ==&lt;br /&gt;
A round consists of &#039;&#039;&#039;4 phases&#039;&#039;&#039; and a &#039;&#039;&#039;showdown&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 (Hand cards or pre-flop):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Everyone receives two face-down cards. Everyone simultaneously takes a &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: white; background-color: #737373; padding: 3px;&amp;quot;&amp;gt;white&amp;lt;/span&amp;gt; chip&#039;&#039;&#039;, signaling the estimated strength of their current hand. The 1 chip is for the weakest hand, the highest chip is for the strongest hand. The highest 2-card hand is a pair. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 (The Flop):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Three community cards are dealt face-up. You reassess your hand in combination with the community cards, and take/exchange the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: #8B8000; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; chips&#039;&#039;&#039; to indicate the CURRENT strength of your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 (The Turn):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A fourth community card is revealed. You take/exchange the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: orange; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; chips&#039;&#039;&#039; to indicate the CURRENT strength of your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4 (The River):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The fifth community card is revealed. You take/exchange the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; chips&#039;&#039;&#039; to indicate the CURRENT strength of your hand.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Showdown:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Hands are revealed one-by-one from lowest (&amp;lt;span style=&amp;quot;color: red; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;) chip to highest.&lt;br /&gt;
The poker hands shown must be &#039;&#039;&#039;of equal strength or increasing&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&#039;&#039;&#039; Each revealed combination is equal to or stronger than the previous one. → Reveal a safe.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Failure:&#039;&#039;&#039; A combination is weaker than one already shown. → Trigger an alarm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Allowed Actions == &lt;br /&gt;
# All players play &#039;&#039;&#039;simultaneously&#039;&#039;&#039;.&lt;br /&gt;
# Each player may have &#039;&#039;&#039;only 1 chip per color&#039;&#039;&#039;.&lt;br /&gt;
# You may take a chip &#039;&#039;&#039;from the center or from other players&#039;&#039;&#039;.&lt;br /&gt;
# You may put a chip you have taken &#039;&#039;&#039;back into the center&#039;&#039;&#039;.&lt;br /&gt;
You must &#039;&#039;&#039;not&#039;&#039;&#039; talk about your own hand cards (not even in chat).&amp;lt;/br&amp;gt;&lt;br /&gt;
You may only discuss information that is clearly visible to everyone.&lt;br /&gt;
&lt;br /&gt;
== Tie-breaking ==&lt;br /&gt;
In the case of identical combinations:&lt;br /&gt;
# Higher main value (e.g., higher pair/three of a kind).&lt;br /&gt;
# Then side cards (kickers) from high to low.&lt;br /&gt;
&lt;br /&gt;
Exactly the same 5 cards = a true tie → order does not matter.&lt;br /&gt;
&lt;br /&gt;
== Poker Combinations ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Name || Example || Description || In a tie&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Royal Flush&#039;&#039;&#039; || {{cardholder|{{spade|10}}{{spade|J}}{{spade|Q}}{{spade|K}}{{spade|A}}|Straight Flush}}|| Straight A-K-Q-J-10 in one suit.  || Draw.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Straight Flush&#039;&#039;&#039; || {{cardholder|{{heart|4}}{{heart|5}}{{heart|6}}{{heart|7}}{{heart|8}}|Straight Flush}}|| Five cards in sequence, all in the same suit. || Highest card wins.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Four of a Kind&#039;&#039;&#039; || {{cardholder|{{spade|8}}{{heart|8}}{{club|8}}{{diamond|8}}{{spade|2}}|Four of a Kind}} || Four cards of the same rank || Higher four of a kind wins.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full House&#039;&#039;&#039; || {{cardholder|{{spade|J}}{{club|J}}{{heart|J}}{{spade|9}}{{heart|9}}|Full House}} || Three of a kind with a pair || Higher three of a kind wins; otherwise higher pair.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flush&#039;&#039;&#039; || {{cardholder|{{heart|4}}{{heart|J}}{{heart|8}}{{heart|2}}{{heart|9}}|Flush}} || Five cards of the same suit, but not in sequence || Highest card of the flush wins.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Straight&#039;&#039;&#039; || {{cardholder|{{heart|9}}{{club|8}}{{diamond|7}}{{diamond|6}}{{spade|5}}|Straight}} || Five cards in a sequence, but not of the same suit || Highest card of the straight wins.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Three of a Kind&#039;&#039;&#039; || {{cardholder|{{diamond|7}}{{spade|7}}{{club|7}}{{heart|3}}{{diamond|A}}|Three of a Kind}} || Three cards of the same rank || Higher three of a kind wins.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two Pair&#039;&#039;&#039; || {{cardholder|{{spade|4}}{{heart|4}}{{diamond|3}}{{club|3}}{{heart|6}}|Two Pair}} || Two different pairs || Highest pair; then second pair; then kicker.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pair&#039;&#039;&#039; || {{cardholder|{{club|A}}{{heart|A}}{{club|7}}{{spade|Q}}{{heart|K}}|Pair}} || Two cards of the same rank || Higher pair wins; otherwise side card (kicker).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High Card&#039;&#039;&#039; || {{cardholder|{{heart|3}}{{spade|A}}{{club|5}}{{heart|K}}{{diamond|2}}|High Card (Ace)}} || When you have none of the above, the highest card in your hand is the determiner. || Compare second highest card (then third, fourth).&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnac&amp;diff=30189</id>
		<title>Gamehelpcarnac</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnac&amp;diff=30189"/>
		<updated>2026-06-10T19:01:23Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: clarifying rules, reformatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= CARNAC – Rules Summary =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In the region of Carnac, France, thousands of ancient megaliths stand in mysterious formations.&lt;br /&gt;
In this game, players build a field of stones together, first by erecting &amp;quot;Menhirs&amp;quot;, then tilting them. Each menhir has 2 rune colors on it: yours and your opponents. Skillfully orienting the rune colors on the tops and sides of the menhir are the key to forming &amp;quot;Dolmens,&amp;quot; groups of 3 or more orthogonally connected runes of the same color. Whoever forms the most dolmens in their color by the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
The 1st player places a menhir in the field. After that, you may do one of 3 actions on your turn:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (i) Tilt a menhir then place a menhir ===&lt;br /&gt;
Tilt the Menhir your opponent just placed in the field, making it lie flat on 2 adjacent empty squares. The original square becomes empty again, and the tilted menhir will remain where it rests for all of eternity.&lt;br /&gt;
&lt;br /&gt;
Then you must place a new Menhir upright on any empty square in the field. You may choose to have either color facing up.&lt;br /&gt;
&lt;br /&gt;
=== (ii) Choose not to tilt a menhir ===&lt;br /&gt;
If you choose not to tilt the menhir your opponent just placed, your opponent immediately places a new upright Menhir on any empty square, and your choice repeats.&lt;br /&gt;
&lt;br /&gt;
=== (iii) Place a menhir ===&lt;br /&gt;
If you have no way of tilting the Menhir your opponent just placed, their Menhir remains standing for the remainder of the game. Now your must place a Menhir upright in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HOW TO PLACE A MENHIR ON BGA:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After placing a Menhir, click the top to select a different rune color. Click the side to select a rune color. You can rotate the board to see the menhir from different viewpoints. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HOW TO TILT A MENHIR ON BGA:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When it&#039;s possible to tilt a menhir, the places where it can fall is highlighted. Click on the highlight in the direction you would like to tilt the menhir.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
The game ends when:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Menhirs have been placed&#039;&#039;&#039;, or&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No more empty squares remain in the field&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
Count all Dolmens (groups of 3+ runes of the same color facing up):&lt;br /&gt;
&lt;br /&gt;
The player with the most Dolmens wins.&lt;br /&gt;
&lt;br /&gt;
In a tie, the player with the largest Dolmen wins.&lt;br /&gt;
&lt;br /&gt;
Further ties are decided by the next largest Dolmen.&lt;br /&gt;
&lt;br /&gt;
== Carnac on BGA ==&lt;br /&gt;
&lt;br /&gt;
To avoid having to count symbols on the board, the scoring system in Carnac on BGA works as follows:&lt;br /&gt;
&lt;br /&gt;
Each Dolmen is worth 100 points.&lt;br /&gt;
Each symbol in your largest Dolmen is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
For instance, if I have two Dolmens, one with 3 symbols and one with 9 symbols, my score is shown as 209.&lt;br /&gt;
&lt;br /&gt;
== Board options ==&lt;br /&gt;
&lt;br /&gt;
On BGA there are several Carnac boards available.&lt;br /&gt;
&lt;br /&gt;
The three official ones (Small, Medium, Large) are played with the usual 28 Menhirs and each Dolmen must have at least 3 symbols.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to play also on four additional boards, whose names come from some of the most famous Carnac &amp;quot;alignments&amp;quot;:&lt;br /&gt;
 - Kermario: very elongated, narrow and with a lot of stones (56)&lt;br /&gt;
 - Kerlescan: medium size, but you need 5 symbols (not the usual 3) to form a Dolmen&lt;br /&gt;
 - le Ménec: large in every possible way&lt;br /&gt;
 - Petit Menec: with just 14 stones on a small square. Very fast&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
&lt;br /&gt;
By default, the move with which you tilt a Menhir is automatically accepted. You can opt to be asked for confirmation after tilting by setting &amp;quot;No&amp;quot; to the &amp;quot;Autoconfirm tilting moves&amp;quot; option.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnac&amp;diff=30188</id>
		<title>Gamehelpcarnac</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnac&amp;diff=30188"/>
		<updated>2026-06-10T18:16:13Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: .&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= CARNAC – Rules Summary =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In the region of Carnac, France, thousands of ancient megaliths stand in mysterious formations.&lt;br /&gt;
In this game, build fields of stones by erecting and tilting &amp;quot;Menhirs&amp;quot; to form &amp;quot;Dolmens&amp;quot;. Dolmeens are groups of 3 or more orthogonally connected runes of the same color&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Create the most Dolmens by the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
On your turn, you react to your opponent’s last move.&lt;br /&gt;
&lt;br /&gt;
On each turn you face one of three possible situations:&lt;br /&gt;
&lt;br /&gt;
=== (i) Tilt and place ===&lt;br /&gt;
You tilt your opponent’s last-placed upright Menhir, making it lie flat on two adjacent empty squares.&lt;br /&gt;
The original square becomes empty again.&lt;br /&gt;
&lt;br /&gt;
Then you place a new Menhir upright on any empty square (with either color facing up).&lt;br /&gt;
&lt;br /&gt;
=== (ii) You could tilt a Menhir but you decide not to tilt it. ===&lt;br /&gt;
If you choose not to tilt, your opponent immediately places a new upright Menhir on any empty square, and your choice repeats.&lt;br /&gt;
&lt;br /&gt;
=== (iii) You have no way of tilting the Menhir your opponent just placed. ===&lt;br /&gt;
In this case, the last placed Menhir remains standing and it&#039;s your turn placing a Menhir upright.&lt;br /&gt;
&lt;br /&gt;
== Placement &amp;amp; Tilting Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Placing: ===&lt;br /&gt;
Menhirs must always be placed upright, standing on one of their short square sides.&lt;br /&gt;
&lt;br /&gt;
Either color may face upward.&lt;br /&gt;
&lt;br /&gt;
Once placed, Menhirs can only be tilted, never moved or removed.&lt;br /&gt;
&lt;br /&gt;
=== Tilting: ===&lt;br /&gt;
A Menhir is tilted onto two adjacent empty squares (not diagonally).&lt;br /&gt;
&lt;br /&gt;
It may not extend beyond the board.&lt;br /&gt;
&lt;br /&gt;
Once tilted, it remains lying and cannot be moved again.&lt;br /&gt;
&lt;br /&gt;
The square it stood on becomes empty.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
The game ends when:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Menhirs have been placed&#039;&#039;&#039;, or&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No more empty squares remain&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Then count all Dolmens:&lt;br /&gt;
&lt;br /&gt;
Each distinct Dolmen of a color counts 1 point.&lt;br /&gt;
&lt;br /&gt;
The player with the most Dolmens wins.&lt;br /&gt;
&lt;br /&gt;
In a tie, the player with the largest Dolmen wins.&lt;br /&gt;
&lt;br /&gt;
Further ties are decided by the next largest Dolmen.&lt;br /&gt;
&lt;br /&gt;
== Carnac on BGA ==&lt;br /&gt;
&lt;br /&gt;
After placing a Menhir, you have the option to rotate it in a couple of ways.&lt;br /&gt;
&lt;br /&gt;
If you click on its upper side, you turn it upside down and the upper face changes color.&lt;br /&gt;
&lt;br /&gt;
If you click on one of its four lateral sides, you rotate it 90 degrees around the vertical axis.&lt;br /&gt;
&lt;br /&gt;
To avoid having to count symbols on the board, the scoring system in Carnac on BGA works as follows:&lt;br /&gt;
&lt;br /&gt;
Each Dolmen is worth 100 points.&lt;br /&gt;
Each symbol in your largest Dolmen is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
For instance, if I have two Dolmens, one with 3 symbols and one with 9 symbols, my score is shown as 209.&lt;br /&gt;
&lt;br /&gt;
== Board options ==&lt;br /&gt;
&lt;br /&gt;
On BGA there are several Carnac boards available.&lt;br /&gt;
&lt;br /&gt;
The three official ones (Small, Medium, Large) are played with the usual 28 Menhirs and each Dolmen must have at least 3 symbols.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to play also on four additional boards, whose names come from some of the most famous Carnac &amp;quot;alignments&amp;quot;:&lt;br /&gt;
 - Kermario: very elongated, narrow and with a lot of stones (56)&lt;br /&gt;
 - Kerlescan: medium size, but you need 5 symbols (not the usual 3) to form a Dolmen&lt;br /&gt;
 - le Ménec: large in every possible way&lt;br /&gt;
 - Petit Menec: with just 14 stones on a small square. Very fast&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
&lt;br /&gt;
By default, the move with which you tilt a Menhir is authomatically accepted. You can decide to be asked for confirmation after tilting by setting &amp;quot;No&amp;quot; to the &amp;quot;Autoconfirm tilting moves&amp;quot; option.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrash&amp;diff=29807</id>
		<title>Gamehelpcrash</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrash&amp;diff=29807"/>
		<updated>2026-05-14T11:11:20Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Grammar edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Crash (a.k.a. 13-card brag) is a simple card game played with a standard 52-card deck. Each round, players are dealt 13 cards. Everyone forms four 3-card hands, then hands are compared to determine scoring.&lt;br /&gt;
&lt;br /&gt;
== Forming the hands ==&lt;br /&gt;
&lt;br /&gt;
After everyone is dealt cards, you may be able to exchange your cards for 13 new ones:&lt;br /&gt;
&lt;br /&gt;
~ 2-player games: you can decide whether to keep your cards or replace it with 13 new cards. &lt;br /&gt;
&lt;br /&gt;
~ 3-player game: 13 cards are left after everyone is dealt cards. In turn order, each player is given the option to replace their cards with the 13 undealt cards. If someone does, everyone else must keep the cards they were dealt.&lt;br /&gt;
&lt;br /&gt;
~ 4-player game: everyone keeps the cards they were dealt.&lt;br /&gt;
&lt;br /&gt;
Players then secretly combine their cards to form their four best 3-card hands. Once all players have formed their hands, they are revealed and compared for scoring.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
~ First, everyone&#039;s best hand is compared. Whoever&#039;s hand has the highest value gets 1 point. &lt;br /&gt;
&lt;br /&gt;
~ Next, everyone&#039;s 2nd best hand is compared. Whoever&#039;s has the highest value gets 1 point. &lt;br /&gt;
&lt;br /&gt;
~ Compare 3rd and 4th best hands in the same way.&lt;br /&gt;
&lt;br /&gt;
If you won all 4 hands, score 1 bonus point.&lt;br /&gt;
&lt;br /&gt;
Tied? No one scores for the hand.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
At the end of a round, if one or more players have reached the target score (which is 7, 10 or 15, depending on the table settings), then the player with the highest score wins. Ties are possible.&lt;br /&gt;
&lt;br /&gt;
== Ranking of brag hands ==&lt;br /&gt;
&lt;br /&gt;
The possible brag hands are listed below, from highest to lowest. &lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Prial&#039;&#039;&#039;: 3-of-a-kind. 3 is the highest card. (3-3-3 beats A-A-A)&lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Running flush&#039;&#039;&#039;: A sequence in the same suit. 3 is the highest card. (3-2-1 beats A-K-Q). KA2 isn’t a valid sequence. &lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Run&#039;&#039;&#039;: A sequence of 3 cards. 3 is the highest card. (3-2-1 beats A-K-Q)&lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Flush&#039;&#039;&#039;: Any 3 cards in the same suit. 3 is the highest card. Flushes are ranked by the rank of their highest card, ties being broken by the rank of their second-highest card, and if that is still a tie, by the rank of their lowest card.&lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Pair&#039;&#039;&#039;: 2-of-a-kind plus a tie-breaker card, in case players have the same pair. &amp;lt;u&amp;gt;Aces are high&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;High-card&#039;&#039;&#039;: Any 3 cards. Aces are high.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
~ Count high-card hands during scoring.&lt;br /&gt;
&lt;br /&gt;
~ Change the number of cards dealt to each player &lt;br /&gt;
&lt;br /&gt;
~ Change the amount of points needed to win the game.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcongkak&amp;diff=28020</id>
		<title>Gamehelpcongkak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcongkak&amp;diff=28020"/>
		<updated>2026-01-09T21:15:22Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* GAME END */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
Congkak is a 2-player mancala style game. The board has 2 large grooves on its left and right ends (storehouses), with 14 small holes in between (7 on each side). The game begins with 7 stones in each of the small holes and nothing in the storehouses. The storehouse to your left is yours, as are the 7 small holes nearest to you. Your goal is to have the most stones in your storehouse at the end of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
&lt;br /&gt;
FIRST ROUND ONLY:&lt;br /&gt;
&lt;br /&gt;
Each player chooses a hole on their own side of the board. The stones from these holes are SIMULTANEOUSLY redistributed around the board by placing one stone in each hole CLOCKWISE until all stones have been distributed. You will place a stone in your storehouse, in passing, but never in the opponent&#039;s storehouse.&lt;br /&gt;
&lt;br /&gt;
Depending on where your last stone is placed, take the following actions:&lt;br /&gt;
&lt;br /&gt;
1 - &amp;lt;b&amp;gt;YOUR OWN STOREHOUSE:&amp;lt;/b&amp;gt; at the end of the board: Choose any hole on your side of the board, scoop up all of its stones, and again redistribute them around the board.&lt;br /&gt;
&lt;br /&gt;
2 - &amp;lt;b&amp;gt;ANY OCCUPIED HOLE:&amp;lt;/b&amp;gt; Regardless of which side of the board you end, if there are stones in that hole, scoop them all up, and again redistribute them around the board.&lt;br /&gt;
&lt;br /&gt;
3 - &amp;lt;b&amp;gt;EMPTY HOLE ON YOUR SIDE:&amp;lt;/b&amp;gt; Scoop up all of the stones on the &amp;lt;b&amp;gt;opposite&amp;lt;/b&amp;gt; side of the board and place them into your storehouse. Your turn is over.&lt;br /&gt;
&lt;br /&gt;
4 - &amp;lt;b&amp;gt;EMPTY HOLE ON THEIR SIDE:&amp;lt;/b&amp;gt; Your turn is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SUBSEQUENT ROUNDS:&lt;br /&gt;
&lt;br /&gt;
The player who finished their opening moves first will play first after their opponent is done. Then turns alternate between players. Only the first round is simultaneous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
Play until all of the small holes on ONE side of the board are empty, but be careful: all remaining stones go into their owner&#039;s storehouse!&lt;br /&gt;
&lt;br /&gt;
== MULTIPLE ROUND OPTION ==&lt;br /&gt;
&lt;br /&gt;
If playing more than one round, you will use the stones in your storehouses to reseed your side of the board. Distribute the stones evenly amongst the holes, up to 7 stones per hole. &lt;br /&gt;
&lt;br /&gt;
~ Any stones left over go back into your storehouse. &lt;br /&gt;
~ If you don&#039;t have enough stones to fill a hole (it is empty), it is considered &amp;quot;burnt&amp;quot; and anyone&#039;s pieces that land in it automatically go to their opponent!&lt;br /&gt;
&lt;br /&gt;
The loser of the previous round goes first. There is no simultaneous opening move. &lt;br /&gt;
&lt;br /&gt;
Game ends when all of the houses are empty on &amp;lt;b&amp;gt;either side&amp;lt;/b&amp;gt; of the board. Player with the most stones wins.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcongkak&amp;diff=27961</id>
		<title>Gamehelpcongkak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcongkak&amp;diff=27961"/>
		<updated>2026-01-06T14:15:35Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: First draft tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
Congkak is a 2-player mancala style game. The board has 2 large grooves on its left and right ends (storehouses), with 14 small holes in between (7 on each side). The game begins with 7 stones in each of the small holes and nothing in the storehouses. The storehouse to your left is yours, as are the 7 small holes nearest to you. Your goal is to have the most stones in your storehouse at the end of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
&lt;br /&gt;
FIRST ROUND ONLY:&lt;br /&gt;
&lt;br /&gt;
Each player chooses a hole on their own side of the board. The stones from these holes are SIMULTANEOUSLY redistributed around the board by placing one stone in each hole CLOCKWISE until all stones have been distributed. You will place a stone in your storehouse, in passing, but never in the opponent&#039;s storehouse.&lt;br /&gt;
&lt;br /&gt;
Depending on where your last stone is placed, take the following actions:&lt;br /&gt;
&lt;br /&gt;
1 - &amp;lt;b&amp;gt;YOUR OWN STOREHOUSE:&amp;lt;/b&amp;gt; at the end of the board: Choose any hole on your side of the board, scoop up all of its stones, and again redistribute them around the board.&lt;br /&gt;
&lt;br /&gt;
2 - &amp;lt;b&amp;gt;ANY OCCUPIED HOLE:&amp;lt;/b&amp;gt; Regardless of which side of the board you end, if there are stones in that hole, scoop them all up, and again redistribute them around the board.&lt;br /&gt;
&lt;br /&gt;
3 - &amp;lt;b&amp;gt;EMPTY HOLE ON YOUR SIDE:&amp;lt;/b&amp;gt; Scoop up all of the stones on the &amp;lt;b&amp;gt;opposite&amp;lt;/b&amp;gt; side of the board and place them into your storehouse. Your turn is over.&lt;br /&gt;
&lt;br /&gt;
4 - &amp;lt;b&amp;gt;EMPTY HOLE ON THEIR SIDE:&amp;lt;/b&amp;gt; Your turn is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SUBSEQUENT ROUNDS:&lt;br /&gt;
&lt;br /&gt;
The player who finished their opening moves first will play first after their opponent is done. Then turns alternate between players. Only the first round is simultaneous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
Play until all of the small holes on both sides of the board are empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MULTIPLE ROUND OPTION ==&lt;br /&gt;
&lt;br /&gt;
If playing more than one round, you will use the stones in your storehouses to reseed your side of the board. Distribute the stones evenly amongst the holes, up to 7 stones per hole. &lt;br /&gt;
&lt;br /&gt;
~ Any stones left over go back into your storehouse. &lt;br /&gt;
~ If you don&#039;t have enough stones to fill a hole (it is empty), it is considered &amp;quot;burnt&amp;quot; and anyone&#039;s pieces that land in it automatically go to their opponent!&lt;br /&gt;
&lt;br /&gt;
The loser of the previous round goes first. There is no simultaneous opening move. &lt;br /&gt;
&lt;br /&gt;
Game ends when all of the houses are empty on &amp;lt;b&amp;gt;either side&amp;lt;/b&amp;gt; of the board. Player with the most stones wins.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgopher&amp;diff=27365</id>
		<title>Gamehelpgopher</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgopher&amp;diff=27365"/>
		<updated>2025-11-19T13:17:23Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Rules clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Red starts the game by placing a red checker anywhere on the board.  Thereafter, Blue and Red take turns adding their own checkers to the board.  You must place your checker next to only one enemy checker but no friendly checkers.  The last player to place a checker wins.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkalah&amp;diff=26150</id>
		<title>Gamehelpkalah</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkalah&amp;diff=26150"/>
		<updated>2025-08-11T01:26:12Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Game of Kalah=&lt;br /&gt;
Kalah, also sometimes referred to as Kalahan or Mancala, is a game where players compete to capture more stones (or seeds) than the opponent. Kalah is an adaptation of the ancient game Mancala, from where it gained it&#039;s name.  &lt;br /&gt;
&lt;br /&gt;
===Equipment and Set Up===&lt;br /&gt;
&lt;br /&gt;
Kalah is played on a board with two rows consisting of six round holes and a large store at either end called Kalah. &lt;br /&gt;
&lt;br /&gt;
A player controls the six holes closest to them and the Kalah on their right side.&lt;br /&gt;
&lt;br /&gt;
The board is set up with the same number of stones in each round hole. The Kalah is empty at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Beginners may want to start with three stones in each hole, but the game becomes more and more challenging by starting with 4, 5 or up to 6 stones in each hole. Traditionally the game play is most associated with 4 stones.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
On your turn, choose a hole on your side of the board that has stones in it. Moving counter-clockwise (to the right) around the board, drop 1 stone into each hole until you run out of stones. You always drop a stone in to your own Kalah in passing but never into the opponent&#039;s. &lt;br /&gt;
&lt;br /&gt;
Once a player captures a stone in their Kalah, it remains there for the rest of the game. You never pick up stones in the Kalah.&lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the final stone dropped into your Kalah, take another turn. &lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the last stone dropped into an EMPTY hole on YOUR SIDE of the board, capture all the stones in the hole opposite it, (on the opponent&#039;s side). Place their stones and your capturing stone into your Kalah. Your turn is now over.&lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the final stone dropped into an occupied hole on your side of the board, your turn ends.&lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the final stone on the opponent&#039;s side of the board, nothing happens. Your turn is over.&lt;br /&gt;
&lt;br /&gt;
When a player has no stones on their side of the board and it is their turn to play, the game is over. All the stones remaining on the other player&#039;s side of the board go into their Kalah.&lt;br /&gt;
&lt;br /&gt;
This BGA game will end when more than 50% of all stones are in a single player&#039;s Kalah (19 stones in a game starting with 3 stones per hole, 25 when starting with 4 stones per hole, 30 when starting with 5 stones, and 37 when starting with 6).&lt;br /&gt;
&lt;br /&gt;
===During Your Turn=== &lt;br /&gt;
Play is always counterclockwise. On a turn, the player chooses any of the occupied holes on their side of the board and removes all stones.&lt;br /&gt;
&lt;br /&gt;
Moving counter-clockwise, the player drops one stone in each hole, including the player&#039;s Kalah, until all stones are placed. Players may not skip a hole or their own Kalah, but do not place a stone in the opponent&#039;s Kalah.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s turn is over when they drop their last stone into an opponent&#039;s hole or one of their own occupied holes.&lt;br /&gt;
&lt;br /&gt;
If the last stone is dropped into the player&#039;s Kalah, they must move again.&lt;br /&gt;
&lt;br /&gt;
If the last stone is dropped into an empty hole owned by the player, they capture all stones of the opposite hole together with the capturing stone and put them in their Kalah. &lt;br /&gt;
&lt;br /&gt;
If the opposite hole is empty, nothing is captured, and the players turn is over.&lt;br /&gt;
&lt;br /&gt;
===Ending the Game===&lt;br /&gt;
There are two ways to end the game in Kalah: &lt;br /&gt;
&lt;br /&gt;
1. When a player, at their turn, is unable to move, because they no longer have any stones in any of their holes. The remaining stones are captured by their opponent. The game is over and the player with the most stones in their Kalah is declared the winner. &lt;br /&gt;
&lt;br /&gt;
-OR-&lt;br /&gt;
&lt;br /&gt;
2. When during gameplay, a player captures more than half of the stones on the board into their Kalah. This player wins and the game is over. &lt;br /&gt;
&lt;br /&gt;
=Variants=&lt;br /&gt;
===Pie rule===&lt;br /&gt;
Once the first player&#039;s turn is over, the second player may choose to take their turn as normal or claim the opponent&#039;s move and position by changing sides of the board.&lt;br /&gt;
&lt;br /&gt;
===Empty Capture===&lt;br /&gt;
This variant permits a player to capture their final stone dropped during a move, when it&#039;s dropped into one their own empty holes, even when the opposite hole of the opponent is empty.&lt;br /&gt;
&lt;br /&gt;
===Number of Starting Stones===&lt;br /&gt;
This variant allows a game to start with 3, 4, 5 or 6 stones in each of the 12 holes.&lt;br /&gt;
&lt;br /&gt;
===Other Variations===&lt;br /&gt;
There are several other variations of this game which are not available on BGA such as:&lt;br /&gt;
&lt;br /&gt;
*No capture&lt;br /&gt;
&lt;br /&gt;
*Placing stones in both Kalahs&lt;br /&gt;
&lt;br /&gt;
*Self capture by placing stones in an opponent&#039;s empty hole&lt;br /&gt;
&lt;br /&gt;
*No counters in the holes to indicate the number on stones in them.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkalah&amp;diff=26149</id>
		<title>Gamehelpkalah</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkalah&amp;diff=26149"/>
		<updated>2025-08-11T01:24:26Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Equipment and Set Up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Game of Kalah=&lt;br /&gt;
Kalah, also sometimes referred to as Kalahan or Mancala, is a game where players compete to capture more stones (or seeds) than the opponent. Kalah is an adaptation of the ancient game Mancala, from where it gained it&#039;s name.  &lt;br /&gt;
&lt;br /&gt;
===Equipment and Set Up===&lt;br /&gt;
&lt;br /&gt;
Kalah is played on a board with two rows consisting of six round holes and a large store at either end called Kalah. &lt;br /&gt;
&lt;br /&gt;
A player controls the six holes closest to them and the Kalah on their right side.&lt;br /&gt;
&lt;br /&gt;
The board is set up with the same number of stones in each round hole. The Kalah is empty at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Beginners may want to start with three stones in each hole, but the game becomes more and more challenging by starting with 4, 5 or up to 6 stones in each hole. Traditionally the game play is most associated with 4 stones.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
On your turn, choose a hole on your side of the board that has stones in it. Moving counter-clockwise (to the right) around the board, drop 1 stone into each hole until you run out of stones. You always drop a stone in to your own Kalah in passing but never into the opponent&#039;s. &lt;br /&gt;
&lt;br /&gt;
Once a player captures a stone in their Kalah, it remains there for the rest of the game. You never pick up stones in the Kalah.&lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the final stone dropped into your Kalah, take another turn. &lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the last stone dropped into an EMPTY hole on YOUR SIDE of the board, capture all the stones in the hole opposite it, (on the opponent&#039;s side). Place their stones and your capturing stone into your Kalah. Your turn is now over &lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the final stone on the opponent&#039;s side of the board, nothing happens. Your turn is over.&lt;br /&gt;
&lt;br /&gt;
When a player has no stones on their side of the board and it is their turn to play, the game is over. All the stones remaining on the other player&#039;s side of the board go into their Kalah.&lt;br /&gt;
&lt;br /&gt;
This BGA game will end when more than 50% of all stones are in a single player&#039;s Kalah (19 stones in a game starting with 3 stones per hole, 25 when starting with 4 stones per hole, 30 when starting with 5 stones, and 37 when starting with 6).&lt;br /&gt;
&lt;br /&gt;
===During Your Turn=== &lt;br /&gt;
Play is always counterclockwise. On a turn, the player chooses any of the occupied holes on their side of the board and removes all stones.&lt;br /&gt;
&lt;br /&gt;
Moving counter-clockwise, the player drops one stone in each hole, including the player&#039;s Kalah, until all stones are placed. Players may not skip a hole or their own Kalah, but do not place a stone in the opponent&#039;s Kalah.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s turn is over when they drop their last stone into an opponent&#039;s hole or one of their own occupied holes.&lt;br /&gt;
&lt;br /&gt;
If the last stone is dropped into the player&#039;s Kalah, they must move again.&lt;br /&gt;
&lt;br /&gt;
If the last stone is dropped into an empty hole owned by the player, they capture all stones of the opposite hole together with the capturing stone and put them in their Kalah. &lt;br /&gt;
&lt;br /&gt;
If the opposite hole is empty, nothing is captured, and the players turn is over.&lt;br /&gt;
&lt;br /&gt;
===Ending the Game===&lt;br /&gt;
There are two ways to end the game in Kalah: &lt;br /&gt;
&lt;br /&gt;
1. When a player, at their turn, is unable to move, because they no longer have any stones in any of their holes. The remaining stones are captured by their opponent. The game is over and the player with the most stones in their Kalah is declared the winner. &lt;br /&gt;
&lt;br /&gt;
-OR-&lt;br /&gt;
&lt;br /&gt;
2. When during gameplay, a player captures more than half of the stones on the board into their Kalah. This player wins and the game is over. &lt;br /&gt;
&lt;br /&gt;
=Variants=&lt;br /&gt;
===Pie rule===&lt;br /&gt;
Once the first player&#039;s turn is over, the second player may choose to take their turn as normal or claim the opponent&#039;s move and position by changing sides of the board.&lt;br /&gt;
&lt;br /&gt;
===Empty Capture===&lt;br /&gt;
This variant permits a player to capture their final stone dropped during a move, when it&#039;s dropped into one their own empty holes, even when the opposite hole of the opponent is empty.&lt;br /&gt;
&lt;br /&gt;
===Number of Starting Stones===&lt;br /&gt;
This variant allows a game to start with 3, 4, 5 or 6 stones in each of the 12 holes.&lt;br /&gt;
&lt;br /&gt;
===Other Variations===&lt;br /&gt;
There are several other variations of this game which are not available on BGA such as:&lt;br /&gt;
&lt;br /&gt;
*No capture&lt;br /&gt;
&lt;br /&gt;
*Placing stones in both Kalahs&lt;br /&gt;
&lt;br /&gt;
*Self capture by placing stones in an opponent&#039;s empty hole&lt;br /&gt;
&lt;br /&gt;
*No counters in the holes to indicate the number on stones in them.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkalah&amp;diff=26148</id>
		<title>Gamehelpkalah</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkalah&amp;diff=26148"/>
		<updated>2025-08-11T01:20:21Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Game of Kalah=&lt;br /&gt;
Kalah, also sometimes referred to as Kalahan or Mancala, is a game where players compete to capture more stones (or seeds) than the opponent. Kalah is an adaptation of the ancient game Mancala, from where it gained it&#039;s name.  &lt;br /&gt;
&lt;br /&gt;
===Equipment and Set Up===&lt;br /&gt;
&lt;br /&gt;
Kalah is played on a board with two rows consisting of six round holes and a large store at either end called Kalah. &lt;br /&gt;
&lt;br /&gt;
A player controls the six holes closest to them and the Kalah on their right side.&lt;br /&gt;
&lt;br /&gt;
The board is set up with the same number of stones in each round hole. The Kalah is empty at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Beginners may want to start with three stones in each hole, but the game becomes more and more challenging by starting with 4, 5 or up to 6 stones in each hole. Traditionally the game play is most associated with 4 stones.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, stones are distributed evenly into all the holes except for the end Kalahs (the holes at the far left and right side of the board). &lt;br /&gt;
&lt;br /&gt;
Your Kalah is on your right. The opponent&#039;s Kalah is on your left.&lt;br /&gt;
&lt;br /&gt;
Once a player captures a stone in their end Kalah, it remains there for the rest of the game. &lt;br /&gt;
&lt;br /&gt;
On your turn, choose a hole on your side of the board that has stones in it. Moving counter-clockwise (to the right) around the board, drop 1 stone into each hole until you run out of stones. You always drop a stone in to your own end Kalah in passing but never into the opponent&#039;s. &lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the final stone dropped into your end Kalah, take another turn. &lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the last stone dropped into an EMPTY hole on YOUR SIDE of the board, capture all the stones in the hole opposite it, (on the opponent&#039;s side). Place their stones and your capturing stone into your end Kalah. Your turn is now over &lt;br /&gt;
&lt;br /&gt;
~ If your turn ends with the final stone on the opponent&#039;s side of the board, nothing happens. Your turn is over.&lt;br /&gt;
&lt;br /&gt;
When a player has no stones on their side of the board and it is their turn to play, the game is over. All the stones remaining on the other player&#039;s side of the board go into their end Kalah.&lt;br /&gt;
&lt;br /&gt;
Whoever has the most stones in their Kalah at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
This BGA game will end when more than 50% of all stones are in a single player&#039;s Kalah (19 stones in a game starting with 3 stones per hole, 25 when starting with 4 stones per hole, 30 when starting with 5 stones, and 37 when starting with 6).&lt;br /&gt;
&lt;br /&gt;
===During Your Turn=== &lt;br /&gt;
Play is always counterclockwise. On a turn, the player chooses any of the occupied holes on their side of the board and removes all stones.&lt;br /&gt;
&lt;br /&gt;
Moving counter-clockwise, the player drops one stone in each hole, including the player&#039;s Kalah, until all stones are placed. Players may not skip a hole or their own Kalah, but do not place a stone in the opponent&#039;s Kalah.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s turn is over when they drop their last stone into an opponent&#039;s hole or one of their own occupied holes.&lt;br /&gt;
&lt;br /&gt;
If the last stone is dropped into the player&#039;s Kalah, they must move again.&lt;br /&gt;
&lt;br /&gt;
If the last stone is dropped into an empty hole owned by the player, they capture all stones of the opposite hole together with the capturing stone and put them in their Kalah. &lt;br /&gt;
&lt;br /&gt;
If the opposite hole is empty, nothing is captured, and the players turn is over.&lt;br /&gt;
&lt;br /&gt;
===Ending the Game===&lt;br /&gt;
There are two ways to end the game in Kalah: &lt;br /&gt;
&lt;br /&gt;
1. When a player, at their turn, is unable to move, because they no longer have any stones in any of their holes. The remaining stones are captured by their opponent. The game is over and the player with the most stones in their Kalah is declared the winner. &lt;br /&gt;
&lt;br /&gt;
-OR-&lt;br /&gt;
&lt;br /&gt;
2. When during gameplay, a player captures more than half of the stones on the board into their Kalah. This player wins and the game is over. &lt;br /&gt;
&lt;br /&gt;
=Variants=&lt;br /&gt;
===Pie rule===&lt;br /&gt;
Once the first player&#039;s turn is over, the second player may choose to take their turn as normal or claim the opponent&#039;s move and position by changing sides of the board.&lt;br /&gt;
&lt;br /&gt;
===Empty Capture===&lt;br /&gt;
This variant permits a player to capture their final stone dropped during a move, when it&#039;s dropped into one their own empty holes, even when the opposite hole of the opponent is empty.&lt;br /&gt;
&lt;br /&gt;
===Number of Starting Stones===&lt;br /&gt;
This variant allows a game to start with 3, 4, 5 or 6 stones in each of the 12 holes.&lt;br /&gt;
&lt;br /&gt;
===Other Variations===&lt;br /&gt;
There are several other variations of this game which are not available on BGA such as:&lt;br /&gt;
&lt;br /&gt;
*No capture&lt;br /&gt;
&lt;br /&gt;
*Placing stones in both Kalahs&lt;br /&gt;
&lt;br /&gt;
*Self capture by placing stones in an opponent&#039;s empty hole&lt;br /&gt;
&lt;br /&gt;
*No counters in the holes to indicate the number on stones in them.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfourcolorcards&amp;diff=25913</id>
		<title>Gamehelpfourcolorcards</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfourcolorcards&amp;diff=25913"/>
		<updated>2025-07-27T20:23:03Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Game Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
FOUR COLOR CARDS is a melding game for 2-4 players. The goal is to be the 1st to meld every card in hand but your melds must earn at least 10 points or you will end up paying  points to all the other players instead if receiving points! The game is played over 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is a traditional game with many popular variations. The version implemented on BGA is based on rules widely used in Taiwan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;THE CARDS:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cards come in 4 colors: red, green, yellow, and white. &lt;br /&gt;
&lt;br /&gt;
There are 7 card types (General, Adviser, Elephant, Chariot, Horseman, Cannon, and Soldier ). &lt;br /&gt;
&lt;br /&gt;
There are 4 of each card in each color. (4 red generals, 4 green generals, 4 yellow generals, 4 white generals, etc.)&lt;br /&gt;
&lt;br /&gt;
NOTE: &amp;lt;i&amp;gt;You can play using playing card symbols instead of Chinese writing on the cards. Once the game starts, click on the &amp;quot;Options&amp;quot; tab.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;GAMEPLAY:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game consists of players taking turns: &lt;br /&gt;
&lt;br /&gt;
A) - Drawing a card, choosing what to meld it with, giving the other players a chance to steal it, and discarding a card from hand. &lt;br /&gt;
&lt;br /&gt;
-OR-&lt;br /&gt;
&lt;br /&gt;
B) - Passing because they are unable to or choose not to make a meld.&lt;br /&gt;
&lt;br /&gt;
When drawing, you may either draw from the deck or take the last player&#039;s discard. However, in order to take the last discarded, you must be able to meld it.&lt;br /&gt;
&lt;br /&gt;
==Game Rules==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;THE DEAL:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All players are dealt 20 cards, then 1 extra card goes to the first player. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That first player then begins the game by discarding 1 card from their hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MELDS:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then melds can be made with the card just discarded. Here are the possible melds:&lt;br /&gt;
&lt;br /&gt;
COMMAND MELD - A set of general, adviser, and elephant - of ONE color. Card symbols: 將, 相, 仕 (or K-Q-J)&lt;br /&gt;
&lt;br /&gt;
FIELD MELD - A set of chariot, horseman, and cannon - of ONE color. Card symbols: 車, 馬, 炮 (or 9-8-7)&lt;br /&gt;
&lt;br /&gt;
SOLDIER MELD - A set of 3 or 4 soldier cards - of DIFFERENT colors. Card symbols: 兵/卒 (or Aces/A)&lt;br /&gt;
&lt;br /&gt;
SET MELD - A set of cards with the &amp;lt;u&amp;gt;same type AND  color &amp;lt;/u&amp;gt;- melded into a PAIR, 3 of a kind or 4 of a kind.&lt;br /&gt;
:: ~ Note that Soldiers cannot be melded into pairs!&lt;br /&gt;
&lt;br /&gt;
KINGS - Kings do not need to be melded with another card. Each one is considered a set on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
~ Command, field and soldier melds are called CHI&lt;br /&gt;
&lt;br /&gt;
Once a meld has been played to the table, it cannot be added to or changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;OPEN / CONCEALED MELDS:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To complete a winning hand, all of your cards must be melded into a set. However, if you are dealt a melded set, you do not need to play it to the table in order to complete the hand. Your hand is considered complete once there are no unmelded cards left in it. Sets of cards melded to the table are OPEN melds. Sets that not melded to the table are CONCEALED melds. Unmelded cards are those that do not fulfill a set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain concealed melds are worth more points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SCORING:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
General = 1 point for each general card&lt;br /&gt;
&lt;br /&gt;
Command Meld = 2 points&lt;br /&gt;
&lt;br /&gt;
Field Meld = 1 point&lt;br /&gt;
&lt;br /&gt;
Pair = 0 points&lt;br /&gt;
&lt;br /&gt;
Three of a kind (pong) = 1 point open / 3 points concealed&lt;br /&gt;
&lt;br /&gt;
Four of a kind (gan) = 6 points open / 8 points concealed&lt;br /&gt;
&lt;br /&gt;
Four of a kind - all Generals = 8&lt;br /&gt;
&lt;br /&gt;
3 Soldiers (different colors) = 3 points&lt;br /&gt;
&lt;br /&gt;
4 Soldiers (different colors) = 5 points &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;STEALING:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can steal a card someone has drawn from the deck or discard pile in certain situations:&lt;br /&gt;
&lt;br /&gt;
A) HU ~ You need that card to complete your hand &lt;br /&gt;
&lt;br /&gt;
B) GAN ~ It will complete a 4 of a Kind&lt;br /&gt;
&lt;br /&gt;
C) PONG ~ It will complete a 3 of a Kind&lt;br /&gt;
&lt;br /&gt;
:: ~ Note that you cannot steal to make a 3 of a kind with Kings.&lt;br /&gt;
&lt;br /&gt;
This is also the order of priority when determining who actually gets the card. A has priority over B which has priority over C. All things being equal, priority goes to whoever drew the card, then in counterclockwise order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PASSING:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player cannot or does not want to make a meld with the drawn card, they may pass. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DISCARDING:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everytime you meld, you must discard 1 card from your hand. &lt;br /&gt;
&lt;br /&gt;
:: ~ Generals cannot be discarded. &lt;br /&gt;
&lt;br /&gt;
:: ~ If a player cannot discard, the round ends immediately and their melds (open and concealed) are scored as the winner of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMPLETING A HAND (Hu):&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player&#039;s hand cards are all able to become melds after making a meld, they can call &amp;quot;hu&amp;quot;, make the meld and finish the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You cannot complete your hand by discarding your last card. The final card must be melded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LUCKY CARD:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a chance for the winning player to gain extra points by drawing a lucky card. After winning the round, the top card of the draw deck is revealed. If it matches a card of the same type they already have, they get points equal to the number of cards of the same type that they melded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROUND POINTS:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the winner&#039;s meld points (open and concealed) are less than 10, the player loses 10 points PLUS 1 point paid to each of the other players!&lt;br /&gt;
&lt;br /&gt;
If the winner&#039;s meld points are 10+, the winner earns:&lt;br /&gt;
&lt;br /&gt;
All meld points they made over the 10-point threshold &lt;br /&gt;
&lt;br /&gt;
-PLUS-&lt;br /&gt;
&lt;br /&gt;
1 point from every other player &lt;br /&gt;
&lt;br /&gt;
-PLUS-&lt;br /&gt;
&lt;br /&gt;
Any lucky card points that apply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the game ends by exhausting the deck, no one get points for that round.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfourcolorcards&amp;diff=25912</id>
		<title>Gamehelpfourcolorcards</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfourcolorcards&amp;diff=25912"/>
		<updated>2025-07-27T20:20:22Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
FOUR COLOR CARDS is a melding game for 2-4 players. The goal is to be the 1st to meld every card in hand but your melds must earn at least 10 points or you will end up paying  points to all the other players instead if receiving points! The game is played over 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is a traditional game with many popular variations. The version implemented on BGA is based on rules widely used in Taiwan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;THE CARDS:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cards come in 4 colors: red, green, yellow, and white. &lt;br /&gt;
&lt;br /&gt;
There are 7 card types (General, Adviser, Elephant, Chariot, Horseman, Cannon, and Soldier ). &lt;br /&gt;
&lt;br /&gt;
There are 4 of each card in each color. (4 red generals, 4 green generals, 4 yellow generals, 4 white generals, etc.)&lt;br /&gt;
&lt;br /&gt;
NOTE: &amp;lt;i&amp;gt;You can play using playing card symbols instead of Chinese writing on the cards. Once the game starts, click on the &amp;quot;Options&amp;quot; tab.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;GAMEPLAY:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game consists of players taking turns: &lt;br /&gt;
&lt;br /&gt;
A) - Drawing a card, choosing what to meld it with, giving the other players a chance to steal it, and discarding a card from hand. &lt;br /&gt;
&lt;br /&gt;
-OR-&lt;br /&gt;
&lt;br /&gt;
B) - Passing because they are unable to or choose not to make a meld.&lt;br /&gt;
&lt;br /&gt;
When drawing, you may either draw from the deck or take the last player&#039;s discard. However, in order to take the last discarded, you must be able to meld it.&lt;br /&gt;
&lt;br /&gt;
==Game Rules==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;THE DEAL:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All players are dealt 20 cards, then 1 extra card goes to the first player. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That first player then begins the game by discarding 1 card from their hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MELDS:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then melds can be made with the card just discarded. Here are the possible melds:&lt;br /&gt;
&lt;br /&gt;
COMMAND MELD - A set of general, adviser, and elephant - of ONE color. Card symbols: 將, 相, 仕 (or K-Q-J)&lt;br /&gt;
&lt;br /&gt;
FIELD MELD - A set of chariot, horseman, and cannon - of ONE color. Card symbols: 車, 馬, 炮 (or 9-8-7)&lt;br /&gt;
&lt;br /&gt;
SOLDIER MELD - A set of 3 or 4 soldier cards - of DIFFERENT colors. Card symbols: 兵/卒 (or Aces/A)&lt;br /&gt;
&lt;br /&gt;
SET MELD - A set of cards with the &amp;lt;u&amp;gt;same type AND  color &amp;lt;/u&amp;gt;- melded into a PAIR, 3 of a kind or 4 of a kind.&lt;br /&gt;
:: ~ Note that Soldiers cannot be melded into pairs!&lt;br /&gt;
&lt;br /&gt;
KINGS - Kings do not need to be melded with another card. Each one is considered a set on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a meld has been played to the table, it cannot be added to or changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;OPEN / CONCEALED MELDS:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To complete a winning hand, all of your cards must be melded into a set. However, if you are dealt a melded set, you do not need to play it to the table in order to complete the hand. Your hand is considered complete once there are no unmelded cards left in it. Sets of cards melded to the table are OPEN melds. Sets that not melded to the table are CONCEALED melds. Unmelded cards are those that do not fulfill a set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain concealed melds are worth more points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SCORING:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
General = 1 point for each general card&lt;br /&gt;
&lt;br /&gt;
Command Meld = 2 points&lt;br /&gt;
&lt;br /&gt;
Field Meld = 1 point&lt;br /&gt;
&lt;br /&gt;
Pair = 0 points&lt;br /&gt;
&lt;br /&gt;
Three of a kind (pong) = 1 point open / 3 points concealed&lt;br /&gt;
&lt;br /&gt;
Four of a kind (gan) = 6 points open / 8 points concealed&lt;br /&gt;
&lt;br /&gt;
Four of a kind - all Generals = 8&lt;br /&gt;
&lt;br /&gt;
3 Soldiers (different colors) = 3 points&lt;br /&gt;
&lt;br /&gt;
4 Soldiers (different colors) = 5 points &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;STEALING:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can steal a card someone has drawn from the deck or discard pile in certain situations:&lt;br /&gt;
&lt;br /&gt;
A) HU ~ You need that card to complete your hand &lt;br /&gt;
&lt;br /&gt;
B) GAN ~ It will complete a 4 of a Kind&lt;br /&gt;
&lt;br /&gt;
C) PONG ~ It will complete a 3 of a Kind&lt;br /&gt;
&lt;br /&gt;
D) CHI ~ It will complete a pair, a command/field meld, 3 or 4 different color soldiers, or a lonely general&lt;br /&gt;
&lt;br /&gt;
:: ~ Note that you cannot steal to make a 3 of a kind with Kings.&lt;br /&gt;
&lt;br /&gt;
This is also the order of priority when determining who actually gets the card. A has priority over B which has priority over C. All things being equal, priority goes to whoever drew the card, then in counterclockwise order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PASSING:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player cannot or does not want to make a meld with the drawn card, they may pass. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DISCARDING:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everytime you meld, you must discard 1 card from your hand. &lt;br /&gt;
&lt;br /&gt;
:: ~ Generals cannot be discarded. &lt;br /&gt;
&lt;br /&gt;
:: ~ If a player cannot discard, the round ends immediately and their melds (open and concealed) are scored as the winner of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMPLETING A HAND (Hu):&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player&#039;s hand cards are all able to become melds after making a meld, they can call &amp;quot;hu&amp;quot;, make the meld and finish the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You cannot complete your hand by discarding your last card. The final card must be melded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LUCKY CARD:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a chance for the winning player to gain extra points by drawing a lucky card. After winning the round, the top card of the draw deck is revealed. If it matches a card of the same type they already have, they get points equal to the number of cards of the same type that they melded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROUND POINTS:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the winner&#039;s meld points (open and concealed) are less than 10, the player loses 10 points PLUS 1 point paid to each of the other players!&lt;br /&gt;
&lt;br /&gt;
If the winner&#039;s meld points are 10+, the winner earns:&lt;br /&gt;
&lt;br /&gt;
All meld points they made over the 10-point threshold &lt;br /&gt;
&lt;br /&gt;
-PLUS-&lt;br /&gt;
&lt;br /&gt;
1 point from every other player &lt;br /&gt;
&lt;br /&gt;
-PLUS-&lt;br /&gt;
&lt;br /&gt;
Any lucky card points that apply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the game ends by exhausting the deck, no one get points for that round.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplitter&amp;diff=25861</id>
		<title>Gamehelpsplitter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplitter&amp;diff=25861"/>
		<updated>2025-07-19T14:13:08Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Reformatted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IDEA OF THE GAME&lt;br /&gt;
&lt;br /&gt;
Every round, all players write down the same number (1–6) on their score&lt;br /&gt;
sheets, but (usually) in different positions. After 22 rounds, each player&lt;br /&gt;
will have completely filled in their score sheet. If at the end of the game,&lt;br /&gt;
exactly two 2‘s are directly adjacent to each other, you score 2 points. If&lt;br /&gt;
exactly three 3’s are directly adjacent, you score 3 points. For exactly&lt;br /&gt;
four adjacent 4‘s, you score 4 points, and so on. The two star spaces&lt;br /&gt;
double the points you score there.&lt;br /&gt;
&lt;br /&gt;
HOW TO PLAY&lt;br /&gt;
&lt;br /&gt;
Each player receives an identical score sheet. (For your first&lt;br /&gt;
game, we recommend using game pad A. You can find the rules for game&lt;br /&gt;
pad B and the solo variant at the end of this rulebook.)&lt;br /&gt;
&lt;br /&gt;
Two dice are rolled. &lt;br /&gt;
&lt;br /&gt;
All players must write both numbers on&lt;br /&gt;
their sheets. Each player may freely choose where to write the numbers, but there is one rule they must follow:&lt;br /&gt;
&lt;br /&gt;
• Both numbers must be symmetrical to the center line: they must be&lt;br /&gt;
written down in the same row, at an equal distance from the center. You&lt;br /&gt;
may choose which number you want to write down on the left, and which&lt;br /&gt;
on the right.&lt;br /&gt;
&lt;br /&gt;
Once all players are finished, both dice are rolled, all players write down both numbers again. Repeat until all spaces are filled on the scoresheet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SCORING&lt;br /&gt;
&lt;br /&gt;
Points are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
• 1 POINT For each 1 that‘s on its own, meaning there are no other 1’s orthogonally adjacent to it (diagonally is allowed).&lt;br /&gt;
&lt;br /&gt;
•2 POINTS If exactly two 2’s are orthogonally adjacent. If more than two 2&#039;s are touching, score nothing for them.&lt;br /&gt;
&lt;br /&gt;
•3 POINTS If exactly three 3’s are orthogonally adjacent.&lt;br /&gt;
&lt;br /&gt;
•4 POINTS If exactly four 4’s are orthogonally adjacent&lt;br /&gt;
&lt;br /&gt;
•5 POINTS If exactly five 5’s are orthogonally adjacent&lt;br /&gt;
&lt;br /&gt;
•6 POINTS If exactly six 6’s are orthogonally adjacent&lt;br /&gt;
&lt;br /&gt;
Numbers that are diagonally next to each other are not considered adjacent. &lt;br /&gt;
&lt;br /&gt;
Score for each separate group of the same&lt;br /&gt;
number. For example, if you manage to create three separate groups containing exactly three 3‘s, you score 3 points per group.&lt;br /&gt;
&lt;br /&gt;
STAR SPACES double the value of a valid group.&lt;br /&gt;
&lt;br /&gt;
The player with the highest final score wins. If there‘s a tie, those players share the victory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME PAD B&lt;br /&gt;
&lt;br /&gt;
The play area on game pad B also contains 44 spaces, 2 of which are&lt;br /&gt;
star spaces. The same rules as in the normal game apply: there are no&lt;br /&gt;
changes. However, the three heart spaces are new, which means the&lt;br /&gt;
following rules are added:&lt;br /&gt;
&lt;br /&gt;
• Numbers are written down in the three heart spaces according to the&lt;br /&gt;
normal rules. If at the end of the game you managed to write down the&lt;br /&gt;
same number in all three heart spaces, you score 5 bonus points.&lt;br /&gt;
&lt;br /&gt;
Note: it doesn‘t matter whether these numbers are part of a valid&lt;br /&gt;
group or not&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpforestshuffle&amp;diff=25729</id>
		<title>Gamehelpforestshuffle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpforestshuffle&amp;diff=25729"/>
		<updated>2025-07-08T20:40:02Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Added bonus action rules, adjusted spacing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Forest Shuffle you create a habitat for flora and fauna to thrive. Plant trees and synergize your cards to earn the most points before winter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn Actions===&lt;br /&gt;
&lt;br /&gt;
Choose between one of two options:&lt;br /&gt;
&lt;br /&gt;
1) Draw two cards from the clearing and/or deck and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
~ Your hand limit is 10 cards. You can&#039;t take the draw action if you already have 10 cards. If you have 9 cards, you may only draw 1 card.&lt;br /&gt;
&lt;br /&gt;
2) Play one card from your hand: pay its cost by discarding cards from your hand, then place the chosen card in the forest and carry out its effect.&lt;br /&gt;
&lt;br /&gt;
~ If your discard cause there to be 10 or more cards in the clearing, all cards in the clearing are removed at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
BONUS ACTION: Some cards give a special effect if ALL of the cards you pay with show the matching leaf symbol. The bonus action and required symbols will be on the bottom left of the card. On split cards, only one half of the card must bear the symbol.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
There are 3 types of cards: Trees, Forest Dwellers, and Winter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TREE CARDS depict a single Tree. To plant a tree in the forest, simply pay its cost. The cost amount shown in the brown rectangle at the top left of the card. To pay it, place a number of cards from your hand into the clearing equal to the cost.&lt;br /&gt;
&lt;br /&gt;
~ Trees cards provide a slot on each side (top, bottom, left, right) for you to add forest dwellers. Only 1 forest dweller per slot, unless the card says otherwise.&lt;br /&gt;
&lt;br /&gt;
~ Each time you play a tree, a card from the deck is added to the Clearing.&lt;br /&gt;
&lt;br /&gt;
~ Note that ANY card in your hand may be placed face-down in the forest as a TREE SAPLING. These work exactly like a tree but do not belong to a tree species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOREST DWELLER CARDS are split. They depict two creatures on them, but only ONE of them may be played. These are the animals, plants and mushrooms that you can add to the forest.&lt;br /&gt;
&lt;br /&gt;
~ To play a forest dweller, select an empty slot on a tree for the desired half of the card, then discard cards from your hand into the clearing equal to the cost.  &lt;br /&gt;
&lt;br /&gt;
~ Once a forest dweller is slotted onto a tree, the other half of the card is now hidden. Only the effects of the visible forest dweller may trigger.&lt;br /&gt;
&lt;br /&gt;
WINTER CARDS:&lt;br /&gt;
&lt;br /&gt;
When you have drawn the top 2/3rds of the deck the first WINTER CARD will be revealed. The other two WINTER CARDS were previously shuffled into the remainder of the deck and serve as a random end timer. When the 3rd winter card is drawn, the game ends immediately! You may not finish your turn.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
Total the points of all visible cards in your forests, plus one point per card you hid in your cave (if any). None of their effects trigger.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpforestshuffle&amp;diff=25728</id>
		<title>Gamehelpforestshuffle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpforestshuffle&amp;diff=25728"/>
		<updated>2025-07-08T20:34:19Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Added bonus action rules, adjusted spacing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Forest Shuffle you create a habitat for flora and fauna to thrive. Plant trees and synergize your cards to earn the most points before winter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn Actions===&lt;br /&gt;
&lt;br /&gt;
Choose between one of two options:&lt;br /&gt;
&lt;br /&gt;
1) Draw two cards from the clearing and/or deck and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
~ Your hand limit is 10 cards. You can&#039;t take the draw action if you already have 10 cards. If you have 9 cards, you may only draw 1 card.&lt;br /&gt;
&lt;br /&gt;
2) Play one card from your hand: pay its cost by discarding cards from your hand, then place the chosen card in the forest and carry out its effect.&lt;br /&gt;
&lt;br /&gt;
~ If your discard cause there to be 10 or more cards in the clearing, all cards in the clearing are removed at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
BONUS ACTION: Some cards give an extra action when played if ALL the cards you paid share the bonus symbol. The bonus action and required symbols will be on the bottom left of the card. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
There are 3 types of cards: Trees, Forest Dwellers, and Winter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TREE CARDS depict a single Tree. To plant a tree in the forest, simply pay its cost. The cost amount shown in the brown rectangle at the top left of the card. To pay it, place a number of cards from your hand into the clearing equal to the cost.&lt;br /&gt;
&lt;br /&gt;
~ Trees cards provide a slot on each side (top, bottom, left, right) for you to add forest dwellers. Only 1 forest dweller per slot, unless the card says otherwise.&lt;br /&gt;
&lt;br /&gt;
~ Each time you play a tree, a card from the deck is added to the Clearing.&lt;br /&gt;
&lt;br /&gt;
~ Note that ANY card in your hand may be placed face-down in the forest as a TREE SAPLING. These work exactly like a tree but do not belong to a tree species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOREST DWELLER CARDS are split. They depict two creatures on them, but only ONE of them may be played. These are the animals, plants and mushrooms that you can add to the forest.&lt;br /&gt;
&lt;br /&gt;
~ To play a forest dweller, select an empty slot on a tree for the desired half of the card, then discard cards from your hand into the clearing equal to the cost.  &lt;br /&gt;
&lt;br /&gt;
~ Once a forest dweller is slotted onto a tree, the other half of the card is now hidden. Only the effects of the visible forest dweller may trigger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Note that some tree and forest dweller cards give you a special bonus effect when you pay for them if ALL of the cards you discard bear the matching leaf symbol. On split cards, only one half of the card must bear the symbol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you have drawn the top 2/3rds of the deck the first WINTER CARD will be revealed. The other two WINTER CARDS were previously shuffled into the remainder of the deck and serve as a random end timer. When the 3rd winter card is drawn, the game ends immediately! You may not finish your turn.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
Total the points of all visible cards in your forests, plus one point per card you hid in your cave (if any). None of their effects trigger.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrash&amp;diff=25612</id>
		<title>Gamehelpcrash</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrash&amp;diff=25612"/>
		<updated>2025-06-29T19:22:47Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Crash (a.k.a. 13-card brag) is a simple card game played with a standard 52-card deck. A game is played over a number of rounds, during each of which the players are dealt cards each. These are first divided into four 3-card hands, then hands are compared to determine scoring.&lt;br /&gt;
&lt;br /&gt;
== Forming the hands ==&lt;br /&gt;
&lt;br /&gt;
After everyone is dealt cards, you may be able to exchange your cards for 13 new ones:&lt;br /&gt;
&lt;br /&gt;
~ 2-player games: you can decide whether to keep your cards or replace it with 13 new cards. &lt;br /&gt;
&lt;br /&gt;
~ 3-player game: 13 cards are left after everyone is dealt cards. In turn order, each player is given the option to replace their cards with the 13 undealt cards. If someone does, everyone else must keep the cards they were dealt.&lt;br /&gt;
&lt;br /&gt;
~ 4-player game: everyone keeps the cards they were dealt.&lt;br /&gt;
&lt;br /&gt;
Players then secretly combine their cards to form their four best 3-card hands. Once all players have formed their hands, they are revealed and compared for scoring.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
~ First, everyone&#039;s best hand is compared. Whoever&#039;s hand has the highest value gets 1 point. &lt;br /&gt;
&lt;br /&gt;
~ Next, everyone&#039;s 2nd best hand is compared. Whoever&#039;s has the highest value gets 1 point. &lt;br /&gt;
&lt;br /&gt;
~ Compared 3rd and 4th best hands in the same way.&lt;br /&gt;
&lt;br /&gt;
If you won all 4 hands, score 1 bonus point.&lt;br /&gt;
&lt;br /&gt;
Tied? No one scores a point for the hand.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
At the end of a round, if one or more players have reached the target score (which is 7, 10 or 15, depending on the table settings), then the player with the highest score wins. Ties are possible.&lt;br /&gt;
&lt;br /&gt;
== Ranking of brag hands ==&lt;br /&gt;
&lt;br /&gt;
The possible brag hands are listed below, from highest to lowest. &lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Prial&#039;&#039;&#039;: 3-of-a-kind. 3 is the high card. (3-3-3 beats A-A-A)&lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Running flush&#039;&#039;&#039;: A sequence in the same suit. 3 is the high card. (3-2-1 beats A-K-Q). KA2 isn’t a valid sequence. &lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Run&#039;&#039;&#039;: A sequence of 3 cards. 3 is the high card. (3-2-1 beats A-K-Q)&lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Flush&#039;&#039;&#039;: Any 3 cards in the same suit. 3 is the high card. Flushes are ranked by the rank of their highest card, ties being broken by the rank of their second-highest card, and if that is still a tie, by the rank of their lowest card.&lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Pair&#039;&#039;&#039;: 2-of-a-kind plus a tie-breaker card, in case players have the same pair. &amp;lt;u&amp;gt;Aces are high&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;High-card&#039;&#039;&#039;: Any 3 cards. Aces are high.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
~ Count high-card hands during scoring.&lt;br /&gt;
&lt;br /&gt;
~ Change the number of cards dealt to each player &lt;br /&gt;
&lt;br /&gt;
~ Change the amount of points needed to win the game.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrash&amp;diff=25611</id>
		<title>Gamehelpcrash</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrash&amp;diff=25611"/>
		<updated>2025-06-29T19:16:49Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Added info about exchanging hands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Crash (a.k.a. 13-card brag) is a simple card game played with a standard 52-card deck. A game is played over a number of rounds, during each of which the players are dealt cards each. These are first divided into four 3-card hands, then hands are compared to determine scoring.&lt;br /&gt;
&lt;br /&gt;
== Forming the hands ==&lt;br /&gt;
&lt;br /&gt;
After everyone is dealt cards, you may be able to exchange your cards for 13 new ones:&lt;br /&gt;
&lt;br /&gt;
~ 2-player games: you can decide whether to keep your cards or draw 13 new cards. &lt;br /&gt;
&lt;br /&gt;
~ 3-player game: 13 cards are left after everyone is dealt cards. In turn order, each player is given the option to exchange their cards for the 13 undealt cards. If someone does, everyone else must keep the cards they were dealt.&lt;br /&gt;
&lt;br /&gt;
~ 4-player game: everyone keeps the cards they were dealt.&lt;br /&gt;
&lt;br /&gt;
Players then secretly combine their cards to form their four best 3-card hands. Once all players have formed their hands, they are revealed and compared for scoring.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
~ First, everyone&#039;s best hand is compared. Whoever&#039;s hand has the highest value gets 1 point. &lt;br /&gt;
&lt;br /&gt;
~ Next, everyone&#039;s 2nd best hand is compared. Whoever&#039;s has the highest value gets 1 point. &lt;br /&gt;
&lt;br /&gt;
~ Compared 3rd and 4th best hands in the same way.&lt;br /&gt;
&lt;br /&gt;
If you won all 4 hands, score 1 bonus point.&lt;br /&gt;
&lt;br /&gt;
Tied? No one scores a point for the hand.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
At the end of a round, if one or more players have reached the target score (which is 7, 10 or 15, depending on the table settings), then the player with the highest score wins. Ties are possible.&lt;br /&gt;
&lt;br /&gt;
== Ranking of brag hands ==&lt;br /&gt;
&lt;br /&gt;
The possible brag hands are listed below, from highest to lowest. &lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Prial&#039;&#039;&#039;: 3-of-a-kind. 3 is the high card. (3-3-3 beats A-A-A)&lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Running flush&#039;&#039;&#039;: A sequence in the same suit. 3 is the high card. (3-2-1 beats A-K-Q). KA2 isn’t a valid sequence. &lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Run&#039;&#039;&#039;: A sequence of 3 cards. 3 is the high card. (3-2-1 beats A-K-Q)&lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Flush&#039;&#039;&#039;: Any 3 cards in the same suit. 3 is the high card. Flushes are ranked by the rank of their highest card, ties being broken by the rank of their second-highest card, and if that is still a tie, by the rank of their lowest card.&lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;Pair&#039;&#039;&#039;: 2-of-a-kind plus a tie-breaker card, in case players have the same pair. &amp;lt;u&amp;gt;Aces are high&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
:• &#039;&#039;&#039;High-card&#039;&#039;&#039;: Any 3 cards. Aces are high.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
~ Count high-card hands during scoring.&lt;br /&gt;
&lt;br /&gt;
~ Change the number of cards dealt to each player &lt;br /&gt;
&lt;br /&gt;
~ Change the amount of points needed to win the game.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwizard&amp;diff=25417</id>
		<title>Gamehelpwizard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwizard&amp;diff=25417"/>
		<updated>2025-06-12T19:44:35Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: clarifying rules, reformatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
==OVERVIEW==&lt;br /&gt;
&lt;br /&gt;
Wizard is a fantasy trick-taking game. Score points by correctly predicting the number of tricks you will win each round. Highest score wins!&lt;br /&gt;
&lt;br /&gt;
Standard game lasts 20 rounds with three players, 15 rounds with four, 12 rounds with five and 10 rounds with 6. The first round is only one card/trick. Each round after that, one more card/trick is added. &lt;br /&gt;
&lt;br /&gt;
Deck consists of 60 cards, include 13 dwarves, 13 elves, 13 giants, 13 humans, 4 wizards and 4 jesters.&lt;br /&gt;
&lt;br /&gt;
==SETUP, TRUMP and BIDDING==&lt;br /&gt;
&lt;br /&gt;
Everyone is dealt a number of cards equal to the round number. &lt;br /&gt;
&lt;br /&gt;
The top card of the deck is then revealed. This is the trump suit for the round.&lt;br /&gt;
&lt;br /&gt;
~ &amp;lt;b&amp;gt;Trump card is a jester:&amp;lt;/b&amp;gt; There is no trump. &lt;br /&gt;
&lt;br /&gt;
~ &amp;lt;b&amp;gt;Trump card is wizard:&amp;lt;/b&amp;gt; Dealer chooses the trump. &lt;br /&gt;
&lt;br /&gt;
~ &amp;lt;b&amp;gt;Last round of the game:&amp;lt;/b&amp;gt; There is no trump.&lt;br /&gt;
&lt;br /&gt;
Starting with the player to the left of the dealer, everyone bids the number of tricks they think they can win that round.&lt;br /&gt;
&lt;br /&gt;
==GAMEPLAY / TRICK-TAKING==&lt;br /&gt;
&lt;br /&gt;
The player to the left of the dealer starts the first trick. They may lead with any card.&lt;br /&gt;
&lt;br /&gt;
~ If the card led is a wizard, it automatically wins the trick, but the other players must still play a card. It can be from any suit. &lt;br /&gt;
&lt;br /&gt;
~ If the card led is a jester, the next card played determines the suit that subsequent players must follow.&lt;br /&gt;
&lt;br /&gt;
~ If only jesters are played, the first jester wins the trick.&lt;br /&gt;
&lt;br /&gt;
Players must follow suit if possible. If you cannot follow, you can play any other suit, including the trump suit. Wizards and jesters can be played at any time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Winning the trick:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
~ A lead wizard always wins the trick.&lt;br /&gt;
&lt;br /&gt;
~ The 1st wizard played wins the trick, even if trump has been played.&lt;br /&gt;
&lt;br /&gt;
~ If there are no wizards, highest trump wins the trick. &lt;br /&gt;
&lt;br /&gt;
~ If there are no trumps, the highest card of the lead suit wins the trick. &lt;br /&gt;
&lt;br /&gt;
The winner of a trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
==SCORING==&lt;br /&gt;
&lt;br /&gt;
If you win the exact number of tricks you bid, gain 20 points PLUS 10 points for each trick taken.&lt;br /&gt;
&lt;br /&gt;
If you win more/less tricks than you bed, lose 10 points per trick over or under your bid!&lt;br /&gt;
&lt;br /&gt;
==END OF GAME==&lt;br /&gt;
&lt;br /&gt;
Once all round have been played, the game ends and the highest score wins.&lt;br /&gt;
&lt;br /&gt;
That means there are 20 rounds with three players, 15 rounds with four, 12 rounds with five and 10 rounds with 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VARIANTS==&lt;br /&gt;
&lt;br /&gt;
===Bidding===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hidden prediction:&amp;lt;/b&amp;gt; Bids are revealed simultaneously just before the round starts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Plus/minus 1:&amp;lt;/b&amp;gt; The total number of tricks bid by players may not equal the number of tricks available in any round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Secret prediction:&amp;lt;/b&amp;gt; Bids are not revealed until the end of the round.&lt;br /&gt;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5 rounds:&amp;lt;/b&amp;gt; Only 5 rounds are played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Amigo tournament rules:&amp;lt;/b&amp;gt; 10 rounds are played with modified number of cards. With 3 players, start with 2 and add 2 each round. With 4 players, start with 1, add 2 until the 6th round, then add 1 each round. With 5 players, start with 2, add 2 in 2nd round and 1 in other rounds.&lt;br /&gt;
&lt;br /&gt;
===Foresight===&lt;br /&gt;
&lt;br /&gt;
In the first round, when each player only has one card, you can&#039;t see your own card. Instead, you see everyone else&#039;s card. You must bid based on what everyone else has in hand and which card was drawn as trump.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsymbiose&amp;diff=25346</id>
		<title>Gamehelpsymbiose</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsymbiose&amp;diff=25346"/>
		<updated>2025-06-08T13:35:20Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Clarification and cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERIVIEW ==&lt;br /&gt;
&lt;br /&gt;
Game consists of 8 rounds, during which you swap a card from your player board with a card in the River (a common pool of cards that everyone draws from).&lt;br /&gt;
&lt;br /&gt;
Cards come in 4 colors and show 1 of 4 critters commonly found around a pond (frog, snail, dragonfly, fish). Each also either depicts a fixed card value or a variable value (such as 2 points per dragonfly or 4 points per orange card). You will always gain points for your fixed value cards. The value of the other cards is determined both by meeting the depicted condition AND the card&#039;s location on your board ~ some will score points for the cards on your own player board, and some will score points for the cards on other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to keep a close eye on what&#039;s happening around the table ~ What can you score on their board, and what are they trying to score from yours? Clever swapping and luck of the draw create an exciting tension.&lt;br /&gt;
&lt;br /&gt;
== GAME PLAY ==&lt;br /&gt;
&lt;br /&gt;
You begin with a tableau of face-down cards. On your 1st turn, simply flip one of them face up. There is no swap on the 1st turn.&lt;br /&gt;
&lt;br /&gt;
On subsequent turns, select a card in the River, then select a face-up or face-down card from your board to swap with it.&lt;br /&gt;
&lt;br /&gt;
~ If the card on your board was FACE DOWN, that card is added to the River face up, and the river card you selected takes its place on your board.&lt;br /&gt;
&lt;br /&gt;
~ If the card on your board was FACE UP, that card is added to the River face up, and the river card you selected takes its place on your board. THEN you must flip a face-down card on your board face up.&lt;br /&gt;
&lt;br /&gt;
Game ends after 8 turns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:cardanatomy.jpg]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Score the points shown on your fixed-value cards no matter where they are located on your player board. &lt;br /&gt;
&lt;br /&gt;
Your other cards score depending on their position on your board:&lt;br /&gt;
&lt;br /&gt;
LEFT COLUMN, LEFT PLAYER ~ Cards in your left column score points for the 8 cards in the player board to your left.&lt;br /&gt;
&lt;br /&gt;
RIGHT COLUMN, RIGHT PLAYER ~ Cards in your right column score points for the 8 cards in the player board to your right.&lt;br /&gt;
&lt;br /&gt;
CENTER COLUMNS, YOUR BOARD ~ Cards in the middle 2 columns of your board score score points for the cards on your own board.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: The 2 cards on the left side of your board are an 8-point card and one that scores 2 points per dragonfly. 8 points is added to your score for the 8-point card, and the other scores 2 points for every dragonfly ON THE PLAYER BOARD TO YOUR LEFT. &lt;br /&gt;
&lt;br /&gt;
The player with the highest point wins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:40%&amp;quot;&amp;gt;[[File:Sym_scoring.jpg]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 2-PLAYER RULES (Duel Mode) ==&lt;br /&gt;
&lt;br /&gt;
The River has 8 cards, but 4 are face up and 4 are face down. However, you can choose any of the 8 cards on your turn. &lt;br /&gt;
&lt;br /&gt;
On your turn, swap 1 of your cards with the River per the usual rules.&lt;br /&gt;
&lt;br /&gt;
SCORING ~ The River acts like a third player for scoring purposes. Your column closest to the river will score points for the river cards, plus you will score the cards on your opponent&#039;s board and your own board, per the usual rules.&lt;br /&gt;
&lt;br /&gt;
== TEAM MODE ==&lt;br /&gt;
&lt;br /&gt;
You work together with the person sitting across from you to score the most combined points. Instead of scoring points from your opponents&#039; cards, all of your points will come from each others&#039; boards. Score your side columns based on your teammate&#039;s board, and score your own board as usual.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmyshelfiedice&amp;diff=25339</id>
		<title>Gamehelpmyshelfiedice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmyshelfiedice&amp;diff=25339"/>
		<updated>2025-06-07T18:20:16Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: minor touch up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
Roll dice to collect items to show off on your 5x5 bookshelf...and as many points as possible! You must collect at least 3 items, or you won&#039;t score points for that row or column at all. If another player collects all 5 items in a column, though, no one else can claim anything in that column for the rest of the game. When 2 rows are filled - with treasures and/or X&#039;s - the game ends. &lt;br /&gt;
&lt;br /&gt;
== GAME PLAY ==&lt;br /&gt;
&lt;br /&gt;
On your turn, roll all 5 dice. You may re-roll any number of dice twice after that. &lt;br /&gt;
&lt;br /&gt;
4 sides of the die match a color/symbol on your bookshelf, and 1 side is wild. Dice are turned in to collect (circle) items on your bookshelf based on color/symbol and number. &lt;br /&gt;
&lt;br /&gt;
EXAMPLE: 3 pink dice can be used together to circle the 3rd item in your pink row &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; 1 pink die can be used to circle the 1st item in the pink row and the remaining 2 pink dice used together to circle the 2nd item in the pink row.&lt;br /&gt;
&lt;br /&gt;
You can circle up to 3 items on your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;UNABLE TO CIRCLE&amp;lt;/b&amp;gt; ~ If you can&#039;t circle anything on your bookshelf, you must cross out the entire row! You cannot place anything else there for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COLUMN COMPLETED&amp;lt;/b&amp;gt; ~If you circle all 5 items in a column, everyone else must X out everything that isn&#039;t already circled in that column. They can&#039;t circle anything more in that column for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WILDS&amp;lt;/b&amp;gt; ~ The wild side of the die can never be used on its own. It must be combined with at least 1 other die. However, you can only use 1 wild per dice combo. &lt;br /&gt;
&lt;br /&gt;
EXAMPLE: You roll 2 wilds, 2 pink and 1 yellow. You can use 1 of the wilds with the 2 pink and 1 wild with the yellow. You CAN&#039;T use the 2 wilds and the 2 pink together. Nor can you use just the 2 wilds on their own.&lt;br /&gt;
&lt;br /&gt;
If you roll ALL WILDS, congratulations! Circle any item on your bookshelf :-)&lt;br /&gt;
&lt;br /&gt;
== GAME END and SCORING ==&lt;br /&gt;
&lt;br /&gt;
When a player has no more items available in 2 rows (because they are circled and/or X&#039;ed out), complete the round, then the game ends. Final scores are compared.&lt;br /&gt;
&lt;br /&gt;
Items circled on your bookshelf are worth the value shown in their top right corner. IF you circled at AT LEAST 3 items in a row, score points for all items circled in that row. IF you circled at AT LEAST 3 items in a column, score points for all items circled in that column. &lt;br /&gt;
&lt;br /&gt;
Columns/rows with only 1 or 2 items circled earn no points!&lt;br /&gt;
&lt;br /&gt;
TIES: There is no tiebreaker ~ tied players share the victory.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmyshelfiedice&amp;diff=25338</id>
		<title>Gamehelpmyshelfiedice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmyshelfiedice&amp;diff=25338"/>
		<updated>2025-06-07T17:58:54Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: First Draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
Roll dice to collect items to show off on your 5x5 bookshelf...and as many points as possible! You must collect at least 3 items, or you won&#039;t score for that row or column at all. If another player collects all 5 items in a column, though, no one else can claim anything in that column for the rest of the game. When 2 rows are filled - with treasures and/or X&#039;s - the game ends. &lt;br /&gt;
&lt;br /&gt;
== GAME PLAY ==&lt;br /&gt;
&lt;br /&gt;
On your turn, roll all 5 dice. You may re-roll any number of dice twice after that. &lt;br /&gt;
&lt;br /&gt;
4 sides of the die match a color/symbol on your bookshelf, and 1 side is wild. Dice are turned in to collect (circle) the item on your bookshelf based on color/symbol and number. &lt;br /&gt;
&lt;br /&gt;
EXAMPLE: 3 pink dice can be used together to circle the 3rd item in your pink row &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; 1 can be used to circle the 1st item in the pink row and 2 used together to circle the 2nd item in the pink row.&lt;br /&gt;
&lt;br /&gt;
You can circle up to 3 items on your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;UNABLE TO CIRCLE&amp;lt;/b&amp;gt; ~ If you can&#039;t circle anything on your bookshelf, you must cross out the entire row! You cannot place anything else there for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COLUMN COMPLETED&amp;lt;/b&amp;gt; ~If you circle all 5 items in a column, everyone else must X out everything that isn&#039;t already circled in that column. They can&#039;t circle anything more in that column for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WILDS&amp;lt;/b&amp;gt; ~ The wild side of the die can never be used on its own. It must be combined with at least 1 other die. However, you can only use 1 wild per dice combo. &lt;br /&gt;
&lt;br /&gt;
EXAMPLE: You roll 2 wilds, 2 pink and 1 yellow. You can cross off 2 items on your bookshelf by using 1 wild with the 2 pink and 1 wild with the yellow. You CAN&#039;T use 2 wilds and the 2 pink together. Nor can you use just the 2 wilds on their own.&lt;br /&gt;
&lt;br /&gt;
If you roll ALL WILDS, congratulations! You can circle any item on your bookshelf :-)&lt;br /&gt;
&lt;br /&gt;
== GAME END and SCORING ==&lt;br /&gt;
&lt;br /&gt;
When a player has no more items available in 2 rows (because they are circled and/or X&#039;ed out), complete the round, then the game ends. Final scores are compared.&lt;br /&gt;
&lt;br /&gt;
Items circled on your bookshelf are worth the value shown in the top right corner. IF you circled at AT LEAST 3 items in a row, score points for all items circled in the row. IF you circled at AT LEAST 3 items in a column, score points for all items circled in that column. &lt;br /&gt;
&lt;br /&gt;
Columns/rows with only 1 or 2 items circled earn no points!&lt;br /&gt;
&lt;br /&gt;
TIES: There is no tiebreaker ~ tied players share the victory.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsymbiose&amp;diff=25337</id>
		<title>Gamehelpsymbiose</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsymbiose&amp;diff=25337"/>
		<updated>2025-06-07T17:20:56Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Added Team mode rules, clarified scoring and swapping rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERIVIEW ==&lt;br /&gt;
&lt;br /&gt;
Game consists of 8 turns during which you will swap a card from your board with one in the River (a common pool of cards that everyone can draw from. A card&#039;s value is determined by its location on your board ~ some will score points for cards on your own player board and some will score points based on other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
== GAME PLAY ==&lt;br /&gt;
&lt;br /&gt;
Select a face-up or face-down card in the River, then select a face-up or face-down card from your board to swap places with.&lt;br /&gt;
&lt;br /&gt;
~ If the card on your board was face down, that card is added to the river face up, and the river card you selected takes its place on your board.&lt;br /&gt;
&lt;br /&gt;
~ If the card on your board was face up, that card is added to the river face up, and the river card you selected takes its place on your board. THEN you must flip a face-down card on your board face up.&lt;br /&gt;
&lt;br /&gt;
Game ends after 8 turns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:cardanatomy.jpg]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Your cards score depending on their position on your board:&lt;br /&gt;
&lt;br /&gt;
LEFT COLUMN, LEFT PLAYER ~ Cards in your left column score points for the 8 cards in the player board to your left.&lt;br /&gt;
&lt;br /&gt;
RIGHT COLUMN, RIGHT PLAYER ~ Cards in your right column score points for the 8 cards in the player board to your right.&lt;br /&gt;
&lt;br /&gt;
CENTER COLUMNS, YOUR BOARD ~ Cards in the middle 2 columns of your board score score points for the cards on your own board.&lt;br /&gt;
&lt;br /&gt;
The player with the highest point wins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:40%&amp;quot;&amp;gt;[[File:Sym_scoring.jpg]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 2-PLAYER RULES (Duel Mode) ==&lt;br /&gt;
&lt;br /&gt;
The River has 8 cards, but 4 are face up and 4 are face down. However, you can choose any of the 8 cards on your turn. &lt;br /&gt;
&lt;br /&gt;
On your turn, swap 1 of your cards with the River per the usual rules.&lt;br /&gt;
&lt;br /&gt;
SCORING ~ The River acts like a third player for scoring purposes. Your column closest to the river will score points for the river cards, plus you will score the cards on your opponent&#039;s board and your own board, per the usual rules.&lt;br /&gt;
&lt;br /&gt;
== TEAM MODE ==&lt;br /&gt;
&lt;br /&gt;
You work together with the person sitting across from you to score the most combined points. Instead of scoring points from your opponents&#039; cards, all of your points will come from each others&#039; boards. Score your side columns based on your teammate&#039;s board, and score your own board as usual.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=24223</id>
		<title>Gamehelpflowers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=24223"/>
		<updated>2025-03-01T01:10:59Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Strategically plant colorful flowers in your garden to score the most points for each color group. Only flower groups with 5+ connected cards of the same &amp;lt;strong&amp;gt;color&amp;lt;/strong&amp;gt; score points. Careful placement is needed or you may lose points - incomplete &amp;lt;strong&amp;gt;number&amp;lt;/strong&amp;gt; groups will set you back. Attract butterflies to their favorite color for extra points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components &amp;amp; Setup ==&lt;br /&gt;
&lt;br /&gt;
There are 108 cards ~ 27 in each of 4 colors: Yellow, red, blue, green. Cards are numbered 1, 2, 3 or 4 in each color.&lt;br /&gt;
&lt;br /&gt;
Here is the breakdown:&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;1&#039;s&amp;lt;/strong&amp;gt;: 3 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;2&#039;s&amp;lt;/strong&amp;gt;: 6 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;3&#039;s&amp;lt;/strong&amp;gt;: 8 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;4&#039;s&amp;lt;/strong&amp;gt;: 10 cards per color, three of which have a butterfly&lt;br /&gt;
&lt;br /&gt;
The game begins with either 2 or 3 stacks of randomly-shuffled cards (depending on the number of players) and 1 random flower card in each player&#039;s garden to get them started. One stack remains facedown, while the top card of the other stacks is flipped up.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
1. Take 1 card from any stack.&lt;br /&gt;
&lt;br /&gt;
2. Place the card either:&lt;br /&gt;
&lt;br /&gt;
* Orthogonally next to a card already in your garden, &lt;br /&gt;
&lt;br /&gt;
-OR-&lt;br /&gt;
&lt;br /&gt;
* On top of a card in your garden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always bear in mind that only color groups of 5 will score points at the end and incomplete number groups will cost you points. &lt;br /&gt;
&lt;br /&gt;
~ COLOR GROUPS are 5+ adjacent cards of the same color.&lt;br /&gt;
&lt;br /&gt;
~ NUMBER GROUPS are cards of the same number, regardless of color. A number group is complete when it contains EXACTLY the same number of cards as the card value - no more, no less. There must be:&lt;br /&gt;
&lt;br /&gt;
~ Four &#039;4&#039;s&lt;br /&gt;
&lt;br /&gt;
~ Three &#039;3&#039;s&lt;br /&gt;
&lt;br /&gt;
~ Two &#039;2&#039;s&lt;br /&gt;
&lt;br /&gt;
~ One &#039;1&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
When a player draws the last card from one of the 3 stacks, they finish their turn then the game ends immediately. Each player&#039;s flower garden is now scored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
1. First, you must remove all cards from your garden that don&#039;t form a perfect &amp;lt;strong&amp;gt;number&amp;lt;/strong&amp;gt; group. LOSE 1 POINT PER CARD REMOVED. &lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you started a group of 4&#039;s, but only planted three of the 4&#039;s. You must remove the three you planted - the whole group.&lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you planted a group of 3&#039;s but there are five 3&#039;s instead of three 3&#039;s. You must remove ALL five of the threes - the whole group. &lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you planted a 2 on top of a 4, hoping to finish the 2&#039;s before the end of the game, but you didn&#039;t finish it - there&#039;s only one 2. You must remove the 2 AND THE CARD BELOW IT. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Score 1 point for each card in a &amp;lt;strong&amp;gt;color&amp;lt;/strong&amp;gt; group of 5+. You only score visible cards - covered cards do not score points.&lt;br /&gt;
&lt;br /&gt;
3. Gain 1 point per Butterfly adjacent to a card that&#039;s the same color as the butterfly.&lt;br /&gt;
&lt;br /&gt;
~ Example: 1 point if the green butterfly (on a yellow card) is adjacent to a green card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The written values are not points. It&#039;s always 1 point per card!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SUMMER VARIANT ==&lt;br /&gt;
&lt;br /&gt;
Each player receives a plain purple start card in their garden instead of beginning the game with a random flower. During the final scoring you will only score for color groups that connect to the purple start card. You may never cover the purple card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOLO MODE ==&lt;br /&gt;
&lt;br /&gt;
All placement and scoring rules are the same. You have 2 draw stacks to take from - one face-up and one face-down. After you take a card (from either stack) and plant it in your garden, the top card of the face-up stack is discarded. The game ends immediately once 1 of the stacks is empty.&lt;br /&gt;
&lt;br /&gt;
Score:&lt;br /&gt;
&lt;br /&gt;
10 points or less = Beginner&lt;br /&gt;
&lt;br /&gt;
11-17 points = Apprentice&lt;br /&gt;
&lt;br /&gt;
18-25 points = Expert&lt;br /&gt;
&lt;br /&gt;
26+ points = Master&lt;br /&gt;
&lt;br /&gt;
EACH WEEK YOUR SCORES IN SOLO MODE WILL BE AVERAGED AND POSTED TO THE WEEKLY FLOWERS LEADERBOARD.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonchess&amp;diff=24222</id>
		<title>Gamehelpdragonchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonchess&amp;diff=24222"/>
		<updated>2025-03-01T00:42:43Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: Rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DRAGONCHESS is played on a 3-tier board representing the Sky above, Earth in the middle, and Underground caverns below. The boards are populated by magical creatures and mighty adventurers, each with unique powers and movement, who have united forces to vanquish the enemy king. You must capture (or checkmate) him to win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rules below assume knowledge of basic chess movement and capturing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beginning with the GOLD &amp;amp; WHITE / UPPERCASE player, players take turns moving one of their pieces on the board of their choice. Unless otherwise stated, movement means unimpeded movement - you may not move through or over other pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each board is layed out with a different set of denizens as described below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#2b43e0&amp;quot;&amp;gt;TOP BOARD / SKY&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&amp;lt;i&amp;gt;Initial setup: 1 dragon, 2 griffins, 6 sylphs&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:setup_upper_board.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DRAGON ~&amp;lt;/b&amp;gt; The Dragon never leaves the sky but can use firebreathing to capture on earth. &lt;br /&gt;
&lt;br /&gt;
MOVES / CAPTURES either like a bishop -OR- 1 space forward/backward/left/right.&lt;br /&gt;
&lt;br /&gt;
SPECIAL POWER: Firebreathing&lt;br /&gt;
&lt;br /&gt;
Without moving the Dragon, remove one enemy on earth that is either directly below the Dragon or on a square orthogonally-adjacent (forward/backward/left/right) to it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;The Dragon may not move AND breathe fire in the same turn!&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;GRIFFIN ~&amp;lt;/b&amp;gt;&lt;br /&gt;
Moves and captures unhindered both in the sky and on earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#2b43e0&amp;quot;&amp;gt;Sky:&amp;lt;/span&amp;gt; MOVES / CAPTURES 2 spaces diagonally then 1 space orthogonally outward/forward, jumping over intervening pieces.&lt;br /&gt;
&lt;br /&gt;
May jump to or capture a diagonally-adjacent cell on earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#964f18&amp;quot;&amp;gt;Earth:&amp;lt;/span&amp;gt; &lt;br /&gt;
MOVES / CAPTURES like a chess king. &lt;br /&gt;
-OR-&lt;br /&gt;
Returns to the sky by making an unblockable move or capture to a diagonally-adjacent square above it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SYLPH ~&amp;lt;/b&amp;gt;&lt;br /&gt;
Can only move in the sky but can capture on earth and sky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#2b43e0&amp;quot;&amp;gt;Sky:&amp;lt;/span&amp;gt;&lt;br /&gt;
MOVES (without capturing) 1 space diagonally-forward and CAPTURES 1 space straight ahead (the opposite of a pawn).&lt;br /&gt;
-and-&lt;br /&gt;
CAPTURES the square directly below it on earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#964f18&amp;quot;&amp;gt;Earth:&amp;lt;/span&amp;gt; &lt;br /&gt;
Return to the sky either by moving to the square directly above it (if it&#039;s empty) -OR- returning to any empty sylph starting space on your side of the board. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#964f18&amp;quot;&amp;gt;MIDDLE BOARD / EARTH&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&amp;lt;i&amp;gt;Initial setup: 1 king, 1 cleric, 1 paladin, 1 mage, 2 thieves, 2 heroes, 2 unicorns, 2 oliphants, 12 warriors&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:setup_middle_board.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;KING ~&amp;lt;/b&amp;gt;&lt;br /&gt;
You may not expose your King to attack. He can only move on earth but can escape to or capture the square directly above or below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#964f18&amp;quot;&amp;gt;Earth:&amp;lt;/span&amp;gt; &lt;br /&gt;
MOVES / CAPTURES like a chess king.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#2b43e0&amp;quot;&amp;gt;Sky&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#757574&amp;gt;Underground&amp;lt;/span&amp;gt; levels: &lt;br /&gt;
Return to earth by moving to or capturing the square directly above / below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CLERIC ~&amp;lt;/b&amp;gt;&lt;br /&gt;
Freely moves and captures on all 3 boards. May move to/capture the square directly above or below it.&lt;br /&gt;
&lt;br /&gt;
MOVES / CAPTURES like a king on whichever board it happens to be. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PALADIN ~&amp;lt;/b&amp;gt;&lt;br /&gt;
Moves and captures on all 3 boards. First, it moves 1 -OR- 2 levels up or down. It doesn&#039;t matter if the square it lands on or passes through is occupied. Then:&lt;br /&gt;
&lt;br /&gt;
If 1 level - must move to/capture a square 2 spaces away orthogonally (forward/backward/left/right).&lt;br /&gt;
&lt;br /&gt;
If 2 levels - must move to/capture an orthogonally-adjacent (forward/backward/left/right) square.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#964f18&amp;quot;&amp;gt;Earth:&amp;lt;/span&amp;gt; &lt;br /&gt;
MOVES / CAPTURES like a chess king -OR- like a chess knight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#2b43e0&amp;quot;&amp;gt;Sky&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#757574&amp;gt;Underground&amp;lt;/span&amp;gt; levels: &lt;br /&gt;
MOVES / CAPTURES like a chess king. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MAGE ~&amp;lt;/b&amp;gt;&lt;br /&gt;
Moves and captures on all 3 boards. May move to / capture the square directly above or below 1 -OR- 2 levels up or down. If moving from top to bottom or vice versa in a single turn, the intervening square on the middle board must be empty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#964f18&amp;quot;&amp;gt;Earth:&amp;lt;/span&amp;gt; &lt;br /&gt;
MOVES / CAPTURES like a queen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#2b43e0&amp;quot;&amp;gt;Sky&amp;lt;/span&amp;gt;and &amp;lt;span style=&amp;quot;color:#757574&amp;gt;Underground&amp;lt;/span&amp;gt;:&lt;br /&gt;
MOVES / CAPTURES 1 square orthogonally-adjacent (forward/backward/left/right). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;THIEF ~&amp;lt;/b&amp;gt; Never leaves earth level.&lt;br /&gt;
&lt;br /&gt;
MOVES / CAPTURES like a bishop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HERO ~&amp;lt;/b&amp;gt;&lt;br /&gt;
Only moves on earth but can capture on all 3 boards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#964f18&amp;quot;&amp;gt;Earth:&amp;lt;/span&amp;gt; &lt;br /&gt;
MOVES / CAPTURES 1 or 2 spaces diagonally, jumping over any intervening pieces. &lt;br /&gt;
&lt;br /&gt;
May move to or capture in the sky or underground by making an unblockable move to a diagonally-adjacent square directly above or below. &lt;br /&gt;
	&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#2b43e0&amp;quot;&amp;gt;Sky&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#757574&amp;gt;Underground&amp;lt;/span&amp;gt;:&lt;br /&gt;
Return to earth by moving to or capturing a diagonally-adjacent square directly above or below to get there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;UNICORN ~&amp;lt;/b&amp;gt; Never leaves earth.&lt;br /&gt;
&lt;br /&gt;
MOVES / CAPTURES like a knight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;OLIPHANT ~&amp;lt;/b&amp;gt; Never leaves earth.&lt;br /&gt;
&lt;br /&gt;
MOVES / CAPTURES like a rook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WARRIOR ~&amp;lt;/b&amp;gt; Never leaves earth.&lt;br /&gt;
&lt;br /&gt;
MOVES / CAPTURES like a pawn. Only forward movement is permitted.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the opponent&#039;s side of the board, the Warrior becomes a Hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#757574&amp;gt;BOTTOM BOARD / UNDERGROUND&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&amp;lt;i&amp;gt;Initial setup: 1 elemental, 2 basilisks, 6 dwarves&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:setup_lower_board.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ELEMENTAL ~&amp;lt;/b&amp;gt;&lt;br /&gt;
Can only move underground but can capture both underground and on earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#757574&amp;gt;Underground:&amp;lt;/span&amp;gt;&lt;br /&gt;
MOVES / CAPTURES 1 or 2 squares horizontally or vertically. The intervening square must be empty.&lt;br /&gt;
-OR- MOVES (without capturing) 1 square diagonally in any direction.&lt;br /&gt;
&lt;br /&gt;
CAPTURE on earth by moving 1 space orthogonally (forward/backward/left/right) into an empty square, then straight up.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#964f18&amp;quot;&amp;gt;Earth:&amp;lt;/span&amp;gt; &lt;br /&gt;
Return underground by moving straight down into an empty space, then moving to or capturing a square orthogonally-adjacent (forward/backward/left/right) to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;BASILISK ~&amp;lt;/b&amp;gt;&lt;br /&gt;
Remains underground but uses a special ability to freeze enemies on earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#757574&amp;gt;Underground:&amp;lt;/span&amp;gt;&lt;br /&gt;
MOVES / CAPTURES 1 square forward or diagonally-forward &lt;br /&gt;
-OR-&lt;br /&gt;
MOVES (without capturing) 1 square straight backwards. &lt;br /&gt;
&lt;br /&gt;
SPECIAL POWER: Petrifying Gaze&lt;br /&gt;
&lt;br /&gt;
Automatically &amp;quot;freezes&amp;quot; any enemy on or passing through the square directly above it. The frozen piece cannot move or capture until the basilisk moves away or is captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DWARF ~&amp;lt;/b&amp;gt;&lt;br /&gt;
May pop up out of the underground to capture someone on earth and continue to move/capture there or return underground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#757574&amp;gt;Underground&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#964f18&amp;quot;&amp;gt;Earth:&amp;lt;/span&amp;gt; &lt;br /&gt;
MOVES / CAPTURES like a pawn -OR- MOVES (without capture) 1 space left or right. &lt;br /&gt;
&lt;br /&gt;
May CAPTURE the square directly above it on the earth board.&lt;br /&gt;
&lt;br /&gt;
May Move (without capture) back underground, as long as the square below is empty.&lt;br /&gt;
&lt;br /&gt;
== PIECE VALUES ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As with Chess, every piece has a value:&lt;br /&gt;
&lt;br /&gt;
King = invaluable&lt;br /&gt;
&lt;br /&gt;
Mage = 11&lt;br /&gt;
&lt;br /&gt;
Paladin = 20&lt;br /&gt;
&lt;br /&gt;
Cleric = 9&lt;br /&gt;
&lt;br /&gt;
Dragon = 8&lt;br /&gt;
&lt;br /&gt;
Griffin = 5&lt;br /&gt;
&lt;br /&gt;
Oliphant = 5&lt;br /&gt;
&lt;br /&gt;
Hero = 4.5&lt;br /&gt;
&lt;br /&gt;
Thief = 4&lt;br /&gt;
&lt;br /&gt;
Elemental = 4&lt;br /&gt;
&lt;br /&gt;
Basilisk = 3&lt;br /&gt;
&lt;br /&gt;
Unicorn = 2.5&lt;br /&gt;
&lt;br /&gt;
Dwarf = 2&lt;br /&gt;
&lt;br /&gt;
Sylph = 1&lt;br /&gt;
&lt;br /&gt;
Warrior = 1&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=23746</id>
		<title>Gamehelpflowers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=23746"/>
		<updated>2025-01-14T00:04:57Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: ADDED SUMMER VARIANT AND SOLO RULES&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;Arrange the values strategically to score with the colors.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Strategically plant colorful flowers in your garden to score the most points for each color group. Only flower groups with 5+ connected cards of the same &amp;lt;strong&amp;gt;color&amp;lt;/strong&amp;gt; score points. Careful placement is needed or you may lose points - incomplete &amp;lt;strong&amp;gt;number&amp;lt;/strong&amp;gt; groups will set you back. Attract butterflies to their favorite color for bonus points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components &amp;amp; Setup ==&lt;br /&gt;
&lt;br /&gt;
There are 108 cards, 27 in each of 4 colors: Yellow, red, blue, green. Cards are numbered 1, 2, 3 or 4 in each color.&lt;br /&gt;
&lt;br /&gt;
Here is the breakdown:&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;1&#039;s&amp;lt;/strong&amp;gt;: 3 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;2&#039;s&amp;lt;/strong&amp;gt;: 6 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;3&#039;s&amp;lt;/strong&amp;gt;: 8 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;4&#039;s&amp;lt;/strong&amp;gt;: 10 cards per color, three of which have a butterfly&lt;br /&gt;
&lt;br /&gt;
The game begins with 2 or 3 stacks of randomly-shuffled cards, based on the number of players, and 1 random flower card in each player&#039;s garden to get them started. One stack remains facedown, while the top card of the other stacks is flipped up.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
1. Pick a card from one of the stacks.&lt;br /&gt;
&lt;br /&gt;
2. Place the card either&lt;br /&gt;
&lt;br /&gt;
* Next to a card already played, touching on at least 1 edge.&lt;br /&gt;
&lt;br /&gt;
-OR-&lt;br /&gt;
&lt;br /&gt;
* On top of a card already played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always bear in mind that only color groups of 5 will score points at the end and incomplete number groups will cost you points. &lt;br /&gt;
&lt;br /&gt;
~ COLOR GROUPS are 5+ adjacent cards of the same color.&lt;br /&gt;
&lt;br /&gt;
~ NUMBER GROUPS are cards of the same number, regardless of color. A number group is complete when it contains EXACTLY the same number of cards as the card value - no more, no less. There must be:&lt;br /&gt;
&lt;br /&gt;
~ Four &#039;4&#039;s&lt;br /&gt;
&lt;br /&gt;
~ Three &#039;3&#039;s&lt;br /&gt;
&lt;br /&gt;
~ Two &#039;2&#039;s&lt;br /&gt;
&lt;br /&gt;
~ One &#039;1&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
When a player draws the last card from one of the 3 stacks, they finish their turn then the game ends immediately. Each player&#039;s flower garden is now scored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
1. First, you must remove all cards from your garden that don&#039;t form a perfect &amp;lt;strong&amp;gt;number&amp;lt;/strong&amp;gt; group. LOSE 1 POINT PER CARD REMOVED. &lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you started a group of 4&#039;s, but only planted three of the 4&#039;s. You must remove the three you planted - the whole group.&lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you planted a group of 3&#039;s but there are five 3&#039;s instead of three 3&#039;s. You must remove ALL five of the threes - the whole group. &lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you planted a 2 on top of a 4, hoping to finish the 2&#039;s before the end of the game, but you didn&#039;t finish it - there&#039;s only one 2. You must remove the 2 AND THE CARD BELOW IT. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Score 1 point for each card in a &amp;lt;strong&amp;gt;color&amp;lt;/strong&amp;gt; group of 5+. You only score visible cards - covered cards do not score points.&lt;br /&gt;
&lt;br /&gt;
3. Gain 1 point per Butterfly adjacent to a card that&#039;s the same color as the butterfly.&lt;br /&gt;
&lt;br /&gt;
~ Example: 1 point if the green butterfly (on a yellow card) is adjacent to a green card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The written values are not points. It&#039;s always 1 point per card!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SUMMER VARIANT ==&lt;br /&gt;
&lt;br /&gt;
Each player receives a plain purple start card in their garden instead of beginning the game with a random flower. During the final scoring you will only score for color groups that connect to the purple start card. You may never cover the purple card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOLO MODE ==&lt;br /&gt;
&lt;br /&gt;
All placement and scoring rules are the same. You have 2 draw stacks to take from - one face-up and one face-down. After you take a card (from either stack) and plant it in your garden, the top card of the face-up stack is discarded. The game ends immediately once 1 of the stacks is empty.&lt;br /&gt;
&lt;br /&gt;
Score:&lt;br /&gt;
&lt;br /&gt;
10 points or less = Beginner&lt;br /&gt;
&lt;br /&gt;
11-17 points = Apprentice&lt;br /&gt;
&lt;br /&gt;
18-25 points = Expert&lt;br /&gt;
&lt;br /&gt;
26+ points = Master&lt;br /&gt;
&lt;br /&gt;
EACH WEEK YOUR SCORES IN SOLO MODE WILL BE AVERAGED AND POSTED TO THE WEEKLY FLOWERS LEADERBOARD.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=23745</id>
		<title>Gamehelpflowers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=23745"/>
		<updated>2025-01-13T23:55:07Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Components &amp;amp; Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;Arrange the values strategically to score with the colors.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Strategically plant colorful flowers in your garden to score the most points for each color group. Only flower groups with 5+ connected cards of the same &amp;lt;strong&amp;gt;color&amp;lt;/strong&amp;gt; score points. Careful placement is needed or you may lose points - incomplete &amp;lt;strong&amp;gt;number&amp;lt;/strong&amp;gt; groups will set you back. Attract butterflies to their favorite color for bonus points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components &amp;amp; Setup ==&lt;br /&gt;
&lt;br /&gt;
There are 108 cards, 27 in each of 4 colors: Yellow, red, blue, green. Cards are numbered 1, 2, 3 or 4 in each color.&lt;br /&gt;
&lt;br /&gt;
Here is the breakdown:&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;1&#039;s&amp;lt;/strong&amp;gt;: 3 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;2&#039;s&amp;lt;/strong&amp;gt;: 6 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;3&#039;s&amp;lt;/strong&amp;gt;: 8 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;4&#039;s&amp;lt;/strong&amp;gt;: 10 cards per color, three of which have a butterfly&lt;br /&gt;
&lt;br /&gt;
The game begins with 2 or 3 stacks of randomly-shuffled cards, based on the number of players, and 1 random flower card in each player&#039;s garden to get them started. One stack remains facedown, while the top card of the other stacks is flipped up.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
1. Pick a card from one of the stacks.&lt;br /&gt;
&lt;br /&gt;
2. Place the card either&lt;br /&gt;
&lt;br /&gt;
* Next to a card already played, touching on at least 1 edge.&lt;br /&gt;
&lt;br /&gt;
-OR-&lt;br /&gt;
&lt;br /&gt;
* On top of a card already played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always bear in mind that only color groups of 5 will score points at the end and incomplete number groups will cost you points. &lt;br /&gt;
&lt;br /&gt;
~ COLOR GROUPS are 5+ adjacent cards of the same color.&lt;br /&gt;
&lt;br /&gt;
~ NUMBER GROUPS are cards of the same number, regardless of color. A number group is complete when it contains EXACTLY the same number of cards as the card value - no more, no less. There must be:&lt;br /&gt;
&lt;br /&gt;
~ Four &#039;4&#039;s&lt;br /&gt;
&lt;br /&gt;
~ Three &#039;3&#039;s&lt;br /&gt;
&lt;br /&gt;
~ Two &#039;2&#039;s&lt;br /&gt;
&lt;br /&gt;
~ One &#039;1&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
When a player draws the last card from one of the 3 stacks, they finish their turn then the game ends immediately. Each player&#039;s flower garden is now scored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
1. First, you must remove all cards from your garden that don&#039;t form a perfect &amp;lt;strong&amp;gt;number&amp;lt;/strong&amp;gt; group. LOSE 1 POINT PER CARD REMOVED. &lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you started a group of 4&#039;s, but only planted three of the 4&#039;s. You must remove the three you planted - the whole group.&lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you planted a group of 3&#039;s but there are five 3&#039;s instead of three 3&#039;s. You must remove ALL five of the threes - the whole group. &lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you planted a 2 on top of a 4, hoping to finish the 2&#039;s before the end of the game, but you didn&#039;t finish it - there&#039;s only one 2. You must remove the 2 AND THE CARD BELOW IT. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Score 1 point for each card in a &amp;lt;strong&amp;gt;color&amp;lt;/strong&amp;gt; group of 5+. You only score visible cards - covered cards do not score points.&lt;br /&gt;
&lt;br /&gt;
3. Gain 1 point per Butterfly adjacent to a card that&#039;s the same color as the butterfly.&lt;br /&gt;
&lt;br /&gt;
~ Example: 1 point if the green butterfly (on a yellow card) is adjacent to a green card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The written values are not points. It&#039;s always 1 point per card!&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=23744</id>
		<title>Gamehelpflowers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=23744"/>
		<updated>2025-01-13T23:53:55Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;Arrange the values strategically to score with the colors.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Strategically plant colorful flowers in your garden to score the most points for each color group. Only flower groups with 5+ connected cards of the same &amp;lt;strong&amp;gt;color&amp;lt;/strong&amp;gt; score points. Careful placement is needed or you may lose points - incomplete &amp;lt;strong&amp;gt;number&amp;lt;/strong&amp;gt; groups will set you back. Attract butterflies to their favorite color for bonus points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components &amp;amp; Setup ==&lt;br /&gt;
&lt;br /&gt;
There are 108 cards, 27 in each of 4 colors: Yellow, red, blue, green. Cards are numbered 1, 2, 3 or 4 in each color.&lt;br /&gt;
&lt;br /&gt;
Here is the breakdown:&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;1&#039;s&amp;lt;/strong&amp;gt;: 3 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;2&#039;s&amp;lt;/strong&amp;gt;: 6 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;3&#039;s&amp;lt;/strong&amp;gt;: 8 cards per color&lt;br /&gt;
** Number &amp;lt;strong&amp;gt;4&#039;s&amp;lt;/strong&amp;gt;: 10 cards per color, three of which have a butterfly&lt;br /&gt;
&lt;br /&gt;
The game begins with 2 or 3 stacks of randomly-shuffled cards, based on the number of players, and 1 random flower card to get each player started. One stack remains facedown, while the top card of the other stacks is flipped up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
1. Pick a card from one of the stacks.&lt;br /&gt;
&lt;br /&gt;
2. Place the card either&lt;br /&gt;
&lt;br /&gt;
* Next to a card already played, touching on at least 1 edge.&lt;br /&gt;
&lt;br /&gt;
-OR-&lt;br /&gt;
&lt;br /&gt;
* On top of a card already played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always bear in mind that only color groups of 5 will score points at the end and incomplete number groups will cost you points. &lt;br /&gt;
&lt;br /&gt;
~ COLOR GROUPS are 5+ adjacent cards of the same color.&lt;br /&gt;
&lt;br /&gt;
~ NUMBER GROUPS are cards of the same number, regardless of color. A number group is complete when it contains EXACTLY the same number of cards as the card value - no more, no less. There must be:&lt;br /&gt;
&lt;br /&gt;
~ Four &#039;4&#039;s&lt;br /&gt;
&lt;br /&gt;
~ Three &#039;3&#039;s&lt;br /&gt;
&lt;br /&gt;
~ Two &#039;2&#039;s&lt;br /&gt;
&lt;br /&gt;
~ One &#039;1&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
When a player draws the last card from one of the 3 stacks, they finish their turn then the game ends immediately. Each player&#039;s flower garden is now scored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
1. First, you must remove all cards from your garden that don&#039;t form a perfect &amp;lt;strong&amp;gt;number&amp;lt;/strong&amp;gt; group. LOSE 1 POINT PER CARD REMOVED. &lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you started a group of 4&#039;s, but only planted three of the 4&#039;s. You must remove the three you planted - the whole group.&lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you planted a group of 3&#039;s but there are five 3&#039;s instead of three 3&#039;s. You must remove ALL five of the threes - the whole group. &lt;br /&gt;
&lt;br /&gt;
~ EXAMPLE: you planted a 2 on top of a 4, hoping to finish the 2&#039;s before the end of the game, but you didn&#039;t finish it - there&#039;s only one 2. You must remove the 2 AND THE CARD BELOW IT. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Score 1 point for each card in a &amp;lt;strong&amp;gt;color&amp;lt;/strong&amp;gt; group of 5+. You only score visible cards - covered cards do not score points.&lt;br /&gt;
&lt;br /&gt;
3. Gain 1 point per Butterfly adjacent to a card that&#039;s the same color as the butterfly.&lt;br /&gt;
&lt;br /&gt;
~ Example: 1 point if the green butterfly (on a yellow card) is adjacent to a green card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The written values are not points. It&#039;s always 1 point per card!&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkoikoi&amp;diff=23713</id>
		<title>Gamehelpkoikoi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkoikoi&amp;diff=23713"/>
		<updated>2025-01-12T23:58:16Z</updated>

		<summary type="html">&lt;p&gt;4everblessed: /* Start Player */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
Koi-Koi is a press-your-luck, set collection game played with beautiful Japanese &amp;quot;flower cards.&amp;quot; There are 48 cards divided into 12 suits, a suit for each month of the year. Each month is symbolized by a flower or other plant and consists of 4 cards. As you complete card combinations, you decide whether to score points or keep playing. If you keep playing, you earn multipliers, but only one player will score points for the round, and as one player gains points, the other player loses them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SETUP and BEGINNING OF THE ROUND ==&lt;br /&gt;
&lt;br /&gt;
Everyone starts with 50 points. Each player has a hand of 8 cards, and 8 cards are dealt face-up to the table. &lt;br /&gt;
&lt;br /&gt;
~ At the start of each round, check for instant win conditions: A set of 4 cards from the same month -OR- 4 pairs of matching cards. If so dealt, the instant winner gains 6 points, the opponent loses 6 points, and a new round is started.&lt;br /&gt;
&lt;br /&gt;
~ If the round starts with either condition on the table, the round is redealt.&lt;br /&gt;
&lt;br /&gt;
By default, each round starts with a &amp;quot;Bright Base Multiplier&amp;quot; equal to the number of Bright Cards face-up on the table. The winner&#039;s points earned that round is multiplied by the this number.&lt;br /&gt;
&lt;br /&gt;
~ Example: If there are 3 Brights on the table, the multiplier is x3.&lt;br /&gt;
&lt;br /&gt;
== GAME PLAY ==&lt;br /&gt;
&lt;br /&gt;
On your turn, choose 1 card from your hand to play to the table. You are trying to capture cards on the table with a card from your hand to complete card combos (YAKU) that are worth points. You capture a card on the table when it&#039;s the same month as the one you play.&lt;br /&gt;
&lt;br /&gt;
~ If your card matches one on the table, place the card from your hand AND the captured card into your winning zone.&lt;br /&gt;
&lt;br /&gt;
~ If it doesn&#039;t match, your card is simply added face-up to the table.&lt;br /&gt;
&lt;br /&gt;
~ You must always capture if possible.&lt;br /&gt;
&lt;br /&gt;
~ If there are 3 cards from the same month on the table, the matching card takes the entire set of cards. &lt;br /&gt;
&lt;br /&gt;
Next, draw a card from the deck. If it matches a card on the table, add the both cards to your winning zone. Otherwise, add the card from the deck face-up to the table. &lt;br /&gt;
&lt;br /&gt;
After you have played 1 card from your hand and one from the deck, the next player takes their turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
KOI-KOI&lt;br /&gt;
&lt;br /&gt;
After playing 1 card from your hand and 1 from the deck, check to see if you formed a yaku (card combo). If so, you must either score it and end the round, or choose koi-koi to continue playing. &lt;br /&gt;
&lt;br /&gt;
~ SCORE: Gain points equal to the value of the yaku, plus any multipliers. Your opponent loses the points you gained, and the round ends.&lt;br /&gt;
&lt;br /&gt;
~ KOI-KOI: The round continues. By default on BGA, your score multiplier increases by 1 each time you koi koi. You can koi-koi each time you complete a yaku, pushing your luck as many times as you like during a round, to increase the multiplier, but you will not score anything at all unless you form another yaku before the other player does.&lt;br /&gt;
&lt;br /&gt;
== ROUND END ==&lt;br /&gt;
&lt;br /&gt;
A round ends in one of two ways:&lt;br /&gt;
&lt;br /&gt;
~ WINNER: One of the players completes a yaku and chooses to end the round. The score points for their yaku and &amp;lt;u&amp;gt;the other player loses points equal to that amount&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
~ DRAW: All cards have been played from hand and no one has scored a yaku. By default on BGA, the start player scores 6 points and the other player loses 6 points.&lt;br /&gt;
&lt;br /&gt;
By default, the round winner becomes start player for the following round.&lt;br /&gt;
&lt;br /&gt;
GAME END&lt;br /&gt;
&lt;br /&gt;
By default, the game ends after 6 rounds (half a year), but other game length options are available when you create a table. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
If at any point a player&#039;s points are reduced to zero, they immediately lose the game.&lt;br /&gt;
&lt;br /&gt;
== YAKU (card combinations) ==&lt;br /&gt;
&lt;br /&gt;
There are 4 types of cards in the game: Brights, Animals, Ribbons and Chaff. There are yaku for each type and their point value varies. You can use the &#039;&#039;&#039;in game help icon&#039;&#039;&#039; to display a pop-up listing all the possible yaku and how many points they are worth. &lt;br /&gt;
&lt;br /&gt;
All the yaku are &#039;&#039;&#039;combinative&#039;&#039;&#039;, except the &amp;quot;Bright&amp;quot; cards yaku, which are exclusive (you will always score the biggest available).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== VARIATIONS ==&lt;br /&gt;
&lt;br /&gt;
There are many options available when creating the table. &lt;br /&gt;
&lt;br /&gt;
=== Soft Koi ===&lt;br /&gt;
The default selection. When a player calls Koi, the caller&#039;s multiplier increases by 1. You run the risk of your opponent making a yaku and scoring for the round before you can score yourself, but a lot of points are available if you push your luck.&lt;br /&gt;
&lt;br /&gt;
=== Hard Koi === &lt;br /&gt;
&lt;br /&gt;
When you call koi-koi, the opponent&#039;s multiplier doubles (only once). If you manages to get at least 7 points, your score is doubled. There is less incentive to call koi-koi since you won&#039;t get a multiplier just for continuing the round. Instead, if you koi-koi and your opponent manages to score, their score will be doubled. If they also 7 or more points, then their score will be x4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draw Round Points ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If players empty their hands and no one has completed a yaku by the end of the round, the hand can end without scoring or so either the dealer or non-dealer scores 6 points (and the other player loses 6 points).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Viewing Yaku ===&lt;br /&gt;
&lt;br /&gt;
The Viewing Yaku are card combinations consisting of either the &amp;lt;u&amp;gt;Cup and Moon&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;Cup and Curtain&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
~ ENABLED (DEFAULT): Both yaku can be scored.&lt;br /&gt;
&lt;br /&gt;
~ DISABLED: Neither yaku can be scored.&lt;br /&gt;
&lt;br /&gt;
~ RAIN RUINS THE PARTY: Both yaku can be scored UNLESS a player captures a November (rain) card. In that case, the party is ruined and that player cannot score either yaku for that round.&lt;br /&gt;
&lt;br /&gt;
=== Start Player ===&lt;br /&gt;
&lt;br /&gt;
~ Winner starts the next month: The winner of the current month is start player for the next month (this is the default).&lt;br /&gt;
&lt;br /&gt;
~ Loser starts the next month: The player who lost this month gets to play first next month.&lt;br /&gt;
&lt;br /&gt;
~ Alternating starting player: The player who didn&#039;t get to play first this month will play first the following month.&lt;/div&gt;</summary>
		<author><name>4everblessed</name></author>
	</entry>
</feed>