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	<updated>2026-10-04T18:43:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpworldwidetennis&amp;diff=16927</id>
		<title>Gamehelpworldwidetennis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpworldwidetennis&amp;diff=16927"/>
		<updated>2023-05-12T18:05:36Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;AUTOMATIC VALIDATION OF YOUR STROKE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;do not need&#039;&#039;&#039; to roll the die when:&amp;lt;br&amp;gt;&lt;br /&gt;
1. your opponent played a blue card and you reply with a blue card,&amp;lt;br&amp;gt;&lt;br /&gt;
2. your opponent played a blue card without a slice effect and you reply with an orange card,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USE OF STARS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stars can be used to reduce the difficulty of your strokes as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;On serve&amp;lt;/u&amp;gt;: 1&amp;amp;lowast;: -2 // 2&amp;amp;lowast;: -4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Rally Points&amp;lt;/u&amp;gt;: 1&amp;amp;lowast;: -3 // 2&amp;amp;lowast;: -5 // 3&amp;amp;lowast;: -7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STROKE EFFECTS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards apply an effect to the ball (you can also add an effect on your serve):&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Topspin:&amp;lt;/u&amp;gt; after replying a stroke with a topspin effect, a player will have to discard 1 card if they want to move to the volley zone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Slice:&amp;lt;/u&amp;gt; when receiving a ball with a slice effect, the stroke difficulty is increased by +2 on all orange and red strokes (except volley)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MOVEMENTS ON THE COURT:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. After a stroke, you can always move to the volley zone for free, unless your opponent is already at the volley.&amp;lt;br&amp;gt;&lt;br /&gt;
2. If just after hitting a stroke you find yourself on either side, replacing yourself in the middle will cost you 1 Star.&amp;lt;br&amp;gt;&lt;br /&gt;
3. If you are on the backcourt when receiving the ball, moving to the backcourt central zone is always free.&amp;lt;br&amp;gt;&lt;br /&gt;
4. If you are on either side of the backcourt when receiving the ball and need to cross to the opposite side, you will have to discard 1 Card from your hand to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
5. If you are in the volley zone and want to reposition yourself in the backcourt after your stroke, you will have to discard 1 Card from your hand to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CARDS DISTRIBUTION BREAKDOWN:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Baseline Defense (blue): 19&amp;lt;br&amp;gt;&lt;br /&gt;
- Downline the Line (blue): 4&amp;lt;br&amp;gt;&lt;br /&gt;
- Crosscourt (blue): 4&amp;lt;br&amp;gt;&lt;br /&gt;
- Attack (orange): 8&amp;lt;br&amp;gt;&lt;br /&gt;
- Passing (orange): 6&amp;lt;br&amp;gt;&lt;br /&gt;
- Volley (red): 10&amp;lt;br&amp;gt;&lt;br /&gt;
- Drop Shot (red): 2&amp;lt;br&amp;gt;&lt;br /&gt;
- Drop Shot Volley (red): 2&amp;lt;br&amp;gt;&lt;br /&gt;
- Lob (red): 2&amp;lt;br&amp;gt;&lt;br /&gt;
- Smash (red ): 1&amp;lt;br&amp;gt;&lt;br /&gt;
- Winner (red): 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GAME END&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A) Tie-breaker mode:  This mode is an excellent choice if you are not yet completely at ease with the tennis rules. With this mode, you will play the tie-breaker of a real tennis match. The first player to score 7 points wins the game! To win, a 2-point difference between the players is necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B) Whole match mode: This mode is an excellent choice if you are an expert and/or if you want a long game. In this mode, play an actual tennis match! - To win a game : A game is won after scoring 2 points. Therefore, the score in a game is 0/40/ game. For the first point, the server serves into the Forehand zone of the opponent. For the second point, they serve into the Backhand zone. At 40/40, a decisive point is played and the receiver chooses then on which side to play the return. - To win a set : Just like in real life, a set is won after winning 6 games with a 2-games difference and a tie-breaker at 6-6. -To win a tie-breaker at 6-6 : When playing a decisive game, the order of servers is A/B/B/A/A/B/B... The first player to score 2 points more than the opponent wins the decisive game. - To win the match : The first player to win 2 or 3 sets is the winner (depending on the players’ decision at the beginning of the game)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpultimaterailroads&amp;diff=16926</id>
		<title>Gamehelpultimaterailroads</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpultimaterailroads&amp;diff=16926"/>
		<updated>2023-05-12T18:04:21Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The players take actions, one after the other in order, until all players have passed. At the end of each round, players score points as a measurement of their progress.&lt;br /&gt;
In a four-player game, the game ends after the 7th round. The winner is the player with the most points.&lt;br /&gt;
&lt;br /&gt;
On your turn, you &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; either &amp;lt;b&amp;gt;resolve an action&amp;lt;/b&amp;gt; or pass. To resolve an action, choose an &lt;br /&gt;
&amp;lt;b&amp;gt;unoccupied action space&amp;lt;/b&amp;gt; and place as many workers as required on that space. Then, resolve &lt;br /&gt;
that action.&lt;br /&gt;
&lt;br /&gt;
*! Action spaces on the game board (and any engineers on it) let you resolve direct actions. All other actions, if not specifically labeled as direct, are indirect actions.&lt;br /&gt;
&lt;br /&gt;
*! &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; You cannot save actions for your next turn.&lt;br /&gt;
&lt;br /&gt;
===Playing a turn===&lt;br /&gt;
Each turn a player will choose an empty/unoccupied action space, occupy it with the required number of workers and perform that action.&lt;br /&gt;
You must consider the following:&lt;br /&gt;
* You must choose an unoccupied action space (i.e. one that is not already occupied by workers).&lt;br /&gt;
* You must place the exact/correct number of workers from your supply on the required action space you wish to use (i.e. 1, 2 or 3).&lt;br /&gt;
* You must only use workers from your personal worker supply.&lt;br /&gt;
* You must immediately make use of the direct/chosen action or pass.&lt;br /&gt;
* You must perform the direct action in its entirety.&lt;br /&gt;
* &amp;lt;i&amp;gt;Engineers you have hired count as indirect actions. You can partially resolve these actions.&amp;lt;/i&amp;gt;&lt;br /&gt;
* You may perform only one action per turn.&lt;br /&gt;
* Actions that become available to you (either by choosing an action space or otherwise) during your turn go into your action pool. This means that you can resolve these actions during your turn, in any order you choose. You can also choose not to resolve indirect actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Exceptions to these rules will be noted where applicable.&lt;br /&gt;
&lt;br /&gt;
==The areas of the board (possible actions)==&lt;br /&gt;
* &amp;lt;b&amp;gt;1. Track extension&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;2. Locomotives and factories&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;3. Industrialization&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;4. Auxiliary actions&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;5. Engineers&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;6. Turn order track&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1. TRACK EXTENSION====&lt;br /&gt;
The track extension actions are among the most important in the game.&lt;br /&gt;
&lt;br /&gt;
Each player’s personal player board depicts 3 railroads, which can be independently extended over the course of the game. These railroads are called &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt; railroad, &amp;lt;b&amp;gt;Petersburg&amp;lt;/b&amp;gt; railroad and the &amp;lt;b&amp;gt;Kiev&amp;lt;/b&amp;gt; railroad.&lt;br /&gt;
&lt;br /&gt;
The better each of their railroads is developed, the more points each player will score at the end of each round.&lt;br /&gt;
&lt;br /&gt;
First, place the required number of workers on one of the track extension action spaces. Then, advance the appropriate track(s) on your player board the number of spaces indicated on the action space.&lt;br /&gt;
&lt;br /&gt;
You may choose to distribute track advancements between multiple railroads.&lt;br /&gt;
&lt;br /&gt;
And so ends the action.&lt;br /&gt;
&lt;br /&gt;
In order to earn more points, the players should strive to extend their railroads through the advancement of these tracks. To maximize their progress, players will also need to advance tracks of other colors, indicating tracks of higher value.&lt;br /&gt;
&lt;br /&gt;
In order to advance the tracks in the other colors, you must first earn them. Your earn these tracks by advancing the black track to spaces 2, 6, 10 and 15 on the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Once a player has advanced the black track to or beyond space 2 of the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt;, they immediately take 3 gray tracks from the general supply. They place these new tracks to the left of each railroad depicted on their player board. They may now begin advancing their gray tracks. When a player’s black track reaches or passes space 6 of the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt;, the player receives 3 brown tracks, space 10 grants access to 2 natural tracks and space 15 to 1 white track.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The two actions at the bottom of the area of rail extension.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this action, a player must place a worker and 1 coin/ruble. This action gives them two advancements of their choice (split between 1 or 2 tracks).&lt;br /&gt;
&lt;br /&gt;
This is the only action in the game that may be used more than once during a round. When a player places a worker there, they must then move either a black or a gray track. The action space is not considered occupied and may be used again during the same round by any player (including players who have already used it).&lt;br /&gt;
&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The following must be observed when advancing tracks:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Tracks advance in a specific unchangeable order: first black, then gray, brown, natural and finally white.&lt;br /&gt;
* A track can only be moved onto an empty space. A track may never catch up to or go beyond the track that is in front of it. As such, the order is always respected.&lt;br /&gt;
* Advancements may be split between different railroads.&lt;br /&gt;
* Not all railroads use every track color. Your player board shows which colors go with which railroads.&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2. LOCOMOTIVES and FACTORIES====&lt;br /&gt;
=====Building locomotives=====&lt;br /&gt;
First, place the required number of workers on one of the locomotive action spaces. Then, take 1 locomotive from the &amp;lt;b&amp;gt;lowest numbered pile&amp;lt;/b&amp;gt; in the supply. Finally, place this locomotive in front of one of the 3 railroads of your player board.&lt;br /&gt;
&lt;br /&gt;
There can be only 1 locomotive on these railroads: &amp;lt;b&amp;gt;St.Petersburg&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Kiev&amp;lt;/b&amp;gt;. There can be up to 2 locomotives on the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt;. The number of a locomotive indicates the number of spaces it can reach on a railroad.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt; is the only railroad where there can be 2 locomotives. One of these is placed next to the board to the left of the track, while the other is placed directly on the board. You must add up the value of both locomotives on the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt; to determine the total number of spaces that can be reached on this railroad.&lt;br /&gt;
&lt;br /&gt;
=====Upgrading locomotives=====&lt;br /&gt;
To upgrade a locomotive, simply replace it with one whose number is higher. The “old” locomotive is not lost: you can move it to one of the other two railroads. When you move an “old” locomotive to a railroad where there is a locomotive, this can create a chain reaction.&lt;br /&gt;
&lt;br /&gt;
When a player is unable to place a locomotive, they flip it purple side up and places it next to the locomotive supply. That locomotive will now be used as a factory. What are factories? They will be explained in the next section.&lt;br /&gt;
&lt;br /&gt;
During each end of round scoring, you will only score points for the spaces that your locomotives can reach. Furthermore, special spaces are spread amongst your railroads and in order to benefit from their advantage, you must first reach them with a locomotive.&lt;br /&gt;
&lt;br /&gt;
=====Factories=====&lt;br /&gt;
Factories are essential to the industrial development of your railroad network. Not only that, but each factory can be used to benefit from a unique ability.&lt;br /&gt;
&lt;br /&gt;
A factory is depicted on the back of each locomotive. Locomotives with the same number all have the same factory on their back. Each factory grants its owner a special ability that they can benefit from&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The ability a factory possesses is also depicted in the top left corner of a locomotive&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=====Building Factories=====&lt;br /&gt;
To build a factory, you must use the same actions that were required to build locomotives. First, place the required number of workers on the action space. Then, just like you did for the locomotives, take a locomotive from the lowest numbered pile in the supply. Flip this locomotive purple side up (with the factory) and place it under your board, in one of the 5 spaces reserved for factories. You must place your factories from left to right. If a player wishes to build a factory and there are some factories next to the locomotive piles, the player will be able to choose between one of the face up factories or one from the lowest numbered pile.&lt;br /&gt;
&lt;br /&gt;
If you manage to fill your 5 factory spaces, you can replace them with other factories. When you wish to replace a factory, you must first place one of your “old” factories in the general supply, to the left of the locomotive piles, factory side up (purple side). Then, you place the new factory in the recently freed space. You do not have to replace your factories from left to right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; How factories are used will be covered in the next section “Industrialization”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====3. INDUSTRIALIZATION====&lt;br /&gt;
Another type of action is possible: industrialization. Industrialization lets you score points during the scoring phase at the end of a round, and also gives you access to the abilities of your factories.&lt;br /&gt;
&lt;br /&gt;
First, place the required number of workers on one of the industrialization action spaces. Then, advance your Industry marker the number of spaces indicated by the chosen action space. You will notice that there is a gap after the first 4 spaces of your industry track. You cannot move your Industry marker into or beyond this gap.&lt;br /&gt;
&lt;br /&gt;
For your Industry marker to progress on your industry track, you must first fill these gaps with factories. This represents another way in which your industries are improving. Each factory features an industry space/slot (represented by a purple hexagon/circle) onto which your Industry marker can move. After each factory there is another industry space that becomes available.&lt;br /&gt;
When a marker moves onto a factory, you must then &amp;lt;b&amp;gt;immediately&amp;lt;/b&amp;gt; use that factory’s ability. If you are unable to use it at that time, the effect is cancelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====4. AUXILIARY ACTIONS====&lt;br /&gt;
* &amp;lt;b&amp;gt;1 Doubler&amp;lt;/b&amp;gt;&lt;br /&gt;
Place 1 worker on this action space to take 1 doubler from the supply. Then, you must place this doubler on an empty dashed space above the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt; (and only there). You must fill these 8 spaces from left to right and there may only be 1 doubler per space. A track does not have to be present for you to be able to place a doubler. A doubler multiplies by 2 (doubles) the value of the space below it during scoring.&lt;br /&gt;
* &amp;lt;b&amp;gt;2 Rubles&amp;lt;/b&amp;gt;&lt;br /&gt;
Place 1 worker on this action space to take 2 rubles from the supply and then place them in front of you. Rubles may replace workers when playing on action spaces. Although rubles can replace workers, workers &amp;lt;b&amp;gt;cannot&amp;lt;/b&amp;gt; replace rubles. Like action spaces occupied by one or more workers, an action space that is occupied by a ruble cannot be used again during this round.&lt;br /&gt;
* &amp;lt;b&amp;gt;2 Temporary workers&amp;lt;/b&amp;gt;&lt;br /&gt;
Place 1 worker on this action space to take the 2 turquoise temporary workers. You must use these workers during this round, and they act as if they were your own color. Just like rubles, you can use temporary workers by themselves (individually or together), or combine them with workers of your own color or rubles. You may not keep the temporary workers for the next round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====5. ENGINEERS====&lt;br /&gt;
=====Hiring engineers=====&lt;br /&gt;
Engineers can help players during the game with their special skills. They can also give players a certain number of points at the end of the game. Each round, only one engineer can be hired. The engineer that can be hired is located in the right-most space (the hiring space) of the engineer area of the game board. To hire an engineer, you must place a ruble on the hiring action space. You then take the engineer from this space and place it, light side up, close to your player board.&lt;br /&gt;
&lt;br /&gt;
The light side of each engineer shows an action. If a player has one or more engineers next to their game board, they may use these actions just like those from the game board. A player may use their engineer actions, &amp;lt;b&amp;gt;even if they is unable to use the action completely&amp;lt;/b&amp;gt;. Another advantage to having “your own engineers” is that they are not “time sensitive”, meaning that since the other players do not have access to them, you are able to use them exactly when you need to.&lt;br /&gt;
&lt;br /&gt;
=====The 2 light side up engineers on the game board=====&lt;br /&gt;
Both engineers that are placed light side up on the board allow players to use their respective action. Players are unable to hire these engineers. They represent extra action spaces available to all players, just like all other action spaces on the game board (track extension, locomotive, etc.). And just like all other action spaces on the board, these actions can only be used once per round.&lt;br /&gt;
&lt;br /&gt;
=====The 4 left-most engineers=====&lt;br /&gt;
These engineers can neither be used, nor hired. However, at the end of a round, every engineer is moved one space to the right. In other words, these engineers will become available during future rounds. Seeing them lets players plan ahead for the rounds to come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====6. TURN ORDER TRACK====&lt;br /&gt;
In this game, players do not play in clockwise order. The turn order track is used to determine player order. The player occupying the first position plays first, followed by the player occupying the second position, and so forth. Once the last player has taken their turn, it is once again the first player’s turn to play.&lt;br /&gt;
&lt;br /&gt;
When a player does not wish to or cannot continue playing, they pass; this means that for the remainder of this round, they will not be able to play. Finally, to show that they are out of this round, they flip their Turn Order card and immediately scores the points shown on the back of their card.&lt;br /&gt;
&lt;br /&gt;
The other players keep playing, one after the other, until every player has passed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Even if a player runs out of workers, this does not mean that they must pass right away. They can continue performing actions with rubles.&lt;br /&gt;
&lt;br /&gt;
They can place one of their workers under the &amp;lt;b&amp;gt;first&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;second&amp;lt;/b&amp;gt; position of the turn order track. This will be their position in the turn order sequence of the following round. A player &amp;lt;b&amp;gt;may not&amp;lt;/b&amp;gt; place a worker on the action space under their current position in the turn order, nor may they occupy both turn order action spaces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special case:&amp;lt;/b&amp;gt; If the first player places a worker on the 2nd position (probably because they do not wish to move further back) and that no other player places a worker on the first position, the turn order will not change. The player still replaces their worker.&lt;br /&gt;
&lt;br /&gt;
A worker, on a turn order action space, provides another benefit. Once the turn order has been reorganized, players who placed a worker on the turn order action spaces can each move their worker to a free action space. The player whose worker occupies the second position is first to move their worker. They take their worker from the turn order action space and moves it to a free action space of their choice (this can be one of their engineers). They then performs the corresponding action. Then, the player who placed their worker on the first space does the same, following the same rules.&lt;br /&gt;
----------------------------&lt;br /&gt;
&amp;lt;b&amp;gt;When moving your worker, you must observe the following:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may only move your worker to an action that requires exactly 1 worker (i.e. you may not combine it with other workers, temporary workers, or rubles).&lt;br /&gt;
* If there are no better options, you can always use the bottom track extension action.&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
==End game scoring==&lt;br /&gt;
===Bonus Cards===&lt;br /&gt;
====City Keys====&lt;br /&gt;
Scoring is based on the keys visibly reached on the boards. A key covered up as possible in Asian Railroads or used and then discarded via factory 10b would not count.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrusis&amp;diff=16925</id>
		<title>Gamehelptrusis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrusis&amp;diff=16925"/>
		<updated>2023-05-12T18:03:36Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal of the game==&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; team: Kill all Trusis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trusis&#039;&#039;&#039; team: Get a majority of Trusis over the other characters (including those on their team) or kill all players from the other teams.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castaway&#039;&#039;&#039; team: Have a member of your team alive when the victory conditions of one of the other teams are met. This will invalidate their victory and Castaway team will win.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Players can speak publicly or privately at any time of the game. For the success of the game, everyone is advised to actively participate in the discussions to raise suspicions, accuse other players and defend themselves.&lt;br /&gt;
&lt;br /&gt;
Players who die during the game are still able to talk, but they will no longer be able to use their special powers.&lt;br /&gt;
&lt;br /&gt;
===Day ☀️===&lt;br /&gt;
The game starts with the DAY phase. Each day, all alive player can discuss and vote for another player to kill. Voting is optional and players are allowed to change their votes until they pass. At the end of the phase the player with most votes will die. In case of a tie, no one will die.&lt;br /&gt;
&lt;br /&gt;
During the DAY, characters with daily powers will be able to use them.&lt;br /&gt;
===Night 🌙===&lt;br /&gt;
Each night, any alive Trusis can vote for a player to kill. Voting is optional and Trusis players are allowed to change their votes until they pass. At the end of the phase the player with most votes will die. In case of a tie, no one will die.&lt;br /&gt;
&lt;br /&gt;
During the NIGHT, characters with night powers will be able to use them.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Human team===&lt;br /&gt;
*&#039;&#039;&#039;HUMAN&#039;&#039;&#039;: An ordinary Human with no special powers.&lt;br /&gt;
*&#039;&#039;&#039;SWEEPER&#039;&#039;&#039;: Each night, the Sweeper can select one alive player to see if they are Trusis, Castaway, or neither of them.&lt;br /&gt;
*&#039;&#039;&#039;GRAVEKEEPER&#039;&#039;&#039;: Each night, the Gravekeeper will know if the player who died during the day was a Trusis or not. He doesn&#039;t know the role of the players who died after himself.&lt;br /&gt;
*&#039;&#039;&#039;PRIEST&#039;&#039;&#039;: Each night, the Priest can select a player to protect from the Trusis kill during that night. If Trusis chooses to kill the protected player no death occurs that night. &lt;br /&gt;
*&#039;&#039;&#039;WISE WOMAN&#039;&#039;&#039;: During the night, the Wise Woman can select a player to cast an invisible vote for the next day in addition to her normal daytime vote.&lt;br /&gt;
*&#039;&#039;&#039;WHITE KNIGHT&#039;&#039;&#039;: During the day or the night, the White Knight can sacrifice himself to bring a dead player back to life in the next phase.&lt;br /&gt;
&lt;br /&gt;
===Trusis team===&lt;br /&gt;
*&#039;&#039;&#039;TRUSIS&#039;&#039;&#039;: Trusis knows the identity of all other Trusis(s). Each night it can vote for a player to kill. It is recommended for Trusis to coordinate, in order to decide which player to eliminate.&lt;br /&gt;
*&#039;&#039;&#039;BUTCHER&#039;&#039;&#039;: The butcher has a sharp knife and a thirst for blood but no special powers.&lt;br /&gt;
*&#039;&#039;&#039;ILLUSIONIST&#039;&#039;&#039;: During the day, the Illusionist can give two votes: one fake, but visible, and one real but invisible, which is counted for the daily kill.&lt;br /&gt;
*&#039;&#039;&#039;ORACLE&#039;&#039;&#039;: Each night, the Oracle can select an alive player to see their exact role.&lt;br /&gt;
*&#039;&#039;&#039;BLACK KNIGHT&#039;&#039;&#039;: During the day or the night, the Black Knight can sacrifice himself to bring a dead player back to life in the next phase.&lt;br /&gt;
*&#039;&#039;&#039;KAMIKAZE&#039;&#039;&#039;: During the night, the Kamikaze can sacrifice himself to kill a player. The Priest cannot protect a player targeted by the Kamikaze.&lt;br /&gt;
*&#039;&#039;&#039;GRAVEDIGGER&#039;&#039;&#039;: She knows the other Gravediggers, if any, and Trusis identities. Every day, she will see the role of the player killed by Trusis(s). She doesn&#039;t know the role of the dead players after herself.&lt;br /&gt;
&lt;br /&gt;
===Castaway team===&lt;br /&gt;
*&#039;&#039;&#039;CASTAWAY&#039;&#039;&#039;: The Castaway has no special powers and doesn&#039;t know the identity of other Castaways (if any).&lt;br /&gt;
&lt;br /&gt;
==Game setup==&lt;br /&gt;
===Standard set===&lt;br /&gt;
Games with predetermined characters assigned based on the number of players in the game. Here the list with which the characters are assigned:&lt;br /&gt;
&lt;br /&gt;
First 5 characters (mandatory): &#039;&#039;&#039;Human, Human, Trusis, Sweeper, Butcher&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next characters (from 6th to 30th): &#039;&#039;&#039;Priest, Human, Trusis, Gravekeeper, Illusionist, Wise woman, Oracle, White Knight, Black Knight, Castaway, Kamikaze, Sweeper, Gravedigger, Priest, Trusis, Gravekeeper, Oracle, Castaway, Wise woman, Kamikaze, White Knight, Black Knight, Human, Human, Castaway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Custom set===&lt;br /&gt;
You can indicate which special characters to use and in what number. There are only some limitations on the minimum number of players required to add a certain number of characters (eg. To add 2 illusionists, at least 9 players are required).&lt;br /&gt;
&lt;br /&gt;
If the number of characters chosen is less than the total number of players, Human characters will be added.&lt;br /&gt;
&lt;br /&gt;
If the number of characters chosen is greater than the total number of players, the error will be reported at the beginning of the game.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptriatri&amp;diff=16924</id>
		<title>Gamehelptriatri</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptriatri&amp;diff=16924"/>
		<updated>2023-05-12T18:03:02Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Over view==&lt;br /&gt;
TriATri is a must-follow trick-taking game.&lt;br /&gt;
&lt;br /&gt;
Of the six cards, one card is used to determine the starting player, and the remaining five cards are used for trick-taking.&lt;br /&gt;
&lt;br /&gt;
This is done three times (three rounds), and the player with the highest score wins (with a special win).&lt;br /&gt;
==What we use==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cards for Fire, Water and Wood&lt;br /&gt;
|Imitation card&lt;br /&gt;
|Cards not used&lt;br /&gt;
|-&lt;br /&gt;
|2players&lt;br /&gt;
|2 to 6 (15 cards) of each color&lt;br /&gt;
|2 cards&lt;br /&gt;
|5 cards&lt;br /&gt;
|-&lt;br /&gt;
|3players&lt;br /&gt;
|2 to 7 (18 cards) of each color&lt;br /&gt;
| 1 card&lt;br /&gt;
|1 card&lt;br /&gt;
|-&lt;br /&gt;
|4players&lt;br /&gt;
|2 to 8 (21 cards) of each color &lt;br /&gt;
|3 cards&lt;br /&gt;
|All cards used &lt;br /&gt;
|}Gems(token): 6 of each color (red (fire), blue (water), green (wood))&lt;br /&gt;
==Doubling、Exchange==&lt;br /&gt;
&#039;&#039;&#039;・Doubling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the highest value card always wins, regardless of its color.&lt;br /&gt;
&lt;br /&gt;
Attributes are 3-skewed, with the previous player&#039;s card doubling the value of their own card.&lt;br /&gt;
&lt;br /&gt;
If the previous player&#039;s card is Fire, then Water is dominant, if it is Water, then Wood is dominant, and if it is Wood, then Fire is dominant attribute.&lt;br /&gt;
&lt;br /&gt;
Only when the player&#039;s own card is [2], the value is quadrupled instead of doubled.&lt;br /&gt;
&lt;br /&gt;
[[File:Imitationcardimage.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;・Exchange&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The card(&amp;quot;imitation&amp;quot; card) on the right is an exception, and can be played at any time.&lt;br /&gt;
&lt;br /&gt;
Of the cards already on the field, it is replaced with the card of the player with the highest value (after taking into account the doubling effect).&lt;br /&gt;
&lt;br /&gt;
If the starting player decides or the starting player plays this, it is treated as a colorless [0].&lt;br /&gt;
==Start player determination==&lt;br /&gt;
All players play a card from their hands at the same time, and the player with the highest numbered card is the starting player.&lt;br /&gt;
&lt;br /&gt;
If there is more than one player with the highest number, the game is handled as follows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・If the two players with the highest numbers are&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dominant color side will be the starting player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・If the player with the highest number is 3 (4-player game))&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who plays another numbered card becomes the starting player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・When the player with the highest number is 3 (3-player game)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return all cards and redeem them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・When two players play an imitation card (2-player game)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return all cards and redeem them.&lt;br /&gt;
==Trick==&lt;br /&gt;
&#039;&#039;&#039;・Jem token selection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The starting player selects one gem from the common inventory or their own hand that the winner of the trick will receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Play card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting with the starting player, a card is played in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
If the player has a card of the color of the selected gem, that card is played.&lt;br /&gt;
&lt;br /&gt;
If not, a card of any color is played.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;imitation&amp;quot; card can be played regardless of its color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Gem winning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After all players have finished playing their cards, the player with the highest number (see below) wins the gem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Decision of victory or defeat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who plays the card with the highest value, including attribute considerations(doubling effect), wins.&lt;br /&gt;
&lt;br /&gt;
If two players play the card with the highest value, the player who plays the card with the dominant attributes wins. (ex. 1)&lt;br /&gt;
&lt;br /&gt;
If the player who played the highest value card has the same attributes or three colors, the player who played the card later wins. (ex. 2,3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
（Example in 4-player game）&lt;br /&gt;
&lt;br /&gt;
(ex. 1) Red 3 ⇒ Blue 6 (treated as 12) ⇒ Green 6 (treated as 12) ⇒ Blue 5 : Green is favored between Blue and Green, so the player with Green 6 wins&lt;br /&gt;
&lt;br /&gt;
(ex 2) Red 4 ⇒ Blue 2 (treated as 8) ⇒ Red 3 ⇒ Blue 4 (treated as 8): Since Blue 2 and Blue 4 are the same color, the player with Blue 4 who played later wins&lt;br /&gt;
&lt;br /&gt;
(ex 3) Red 6 ⇒ Blue 2 (treated as 8) ⇒ Green 4 (treated as 8) ⇒ Red 2 (treated as 8): Since there are three colors (Blue 2, Green 4, and Red 2), the player who played Red 2 later wins&lt;br /&gt;
==Rounds==&lt;br /&gt;
One round ends at the end of five tricks when all cards in the hand have been used.&lt;br /&gt;
&lt;br /&gt;
All cards are mixed and redealt six at a time, leaving the currently held gems untouched, and the next round begins.&lt;br /&gt;
&lt;br /&gt;
After a total of three rounds, the score is calculated, but if a special situation arises, the game ends [immediately].&lt;br /&gt;
==End of game==&lt;br /&gt;
There are three conditions for game termination, which are handled as follows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
・If either player collects two sets of each of the three colors of gems (red, blue, and green)&lt;br /&gt;
&lt;br /&gt;
The player immediately wins the game (100 points is shown in the BGA) *Placement below 2nd place is determined by the normal score calculation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
・When all gems of one color are gone from the common inventory&lt;br /&gt;
&lt;br /&gt;
Perform the trick to the end and calculate the score immediately afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
・If the above two conditions are not met and three rounds are completed&lt;br /&gt;
&lt;br /&gt;
Calculate the score.&lt;br /&gt;
==Score Calculation==&lt;br /&gt;
The following order is calculated according to the type and number of gems you end up with.&lt;br /&gt;
[[File:Image2.png|thumb|Summary of Score Calculations (Japanese)]]&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Calculated sequentially from the top set, with each set not duplicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Jeｍ in three color sets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 point per set&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Two-color set jem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-2 points per set&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Remaining gems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Points for [the number of gems of that color remaining in the common inventory] for each one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The total score will determine the winner.&lt;br /&gt;
&lt;br /&gt;
If the scores are the same, the winner is the player with the highest number of gems.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprive&amp;diff=16923</id>
		<title>Gamehelprive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprive&amp;diff=16923"/>
		<updated>2023-05-12T17:59:22Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rive can be played on any odd sized, hexagonally patterned board, which&lt;br /&gt;
starts out empty. The two players, Black and White, take turns placing stones of their own color&lt;br /&gt;
on unoccupied cells on the board. There will always be a placement available. Players cannot&lt;br /&gt;
pass on their turn.&lt;br /&gt;
&lt;br /&gt;
The goal is to claim the majority of cells. Draws cannot occur in Rive.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
A group here is comprised of interconnected stones of both colors. If&lt;br /&gt;
you can place a stone in isolation, you must do so. Otherwise your stone must be placed adjacent&lt;br /&gt;
to up to three groups, of which the largest must be as small as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Rive example 1.png]]&lt;br /&gt;
&lt;br /&gt;
In Figure 1, the only legal stone placements are the cells marked with a green spot. These cells&lt;br /&gt;
have no adjacent groups.&lt;br /&gt;
&lt;br /&gt;
In Figure 2, the only legal placements are marked in green. These cells connect to a group of size&lt;br /&gt;
one. All of the other empty cells connect to groups of size two.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
&lt;br /&gt;
When you place a stone that connects to two or three groups,&lt;br /&gt;
you must remove stones from the newly formed group, of either or both colors, to bring the group&lt;br /&gt;
size down to one stone larger than the largest of the groups that was so combined. Selecting&lt;br /&gt;
stones for removal from the newly formed group must be done in a way that does not split the&lt;br /&gt;
group into two or more smaller groups.&lt;br /&gt;
&lt;br /&gt;
[[File:Rive example 2.png]]&lt;br /&gt;
&lt;br /&gt;
In Figure 3a, the capturing placements are marked in green. It is not legal to place a stone&lt;br /&gt;
adjacent to the group of size three, since that’s larger than the minimum possible, two.&lt;br /&gt;
&lt;br /&gt;
In Figure 3b, White has placed the white stone marked with a green spot and selected the two&lt;br /&gt;
stones marked with red for removal, resulting in a new group of size three - one larger than the&lt;br /&gt;
largest group joined with the placement.&lt;br /&gt;
&lt;br /&gt;
There are also two non-capturing placements available in Figure 3a, at the bottom of the&lt;br /&gt;
board. There is no requirement to make a capturing placement if a non-capturing placement is&lt;br /&gt;
available.&lt;br /&gt;
&lt;br /&gt;
==Multiple placements per turn==&lt;br /&gt;
&lt;br /&gt;
When you make a capture, you must add another&lt;br /&gt;
stone to the board while it&#039;s still your turn. And you must continue to add stones during your turn&lt;br /&gt;
until you make a non-capturing placement.&lt;br /&gt;
&lt;br /&gt;
[[File:Rive example 3.png]]&lt;br /&gt;
&lt;br /&gt;
In Figure 3c, White completes their turn with their only available move, adjacent to a group of two.&lt;br /&gt;
&lt;br /&gt;
In Figure 3d, Black creates a group of size four and must then place another stone while it’s still&lt;br /&gt;
their turn.&lt;br /&gt;
&lt;br /&gt;
==Object of the game==&lt;br /&gt;
&lt;br /&gt;
You win with a majority of stones on a filled board.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaniclab&amp;diff=16921</id>
		<title>Gamehelppaniclab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaniclab&amp;diff=16921"/>
		<updated>2023-05-12T17:58:57Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2 to 10 players - from 8 years old - duration of a game: 10 to 30 minutes&lt;br /&gt;
CONTENTS&lt;br /&gt;
25 illustrated boxes; 4 dice; 30 tokens.&lt;br /&gt;
&lt;br /&gt;
GOAL OF THE GAME&lt;br /&gt;
Starting from the space indicated by the Lab die, each player tries to find at most&lt;br /&gt;
quickly the amoeba indicated by the 3 Color, Shape and Pattern dice.&lt;br /&gt;
&lt;br /&gt;
ESTABLISHMENT&lt;br /&gt;
Shuffle the 25 squares and place them next to each other to form a circle (fig. 1).&lt;br /&gt;
&lt;br /&gt;
PLAYING A GAME&lt;br /&gt;
The first player is drawn and rolls the 4 dice, then all players play together&lt;br /&gt;
time :&lt;br /&gt;
• the Color, Shape and Pattern dice indicate the amoeba to be searched for;&lt;br /&gt;
in the example (fig. 2), it is the tentacled amoeba, which is red in color and striped.&lt;br /&gt;
to find ;&lt;br /&gt;
• the Lab die indicates where the amoeba escaped from and in which direction it left;&lt;br /&gt;
in the example (fig. 3), you have to look for the amoeba from the yellow laboratory heading&lt;br /&gt;
in the direction of the black arrow.&lt;br /&gt;
To find the amoeba indicated by the Color, Shape and Pattern dice, you must therefore start from the&lt;br /&gt;
laboratory indicated by the Lab die, in the direction of the arrow indicated by the die. The first&lt;br /&gt;
player who places their hand on the sought-after amoeba wins a token, after control by the&lt;br /&gt;
other players.&lt;br /&gt;
In the example (fig. 4), you have to look for a crawling amoeba, purple in color and spotted.&lt;br /&gt;
She escaped from the blue lab in the direction of the white arrow. By following the&lt;br /&gt;
cards placed after the blue laboratory (1) in the direction of the white arrow, we find&lt;br /&gt;
the amoeba sought in (2).&lt;br /&gt;
Error !&lt;br /&gt;
It can happen that there is a disagreement and that players put their hands on amoebas&lt;br /&gt;
different. During the verification, the player or players who made a mistake must return&lt;br /&gt;
one of their tokens (if one of these players has no token to return, nothing happens).&lt;br /&gt;
Ventilation grids&lt;br /&gt;
 The amoebas hide by sneaking into the air vents. If following the path&lt;br /&gt;
traveled by an amoeba we encounter a ventilation grid box, we do not take into account&lt;br /&gt;
from the following squares to the next grid. We resume the search from&lt;br /&gt;
FR&lt;br /&gt;
this second grid while continuing to turn in the same direction. Possibly, up to&lt;br /&gt;
the third ventilation grid after which we no longer take into account the boxes up to&lt;br /&gt;
return to the first grid, from which you must resume the search.&lt;br /&gt;
In the example (fig. 5), we are looking for an amoeba with tentacles, red in color and&lt;br /&gt;
scratch escaped from the red laboratory (1) in the direction of the black arrow. Next&lt;br /&gt;
the squares in this direction we arrive on a ventilation grid (2) without having found the amoeba.&lt;br /&gt;
We ignore all the boxes until the next ventilation grid (3) then we take the&lt;br /&gt;
research to find the amoeba (4).&lt;br /&gt;
Mutation rooms&lt;br /&gt;
The amoebas that pass through the mutation rooms (fig. 6) change.&lt;br /&gt;
• An amoeba that passes through the Color Mutation Room changes color (a).&lt;br /&gt;
• An amoeba that passes through the Shape mutation room changes shape (b).&lt;br /&gt;
• An amoeba that passes through the Pattern mutation room changes pattern (c).&lt;br /&gt;
In the example (fig. 7), we are looking for an amoeba with tentacles, purple in color and&lt;br /&gt;
scratch escaped from the yellow laboratory (1) in the direction of the white arrow. Next&lt;br /&gt;
boxes in this direction we arrive on the Motif mutation room (2) without having found&lt;br /&gt;
amoeba; we are therefore now looking for the amoeba with purple tentacles and polka dots. Next&lt;br /&gt;
the squares always in the same direction we arrive on the Color mutation room (3) without&lt;br /&gt;
finding the amoeba; we are therefore now looking for the amoeba with red tentacles and polka dots.&lt;br /&gt;
By following the boxes you arrive on an air vent (4) without having found the amoeba.&lt;br /&gt;
We ignore all the squares until the next ventilation grid (5) then we resume the&lt;br /&gt;
searches to finally find the amoeba (6).&lt;br /&gt;
Warning: amoebas are fragile and can only withstand 4 passages in the bathroom.&lt;br /&gt;
mutation! An amoeba that in the same turn goes through 4 mutation rooms disappears&lt;br /&gt;
immediately. The winner is then the first to put their hand on the fourth and&lt;br /&gt;
last mutation room through which the amoeba passed!&lt;br /&gt;
&lt;br /&gt;
GAME OVER&lt;br /&gt;
As soon as a player has found the right amoeba or the right mutation room, they take a&lt;br /&gt;
token to mark their victory then reroll the 4 dice to launch a new hunt.&lt;br /&gt;
The winner is the first to win 5 tokens.&lt;br /&gt;
&lt;br /&gt;
VARIANTS&lt;br /&gt;
To familiarize yourself with the game or to play with the youngest, you can play without them.&lt;br /&gt;
transfer rooms, even without ventilation grilles.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoust&amp;diff=16919</id>
		<title>Gamehelpoust</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoust&amp;diff=16919"/>
		<updated>2023-05-12T17:57:24Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal in Oust is to completely clear the board of enemy stones, to oust your opponent - a paradox since the board is empty to begin with. Your opponent has to add at least one stone before you can capture all of their stones.&lt;br /&gt;
&lt;br /&gt;
Non-capturing placements: A non-capturing placement either forms no connections (adjacencies) with any stones, or forms one or more connections only with enemy stones. A noncapturing placement does not form any connections with stones of its own color.&lt;br /&gt;
&lt;br /&gt;
Capturing placements: When you place a stone which forms one or more connections with your own groups, you create a new, larger group of your own stones. You can only make such a placement if said new group will have one or more connections with enemy groups upon its creation and if all said enemy groups are smaller than said new group. Upon making such a placement, all said enemy groups are removed from the board.&lt;br /&gt;
&lt;br /&gt;
Multiple placements per turn: After capturing one or more enemy groups and while it is still your turn, you must continue to add stones until you make a non-capturing placement, at which time your turn is concluded.&lt;br /&gt;
&lt;br /&gt;
Pie rule: on their first turn only, the second player may choose to play as the first player instead of making a regular move.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmegalomania&amp;diff=16916</id>
		<title>Gamehelpmegalomania</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmegalomania&amp;diff=16916"/>
		<updated>2023-05-12T17:49:47Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
World full of arrogance. A place where a Farmer can become the emperor, whereas Dwarf can be the highest.&lt;br /&gt;
&lt;br /&gt;
Every path of the explorer is not viable. Night’s shield will not protect you from the wizardry and you won&#039;t be able to say who is the real Oracle, as he might turn up disguised and the Assassin will appear suddenly, when you’re not expecting.&lt;br /&gt;
&lt;br /&gt;
Megalomania is a trick taking card game, played in 2 to 4 players (can be played in pairs). Players are trying to complete missions and gain points, with the help of the power crystals, cubes and scrolls.&lt;br /&gt;
&lt;br /&gt;
This is the game where there is no strongest card. You can even beat the Emperor, the highest value card, with the Farmer the lowest value card, if you follow the right tactics and timing. There are different missions that you complete during the game and the winner is the player who scores the most points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial Setup ==&lt;br /&gt;
The game consists of 32 playing cards, which are divided into cards of 4 different colors. Cards in each color are divided according to the value, which is called a card rank. All card ranks have a corresponding value. &lt;br /&gt;
&lt;br /&gt;
Shuffle the decks of Missions and Scrolls and arrange them face down on the game table. Arrange the Power Crystals and Cubes near these decks. Shuffle the playing cards and place them in the center of the playing area. Take the scoresheet and hand it over to one of the players so that they can keep track of the points.&lt;br /&gt;
&lt;br /&gt;
== Missions and point system ==&lt;br /&gt;
The game has 25 different missions. A mission card describes the task and the corresponding score for completing this task. According to the mission, the player may gain or lose points. The game has 2 types of missions: missions on which players gain or lose a fixed points and missions on which players gain or lose variable points. The mission card is marked with fixed and variable points, card dealing rules, tasks, and points.&lt;br /&gt;
&lt;br /&gt;
== Playing the cards ==&lt;br /&gt;
The player sitting to the left of the dealer leads the card at the beginning of the round. They can lead any card. The turn continues clockwise. In this turn, all players must play the card of the corresponding color of the leading card, if the player does not have a card of that color, then they must play a dominant color card, and if none of these conditions are met, the player can play any card&lt;br /&gt;
&lt;br /&gt;
== The rule of Taking Trick ==&lt;br /&gt;
The trick is taken by the player who played the highest value card of the dominant color, and if the dominant color card was not played on that turn, the card with the highest value of the  corresponding color of the leading card, takes it. In case of equal values, the first card played is considered to be the higher of the two. The player who takes the trick leads the next turn.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* Power Crystal – use power crystal to activate unique ability of a playing card&lt;br /&gt;
* Cube – A Cube is an element that allows a player to increase or decrease the value of cards on a given turn&lt;br /&gt;
* Scroll - A Scroll is a supporting card that gives the player an advantage and helps to complete missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
! Value !! Name !! Simplified ability description !! Full description of unique ability&lt;br /&gt;
|-&lt;br /&gt;
| 15|| Emperor|| Disable unique powers || After using the Emperor’s power, players are not allowed to use unique powers and cubes on that turn. The powers and cubes used before, remain active.  Only one Emperor’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 12|| Oracle || Change the color || In case of using Oracle’s unique power, the player changes the color of the Oracle they played. The player cannot change the color of played card into a dominant color, however, if played Oracle card is the dominant color, the player can change it to any other color.&lt;br /&gt;
|-&lt;br /&gt;
| 9|| Knight|| Cancel Dominant color || In case of using Knight’s unique power, the player changes the rule of taking a trick on that turn, which means that after using this power the played dominant color cards lose the advantage. This condition does not apply to dominant color cards played before the power was used, therefore in such a situation the dominant color cards played before the using of power, retain the advantage. Only one Knight’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 7|| Wizard|| Play the lowest || in case of using Wizard’s unique power, the player changes the “Playing the cards” rule that turn, which means that after using the power, all other players must play the lowest card of the leading color, and if the player does not have a card of the leading card color, they must play the lowest card of the dominant color, and if none of these conditions are met, the player can play the lowest card of any color. Only one Wizard’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 6|| Dwarf|| The lowest value takes the trick || In case of using Dwarf’s unique power, the player changes the rule of taking a trick on that turn, which means that the player who played the lowest value of the dominant color card takes the trick, but if the dominant color card was not played on that turn, the player who played the lowest value of the leading color card takes the trick. Only one Dwarf’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 4|| Explorer|| Discover the card || In case of using Explorer’s power, the player randomly takes one card from the previous trick and can replace it with the card from their hand or return the taken card. The Explorer’s power cannot be used on the first turn. In case if more than one player uses the Explorer’s power in one turn, the player who used this power first takes the card from the previous trick first, then is the turn of the player who used that power next, and so on clockwise.&lt;br /&gt;
|-&lt;br /&gt;
| 2|| Assassin|| Play on any color || In case of using Assassin&#039;s unique power, no matter what was the leading card color, the player can neglect the “Playing the cards” rule and play Assassin card even if they had to play another card.&lt;br /&gt;
|-&lt;br /&gt;
| 1|| Farmer|| Choose who leads the next turn || In case of using the Farmer’s unique power, the player can choose any player (including himself) who will lead the next turn, regardless of who takes the last trick. Not more than one Farmer’s power is allowed per turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Winner of the game==&lt;br /&gt;
At the end of the game, points of the players are counted according to the following principle. After 12 rounds, points of each player will be summed up according to the completed missions. Players with at least one unused Scroll gain 2 additional points. After summing up all the points, the player who has the most points is the winner. If two players have equal points, then the winner is the player who has earned fewer negative points, and if the negative points are equal, then the winner is the player who has no unused Scroll.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpluckynumbers&amp;diff=16915</id>
		<title>Gamehelpluckynumbers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpluckynumbers&amp;diff=16915"/>
		<updated>2023-05-12T17:47:45Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Lucky Numbers is a simple game of luck mixed with thinking ahead.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
* The objective is to make a full grid of 16 number tiles.&lt;br /&gt;
* The numbers in each row must increase from left to right, and the numbers in each column must increase from top to bottom.&lt;br /&gt;
* You cannot have the same number twice in a row or column.&lt;br /&gt;
&lt;br /&gt;
Example of a completed grid:&lt;br /&gt;
&lt;br /&gt;
[[File:Lucky numbers.jpg|Lucky numbers.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Single Round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The first player to fill their grid wins.&lt;br /&gt;
&lt;br /&gt;
==== Tournament Mode ====&lt;br /&gt;
The game is played multiple times with each player getting a chance to go first.&lt;br /&gt;
* The winner of each round earns two points.&lt;br /&gt;
* The other players lose one point for each empty space on their grid.&lt;br /&gt;
Highest total score wins.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* For each player, a set of 20 tiles numbered from 1 to 20 are shuffled together, and each player starts with 4 distinct numbers in a diagonal line. (In the &amp;quot;easy setup&amp;quot; option, the first four tiles for the diagonal spaces are automatically drawn and placed in ascending order from least in the top left to greatest in the bottom right. With the &amp;quot;Michael&#039;s setup&amp;quot; option, the first four tiles are drawn one at a time and placed one by one on the diagonal according to the player&#039;s choice.)&lt;br /&gt;
* The remaining tiles (16 from each set) are mixed together in one pot. &lt;br /&gt;
* At the beginning of each of your turns, you may either draw a random tile from the pot or take a tile from the table (if there are any).&lt;br /&gt;
* You may play the tile you have as long as it is higher than each tile before it in the same row and column, and lower than each tile after it in the same row and column. &lt;br /&gt;
* If you take a tile from the table, you must play it.&lt;br /&gt;
* If you replace a tile on your grid, or choose to discard a drawn tile, that tile goes onto the table.&lt;br /&gt;
* Normally the next player then takes their turn, but in &amp;quot;Bruno&#039;s variant&amp;quot; if you place a tile diagonally adjacent to a tile with the same number then you immediately get another turn. In this way, you can take several turns in a row.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgeekoutmasters&amp;diff=16906</id>
		<title>Gamehelpgeekoutmasters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgeekoutmasters&amp;diff=16906"/>
		<updated>2023-05-12T13:56:38Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Change to gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Geek Out! Masters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Geek Out! Argentina community gathers people with extravagant tastes.&lt;br /&gt;
Represented in the dice of it’s logo you can find various themes like comics, fantasy, videogames, sci-fi and boardgames.&lt;br /&gt;
But there’s a sixth face, the number 42. The answer to the question to the meaning of life; and what a better way to find the meaning of life than through a game that reunites everything we love?&lt;br /&gt;
&lt;br /&gt;
Geek Out! Masters is a fast-paced, dice-rolling, push-your-luck game. Be the one who get’s more 42s and win the game in order to be closer to illumination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay area:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gameplay area is composed by 4 sectors:&lt;br /&gt;
&lt;br /&gt;
1. In the center of the table there will be the active dice.&lt;br /&gt;
&lt;br /&gt;
2. Near the player, apart from the active dice, there’ll be the scoreboard.&lt;br /&gt;
&lt;br /&gt;
3. Inside the box there’ll be the used dice.&lt;br /&gt;
&lt;br /&gt;
4. Inside the box cover there’ll be the inactive dice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparation:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first player is decided randomly, they place the scoreboard near them, rolls 7 dice&lt;br /&gt;
and puts them in the active dice zone. The remaining 3 dice will be placed in the inactive dice&lt;br /&gt;
zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective of the game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players try get points by rolling the most 42 dice faces they can, while avoiding the dangerous dragons and spaceships.&lt;br /&gt;
After 5 rounds, the player with the most points will be declared the winner. In case of a tie, tied players share the victory!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game turn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A game turn starts with 3 dice placed in the inactive dice zone and 7 dice in the active&lt;br /&gt;
dice zone. The active player rolls the 7 active dice and resolves all dice actions available in the order of their choice. It is mandatory to do all the dice actions as long as that’s possible. So the order in which&lt;br /&gt;
actions are resolved is essential.&lt;br /&gt;
When a die action is performed, the die used for the action must be placed in the used dice zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dice Actions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeple:&#039;&#039;&#039; Choose another die in the active dice zone and reroll it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spaceship:&#039;&#039;&#039; Choose another die in the active dice zone and move it to the inactive dice zone.&lt;br /&gt;
If the spaceship is the only available die, the spaceship autodestroys and ends your turn, destroying all scored dice (you score 0 points this turn).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart:&#039;&#039;&#039; Take one die from the inactive dice zone, roll it and add it to the active dice zone (if there are no more dice in the inactive dice zone, this does nothing and the heart is simply moved to the used dice zone).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superhero:&#039;&#039;&#039; Choose another die in the active dice zone and flip it, leaving the opposite face on top (the&lt;br /&gt;
opposite of every face always has the same color but different icon).&lt;br /&gt;
Opposite faces are:&lt;br /&gt;
42-Heart (red faces)&lt;br /&gt;
Meeple-Spaceship (green faces)&lt;br /&gt;
Superhero-Dragon (yellow faces)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42:&#039;&#039;&#039; This dice doesn’t have any action. If they’re the only dice left in the active dice zone&lt;br /&gt;
after making all the others dice action, these are moved to the scored dice zone, where you&#039;ll be able to score them for points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon:&#039;&#039;&#039; This die doesn’t make any action. If you are stuck with one or more dragons in the active dice zone, your turn ends, and the dragon/s eat all your scored dice (you score 0 points this turn).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhausting your Actions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once the active player used all their actions, there are three posible scenarios:&lt;br /&gt;
&lt;br /&gt;
- If there is a Spaceship, or one or more Dragons in the active dice zone, the turn ends&lt;br /&gt;
immediately and the active player scores 0 points. The next player’s turn starts.&lt;br /&gt;
&lt;br /&gt;
- If there are only dice with the 42 face in the active dice zone, these dice are moved to the scored dice zone. Then the player must choose to continue with their turn (risking loosing the point achieved in the active turn) or pass and take note of their score.&lt;br /&gt;
&lt;br /&gt;
- If there aren’t any more dice in the active dice zone, the player must choose to continue with&lt;br /&gt;
their turn (risking loosing the point achieved in the active turn) or pass and take note of their score.&lt;br /&gt;
&lt;br /&gt;
If they decide to continue with their turn, the player must take all dice in the used dice zone and roll them.&lt;br /&gt;
This continues until the player decides to end their turn or is forced to end the turn.&lt;br /&gt;
If they decide to pass, the points&lt;br /&gt;
earned with the 42 face are scored. This points are now safe and cannot be taken away.&lt;br /&gt;
A player must pass their turn if the used dice zone is empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player decides to pass and finish the turn, the player counts the number of 42 that they got&lt;br /&gt;
in the scored dice zone. Depending on the amount of scored dice in the actual turn the following&lt;br /&gt;
points will be awarded:&lt;br /&gt;
    - 1 Dice 42 - 1 point&lt;br /&gt;
    - 2 Dice 42 - 3 points&lt;br /&gt;
    - 3 Dice 42 - 6 points&lt;br /&gt;
    - 4 Dice 42 - 10 points&lt;br /&gt;
    - 5 Dice 42 - 15 points&lt;br /&gt;
    - 6 Dice 42 - 21 points&lt;br /&gt;
    - 7 Dice 42 - 28 points&lt;br /&gt;
    - 8 Dice 42 - 36 points&lt;br /&gt;
    - 9 Dice 42 - 45 points&lt;br /&gt;
    - 10 Dice 42 - 55 points&lt;br /&gt;
&lt;br /&gt;
Remember, if there is a Spaceship, or one or more Dragons in the active dice zone, the turn ends&lt;br /&gt;
immediately and the active player scores 0 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game end:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player plays 5 turns, the game ends.&lt;br /&gt;
The player that scored more points totalling all the turns is the winner. In case of a tie, the&lt;br /&gt;
players share the victory!&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=16905</id>
		<title>Gamehelpgangsta</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=16905"/>
		<updated>2023-05-12T13:55:44Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Change to gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Gangsta!&#039;&#039;&#039;, players personify the character of a Boss who is determined to expand their influence at the expense of their rival factions. Players will be required to recruit a number of gangsters in order to perform the most profitable heists available. At the end of the game, the player with the most Influence wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player randomly receives a Boss Card and the indicated number of $.&lt;br /&gt;
* Set up a river of 5 available heists from the first chapter (Genesis).&lt;br /&gt;
* Set up a river of 5 available gangsters.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.&lt;br /&gt;
&lt;br /&gt;
At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately&lt;br /&gt;
&lt;br /&gt;
== Gang mobilization ==&lt;br /&gt;
&lt;br /&gt;
If a gangster previously took part in a heist they are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039;, if not they are &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During this phase a player can pay 1$ to change a gangster from &#039;&#039;engaged&#039;&#039; to &#039;&#039;available&#039;&#039;, this can be performed for free once per &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039; gangster with the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill&lt;br /&gt;
&lt;br /&gt;
=== synchronization ===&lt;br /&gt;
&lt;br /&gt;
If all the of gangsters of a player are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039; the gang is deemed &#039;&#039;&#039;&#039;&#039;synchronized&#039;&#039;&#039;&#039;&#039; and they all become available.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
&lt;br /&gt;
A player can recruit a gangster by paying the cost of that gangster to the bank.&lt;br /&gt;
&lt;br /&gt;
=== Perform a Heist ===&lt;br /&gt;
&lt;br /&gt;
In order to perform a heist, a player must engage enough gangsters to have all the skills required by the Heist Card. Heists can only be performed by Available gangsters.&lt;br /&gt;
&lt;br /&gt;
The player first selects the heist then starts engaging gangsters taking part in the heist. A gangster can on be selected if they have at least one skill still needed to perform the heist.&lt;br /&gt;
&lt;br /&gt;
Once all the skills needed for the heist are met, all the gangsters are &#039;&#039;engaged&#039;&#039; and the player collects &#039;&#039;&#039;Influence&#039;&#039;&#039;, &#039;&#039;&#039;Money&#039;&#039;&#039; as well as any additional rewards from the heist.&lt;br /&gt;
&lt;br /&gt;
==== Cooperative heists ====&lt;br /&gt;
&lt;br /&gt;
When selecting the team performing the heist once the first gangster has been selected following the usual rule, the remaining gangsters can be picked from any player gang. Each player who has at least one gangster participating in the heist will gain the cooperative reward (including the initiator).&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
A player can decide to pass their turn. By doing so, the player receives an income equivalent to the number of gangsters possessing the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill.&lt;br /&gt;
&lt;br /&gt;
=== Snitch ===&lt;br /&gt;
&lt;br /&gt;
When a &#039;&#039;&#039;snitch&#039;&#039;&#039; card is revealed (during chapter 2 &amp;amp; 3) each player must immediately pay 1$ per &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill on the card. They can reduce this cost by 1$ per Informant skill in their gang.&lt;br /&gt;
&lt;br /&gt;
If they do not have enough money to pay they must discard one gangster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Boss can never, under any circumstance be discarded&#039;&#039;&#039;, if they are the only eligible gangster then nothing happens.&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
&lt;br /&gt;
The game is divided in three chapters&lt;br /&gt;
* &#039;&#039;&#039;Genesis&#039;&#039;&#039; is the first chapter&lt;br /&gt;
* &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;4th&#039;&#039;&#039; gangster&lt;br /&gt;
* &#039;&#039;&#039;Domination&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;7th&#039;&#039;&#039; gangster&lt;br /&gt;
&lt;br /&gt;
=== Genesis ===&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Genesis&#039;&#039;&#039; chapter an additional income is awarded to players called &#039;&#039;opportunity income&#039;&#039;.&lt;br /&gt;
Each player adds the amount of skills within their gang&lt;br /&gt;
* The player with the most skills receives nothing&lt;br /&gt;
* The players with fewer skills receive the difference in money&lt;br /&gt;
&lt;br /&gt;
=== Gang Wars ===&lt;br /&gt;
&lt;br /&gt;
There are 3 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; chapter each player adds up the amount of &#039;&#039;&#039;Mercenary&#039;&#039;&#039; (grey) skill in their gang.&lt;br /&gt;
* The player with the most &#039;&#039;Mercenaries&#039;&#039; doesn&#039;t lost any gangster&lt;br /&gt;
* Every other player (everyone in case of a tie) must discard 1 gangster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special rule for 2 players&amp;lt;/u&amp;gt; : if one player has &#039;&#039;&#039;double&#039;&#039;&#039; the amount of &#039;&#039;Mercenary&#039;&#039; (grey) skill or more, they will choose which gangster is discarded.&lt;br /&gt;
&lt;br /&gt;
=== Domination ===&lt;br /&gt;
&lt;br /&gt;
There are 5 snitches in the &#039;&#039;Domination&#039;&#039; heist deck, rated 3 or 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game immediately ends when a player recruits their 9th gangster, or when the 3rd Snitch from the Domination Chapter is revealed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each player will add the &#039;&#039;Influence&#039;&#039; they have gained.&lt;br /&gt;
&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; on your gangsters&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; from heists you have performed&lt;br /&gt;
* The wealthiest player wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
* The player with the most gangsters wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
&lt;br /&gt;
The player with the most &#039;&#039;Influence&#039;&#039; wins the game.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=16904</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=16904"/>
		<updated>2023-05-12T13:53:48Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
[[Image:Gaia_Project_Free_Actions.JPG]]&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount they are willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids &#039;&#039;&#039;on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has their highest maximum bid (i.e. the faction they wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, they&#039;ll automatically bid zero on the faction no one has picked yet. If they had placed a higher bid on the same faction as player 1, they would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to their maximum bid. They&#039;ll automatically bid one higher on the faction with the greatest difference between their maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftcider&amp;diff=16903</id>
		<title>Gamehelpdraftcider</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftcider&amp;diff=16903"/>
		<updated>2023-05-12T13:17:50Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Change to gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the start of the game, you are each given a board; this is your orchard.&lt;br /&gt;
&lt;br /&gt;
At the start of each round, a set of 3 cards per player (2 when playing with 3/6 players) are placed into the communal hand.&lt;br /&gt;
&lt;br /&gt;
Each turn, each player must select a single card. They then place this in any of their available batches that they are able to.&lt;br /&gt;
&lt;br /&gt;
The first player to select a card is whoever most recently consumed an apple or apple-based product.&lt;br /&gt;
&lt;br /&gt;
At the start of each phase, rotate the player who picks first. The game ends after 4 rounds.&lt;br /&gt;
&lt;br /&gt;
As with most games, the player with the most points at the end is the winner.&lt;br /&gt;
&lt;br /&gt;
The deck appears to have one copy of each combination of color (Green, Gold, Red), height (1-5), and sweetness (1-5).  If someone knows for sure, they could update this.....&lt;br /&gt;
&lt;br /&gt;
Single Player Variant&lt;br /&gt;
&lt;br /&gt;
In this version, your only opponent is luck. Your aim is to score as high as possible, despite not knowing which cards you will receive.&lt;br /&gt;
&lt;br /&gt;
The Batches&lt;br /&gt;
&lt;br /&gt;
Monochrome Batch All apples must be the same colour, as indicated by the card. Points are triangle numbers starting at 1. I.e: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66 max:78&lt;br /&gt;
&lt;br /&gt;
Apples of a Feather Batch Rule: When you place the second card, it must match the 1st card&#039;s Sweetness or Height. Any additional cards must then follow this rule. If a pair of cards have the same Sweetness and Height, you may continue with either attribute based on your next card. E.g. the first card is Sweetness 3, Height 2. The player can place either, but once they place a Sweetness &#039;3&#039;, they must continue to do so exclusively Scoring is n(n-1), where n is the number of cards: 0, 2, 6, 12, 20, 30, 42, 56, 72, 90, 110, 132&lt;br /&gt;
&lt;br /&gt;
Special Colour Tree Points 20, but only if no other apples of this colour are outside of the bad batch. Loses 20 if an apple of the same colour is played outside of the bad batch. This card cannot be placed if there is a card of its colour anywhere but the Bad Batch. However, a card of the same colour may be played at the cost of all points for this batch.&lt;br /&gt;
&lt;br /&gt;
Unlucky batch Sweetness must add to 13 or worthless. But the sweetness of the cards must be within 1 of each other!&lt;br /&gt;
Points: Square of the number of card used, if and only if the result is 13 exactly!&lt;br /&gt;
E.g. two 4s and a 5 would be 3 cards, so 9 (3x3) points &lt;br /&gt;
9, 16 (4x4), 25 (5x5), 36, 49, 64, 81, 100, 121, 144&lt;br /&gt;
&lt;br /&gt;
Fortepiano Height Batch Points are the difference in Height between each pair * 2. Heights may not be the same. E.g. Heights 1&amp;amp;5=8 points. 2&amp;amp;3=2 Max: 48&lt;br /&gt;
&lt;br /&gt;
Sweet Couple Batch 7 points for each 2 of the same Sweetness. Each pair must have the same Sweetness to be played. Max: 42&lt;br /&gt;
&lt;br /&gt;
Steady Height Batch Rule: Height must be within one of the previous cards each time. E.g 3-3 or 3-2 or 3-4 Points: Odd Prime numbers I.e 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41 Max: 41&lt;br /&gt;
&lt;br /&gt;
Bad batch -1 point for each tree planted here. (0/1 points on easy mode) Max: -12&lt;br /&gt;
&lt;br /&gt;
Tie-Breaker&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the player with the most cards in different batches wins.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdotsandboxes&amp;diff=16902</id>
		<title>Gamehelpdotsandboxes</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdotsandboxes&amp;diff=16902"/>
		<updated>2023-05-12T13:17:04Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the game ==&lt;br /&gt;
To claims the majority of the boxes.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
A rectangular grid of dots, arranged in rows and columns, defines a grid of boxes, the dots being their corners. The grid starts empty.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
&lt;br /&gt;
At each turn, a player draws (fills) one of the box sides, connecting one dot to another one adjacent to it vertically or horizontally. The player may choose whatever side and the sides themselves belong to nobody.&lt;br /&gt;
&lt;br /&gt;
Only when a box is completed (its fourth side is drawn), the player completing the box claims it and fills it with their own colour. Once the box claimed, the player has to fill another empty box side (and so on, as long as each action completes another box).&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
When all the box sides are drawn, the player who claimed the most boxes wins.&lt;br /&gt;
&lt;br /&gt;
== Pie rule ==&lt;br /&gt;
&lt;br /&gt;
With some sizes, a variant may played which uses a kind of &#039;&#039;pie rule&#039;&#039; to compensate for the advantage of the first player. The first player plays up to a certain number &#039;&#039;n &#039;&#039; of turns drawing sides; the first player may decide to stop anytime after drawing the first side and the colours are (implicitly) assumed to alternate as during regular gameplay.&lt;br /&gt;
&lt;br /&gt;
At this point, the second player chooses between keeping the same colours or swapping them between the two players and the player with the next playing colour plays next.&lt;br /&gt;
&lt;br /&gt;
From this point on, players alternate as during regular gameplay.&lt;br /&gt;
&lt;br /&gt;
At the time of writing this page, only the 5 boxes × 5 boxes size may use the pie rule and the first player may draw up to 5 sides during the setup phase.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoins&amp;diff=16899</id>
		<title>Gamehelpcoins</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoins&amp;diff=16899"/>
		<updated>2023-05-12T11:18:03Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CUPS &amp;gt; COINS &amp;gt; SWORDS &amp;gt; CLUBS &amp;gt; CUPS ... &lt;br /&gt;
&lt;br /&gt;
INTRODUCTION &lt;br /&gt;
Coins is a trick taking card game for three players. A Spanish deck of 48 cards is used.&lt;br /&gt;
Mark Steere designed Coins in October, 2022.&lt;br /&gt;
&lt;br /&gt;
SUITS&lt;br /&gt;
Cups&lt;br /&gt;
Coins&lt;br /&gt;
Swords&lt;br /&gt;
Clubs&lt;br /&gt;
&lt;br /&gt;
RANKS (high to low) Ace, King (Rey), Knight (Caballo), Knave (Sota), 9 to 2.&lt;br /&gt;
&lt;br /&gt;
TRICK CARD VALUES &lt;br /&gt;
There are three types of tricks, as follows.&lt;br /&gt;
&lt;br /&gt;
1. The three cards of the trick are of three different suits. Suit A beats suit B, and suit B beats suit C (see SUIT RELATIVE VALUES above). Suit A wins the trick.&lt;br /&gt;
&lt;br /&gt;
2. Two cards of the trick are of the same suit and the third is of a different suit. The higher ranked, same-suit card wins the trick (see RANKS above).&lt;br /&gt;
&lt;br /&gt;
3. The three cards of the trick are all of the same suit. The highest ranked card wins the trick.&lt;br /&gt;
&lt;br /&gt;
OBJECT OF THE GAME&lt;br /&gt;
Players initially agree on a target score such as 10 or 15 or 20 points. Each card of the Coins suit is worth one point. As soon as one of the players reaches the target score, they win the game.&lt;br /&gt;
&lt;br /&gt;
PLAY &lt;br /&gt;
The dealer of the first hand of the game is the oldest player. In subsequent hands, the player to the right of the winner of the last trick deals. The player to the dealer&#039;s right shuffles the cards. The player to the dealer&#039;s left cuts the deck. The entire deck is dealt face down, one card at a time, clockwise, beginning on the dealer&#039;s left. After all the cards have been dealt, the player to the dealer&#039;s left leads the trick by placing any card from their hand face up on the table. Then the player to that player&#039;s left likewise plays any one of their cards. Finally, the third player (the dealer) plays any card.&lt;br /&gt;
&lt;br /&gt;
The player with the highest valued card in the trick (see TRICK CARD VALUES above) wins the trick. The trick winner adds the number of Coins in the trick to their total, collects the three cards of the trick, and places them face down on their stack of tricks. The winner of the trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
AUTHOR’S NOTE &lt;br /&gt;
Feel free to publish this rule sheet and to program the game of Coins. No licensing fee or royalties are expected. However, please don’t change the name or the rules, and please attribute the game to me, Mark Steere. My other games can be found at marksteeregames.com.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchess&amp;diff=16898</id>
		<title>Gamehelpchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchess&amp;diff=16898"/>
		<updated>2023-05-12T11:17:13Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is based on the &#039;&#039;&#039;[https://handbook.fide.com/chapter/E012018 FIDE Handbook Laws of chess]&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
== The nature and objectives of the game of chess ==&lt;br /&gt;
&lt;br /&gt;
The game of chess is played between two opponents who move their pieces on a square board.&lt;br /&gt;
&lt;br /&gt;
The player with the light-coloured pieces (White) makes the first move, then the players move alternately, with the player with the dark-coloured pieces (Black) making the next move.&lt;br /&gt;
&lt;br /&gt;
The objective of each player is to place the opponent’s king ‘under attack’ in such a way that the opponent has no legal move. The player who achieves this goal is said to have ‘checkmated’ the opponent’s king and has won the game. The following are not allowed: &lt;br /&gt;
* leaving one’s own king under attack,&lt;br /&gt;
* exposing one’s own king to attack,&lt;br /&gt;
* moving one&#039;s king over a threatened square.&lt;br /&gt;
&lt;br /&gt;
If the position is such that neither player can possibly checkmate the opponent’s king, the game is drawn (either by &amp;quot;stalemate&amp;quot;, if no legal move is possible, or by &amp;quot;insufficient material&amp;quot;).&lt;br /&gt;
 &lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
{{infoBoxes3 |maxWidth=440&lt;br /&gt;
|title1=Starting position of the pieces on the chessboard&lt;br /&gt;
|body1=&amp;lt;center&amp;gt;{{chessboard&lt;br /&gt;
| a8={{blackRook}}  | b8={{blackKnight}}| c8={{blackBishop}}| d8={{blackQueen}} | e8={{blackKing}}  | f8={{blackBishop}}| g8={{blackKnight}}| h8={{blackRook}}&lt;br /&gt;
| a7={{blackPawn}}  | b7={{blackPawn}}  | c7={{blackPawn}}  | d7={{blackPawn}}  | e7={{blackPawn}}  | f7={{blackPawn}}  | g7={{blackPawn}}  | h7={{blackPawn}}&lt;br /&gt;
| a6=               | b6=               | c6=               | d6=               | e6=               | f6=               | g6=               | h6=               &lt;br /&gt;
| a5=               | b5=               | c5=               | d5=               | e5=               | f5=               | g5=               | h5=               &lt;br /&gt;
| a4=               | b4=               | c4=               | d4=               | e4=               | f4=               | g4=               | h4=               &lt;br /&gt;
| a3=               | b3=               | c3=               | d3=               | e3=               | f3=               | g3=               | h3=               &lt;br /&gt;
| a2={{whitePawn}}  | b2={{whitePawn}}  | c2={{whitePawn}}  | d2={{whitePawn}}  | e2={{whitePawn}}  | f2={{whitePawn}}  | g2={{whitePawn}}  | h2={{whitePawn}}&lt;br /&gt;
| a1={{whiteRook}}  | b1={{whiteKnight}}| c1={{whiteBishop}}| d1={{whiteQueen}} | e1={{whiteKing}}  | f1={{whiteBishop}}| g1={{whiteKnight}}| h1={{whiteRook}}&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|title2=Piece symbols&lt;br /&gt;
|body2=&amp;lt;div style=&amp;quot;display:grid;place-items:center;grid-template-columns:repeat(3,max-content);&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;King&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{whiteKing}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{blackKing}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Queen&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{whiteQueen}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{blackQueen}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Rook&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{whiteRook}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{blackRook}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Bishop&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{whiteBishop}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{blackBishop}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Knight&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{whiteKnight}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{blackKnight}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Pawn&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{whitePawn}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{blackPawn}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|title3=Definitions&lt;br /&gt;
|body3=&lt;br /&gt;
&#039;&#039;&#039;File&#039;&#039;&#039;&lt;br /&gt;
:Vertical column of squares.&lt;br /&gt;
;Rank&lt;br /&gt;
:Horizontal row of squares.&lt;br /&gt;
;Diagonal&lt;br /&gt;
:A straight line of squares of the same colour, running from one edge of the board to an adjacent edge.&lt;br /&gt;
}}&lt;br /&gt;
== The moves of the pieces ==&lt;br /&gt;
&lt;br /&gt;
* It is not permitted to move a piece to a square occupied by a piece of the same colour.&lt;br /&gt;
* If a piece moves to a square occupied by an opponent’s piece the latter is captured and removed from the chessboard as part of the same move.&lt;br /&gt;
* &#039;&#039;A piece is said to attack an opponent’s piece if the piece could make a capture on that square.&#039;&#039;&lt;br /&gt;
* &#039;&#039;A piece is considered to attack a square even if this piece is constrained from moving to that square because it would then leave or place the king of its own colour under attack.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Only knights may move over any intervening pieces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{InfoBoxes |maxWidth=440&lt;br /&gt;
|title1=Bishop&lt;br /&gt;
|body1=The bishop may move to any square along a &#039;&#039;&#039;diagonal&#039;&#039;&#039; on which it stands.&lt;br /&gt;
&amp;lt;center&amp;gt;{{chessboard&lt;br /&gt;
|e4={{blackBishop}}&lt;br /&gt;
|highlighta8=#0f04&lt;br /&gt;
|highlightb7=#0f04&lt;br /&gt;
|highlightc6=#0f04&lt;br /&gt;
|highlightd5=#0f04&lt;br /&gt;
|highlightf3=#0f04&lt;br /&gt;
|highlightg2=#0f04&lt;br /&gt;
|highlighth1=#0f04&lt;br /&gt;
|highlightb1=#0f04&lt;br /&gt;
|highlightc2=#0f04&lt;br /&gt;
|highlightd3=#0f04&lt;br /&gt;
|highlightf5=#0f04&lt;br /&gt;
|highlightg6=#0f04&lt;br /&gt;
|highlighth7=#0f04&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|title2=Rook&lt;br /&gt;
|body2=The rook may move to any square along the &#039;&#039;&#039;file&#039;&#039;&#039; or the &#039;&#039;&#039;rank&#039;&#039;&#039; on which it stands.&lt;br /&gt;
&amp;lt;center&amp;gt;{{chessboard &lt;br /&gt;
|d3={{blackRook}}&lt;br /&gt;
|highlightd8=#0f04&lt;br /&gt;
|highlightd7=#0f04&lt;br /&gt;
|highlightd6=#0f04&lt;br /&gt;
|highlightd5=#0f04&lt;br /&gt;
|highlightd4=#0f04&lt;br /&gt;
|highlightd2=#0f04&lt;br /&gt;
|highlightd1=#0f04&lt;br /&gt;
|highlighta3=#0f04&lt;br /&gt;
|highlightb3=#0f04&lt;br /&gt;
|highlightc3=#0f04&lt;br /&gt;
|highlighte3=#0f04&lt;br /&gt;
|highlightf3=#0f04&lt;br /&gt;
|highlightg3=#0f04&lt;br /&gt;
|highlighth3=#0f04&lt;br /&gt;
}}&amp;lt;/center&amp;gt;}}&lt;br /&gt;
{{InfoBoxes |maxWidth=440 |colour1=#307 |colour2=#00c |colour3=#037 |colour4=#073&lt;br /&gt;
|title1=Queen&lt;br /&gt;
|body1=The queen may move to any square along the &#039;&#039;&#039;file&#039;&#039;&#039;, the &#039;&#039;&#039;rank&#039;&#039;&#039; or a &#039;&#039;&#039;diagonal&#039;&#039;&#039; on which it stands.&lt;br /&gt;
&amp;lt;center&amp;gt;{{chessboard&lt;br /&gt;
|e4={{blackQueen}}&lt;br /&gt;
|highlighta8=#0f04&lt;br /&gt;
|highlightb7=#0f04&lt;br /&gt;
|highlightc6=#0f04&lt;br /&gt;
|highlightd5=#0f04&lt;br /&gt;
|highlightf3=#0f04&lt;br /&gt;
|highlightg2=#0f04&lt;br /&gt;
|highlighth1=#0f04&lt;br /&gt;
|highlightb1=#0f04&lt;br /&gt;
|highlightc2=#0f04&lt;br /&gt;
|highlightd3=#0f04&lt;br /&gt;
|highlightf5=#0f04&lt;br /&gt;
|highlightg6=#0f04&lt;br /&gt;
|highlighth7=#0f04&lt;br /&gt;
|highlighte8=#0f04&lt;br /&gt;
|highlighte7=#0f04&lt;br /&gt;
|highlighte6=#0f04&lt;br /&gt;
|highlighte5=#0f04&lt;br /&gt;
|highlighte3=#0f04&lt;br /&gt;
|highlighte2=#0f04&lt;br /&gt;
|highlighte1=#0f04&lt;br /&gt;
|highlighta4=#0f04&lt;br /&gt;
|highlightb4=#0f04&lt;br /&gt;
|highlightc4=#0f04&lt;br /&gt;
|highlightd4=#0f04&lt;br /&gt;
|highlightf4=#0f04&lt;br /&gt;
|highlightg4=#0f04&lt;br /&gt;
|highlighth4=#0f04&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|title2=Knight&lt;br /&gt;
|body2=The knight may move to one of the &#039;&#039;&#039;squares nearest&#039;&#039;&#039; to that on which it stands but &#039;&#039;&#039;not on the same rank, file or diagonal&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;center&amp;gt;{{chessboard&lt;br /&gt;
|f8={{blackBishop}}&lt;br /&gt;
|g8={{blackKnight}}&lt;br /&gt;
|h8={{blackRook}}&lt;br /&gt;
|f7={{blackPawn}}&lt;br /&gt;
|g7={{blackPawn}}&lt;br /&gt;
|h7={{blackPawn}}&lt;br /&gt;
|highlighte7=#0f04&lt;br /&gt;
|highlightf6=#0f04&lt;br /&gt;
|highlighth6=#0f04&lt;br /&gt;
&lt;br /&gt;
|c3={{whiteKnight}}&lt;br /&gt;
|highlightb1=#00f4&lt;br /&gt;
|highlighta2=#00f4&lt;br /&gt;
|highlighta4=#00f4&lt;br /&gt;
|highlightb5=#00f4&lt;br /&gt;
|highlightd5=#00f4&lt;br /&gt;
|highlighte4=#00f4&lt;br /&gt;
|highlighte2=#00f4&lt;br /&gt;
|highlightd1=#00f4&lt;br /&gt;
}}&amp;lt;/center&amp;gt;}}&lt;br /&gt;
{{InfoBoxes |maxWidth=440 |colour1=#073 |colour2=#0c0 |colour3=#370 |colour4=#730&lt;br /&gt;
|title1=Pawn&lt;br /&gt;
|body1=The pawn may move:&lt;br /&gt;
* forward to the square immediately in front of it on the same file, provided that this square is unoccupied, or&lt;br /&gt;
* &#039;&#039;on its first move only&#039;&#039; the pawn may also advance two squares along the same file, provided that both squares are unoccupied, or&lt;br /&gt;
* the pawn may move to a square occupied by an opponent’s piece diagonally in front of it on an adjacent file, capturing that piece.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{chessboard&lt;br /&gt;
|b2={{whitePawn}}&lt;br /&gt;
|highlighta3=#f004&lt;br /&gt;
|highlightc3=#f004&lt;br /&gt;
|highlightb3=#00f4&lt;br /&gt;
|highlightb4=#00f4&lt;br /&gt;
&lt;br /&gt;
|g5={{blackPawn}}&lt;br /&gt;
|highlightf4=#f004&lt;br /&gt;
|highlighth4=#f004&lt;br /&gt;
|highlightg4=#0f04&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|title2=En passant&lt;br /&gt;
|body2=A pawn occupying a square on the same rank as and on an adjacent file to an opponent’s pawn which has just advanced two squares in one move from its original square may capture this opponent’s pawn as though the latter had been moved only one square. This capture is only legal on the move following this advance and is called an ‘en passant’ capture.&lt;br /&gt;
&amp;lt;center&amp;gt;{{chessboard&lt;br /&gt;
|d5={{whitePawn}}&lt;br /&gt;
|highlighte6=#f004&lt;br /&gt;
&lt;br /&gt;
|e7={{blackPawn}}&lt;br /&gt;
|highlighte5=#0f04&lt;br /&gt;
}}&amp;lt;/center&amp;gt;}}&lt;br /&gt;
==== Promotion ====&lt;br /&gt;
&lt;br /&gt;
When a player, having the move, plays a pawn to the rank furthest from its starting position, they must exchange that pawn as part of the same move for a new queen, rook, bishop or knight of the same colour on the intended square of arrival. This is called the square of ‘promotion’.&lt;br /&gt;
* The player&#039;s choice is not restricted to pieces that have been captured previously.&lt;br /&gt;
* This exchange of a pawn for another piece is called promotion, and the effect of the new piece is immediate.&lt;br /&gt;
{{InfoBoxes |maxWidth=880 |colour1=#730 |colour2=#c00 |colour3=#703 |colour4=#307&lt;br /&gt;
|title1=King&lt;br /&gt;
|body1=There are two different ways of moving the king:&lt;br /&gt;
* by moving to an adjoining square, or&lt;br /&gt;
* (once in the game) by ‘castling’.&lt;br /&gt;
{{chessboard&lt;br /&gt;
|c3={{whiteKing}}&lt;br /&gt;
|highlightb2=#00f4&lt;br /&gt;
|highlightb3=#00f4&lt;br /&gt;
|highlightb4=#00f4&lt;br /&gt;
|highlightc2=#00f4&lt;br /&gt;
|highlightc4=#00f4&lt;br /&gt;
|highlightd2=#00f4&lt;br /&gt;
|highlightd3=#00f4&lt;br /&gt;
|highlightd4=#00f4&lt;br /&gt;
&lt;br /&gt;
|e8={{blackKing}}&lt;br /&gt;
|highlightd8=#0f04&lt;br /&gt;
|highlightd7=#0f04&lt;br /&gt;
|highlighte7=#0f04&lt;br /&gt;
|highlightf8=#0f04&lt;br /&gt;
|highlightf7=#0f04&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|title2=Castling&lt;br /&gt;
|body2=This is a move of the king and either rook of the same colour along the player’s first rank, counting as a single move of the king and executed as follows: the king is transferred from its original square two squares towards the rook on its original square, then that rook is transferred to the square the king has just crossed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;justify-content:space-between;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;justify-content:space-between;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:grid;grid-template-rows:auto-fit;place-items:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Before black queenside castling&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{chessboard&lt;br /&gt;
|e1={{whiteKing}}&lt;br /&gt;
|h1={{whiteRook}}&lt;br /&gt;
|e8={{blackKing}}&lt;br /&gt;
|a8={{blackRook}}&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Before white kingside castling&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:grid;grid-template-rows:auto-fit;place-items:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;After black queenside castling&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{chessboard&lt;br /&gt;
|g1={{whiteKing}}&lt;br /&gt;
|f1={{whiteRook}}&lt;br /&gt;
|c8={{blackKing}}&lt;br /&gt;
|d8={{blackRook}}&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;After white kingside castling&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
The right to castle has been lost:&lt;br /&gt;
* if the king has already moved, or&lt;br /&gt;
* with a rook that has already moved.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
Castling is prevented temporarily:&lt;br /&gt;
* if the square on which the king stands, or the square which it must cross, or the square which it is to occupy, is attacked by one or more of the opponent&#039;s pieces, or&lt;br /&gt;
* if there is any piece between the king and the rook with which castling is to be effected.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
==== Check ====&lt;br /&gt;
&lt;br /&gt;
* The king is said to be &#039;in check&#039; if it is attacked by one or more of the opponent&#039;s pieces, even if such pieces are constrained from moving to the square occupied by the king (because they would then leave or place their own king in check).&lt;br /&gt;
* &#039;&#039;&#039;No piece can be moved that will either expose the king of the same colour to check or leave that king in check.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game is won by the player:&lt;br /&gt;
* who has checkmated their opponent’s king.&lt;br /&gt;
* whose opponent declares they resign.&lt;br /&gt;
&lt;br /&gt;
The game is drawn when:&lt;br /&gt;
* the player to move has no legal move and their king is not in check. The game is said to end in ‘stalemate’.&lt;br /&gt;
* a position has arisen in which neither player can checkmate the opponent’s king with any series of legal moves. The game is said to end in a ‘dead position’.&lt;br /&gt;
* there is agreement between the two players during the game, provided both players have made at least one move.&lt;br /&gt;
&lt;br /&gt;
== Variant: Chess960 ==&lt;br /&gt;
&lt;br /&gt;
Before a Chess960 game a starting position is randomly set up, subject to certain rules. After this, the game is played in the same way as regular chess. In particular, pieces and pawns have their normal moves, and each player&#039;s objective is to checkmate the opponent&#039;s king.&lt;br /&gt;
&lt;br /&gt;
=== Starting position ===&lt;br /&gt;
&lt;br /&gt;
The starting position for Chess960 must meet certain rules. White pawns are placed on the second rank as in regular chess. All remaining white pieces are placed randomly on the first rank, but with the following restrictions:&lt;br /&gt;
* the king is placed somewhere between the two rooks, and&lt;br /&gt;
* the bishops are placed on opposite-coloured squares, and&lt;br /&gt;
* the black pieces are placed opposite the white pieces.&lt;br /&gt;
&lt;br /&gt;
There are 960 unique possible starting positions.&lt;br /&gt;
&lt;br /&gt;
=== Chess960 castling rules ===&lt;br /&gt;
&lt;br /&gt;
Chess960 allows each player to castle once per game, a move by potentially both the king and rook in a single move. However, a few interpretations of regular chess rules are needed for castling, because the regular rules presume initial locations of the rook and king that are often not applicable in Chess960.&lt;br /&gt;
&lt;br /&gt;
In Chess960, depending on the pre-castling position of the castling king and rook, the castling manoeuvre is performed by one of these four methods:&lt;br /&gt;
# double-move castling: by making a move with the king and a move with the rook, or&lt;br /&gt;
# transposition castling: by transposing the position of the king and the rook, or&lt;br /&gt;
# king-move-only castling: by making only a move with the king, or&lt;br /&gt;
# rook-move-only castling: by making only a move with the rook.&lt;br /&gt;
&lt;br /&gt;
==== Clarification ====&lt;br /&gt;
&lt;br /&gt;
===== c-side castling =====&lt;br /&gt;
&lt;br /&gt;
After c-side castling (notated as 0-0-0 and known as castling long, or queenside castling in orthodox chess), the king is on the c-square (c1 for white and c8 for black) and the rook is on the d-square (d1 for white and d8 for black).&lt;br /&gt;
&lt;br /&gt;
===== g-side castling =====&lt;br /&gt;
&lt;br /&gt;
After g-side castling (notated as 0-0 and known as castling short or kingside castling in orthodox chess), the king is on the g-square (g1 for white and g8 for black) and the rook is on the f-square (f1 for white and f8 for black).&lt;br /&gt;
&lt;br /&gt;
In some starting positions:&lt;br /&gt;
* the king or rook (but not both) does not move during castling.&lt;br /&gt;
* castling can take place as early as the first move.&lt;br /&gt;
&lt;br /&gt;
All the squares between the king&#039;s initial and final squares (including the final square) and all the squares between the rook&#039;s initial and final squares (including the final square) must be vacant except for the king and castling rook.&lt;br /&gt;
&lt;br /&gt;
In some starting positions, some squares can stay filled during castling that would have to be vacant in regular chess. For example, after c-side castling (0-0-0), it is possible to have a, b, and/or e still filled, and after g-side castling (0-0), it is possible to have e and/or h filled.&lt;br /&gt;
&lt;br /&gt;
== Glossary of terms in the Laws of Chess ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;adjourn&#039;&#039;&#039;: Instead of playing the game in one session it is temporarily halted and then continued at a later time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;algebraic notation&#039;&#039;&#039;: Recording the moves using a-h and 1-8 on the 8x8 board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;analyse&#039;&#039;&#039;: Where one or more players make moves on a board to try to determine what is the best continuation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;arbiter&#039;&#039;&#039;: The person(s) responsible for ensuring that the rules of a competition are followed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attack&#039;&#039;&#039;: A piece is said to attack an opponent’s piece if the player’s piece can make a capture on that square.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;black&#039;&#039;&#039;: There are 16 dark-coloured pieces and 32 squares called black.  When capitalised, this also refers to the player of the black pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;blitz&#039;&#039;&#039;: A game where each player’s thinking time is 10 minutes or less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;board&#039;&#039;&#039;: Short for chessboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bronstein mode&#039;&#039;&#039;: See delay mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;capture&#039;&#039;&#039;: Where a piece is moved from its square to a square occupied by an opponent’s piece, the latter is removed from the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;castling&#039;&#039;&#039;: A move of the king towards a rook. See [[#Castling|castling]] above. In notation 0-0 kingside castling, 0-0-0 queenside castling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;check&#039;&#039;&#039;: Where a king is attacked by one or more of the opponent’s pieces. In notation +.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;checkmate&#039;&#039;&#039;: Where the king is attacked and cannot parry the threat. In notation ++ or #.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;chessboard&#039;&#039;&#039;: The 8x8 grid. See [[#The_initial_position_of_the_pieces_on_the_chessboard|The initial position of the pieces on the chessboard]] above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;chess clock&#039;&#039;&#039;: A clock with two time displays connected to each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;chess set&#039;&#039;&#039;: The 32 pieces on the chessboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chess960&#039;&#039;&#039;: A variant of chess where the back-row pieces are set up in one of the 960 distinguishable possible positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;clock&#039;&#039;&#039;: One of the two time displays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cumulative (Fischer) mode&#039;&#039;&#039;: Where a player receives an extra amount of time (often 30 seconds) prior to each move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dead position&#039;&#039;&#039;: Where neither player can mate the opponent’s king with any series of legal moves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;default time&#039;&#039;&#039;: The specified time a player may be late without being forfeited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;delay (Bronstein) mode&#039;&#039;&#039;: Both players receive an allotted ‘main thinking time’. Each player also receives a ‘fixed extra time’ with every move. The countdown of the main thinking time only commences after the fixed extra time has expired. Provided the player presses their clock before the expiration of the fixed extra time, the main thinking time does not change, irrespective of the proportion of the fixed extra time used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;diagonal&#039;&#039;&#039;: A straight line of squares of the same colour, running from one edge of the board to an adjacent edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;draw&#039;&#039;&#039;: Where the game is concluded with neither side winning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;draw offer&#039;&#039;&#039;: Where a player may offer a draw to the opponent. This is indicated on the scoresheet with the symbol (=).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;en passant&#039;&#039;&#039;: see [[#En_passant|en passant]] above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;exchange&#039;&#039;&#039;: Where a pawn is promoted. Or where a player captures a piece of the same value as their own and this piece is recaptured. Or where one player has lost a rook and the other has lost a bishop or knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;explanation&#039;&#039;&#039;: A player is entitled to have a Law explained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fair play&#039;&#039;&#039;: Whether justice has been done has sometimes to be considered when an arbiter finds that the Laws are inadequate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;file&#039;&#039;&#039;: A vertical column of eight squares on the chessboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fischer mode&#039;&#039;&#039;: See cumulative mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;flag&#039;&#039;&#039;: The device that displays when one player&#039;s alotted time has completely expired. Also, to win on time, i.e., because the opponent&#039;s time expired. (&amp;quot;They flagged their opponent.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;flag-fall&#039;&#039;&#039;: Where the allotted time of a player has expired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;forfeit&#039;&#039;&#039;: To lose the right to make a claim or move. Or 2. To lose a game because of an infringement of the Laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;illegal&#039;&#039;&#039;: A position or move that is impossible because of the Laws of Chess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;increment&#039;&#039;&#039;: An amount of time (from 2 to 60 seconds) added from the start before each move for the player. This can be in either delay or cumulative mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;insufficient material&#039;&#039;&#039;: Not having enough pieces to checkmate. A pawn can be promoted, e.g., to a queen, but a single knight or bishop is not enough to checkmate. If both players have insufficient material, or if one player wins on time but has insufficient material, the game is drawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kingside&#039;&#039;&#039;: The vertical half of the board on which the king stands at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;made&#039;&#039;&#039;: A move is said to have been ‘made’ when the piece has been moved to its new square, the hand has quit the piece, and the captured piece, if any, has been removed from the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mate&#039;&#039;&#039;: Abbreviation of checkmate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;minor piece&#039;&#039;&#039;: Bishop or knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;move&#039;&#039;&#039;: 40 moves in 90 minutes, refers to 40 moves by each player. Or having the move refers to the player’s right to play next. Or White’s best move refers to the single move by White.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;move-counter&#039;&#039;&#039;: A device on a chessclock which may be used to record the number of times the clock has been pressed by each player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;normal means&#039;&#039;&#039;: Playing in a positive manner to try to win, or having a position such that there is a realistic chance of winning the game other than just flag-fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;over-the-board&#039;&#039;&#039;: The Laws cover only this type of chess, not internet, nor correspondence, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;piece&#039;&#039;&#039;: One of the 32 figurines on the board. Or a queen, rook, bishop or knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;press the clock&#039;&#039;&#039;: The act of pushing the button or lever on a chess clock which stops the player’s clock and starts that of their opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;promotion&#039;&#039;&#039;: Where a pawn reaches the eighth rank and is replaced by a new queen, rook, bishop or knight of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;queen&#039;&#039;&#039;: As in queen a pawn, meaning to promote a pawn to a queen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;queenside&#039;&#039;&#039;: The vertical half of the board on which the queen stands at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;quickplay finish&#039;&#039;&#039;: The last part of a game where a player must complete an unlimited number of moves in a finite time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;rank&#039;&#039;&#039;: A horizontal row of eight squares on the chessboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;rapid chess&#039;&#039;&#039;: A game where each player’s thinking time is more than 10 minutes, but less than 60.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;repetition&#039;&#039;&#039;: A player may claim a draw if the same position occurs three times. A game is drawn if the same position occurs five times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resigns&#039;&#039;&#039;: Where a player gives up, rather than play on until mated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;result&#039;&#039;&#039;: Usually the result is 1-0, 0-1 or ½-½. In exceptional circumstances both players may lose (Article 11.8), or one score ½ and the other 0. For unplayed games the scores are indicated by +/- (White wins by forfeit), -/+ (Black wins by forfeit), -/- (Both players lose by forfeit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sealed move&#039;&#039;&#039;: Where a game is adjourned the player seals their next move in an envelope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;scoresheet&#039;&#039;&#039;: A paper sheet with spaces for writing the moves. This can also be electronic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;screen&#039;&#039;&#039;: An electronic display of the position on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;spectators&#039;&#039;&#039;: People other than arbiters or players viewing the games. This includes players after their games have been concluded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;standard chess&#039;&#039;&#039;: A game where each player’s thinking time is at least 60 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;stalemate&#039;&#039;&#039;: Where the player has no legal move and their king is not in check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;square of promotion&#039;&#039;&#039;: The square a pawn lands on when it reached the eighth rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;time control&#039;&#039;&#039;: The regulation about the time the player is allotted. For example, 40 moves in 90 minutes, all the moves in 30 minutes, plus 30 seconds cumulatively from move 1. Or a player is said ‘to have reached the time control’, if, for example they have completed the 40 moves in less than 90 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;time period&#039;&#039;&#039;: A part of the game where the players must complete a number of moves or all the moves in a certain time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;vertical&#039;&#039;&#039;: The 8th rank is often thought as the highest area on a chessboard. Thus each file is referred to as ‘vertical’.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;white&#039;&#039;&#039;: There are 16 light-coloured pieces and 32 squares called white. When capitalised, this also refers to the player of the white pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;50-move rule&#039;&#039;&#039;: A player may claim a draw if the last 50 moves have been completed by each player without the movement of any pawn and without any capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;75-move rule&#039;&#039;&#039;: The game is drawn if the last 75 moves have been completed by each player without the movement of any pawn and without any capture.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcephalopod&amp;diff=16897</id>
		<title>Gamehelpcephalopod</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcephalopod&amp;diff=16897"/>
		<updated>2023-05-12T11:16:41Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players take turns adding dice of their own color to the board, one die per turn. A newly placed die must show a one, unless its a capturing placement, in which case it must show a two or higher.&lt;br /&gt;
&lt;br /&gt;
If a die is placed horizontally or vertically adjacent to two dice, and the sum of the pip counts - number of spots on the top surface of a die - on those two adjacent dice is six or less, then the currently played die must show the pip sum of its two adjacent dice, and the player must remove those two adjacent dice from the board immediately, while it is still their turn.&lt;br /&gt;
&lt;br /&gt;
If a die is placed adjacent to three or four dice, and if two, three, or four of its adjacent dice have a pip sum of six or less, then two, three, or four of those adjacent dice (whose pip sum is six or less) must be removed, and the played die must show the pip sum of the removed dice.&lt;br /&gt;
&lt;br /&gt;
Captures are mandatory only when placing a die onto a square from which captures are possible.&lt;br /&gt;
&lt;br /&gt;
A player can make a non-capturing placement simply by adding a die to a square from which no captures are possible. A non-capturing placement must show a single pip.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonne&amp;diff=16896</id>
		<title>Gamehelpcarcassonne</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonne&amp;diff=16896"/>
		<updated>2023-05-12T11:15:41Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The game board is a medieval landscape built by the players as the game progresses. The game starts with a single terrain tile face up and 71 others shuffled face down for the players to draw from. On each turn a player draws a new terrain tile and places it adjacent to tiles that are already face up.  The new tile must be placed in a way that extends features on the tiles it touches: roads must connect to roads, fields to fields, and cities to cities.&lt;br /&gt;
&lt;br /&gt;
After placing each new tile, the placing player may opt to place a meeple on a feature of that newly placed tile. The placing player may not use a meeple to claim any features of the tile that extend or connect features already claimed by another player. However, it is possible for terrain features claimed by opposing players to become &amp;quot;shared&amp;quot; by the subsequent placement of tiles connecting them. For example, two field tiles, each having a meeple, can become connected by another terrain tile into a single field shared by each meeple&#039;s player. If a shared feature is connected to yet another feature of the same type claimed by one of the same players, said player, now having more meeples in that feature, gains full claim over the feature.&lt;br /&gt;
&lt;br /&gt;
When a feature other than a field is completed, all meeples in the completed feature are returned to the players who placed them, and can be reused. The player(s) with the most meeples in the feature score points immediately (see below).&lt;br /&gt;
&lt;br /&gt;
The game ends when the last tile has been placed. At that time, all features (including fields) score points for the players with the most meeples on them. The player with the most points wins the game.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
During the players&#039; turns, cities, monasteries (also known as cloisters) and roads (but not fields) are scored when they are &amp;quot;completed&amp;quot; — cities and roads when they are actually completed (i.e. contain no unfinished edges from which they may be expanded) and monasteries when they are completely surrounded by eight tiles. At the end of the game, when there are no tiles remaining, all incomplete features are scored. Points are awarded to the players with the most meeples in a feature. &lt;br /&gt;
&lt;br /&gt;
If there is a tie for the most meeples in any given feature, all of the tied players are awarded the full number of points. In general (see table), points are awarded for the number of tiles covered by a feature; monasteries score for neighboring tiles; and fields score based on the number of connected &#039;&#039;completed&#039;&#039; cities.&lt;br /&gt;
&lt;br /&gt;
Once a feature is scored, all of the meeples in that feature are returned to their owners.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Completed during play !! Game end&lt;br /&gt;
|-&lt;br /&gt;
| City&lt;br /&gt;
| 2 points per tile + 2 points per pennant&lt;br /&gt;
| 1 point per tile + 1 point per pennant&lt;br /&gt;
|-&lt;br /&gt;
| Road&lt;br /&gt;
| 1 point per tile&lt;br /&gt;
| 1 point per tile&lt;br /&gt;
|-&lt;br /&gt;
| Monastery&lt;br /&gt;
| 1 point + 1 point per surrounding tile&lt;br /&gt;
| 1 point + 1 point per surrounding tile&lt;br /&gt;
|-&lt;br /&gt;
| Fields&lt;br /&gt;
| (Not scored)&lt;br /&gt;
| 3 points for each completed city bordering the field.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
&lt;br /&gt;
===The River===&lt;br /&gt;
This expansion features a river which replaces the starting tile. The river starts from the source to the lake and cannot turn twice in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Inns and Cathedrals===&lt;br /&gt;
This expansion features inns (next to roads) and cathedrals (next to cities). Also, a large meeple of each colour is featured.&lt;br /&gt;
* Inns: If a road is completed with one or more inns, each tile scores 2 points instead of 1. However, an incompleted road with inns in the end does not score any points.&lt;br /&gt;
* Cathedrals: If a city is completed with one or more cathedrals. each tile and coat of arms scores 3 points instead of 2. However, an incompleted city with cathedrals in the end does not score any points.&lt;br /&gt;
* Large meeple: A large meeple is worth 2 meeples instead of 1.&lt;br /&gt;
&lt;br /&gt;
===Traders and Builders===&lt;br /&gt;
This expansion features goods tokens, builders and pigs.&lt;br /&gt;
* Goods tokens: The person who finishes a city with goods collects the goods in the city. The goods are wine(9), grain(6) and cloth(5). At the end of the game, the player with the most goods token of a type scores 10 points. If multiple players tie, all get the full points.&lt;br /&gt;
* Builder: Each player has a builder. It can be placed on a road or city with at least one of your meeples. If you continue the feature with your builder on it, you get a double turn.&lt;br /&gt;
* Pig: Each player has a pig. It can be placed on a field with your farmer. The pig scores 1 point for each completed city in the field.&lt;br /&gt;
&lt;br /&gt;
===The Princess and the Dragon===&lt;br /&gt;
This expansion features the dragon, the fairy and the magic portal.&lt;br /&gt;
* The volcano: The dragon appears on it. After the dragon appears, dragon tiles can be placed. No meeples can be placed on a volcano tile.&lt;br /&gt;
* Dragon tiles: Each player take turns to move the dragon until the dragon moves 6 spaces or is unable to move. All figures on the spaces it visits returns to their owners without scoring.&lt;br /&gt;
* The princess: Instead of placing a meeple, you can return a meeple in the city to their owner.&lt;br /&gt;
* The magic portal: You can place a meeple on any previous placed tile instead on the tile you placed.&lt;br /&gt;
* The fairy: It belongs to nobody. Instead of placing a meeple, you can move the fairy to one of your existing meeples. If the fairy is on one of your meeples at the start of your turn, you score 1 point. All figures on it are protected from the dragon. If a feature is scored while one of your meeples on it has the fairy, you score 3 points, even if you are not winning the feature.&lt;br /&gt;
&lt;br /&gt;
===Strategic Variant===&lt;br /&gt;
Each player has 3 tiles at the start. On each turn, a tile is drawn and added to the player&#039;s hand. They choose which one to place each time.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=16895</id>
		<title>Gamehelpboomeranglm</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=16895"/>
		<updated>2023-05-12T11:13:50Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
Players are hunters trying to gather the largest number of animals. For each specific animal, the player(s) with the most cards of this animal earn as many points as they have cards of that type while the other get nothing for this animal. The game is played in rounds and ends after the deck is empty. During rounds, each player secretly chooses a hunting ground, then spends their boomerangs to determine which player is going to hunt first. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Begin of the round ==&lt;br /&gt;
&lt;br /&gt;
Animals cards, which feature 1 animal and 2 hunting grounds, are added to &#039;&#039;the river&#039;&#039; until either all land types are featured or the deck runs out. If some animal haven&#039;t been hunted at the end of a round, these remain in the river for the next round. If the deck runs out, a last round is played with the cards in the river. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hunting ground selection ==&lt;br /&gt;
&lt;br /&gt;
Each player secretly chooses a land token and places it face down in front of them. This allows players to hunt animals whose cards feature this land. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The hunt ==&lt;br /&gt;
&lt;br /&gt;
In turn order, each player can either:&lt;br /&gt;
* throw a boomerang and puts one of their boomerang token into the pot &amp;lt;br&amp;gt; &lt;br /&gt;
* pass and get all the boomerangs tokens from the pot. They then place their land token face down on top of the stack. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The last player to pass will be first to play next round. &amp;lt;br&amp;gt; &lt;br /&gt;
When the second to last player has passed, it’s time to capture the animals. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== The capture ==&lt;br /&gt;
&lt;br /&gt;
The last player in the hunting phase reveals is land token. They then adds to their tableau all the cards from &#039;&#039;the river&#039;&#039; featuring the land indicated by the token. &amp;lt;br&amp;gt;&lt;br /&gt;
Then, the owner of the land token at the top of the stack (the second to last in the hunting phase) reveals their token and takes the corresponding cards from the river. &amp;lt;br&amp;gt;&lt;br /&gt;
Repeat until the stack is empty. &amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that players at the bottom of the stack get no card at all. &amp;lt;br&amp;gt;&lt;br /&gt;
If the deck is empty, the game is over; proceed to scoring. Otherwise start a new round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
The game ends when there is no deck to build a river at the start of a round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player has the most cards featuring a given animal, they score the number of cards they have featuring that animal. If multiple players tied, they both score. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each player scores one point for each group of 6 boomerangs they still hold. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player with most boomerangs wins ties.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbiyi&amp;diff=16894</id>
		<title>Gamehelpbiyi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbiyi&amp;diff=16894"/>
		<updated>2023-05-12T11:12:50Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Biyi&lt;br /&gt;
&lt;br /&gt;
This wiki will try to explain the rules of Biyi without using some of the unique terminology which is specific to the game. R.&lt;br /&gt;
&lt;br /&gt;
A game turn consists of a movement phase and a jump phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Movement phase:==&lt;br /&gt;
&lt;br /&gt;
In almost all circumstances, a player&#039;s pieces normally move horizontally, or forward. Occasionally, as part of a stack, a player&#039;s pieces can also move backwards.&lt;br /&gt;
&lt;br /&gt;
1. Moving Up (Climb)&lt;br /&gt;
&lt;br /&gt;
A player may move up the top piece in a stack, or a single one of their pieces forward or horizontally on top of another one of their pieces, if they are at the same level and orthogonally adjacent.&lt;br /&gt;
&lt;br /&gt;
2. Moving Down (Descend)&lt;br /&gt;
&lt;br /&gt;
A player can move a piece forward or horizontally down from the top of a stack into an orthogonally adjacent space, whether they move on top of one of their own pieces, one of their opponents pieces, or onto the board.&lt;br /&gt;
&lt;br /&gt;
3. Sliding&lt;br /&gt;
&lt;br /&gt;
A player may slide a single piece forward or horizontally on the board into an orthogonally adjacent space, if that space is unoccupied.&lt;br /&gt;
&lt;br /&gt;
The top piece of a stack controls its movement, while the bottom piece of the stack determines the direction in which the stack may slide.&lt;br /&gt;
A stack may always slide into an adjacent space, if it is at a lower level. A player may slide a stack forward, if the top and bottom pieces belong to the same player. A player may slide a stack backwards, if the top piece belongs to the player, and the bottom piece belongs to their opponent. Any pieces in between the top and bottom slide along with the stack. The only time that a player&#039;s pieces may move backwards is as part of a stack.&lt;br /&gt;
If a stack slides onto another piece, or stack of pieces, only those pieces in the first stack above the level of the pieces in the second stack slide. In this case, the bottom most piece of the group of sliding pieces controls the direction of movement.&lt;br /&gt;
&lt;br /&gt;
For example, if only the top piece from a stack slides, then it cannot be moved backwards. If a stack of five pieces moves onto a stack of two pieces, only the top three pieces will slide, and the color of the third piece will determine whether the stack can slide forwards or backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adjacent Uniform Stacks (Dragons):&lt;br /&gt;
&lt;br /&gt;
If at the beginning of a player&#039;s turn, they have two or more stacks of three or more of their own pieces which are orthogonally adjacent to each other, they lose the game, if that same condition exists at the end of their turn. It is, however, legal to have mixed stacks of pieces adjacent to or separating uniform stacks of 3 pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jump Phase:==&lt;br /&gt;
&lt;br /&gt;
The jump phase is the second part of a players turn. If after making a legal movement the resulting stack has more than three of a player&#039;s pieces, then they must jump. The player must move the top piece in the stack to an orthogonally adjacent space without moving backwards. When jumping, the top piece can be moved on top of a flock of any number of levels. If after jumping, the resulting flock also has more than four of the players pieces, the player must jump again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The River:&lt;br /&gt;
&lt;br /&gt;
A stack or a piece located in the river must always be connected (adjacent) to another stack or piece located outside of the river, or to a piece in the river which is. This chain may not be broken, if it would leave a piece orphaned in the river. However, pieces may be moved to other locations that maintain the chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverse Moves:&lt;br /&gt;
&lt;br /&gt;
A player cannot make a move which leaves pieces in the exact same position in which they were in on the previous move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supplementary Rules:&lt;br /&gt;
&lt;br /&gt;
No pieces may be moved on to one&#039;s own bird token.&lt;br /&gt;
&lt;br /&gt;
If a player ends two consecutive turns with two or more orthogonally adjacent uniform stacks of three or more of their pieces, they lose the game.&lt;br /&gt;
&lt;br /&gt;
The game is declared a draw, if the board&#039;s pieces repeat themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game End:==&lt;br /&gt;
&lt;br /&gt;
A player wins the game, if they are able to move onto the opponent&#039;s bird without having any of their own adjacent uniform stacks.&lt;br /&gt;
&lt;br /&gt;
A player loses, if they have no legal moves.&lt;br /&gt;
&lt;br /&gt;
The game ends in a draw, if all of the pieces are in the exact same position as they were at the end of the previous turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position Cards:&lt;br /&gt;
&lt;br /&gt;
Position cards change the starting arrangement of the board. Use one card for players to have a symmetrical board. Use two cards for each player to have unique starting positions.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=16893</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=16893"/>
		<updated>2023-05-12T10:47:48Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
*1) Discard all cards from the previous round.&lt;br /&gt;
*2) Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
*3) Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
*4) The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
*5) The initiator announces how many of their cards will remain for the skirmish.&lt;br /&gt;
*6) Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
*7) Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
*8) The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
*9) The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in their discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, dig may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from their deck, adding them to their hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from their deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that they cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HQ expansion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===Module #1 – Medics, Tools, and Gangs===&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
*8 Junkyard cards&lt;br /&gt;
**4 Rifle (+2 hunting and fighting)&lt;br /&gt;
**4 Toolkit &lt;br /&gt;
*2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
**The Pharmers - Highest total med value. Ties are broken by most Medics.&lt;br /&gt;
&lt;br /&gt;
===Module #2 – Engineers and Buildings===&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Engineer mercenaries&lt;br /&gt;
*12 buildings (3 each of bunkers, armories, pharmacies, hydroponic gardens)&lt;br /&gt;
*1 Gang - goes to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Masons - Most completed and enabled buildings cards. Ties are broken by most Engineers.&lt;br /&gt;
&lt;br /&gt;
Engineers can dig in the engineering schematics pile (12 building cards as above). The process of constructing a building is as follows:&lt;br /&gt;
#Play an engineer card&lt;br /&gt;
#Use the engineer’s dig (combined with any modifiers) to draw cards from the engineering schematics pile equal to the dig value&lt;br /&gt;
#Select a maximum of 1 card to build and return the others to the bottom of the engineering schematics pile&lt;br /&gt;
#Place the new building card face-up in your play area&lt;br /&gt;
#Draw cards from the player’s deck equal to the building’s build time and place those facedown on top of the new building&lt;br /&gt;
#Discard the engineer card&lt;br /&gt;
#At the start of the player’s next round, remove 1 card from each building that is under construction&lt;br /&gt;
#Starting with the round following the initial building placement, additional tribe members (and toolkits) may be played from the player’s hand to accelerate construction on one or more buildings. Each tribe member played can remove 1 card from a building that is under construction. If wielding a toolkit, then 2 additional cards may be removed. Tribe members that work on construction projects may not take any other actions that round and are immediately discarded.&lt;br /&gt;
#Once a building has zero cards stacked on it, it is complete and immediately goes into effect.&lt;br /&gt;
&lt;br /&gt;
===Module #3 – Tribal Leaders===&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*10 Tribal Leaders&lt;br /&gt;
Each player selects one of two leaders at the start of the game. Each leader grants a unique power.&lt;br /&gt;
&lt;br /&gt;
===Module #4 – Dirty Deeds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Saboteur Ability&#039;&#039;&#039;&lt;br /&gt;
A saboteur may attack a building that is completed and disable it, rendering it unusable (flip the building’s card over to reveal its back, indicating that the building is disabled). If a building is disabled, its abilities cannot be used and cards cannot be added or removed from the building. To repair the building, a tribe member card must be played from the player’s hand to work on the building and then immediately discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Sniper Ability&#039;&#039;&#039;&lt;br /&gt;
A sniper team may attack a tribal leader, wounding him (turn the leader’s card over to indicate the tribal leader is injured). This removes the leader’s advantage until a med is applied to the leader to heal him.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Recon expansion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===Module 1 – Spy Hunter===&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*4 binoculars to junkyard&lt;br /&gt;
*8(?) Spies to the mercenaries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon Action&#039;&#039;&#039; - Enables you to peek at cards and gain essential information. Recon rules:&lt;br /&gt;
*Only you may see cards as a result of your recon action. You may not share this information with any other player.&lt;br /&gt;
*Cards are returned in their original order.&lt;br /&gt;
*It may be possible for your recon action to be interrupted through a cancel action or as a result of a snipe attack.&lt;br /&gt;
&lt;br /&gt;
===Module 2 – Liars and Thieves===&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*assassin, provocateur, rogue, and guard mercenaries (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;assassin&#039;&#039;&#039; Like the sniper team, this mercenary has the ability to snipe an opponent’s tribe members during resource gathering or the skirmish. Unlike the sniper team, the assassin is restricted to only attacking single-unit tribe members (cards that represent only 1 tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;provocateur&#039;&#039;&#039; Special - Grants a special means of fighting through intimidation. During your turn of the skirmish resolution phase, you may announce an intent to use the number of tribe members you brought to the skirmish as your fight score. Count the total size of your force (tribe members you brought, even if they are not fighters) ignoring any tools or other combat modifiers, but including leader and building abilities that increase the size of your force. Use the total force size as your fight score. If your provocateur gets sniped, your fight score reverts back to its natural score. The Gangster leader ability does not count toward the provocateur ability. A player in later turn order can snipe a provocateur in earlier turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;rogue&#039;&#039;&#039; Grants a special skirmish win condition. If a skirmish ends with a tie for highest fight score, the first player in turn order with a rogue in the skirmish automatically wins the contested resource. Only a tie for highest fight score is considered, not the number of tribe members. The rogue ability constitutes a higher order of precedence than the number of tribe members brought to the skirmish. It is not necessary that the player using the rogue be involved in the tie. Any two players with identical fight scores trigger the potential for a rogue win condition for ANY player in the skirmish. At this point, the number of tribe members in the skirmish is not relevant. The rogue’s ability to steal the CR is passive. You do not need to give up the rogue’s fight in order to steal the CR. Your rogue can be targeted by a snipe action. Only the first rogue action can be successful per round (resolved in turn order). Multiple players cannot successfully use this action. A player in lower turn order can snipe a rogue in higher turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;guard&#039;&#039;&#039; An inexpensive fighter, similar to a brawler. Can be used to cancel any action outside of the skirmish which targets your card(s). Examples include spying, sniping or disarming while you gather resources, attacks against your buildings, and etc. If you do use the guard for his cancel ability, discard him and draw a new card from the top of your deck.&lt;br /&gt;
&lt;br /&gt;
===Module 3 – Expanding the Ranks===&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*courier, drill sergeant, scrappers, and tinker (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
===Module 4 – Randomized Contested Resources===&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*14 contested resources (cargo sled, combat medic, demolition team, tear gas, tribal hunters)&lt;br /&gt;
&lt;br /&gt;
The new contested resources are shuffled with the 14 base game contested resources and 14 are drawn for this game.&lt;br /&gt;
&lt;br /&gt;
===Module 5 – The Kitchen Sink===&lt;br /&gt;
&lt;br /&gt;
Adds&lt;br /&gt;
*Humanitarians gang&lt;br /&gt;
*Map&lt;br /&gt;
*2 Leaders (Swindler and Yardmaster)&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmeadow&amp;diff=11624</id>
		<title>Gamehelpmeadow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmeadow&amp;diff=11624"/>
		<updated>2022-01-20T16:19:45Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play meadow, see &amp;lt;b&amp;gt;[[Tips_meadow]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
# Each player owns 2 stone colours. To start, Player 1 places one stone of either of their colours on any empty space.&lt;br /&gt;
# From then on, starting with Player 2, the players take turns. On your turn, you must place 1 or 2 stones on any empty spaces.&lt;br /&gt;
#* If you place 2 stones, they must be different colours.&lt;br /&gt;
# After you place your stone(s), capture all smothered enemy groups, and then capture all overgrown enemy groups.&lt;br /&gt;
# The first player to have captured X enemy stones wins.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
==== Group ====&lt;br /&gt;
&lt;br /&gt;
* A group is an entire group of connected stones on the board of the same colour.&lt;br /&gt;
* A single stone (unconnected to others of the same colour) is also a group.&lt;br /&gt;
&lt;br /&gt;
==== Overgrown ====&lt;br /&gt;
&lt;br /&gt;
* A group is overgrown when it has more than 5 stones in it.&lt;br /&gt;
&lt;br /&gt;
==== Smothered ====&lt;br /&gt;
&lt;br /&gt;
* A group is smothered when there are no empty spaces adjacent to any of its stones.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=11623</id>
		<title>Gamehelptaluva</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=11623"/>
		<updated>2022-01-20T16:18:22Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== System Compatibility ==&lt;br /&gt;
This game requires 3D mode. It requires [https://get.webgl.org/ WebGL]. (Unlike Santorini, the game doesn&#039;t bother to check. If you try to run it on a device without WebGL, you&#039;re just trapped at the mercy of the other players to abandon.) [https://www.google.com/chrome/ Google Chrome] is the recommended browser for best performance and highest image quality. It is &#039;&#039;&#039;not recommended&#039;&#039;&#039; to play on smartphones or tablets.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
In Taluva, players build temples, towers, and huts to settle a volcanic island emerging from the South Pacific.&lt;br /&gt;
&lt;br /&gt;
* The game ends in an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;early victory&amp;lt;/span&amp;gt;&#039;&#039;&#039; if a player builds &#039;&#039;&#039;all buildings of two types&#039;&#039;&#039;.&lt;br /&gt;
* Otherwise, the game ends when no tiles remain and the winner is the player who built the most &#039;&#039;&#039;temples&#039;&#039;&#039; (in case of a tie, the most &#039;&#039;&#039;towers&#039;&#039;&#039; and then the most &#039;&#039;&#039;huts&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 temples, 2 towers, and 20 huts.&lt;br /&gt;
&lt;br /&gt;
12 tiles per player are shuffled to form a draw pile. Each tile is composed of 3 hexagon spaces: A volcano and two other terrain types (from most common to least: jungle, clearing, sand, rock, lake).&lt;br /&gt;
&lt;br /&gt;
== Place A Tile ==&lt;br /&gt;
&lt;br /&gt;
Begin your turn by drawing and placing a tile. Click the space on the board where you want to place the volcano. Choose from one of two options:&lt;br /&gt;
&lt;br /&gt;
=== Expand the landscape ===&lt;br /&gt;
Place your tile on the edge of the island adjacent to any existing tile.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic eruption ===&lt;br /&gt;
Place your tile on top of two existing tiles so the volcano covers another volcano. Your tile must have a different rotation than the tile below and cannot overhang the ocean. You may destroy huts as long as you do not destroy an entire settlement (see below). Destroyed huts remain out of play.&lt;br /&gt;
&lt;br /&gt;
== Build Buildings ==&lt;br /&gt;
&lt;br /&gt;
End your turn by building one or more buildings on empty space(s) of any terrain type except volcano. A chain of your adjacent buildings forms a &#039;&#039;settlement&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Choose from one of four options:&lt;br /&gt;
&lt;br /&gt;
=== New settlement ===&lt;br /&gt;
&lt;br /&gt;
* Begin a new settlement by placing a &#039;&#039;&#039;hut&#039;&#039;&#039; on a first-level space not adjacent to any of your existing settlements.&lt;br /&gt;
&lt;br /&gt;
=== Expand settlement ===&lt;br /&gt;
&lt;br /&gt;
* Expand an existing settlement by choosing a terrain type. On all adjacent spaces of that type, build &#039;&#039;&#039;huts&#039;&#039;&#039; equal to the height (one hut on first-level spaces, two huts on second-level spaces, etc.). You must have enough huts to build on all eligible spaces. In the example below, the red player can build 2 huts on lakes (one on each) or 1 hut on sand (but cannot build only 1 hut on lake).&lt;br /&gt;
[[File:Taluva-expand.png]]&lt;br /&gt;
&lt;br /&gt;
=== Temple ===&lt;br /&gt;
&lt;br /&gt;
* Build a &#039;&#039;&#039;temple&#039;&#039;&#039; adjacent to one of your existing settlements occupying 3 or more spaces that does not already contain a temple. In the previous example, the red player could build a temple on sand if they built huts on both lakes in a prior turn. Note that it is the number of &#039;&#039;spaces&#039;&#039;, not buildings, that determines whether a temple can be built in the settlement.&lt;br /&gt;
&lt;br /&gt;
=== Tower ===&lt;br /&gt;
* Build a &#039;&#039;&#039;tower&#039;&#039;&#039; on a third-level space (or higher) adjacent to one of your existing settlements that does not already contain a tower.&lt;br /&gt;
&lt;br /&gt;
You are allowed to build in such a way that two of your settlements join together, such that there are two temples or two towers in the same settlement, for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware! If you cannot build, you will be eliminated from the game.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkqj&amp;diff=11622</id>
		<title>Gamehelpkqj</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkqj&amp;diff=11622"/>
		<updated>2022-01-20T16:17:52Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== How KQJ was born ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;KQJ&amp;quot; refers to 3 cards: King, Queen and Jack. &lt;br /&gt;
&lt;br /&gt;
Adapted from the french card games called &amp;quot;Belote&amp;quot; and &amp;quot;Coinche&amp;quot;, this card game was born from the desire to play up to 6 people, other tricks games often limited to 4. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;KQJ&#039;&#039;&#039; can be played:&lt;br /&gt;
&lt;br /&gt;
- by 6 players, with 2 or 3 teams, or by 5, 4 or 3 players,&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Random Partners&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;All-Trumps/No-Trump&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Combinations&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Auctions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Beyond the number of players, it is possible to combine all variants according to your preferences.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, the &#039;&#039;&#039;KQJ&#039;&#039;&#039; can be played currently:&lt;br /&gt;
&lt;br /&gt;
- by 6 players, with 2 or 3 teams,&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Random Partners&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- With &amp;quot;All-Trumps/No-Trump&amp;quot; only,&lt;br /&gt;
&lt;br /&gt;
- Without &amp;quot;Combinations&amp;quot; only,&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Auctions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you need explanations, if you want to develop the missing variants, if you want to buy the game, or anything else, you can contact us directly by email: &#039;&#039;&#039;[mailto:kaquji@gmail.com kaquji@gmail.com]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== The KQJ Rules on Board Game Arena ==&lt;br /&gt;
&lt;br /&gt;
The rules that follow are for 6 players with 2 teams, without random partners and without auctions.&lt;br /&gt;
&lt;br /&gt;
The rules of the other playable variants on &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039; are described in the Variants.&lt;br /&gt;
&lt;br /&gt;
=== Principles ===&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;&#039;KQJ&#039;&#039;&#039; is a game of tricks in several rounds.&lt;br /&gt;
&lt;br /&gt;
- A Round is the deal of cards to each player and all tricks up to the exhaustion of the cards.&lt;br /&gt;
&lt;br /&gt;
- A Trick is a batch of cards made of one card from each player, it is won by the one who plays the &amp;quot;Master&amp;quot; card.&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;Master&amp;quot; card of a trick is the highest card of the requested series or the highest Trump card if any.&lt;br /&gt;
&lt;br /&gt;
- Each card of the trick has a value: added to the others, it allows to determine the winner of the Round.&lt;br /&gt;
&lt;br /&gt;
Before the start of the game, players must agree on certain points of the rules. For example, they can choose the variants to play or the endgame conditions.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the Game’s Goal ===&lt;br /&gt;
----&lt;br /&gt;
The team that exceeds the score to achieve wins: 500 pts or 1000 pts or 2000 pts!&lt;br /&gt;
&lt;br /&gt;
=== Game preparation ===&lt;br /&gt;
----&lt;br /&gt;
When launching the game, players place around the table randomly.&lt;br /&gt;
&lt;br /&gt;
2 teams are formed. Everyone is placed between two players of the other team. The players of the same team are &amp;quot;partners&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You always play clockwise.&lt;br /&gt;
&lt;br /&gt;
=== Beginning of a Round ===&lt;br /&gt;
----&lt;br /&gt;
On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, a &amp;quot;Dealer&amp;quot; token is used.&lt;br /&gt;
&lt;br /&gt;
Whoever arbitrarily received the token &amp;quot;Dealer&amp;quot; at the making of the teams is the first Dealer.&lt;br /&gt;
&lt;br /&gt;
Their left is the Opener.&lt;br /&gt;
&lt;br /&gt;
==== Deal Beginning ====&lt;br /&gt;
&lt;br /&gt;
The cards are mixed.&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 5 cards and can watch them in their hand.&lt;br /&gt;
&lt;br /&gt;
Then another card is dealed and revealed in the middle of the table: the Return.&lt;br /&gt;
&lt;br /&gt;
==== The Contract ====&lt;br /&gt;
&lt;br /&gt;
Each team must make more points than the opposing team.&lt;br /&gt;
&lt;br /&gt;
Each player can &amp;quot;take&amp;quot; when their turn comes: choose the Trump according to their cards in hand!&lt;br /&gt;
&lt;br /&gt;
During the first lap each player can, starting with the Opener:&lt;br /&gt;
&lt;br /&gt;
- Say &amp;quot;Pass&amp;quot; and defer to the next player,&lt;br /&gt;
&lt;br /&gt;
- Or Take &#039;&#039;&#039;choosing the suit of the Return&#039;&#039;&#039; as the Trump. For example, &amp;quot;Spade&amp;quot; if the Return is a spade.&lt;br /&gt;
&lt;br /&gt;
If all players have passed, then there is a 2nd lap and each player can:&lt;br /&gt;
&lt;br /&gt;
- Say &amp;quot;Pass&amp;quot; again,&lt;br /&gt;
&lt;br /&gt;
- Or Take &#039;&#039;&#039;choosing Trump in the suit of their choice (even the suit of the Return)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;KQJ&#039;&#039;&#039; is played on &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039; with All-Trumps/No-Trump.&lt;br /&gt;
&lt;br /&gt;
Normally the Trump is one of the 4 suits.&lt;br /&gt;
&lt;br /&gt;
Here each player can also decide that:&lt;br /&gt;
&lt;br /&gt;
- All suits are Trumps: &amp;quot;ALL-TRUMPS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
- No suit is Trump: &amp;quot;NO-TRUMP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If everyone passes 2 times, the round is closed. The Opener becomes the Dealer...&lt;br /&gt;
&lt;br /&gt;
On the other hand, if a player Takes, they becomes the Sender, their team becomes the contracting team, the other team becomes the defending team.&lt;br /&gt;
&lt;br /&gt;
==== Deal Ending ====&lt;br /&gt;
&lt;br /&gt;
Once a player Takes, they collect the Return in their hand.&lt;br /&gt;
&lt;br /&gt;
Then each player receives 3 cards, except the Sender who only receives 2 cards (they took the Return).&lt;br /&gt;
&lt;br /&gt;
At the end of the Deal, each player has 8 cards in their hand.&lt;br /&gt;
&lt;br /&gt;
=== Making the Tricks ===&lt;br /&gt;
----&lt;br /&gt;
==== Rules and Principles ====&lt;br /&gt;
&lt;br /&gt;
The Opener starts the 1rst Trick and puts at the center of the table a card from their hand face up. Then, when their turn comes, each player must play one card face up.&lt;br /&gt;
&lt;br /&gt;
The one who starts may play any card from their hand, the suit of this card is the &amp;quot;requested&amp;quot; suit.&lt;br /&gt;
&lt;br /&gt;
The other players follow the rules below:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;When you have the requested suit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- You must &#039;&#039;&#039;play a card of the suit&#039;&#039;&#039; and if the Trump is requested, if possible, you must &#039;&#039;&#039;play a Trump card that beats all previous ones&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;When you don&#039;t have the requested suit and one of your partners is &amp;quot;Master&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- You can &#039;&#039;&#039;play any card of your choice&#039;&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
--- Or, in order to become &amp;quot;Master&amp;quot;, you can &#039;&#039;&#039;Trump&#039;&#039;&#039; (play a Trump card) or &#039;&#039;&#039;Over-trump&#039;&#039;&#039; if someone has already played a Trump card.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;When you don&#039;t have the required series and the opposing team is &amp;quot;Master&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- If you can become &amp;quot;Master&amp;quot; you must &#039;&#039;&#039;Trump&#039;&#039;&#039; or &#039;&#039;&#039;Over-trump&#039;&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
--- If you can&#039;t become &amp;quot;Master&amp;quot;, you can &#039;&#039;&#039;play any card of your choice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 principles to determine the &amp;quot;Master&amp;quot; card&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- The Trump prevails against normal suits.&lt;br /&gt;
&lt;br /&gt;
- Among the suits of the same rank, the requested suit wins.&lt;br /&gt;
&lt;br /&gt;
- In the same suit, the card of higher rank wins.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable alternance centre&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot;&lt;br /&gt;
 |+ Normal suits&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; width=16% | &amp;lt;center&amp;gt;Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | A&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | H&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | K&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | Q&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | J&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; | &amp;lt;center&amp;gt;Value&amp;lt;/center&amp;gt;&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 12 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 10 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 1 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable alternance centre&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot;&lt;br /&gt;
 |+ The Trump&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; width=16% | &amp;lt;center&amp;gt;Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | A&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | H&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | K&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | Q&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | J&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; | &amp;lt;center&amp;gt;Value&amp;lt;/center&amp;gt;&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 27 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 22 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 14 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 12 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 10 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The sum of the points is (3 x 44 pts) + 104 pts = 236 pts.&lt;br /&gt;
&lt;br /&gt;
When the round is played &#039;&#039;&#039;with &amp;quot;All-Trumps&amp;quot; or &amp;quot;No-Trump&amp;quot; all suits have the same ranking &#039;&#039;&#039; and the cards values are changed.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable alternance centre&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot;&lt;br /&gt;
 |+ NO-TRUMP (4 suits)&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; width=16% | &amp;lt;center&amp;gt;Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | A&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | H&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | K&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | Q&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | J&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; | &amp;lt;center&amp;gt;Value&amp;lt;/center&amp;gt;&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 20 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 17 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 1 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable alternance centre&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot;&lt;br /&gt;
 |+ ALL-TRUMPS (4 suits)&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; width=16% | &amp;lt;center&amp;gt;Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | A&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | H&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | K&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | Q&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | J&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; | &amp;lt;center&amp;gt;Value&amp;lt;/center&amp;gt;&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 17 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 14 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 1 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;All-Trumps&amp;quot; or &amp;quot;No-Trump&amp;quot;, the sum of the points is 4 x 59 pts = 236 pts.&lt;br /&gt;
&lt;br /&gt;
When a Trick is finished, the one who played the &amp;quot;Master&amp;quot; card wins, puts the trick with hidden face in front of them and begins the next trick.&lt;br /&gt;
&lt;br /&gt;
When the players have no cards left, it is &#039;&#039;&#039;the end of the round&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
==== Tricks Examples ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alicia&#039;&#039;&#039;, &#039;&#039;&#039;Cindy&#039;&#039;&#039; and &#039;&#039;&#039;Elena&#039;&#039;&#039; play against &#039;&#039;&#039;Billy&#039;&#039;&#039;, &#039;&#039;&#039;Dylan&#039;&#039;&#039; and &#039;&#039;&#039;Frank&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frank&#039;&#039;&#039; deals. &#039;&#039;&#039;Billy&#039;&#039;&#039; takes with Heart as Trump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alicia&#039;&#039;&#039; opens with her Ace of Club.&lt;br /&gt;
&lt;br /&gt;
In the same suit, &#039;&#039;&#039;Billy&#039;&#039;&#039; has the 4 of Club. He has to play it.&lt;br /&gt;
&lt;br /&gt;
Each player has to follow the requested suit: &#039;&#039;&#039;Alicia&#039;&#039;&#039; wins the 1st trick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alicia&#039;&#039;&#039; begins the 2nd trick with her 10 of Club.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Billy&#039;&#039;&#039; has no Club left, he trumps: 6 of Heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cindy&#039;&#039;&#039; must trump. She over-trumps: Hero of Heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dylan&#039;&#039;&#039; should trump too. But he has the 5 of Heart, so he cannot play a Trump card that beats the Hero of &#039;&#039;&#039;Cindy&#039;&#039;&#039;. He plays any card of his choice: 4 of Spade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elena&#039;&#039;&#039; has no more Club card, she could over-trump with her 7 of Heart, but her partner &#039;&#039;&#039;Cindy&#039;&#039;&#039; is the Master. She plays any card of her choice: 10 of Spade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frank&#039;&#039;&#039; has the Hero of Club, he must play a card of the requested suit.&lt;br /&gt;
&lt;br /&gt;
So &#039;&#039;&#039;Cindy&#039;&#039;&#039; wins the 2nd Trick with the Hero of Heart.&lt;br /&gt;
&lt;br /&gt;
She begins the 3rd Trick.&lt;br /&gt;
&lt;br /&gt;
=== Bonuses ===&lt;br /&gt;
----&lt;br /&gt;
A Bonus is an event, announced or not, which corresponds to a number of points that a team will add to its tricks points: &#039;&#039;&#039;The Bonuses help to fulfill the Contract&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The Ten additional&#039;&#039;&#039;: 10 pts which are &#039;&#039;&#039;always&#039;&#039;&#039; awarded to the team that wins the last trick.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The Capot&#039;&#039;&#039;: 154 pts awarded to a team which wins all the tricks.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The KQ&#039;&#039;&#039;: 20 pts for the team of the player who has announced &amp;quot;KQ&amp;quot; during the round. The bonus is confirmed if:&lt;br /&gt;
&lt;br /&gt;
--- A player had the Trump cards King (K) and Queen (Q) in their hand,&lt;br /&gt;
&lt;br /&gt;
--- These cards have been played in this order: the King then the Queen,&lt;br /&gt;
&lt;br /&gt;
--- This player has said &amp;quot;K&amp;quot; playing the King and &amp;quot;KQ&amp;quot; playing the Queen.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The KQJ&#039;&#039;&#039;: 50 pts for the team of the player who has announced &amp;quot;KQJ&amp;quot; during the round. The bonus is validated if:&lt;br /&gt;
&lt;br /&gt;
--- A player had the 3 Trump cards King (K), Queen (Q) and Jack (J) in their hand,&lt;br /&gt;
&lt;br /&gt;
--- These cards have been played in this order: the King then the Queen then the Jack,&lt;br /&gt;
&lt;br /&gt;
--- This player has said &amp;quot;K&amp;quot; playing the King, &amp;quot;KQ&amp;quot; playing the Queen and finally &amp;quot;KQJ&amp;quot; playing the Jack.&lt;br /&gt;
&lt;br /&gt;
KQ provides no point when there is a KQJ.&lt;br /&gt;
&lt;br /&gt;
When the round is played with &amp;quot;All-Trumps,&amp;quot; there are 4 available KQ or KQJ.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, the &amp;quot;K&amp;quot;, &amp;quot;KQ&amp;quot; and &amp;quot;KQJ&amp;quot; announcements are done automatically.&lt;br /&gt;
&lt;br /&gt;
=== End of a Round ===&lt;br /&gt;
----&lt;br /&gt;
==== Counting Points ====&lt;br /&gt;
&lt;br /&gt;
When the last trick is picked up, the values of the cards in the tricks of each team are counted.&lt;br /&gt;
&lt;br /&gt;
Then bonuses are added to the scores of the teams who have won some. At least, one of the teams wins the Ten additional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The team with the highest points at that time, fulfills the contract and wins the round!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Scoring ====&lt;br /&gt;
&lt;br /&gt;
Only the team that fulfills the contract scores its points rounded to the nearest ten:&lt;br /&gt;
&lt;br /&gt;
- The totals which end between 1 and 4 are rounded to the under nearest ten (154 becomes 150).&lt;br /&gt;
&lt;br /&gt;
- The totals which end between 5 and 9 are rounded to the upper nearest ten (155 becomes 160).&lt;br /&gt;
&lt;br /&gt;
Finally, scores are added to previous scores.&lt;br /&gt;
&lt;br /&gt;
==== New Deal ====&lt;br /&gt;
&lt;br /&gt;
In the next round, Opener (left of the Dealer) becomes the new Dealer.&lt;br /&gt;
&lt;br /&gt;
They collect the &amp;quot;Dealer&amp;quot; token.&lt;br /&gt;
&lt;br /&gt;
=== Gratuities ===&lt;br /&gt;
----&lt;br /&gt;
A gratuity is a number of points that are gained under certain conditions and that are added to scores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gratuities are not taken into account to win the contract.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Litigation ====&lt;br /&gt;
&lt;br /&gt;
In case of a tie (123 pts, 133 pts if KQ or 148 pts if KQJ), there is Litigation and no team scores.&lt;br /&gt;
&lt;br /&gt;
Litigation generates a &amp;quot;Litigation Gratuity&amp;quot; for the next round with a value which is equal to the rounding of the score (120 pts, 130 pts if KQ or 150 pts if KQJ).&lt;br /&gt;
&lt;br /&gt;
It will be added to the score of the team that will win the next round.&lt;br /&gt;
&lt;br /&gt;
If there is again a Litigation, the first gratuity is lost.&lt;br /&gt;
&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
----&lt;br /&gt;
In general, a game of &#039;&#039;&#039;KQJ&#039;&#039;&#039; is played in 1000 pts.&lt;br /&gt;
&lt;br /&gt;
Once a team reaches or exceeds 1000 pts at the end of a round, the game is over: this team wins!&lt;br /&gt;
&lt;br /&gt;
However, when creating the game on &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, players can choose a different score to reach: 500 points or 2000 pts.&lt;br /&gt;
&lt;br /&gt;
== Variants on Board Game Arena ==&lt;br /&gt;
&lt;br /&gt;
=== 6 players with 3 teams ===&lt;br /&gt;
----&lt;br /&gt;
==== Game Preparation ====&lt;br /&gt;
&lt;br /&gt;
The three teams are now made of two partners.&lt;br /&gt;
&lt;br /&gt;
Partners of the same team are facing each other, with neighbor players from the two other teams.&lt;br /&gt;
&lt;br /&gt;
==== The Contract ====&lt;br /&gt;
&lt;br /&gt;
The team from the Sender must get more points than the best two other teams (defending team).&lt;br /&gt;
&lt;br /&gt;
==== Counting Ponts ====&lt;br /&gt;
&lt;br /&gt;
You have to count the points in the tricks of each of the three teams.&lt;br /&gt;
&lt;br /&gt;
==== The Scoring ====&lt;br /&gt;
&lt;br /&gt;
- If the contractor team has a higher score than the other 2 teams: the Contract is &amp;quot;Successful&amp;quot;, the contractor team scores the rounding of its points.&lt;br /&gt;
&lt;br /&gt;
- If at least one defending team has a higher score than the contractor team: the Contract is &amp;quot;Failed&amp;quot;, each defending team scores the rounding of its own points.&lt;br /&gt;
&lt;br /&gt;
- In case of tie between the contracting team and the best defending team, there is &amp;quot;Litigation&amp;quot; and no team scores (see &amp;quot;&#039;&#039;&#039;Gratuities&#039;&#039;&#039;&amp;quot; section above).&lt;br /&gt;
&lt;br /&gt;
==== Counting Gratuities ====&lt;br /&gt;
&lt;br /&gt;
These special gratuities depend on the teams tricks number and value before bonuses.&lt;br /&gt;
&lt;br /&gt;
- If a team gets 20 points or less with one trick or more, then the 2 other teams get a gratuity of 20 points.&lt;br /&gt;
&lt;br /&gt;
- If one team wins no trick, then the 2 other teams get a gratuity of 60 pts.&lt;br /&gt;
&lt;br /&gt;
=== Random Partners ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;This variant enables new strategies to succeed at the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Game Preparation ====&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;KQJ&#039;&#039;&#039; Game with &amp;quot;Random Partners&amp;quot; is played every player for themselves.&lt;br /&gt;
&lt;br /&gt;
Before starting, each player place is randomly determined and will remain the same for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Beginning of a Round ====&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, the partners are randomly determined.&lt;br /&gt;
&lt;br /&gt;
==== The Scoring ====&lt;br /&gt;
&lt;br /&gt;
Each player scores the points their team has won.&lt;br /&gt;
&lt;br /&gt;
=== Auctions ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;More tension in the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To play with auctions, keep all the specificities related to the chosen variants and to the number of teams.&lt;br /&gt;
&lt;br /&gt;
==== The Deal ====&lt;br /&gt;
&lt;br /&gt;
All the cards are dealt, without the intermediary Return card.&lt;br /&gt;
&lt;br /&gt;
==== The Contract ====&lt;br /&gt;
&lt;br /&gt;
Starting with the Opener and alternatively, each player can:&lt;br /&gt;
&lt;br /&gt;
- Say &amp;quot;Pass&amp;quot; and defer to the next player,&lt;br /&gt;
&lt;br /&gt;
- Or Bid (or Outbid if there was a first bid) by declaring a contract that they agree to do. They announce an &amp;quot;Amount&amp;quot; of points (pack of 10) and the Trump they would choose. They may also announce &amp;quot;Capot&amp;quot; (optional). For example, &amp;quot;150 spade&amp;quot; or &amp;quot;400 Capot diamond&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If no Contract is announced during the first auctions lap, the round is closed.&lt;br /&gt;
&lt;br /&gt;
The first auction equals at least 120 points (except if 6 players with 3 teams: minimum 80 pts).&lt;br /&gt;
&lt;br /&gt;
In case of higher auction, the new announced amount must be greater than the previous one. A player can outbid when their turn returns, even if they have &amp;quot;passed&amp;quot; before.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Capot&amp;quot; is an optional declaration: the player who announces it undertakes to win all the Tricks (with the help of their partners). When &amp;quot;Capot&amp;quot; is announced, Auctions are closed.&lt;br /&gt;
&lt;br /&gt;
If after a player’s auction all other players have passed, this player becomes the Sender and auctions are closed.&lt;br /&gt;
&lt;br /&gt;
When a contract is announced, if an opponent thinks it will not be completed, they can &amp;quot;Counter&amp;quot;. On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039; this player automatically says &amp;quot;Counter&amp;quot; and gets the One-sword token.&lt;br /&gt;
&lt;br /&gt;
In response, if desired, any player of the contracting team can &amp;quot;Overcounter&amp;quot;. On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, this player automatically says &amp;quot;Overcounter&amp;quot; and gets the Two-swords token.&lt;br /&gt;
&lt;br /&gt;
Auctions are closed in case of Counter or Overcounter.&lt;br /&gt;
&lt;br /&gt;
The Sender&#039;s team must fulfill its contract. It must reach at least the announced amount. Futhermore it must win all the tricks if &amp;quot;Capot&amp;quot; has been announced.&lt;br /&gt;
&lt;br /&gt;
==== The Scoring ====&lt;br /&gt;
&lt;br /&gt;
- If the Contract is &amp;quot;Successful&amp;quot;, the contractor team scores the Contract Amount (even if it has reached more points than this amount).&lt;br /&gt;
&lt;br /&gt;
- If the Contract is &amp;quot;Failed&amp;quot;, the defending teams score the Contract Amount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In case of Counter, score is doubled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In case of Overcounter, it is quadrupled.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpginkgopolis&amp;diff=11621</id>
		<title>Gamehelpginkgopolis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpginkgopolis&amp;diff=11621"/>
		<updated>2022-01-20T16:17:05Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Actions:&#039;&#039;&#039; ==&lt;br /&gt;
==== &#039;&#039;1 - Exploit – discard a card from your hand.&#039;&#039; ====&lt;br /&gt;
Urbanization card = take either a resource or a tile from the general supply&lt;br /&gt;
Building card:&lt;br /&gt;
:red card: you get resources&lt;br /&gt;
:blue card: you get tiles&lt;br /&gt;
:yellow card: you get success points&lt;br /&gt;
The number of items you gain is determined by the height of the designated building. For each floor of the building, you get one item: a 1-floor building generates 1 item, a 2-floor building generates 2, etc.&lt;br /&gt;
Earn items from your Exploit Tableau if applicable.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;2- Urbanization - When you play an Urbanization card with a tile, you expand the city by adding a new building on the outskirts.&#039;&#039; ====&lt;br /&gt;
Select a tile in your supply and a Letter card in your hand.&lt;br /&gt;
Place the tile at the corresponding Letter token on the board.&lt;br /&gt;
Place 1 of your resources on the tile to mark you own this level 1 building.&lt;br /&gt;
Move the Urbanization token you just replaced to an orthogonally adjacent empty space.&lt;br /&gt;
You utilize the buildings orthogonally adjacent to the one you just placed. “Utilizing a building” allows you to earn the items as if you had played those buildings’ cards by themselves. &lt;br /&gt;
Earn items from your Urbanizing Tableau if applicable.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;3 – Construction - Playing a Building card with a tile When you play a Building card with a tile, you add a floor by placing the new tile on the building in the city indicated by the card.&#039;&#039; ====&lt;br /&gt;
Return the resources present on the building designated by the card to their owner.&lt;br /&gt;
If the owner of the building is another player, they receive 1 success point per resource returned to them.&lt;br /&gt;
Place the tile you played atop the building designated by the card.&lt;br /&gt;
If the number on the tile you are playing is less than the number on the tile you are covering, you must pay the difference in success points.&lt;br /&gt;
If the color of the tile you’re playing is different than the one you are covering, pay 1 more resource.&lt;br /&gt;
Place 1 resource per level of the new building on the tile. &lt;br /&gt;
Earn items from your Construction Tableau if applicable.&lt;br /&gt;
Keep the played card face-up in your area. This card will give you its bonus for the rest of the game. There are 2 types of bonuses: permanent bonuses (with black arrow), which are activated throughout the game, endgame bonuses (with the “=” icon), which will give you success points in the final scoring.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgeekoutmastersok&amp;diff=11620</id>
		<title>Gamehelpgeekoutmastersok</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgeekoutmastersok&amp;diff=11620"/>
		<updated>2022-01-20T16:16:09Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Geek Out! Masters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Geek Out! Argentina community gathers people with extravagant tastes.&lt;br /&gt;
Represented in the dice of it’s logo you can find various themes like comics, fantasy, videogames, sci-fi and boardgames.&lt;br /&gt;
But there’s a sixth face, the number 42. The answer to the question to the meaning of life; and what a better way to find the meaning of life than through a game that reunites everything we love?&lt;br /&gt;
&lt;br /&gt;
Geek Out! Masters is a fast-paced, dice-rolling, push-your-luck game. Be the one who get’s more 42s and win the game in order to be closer to illumination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay area:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gameplay area is composed by 4 sectors:&lt;br /&gt;
&lt;br /&gt;
1. In the center of the table there will be the active dice.&lt;br /&gt;
&lt;br /&gt;
2. Near the player, apart from the active dice, there’ll be the scoreboard.&lt;br /&gt;
&lt;br /&gt;
3. Inside the box there’ll be the used dice.&lt;br /&gt;
&lt;br /&gt;
4. Inside the box cover there’ll be the inactive dice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparation:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first player is decided randomly, they place the scoreboard near them, rolls 7 dice&lt;br /&gt;
and puts them in the active dice zone. The remaining 3 dice will be placed in the inactive dice&lt;br /&gt;
zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective of the game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players try get points by rolling the most 42 dice faces they can, while avoiding the dangerous dragons and spaceships.&lt;br /&gt;
After 5 rounds, the player with the most points will be declared the winner. In case of a tie, tied players share the victory!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game turn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A game turn starts with 3 dice placed in the inactive dice zone and 7 dice in the active&lt;br /&gt;
dice zone. The active player rolls the 7 active dice and resolves all dice actions available in the order of their choice. It is mandatory to do all the dice actions as long as that’s possible. So the order in which&lt;br /&gt;
actions are resolved is essential.&lt;br /&gt;
When a die action is performed, the die used for the action must be placed in the used dice zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dice Actions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeple:&#039;&#039;&#039; Choose another die in the active dice zone and reroll it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spaceship:&#039;&#039;&#039; Choose another die in the active dice zone and move it to the inactive dice zone.&lt;br /&gt;
If the spaceship is the only available die, the spaceship autodestroys and ends your turn, destroying all scored dice (you score 0 points this turn).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart:&#039;&#039;&#039; Take one die from the inactive dice zone, roll it and add it to the active dice zone (if there are no more dice in the inactive dice zone, this does nothing and the heart is simply moved to the used dice zone).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superhero:&#039;&#039;&#039; Choose another die in the active dice zone and flip it, leaving the opposite face on top (the&lt;br /&gt;
opposite of every face always has the same color but different icon).&lt;br /&gt;
Opposite faces are:&lt;br /&gt;
42-Heart (red faces)&lt;br /&gt;
Meeple-Spaceship (green faces)&lt;br /&gt;
Superhero-Dragon (yellow faces)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42:&#039;&#039;&#039; This dice doesn’t have any action. If they’re the only dice left in the active dice zone&lt;br /&gt;
after making all the others dice action, these are moved to the scored dice zone, where you&#039;ll be able to score them for points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon:&#039;&#039;&#039; This die doesn’t make any action. If you are stuck with one or more dragons in the active dice zone, your turn ends, and the dragon/s eat all your scored dice (you score 0 points this turn).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhausting your Actions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once the active player used all their actions, there are three posible scenarios:&lt;br /&gt;
&lt;br /&gt;
- If there is a Spaceship, or one or more Dragons in the active dice zone, the turn ends&lt;br /&gt;
immediately and the active player scores 0 points. The next player’s turn starts.&lt;br /&gt;
&lt;br /&gt;
- If there are only dice with the 42 face in the active dice zone, these dice are moved to the scored dice zone. Then the player must choose to continue with their turn (risking loosing the point achieved in the active turn) or pass and take note of their score.&lt;br /&gt;
&lt;br /&gt;
- If there aren’t any more dice in the active dice zone, the player must choose to continue with&lt;br /&gt;
their turn (risking loosing the point achieved in the active turn) or pass and take note of their score.&lt;br /&gt;
&lt;br /&gt;
If they decide to continue with their turn, the player must take all dice in the used dice zone and roll them.&lt;br /&gt;
This continues until the player decides to end their turn or is forced to end the turn.&lt;br /&gt;
If they decide to pass, the points earned with the 42 face are scored. This points are now safe and cannot be taken away.&lt;br /&gt;
A player must pass their turn if the used dice zone is empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player decides to pass and finish the turn, the player counts the number of 42 that they got&lt;br /&gt;
in the scored dice zone. Depending on the amount of scored dice in the actual turn the following&lt;br /&gt;
points will be awarded:&lt;br /&gt;
    - 1 Dice 42 - 1 point&lt;br /&gt;
    - 2 Dice 42 - 3 points&lt;br /&gt;
    - 3 Dice 42 - 6 points&lt;br /&gt;
    - 4 Dice 42 - 10 points&lt;br /&gt;
    - 5 Dice 42 - 15 points&lt;br /&gt;
    - 6 Dice 42 - 21 points&lt;br /&gt;
    - 7 Dice 42 - 28 points&lt;br /&gt;
    - 8 Dice 42 - 36 points&lt;br /&gt;
    - 9 Dice 42 - 45 points&lt;br /&gt;
    - 10 Dice 42 - 55 points&lt;br /&gt;
&lt;br /&gt;
Remember, if there is a Spaceship, or one or more Dragons in the active dice zone, the turn ends&lt;br /&gt;
immediately and the active player scores 0 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game end:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player plays 5 turns, the game ends.&lt;br /&gt;
The player that scored more points totalling all the turns is the winner. In case of a tie, the&lt;br /&gt;
players share the victory!&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzola&amp;diff=11619</id>
		<title>Gamehelpzola</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzola&amp;diff=11619"/>
		<updated>2022-01-20T16:15:01Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* 18 checkers each of orange and black are placed on a 6x6 board.&lt;br /&gt;
* On your turn, if you choose not to capture, move 1 space in any of 8 directions to be farther from the center.&lt;br /&gt;
* If you choose to capture, move any number of spaces in any of 8 directions to capture it. The distance afterwards must not increase.&lt;br /&gt;
* If you cannot move, you must pass.&lt;br /&gt;
&lt;br /&gt;
Mark Steere designed Zola in February 2021.&lt;br /&gt;
&lt;br /&gt;
INTRODUCTION&lt;br /&gt;
Zola is a two-player game played on a 6x6 (or 8x8...) checkerboard initially filled with a checkered pattern of red and blue checkers.&lt;br /&gt;
The two players, Red and Blue, take turns moving their own checkers, one checker per turn, starting with Red. &lt;br /&gt;
If a player has a move available, they must make one. &lt;br /&gt;
If they have no moves available, they must sit the game out and wait until they do have a move available. &lt;br /&gt;
At least one of the two players will always have a move available.&lt;br /&gt;
Draws cannot occur in Zola. &lt;br /&gt;
&lt;br /&gt;
MOVE TYPES&lt;br /&gt;
There are two types of moves in Zola: non-capturing and capturing.&lt;br /&gt;
&lt;br /&gt;
NON-CAPTURING MOVES&lt;br /&gt;
The non-capturing move is a king-like move to an adjacent (horizontally, vertically, or diagonally), unoccupied square. &lt;br /&gt;
A non-capturing move must increase the straight-line distance to the center point of the board.&lt;br /&gt;
&lt;br /&gt;
CAPTURING MOVES&lt;br /&gt;
The capturing move is a queen-like move along a straight (horizontal, vertical, or diagonal) sequence of zero or more unoccupied squares terminating with an enemy-occupied square. &lt;br /&gt;
The enemy checker is removed and replaced with the capturing checker. &lt;br /&gt;
A capturing move must maintain or decrease the straight line distance to the center point of the board. &lt;br /&gt;
&lt;br /&gt;
OBJECT OF THE GAME&lt;br /&gt;
To win you must capture all enemy checkers.&lt;br /&gt;
&lt;br /&gt;
Mark&#039;s other games can be found at marksteeregames.com&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If you capture all 18 opponent checkers, you win.&lt;br /&gt;
* There cannot be a tie as at any time at least 1 of the players can move.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmahjong&amp;diff=11618</id>
		<title>Gamehelpmahjong</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmahjong&amp;diff=11618"/>
		<updated>2022-01-20T16:14:24Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General goal ==&lt;br /&gt;
The game is played with a set of 144 tiles based on Chinese characters and symbols. Each player begins by receiving 13 tiles. In turn players draw in the Great Wall and discard tiles on the Celestial Empire until they complete a legal hand using the 14th drawn tile to form four melds and a pair. A player can also win with a small class of limit hands.&lt;br /&gt;
The Sacred Hill is a dead wall: 14 tiles only available to compensate Kong or bonus tiles.&lt;br /&gt;
&lt;br /&gt;
== Tiles ==&lt;br /&gt;
The tiles are split into three categories: simples, honors, and bonus tiles. &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
There are three suits of simples and in each suit the tiles are numbered from 1 to 9. The suits are bamboos, dots, and characters. There are four identical copies of each simples tile totaling 108 simples tiles&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
There are two different sets of Honors tiles: Winds and Dragons. The Winds are East, South, West, and North. In Mahjong, East (not North) is the beginning. The Dragons are Red, Green, and White. The white dragon has a blue frame on the face of the piece. These tiles have no numerical sequence like the simples (for example the bamboo pieces number 1 to 9). Like the simples, there are four identical copies of each Honors tile, for a total of 28 Honors tiles.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Option &amp;quot;Flowers and seasons&amp;quot;: There are two sets of Bonus tiles: Flowers and Seasons. The flower and season tiles play a unique role in the mechanics of the game. When drawn, the Bonus tile is not added into a player&#039;s hand but are instead set aside and kept near the player&#039;s other tiles for scoring purposes should they win the hand, and an extra tile is drawn in replacement of the Bonus tile.&lt;br /&gt;
In addition, unlike the Simple and Honors tiles, there is only a single tile of each Bonus tile, so there are a total of four flower and four season tiles in the set.&lt;br /&gt;
&amp;lt;/li&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Melds ==&lt;br /&gt;
Melds are groups of tiles within the player&#039;s hand, consisting of either:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;a Pong: three identical tiles&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;a Kong: four identical tiles&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;a Chow: three Simple tiles all of the same suit, in numerical sequence&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;a Pair: two identical tiles needed in a winning hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Melds may be formed by drawing a tile from the wall (concealed melds), or by claiming another player&#039;s discard (exposed meld).&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Claim a tile ==&lt;br /&gt;
There are rules governing which player has priority to claim from a discard.&amp;lt;br /&amp;gt;&lt;br /&gt;
Going Mahjong &amp;gt; Kong &amp;gt; Pong &amp;gt; Chow*&amp;lt;br/&amp;gt;&lt;br /&gt;
*A player can steal a discard to form a Chow only from the player whose turn was immediately before theirs. &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;You cannot claim for a Pair excepted for going Mahjong&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The player who steals a tile gets the hand, has to discard, and play continues with the player after them.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Limit hands(implemented here)==&lt;br /&gt;
*Thirteen Orphans: Player has 1 and 9 of each simple suit, one of each wind, one of each dragon and in addition one extra piece of any of those thirteen elements.&lt;br /&gt;
&lt;br /&gt;
*Orphans: Plays has only 1&#039;s and 9&#039;s in the winning hand.&lt;br /&gt;
&lt;br /&gt;
*Nine Gates: Player has 1112345678999 in any simple suit, plus one additional tile of the same suit.&lt;br /&gt;
&lt;br /&gt;
*Seven Pairs: Player has seven pairs of any tiles&lt;br /&gt;
&lt;br /&gt;
*All Kongs: Player has 4 Kongs&lt;br /&gt;
&lt;br /&gt;
*Great Winds: Player has a pong of the 4 winds, and another pair of anything&lt;br /&gt;
&lt;br /&gt;
*Ruby Dragon: Player has a pong/kong of Red Dragons, three pongs/kongs of any Characters, pair of Characters&lt;br /&gt;
&lt;br /&gt;
*Jade Dragon: Player has a pong/kong of Green Dragons, three pongs/kongs of any Bamboo, pair of Bamboo&lt;br /&gt;
&lt;br /&gt;
*Opal Dragon: Player has a pong/kong of White Dragons, three pongs/kongs of any Dots, pair of Dots&lt;br /&gt;
&lt;br /&gt;
== Basics Rules Scoring ==&lt;br /&gt;
E = exposed / C = Concealed&amp;lt;br/&amp;gt;&lt;br /&gt;
PAIR of Player Wind: E/C 2 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
PAIR of Prevalent: E/C 2pts&amp;lt;br /&amp;gt;&lt;br /&gt;
PAIR of Dragons or Turn Wind: E 0pts / C 2 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
CHOW: 0 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNG of 2 to 8: E 2 pts / C 4 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNG of 1 or 9 or Winds: E 4 pts / C 8 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNG of Dragons: E 8 pts / C 16 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
KONG of 2 to 8 : E 8 pts / C 16 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
KONG of 1 or 9 or Winds: E 16 pts / C 32 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
KONG of Dragons: E 32 pts / C 64 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
FLOWERS or SEASONS: 4 pts each&amp;lt;br /&amp;gt;&lt;br /&gt;
MAHJONG: + 20 pts&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Double scoring&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;each condition doubles the score&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Melds of player wind, prevalent wind and/or round wind&amp;lt;br /&amp;gt;&lt;br /&gt;
Melds of dragons&amp;lt;br /&amp;gt;&lt;br /&gt;
Player flower/season&amp;lt;br /&amp;gt;&lt;br /&gt;
4 Flowers&amp;lt;br /&amp;gt;&lt;br /&gt;
4 Seasons&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mahjong double scoring&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;each condition doubles the score&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Without chow&amp;lt;br /&amp;gt;&lt;br /&gt;
Pure Hand (only one type of tiles)&amp;lt;br /&amp;gt;&lt;br /&gt;
Fully Concealed&amp;lt;br /&amp;gt;&lt;br /&gt;
Robbing the Kong (claim discard for kong to go Mahjong)&amp;lt;br /&amp;gt;&lt;br /&gt;
Winning from the wall (go Mahjong on picking tile from the wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Plucking the Moon from the Bottom of the Sea&amp;quot; (go Mahjong on picking the last tile of the wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;quot;Pay higher score&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
If &amp;quot;Pay higher score&amp;quot; option is ON, player who goes Mahjong has to pay twice the difference with players who have higher score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;East wind exception&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
East wind doubles its gains and losses.&amp;lt;br /&amp;gt;&lt;br /&gt;
With &amp;quot;Pay higher score&amp;quot; ON, it means the multiplicator is 4 instead of 2!&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphandandfoot&amp;diff=11617</id>
		<title>Gamehelphandandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphandandfoot&amp;diff=11617"/>
		<updated>2022-01-20T16:13:19Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&#039;&#039;&#039;Hand and Foot&#039;&#039;&#039; is a traditional card game for 2 or more players, acting either individually or in teams.  It uses a large number of card decks (typically one or two more than the number of players), and is a rummy-style meld-building game based on Canasta.&lt;br /&gt;
&lt;br /&gt;
==Game duration and number of players==&lt;br /&gt;
A game is divided into &#039;&#039;rounds&#039;&#039;, each consisting of the play of one deal of cards.  Play can either be for a set number of rounds (typically 4), or until a team reaches a threshold score.  The team with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
A typical four-round game with four players takes about two hours to complete.  The BGA version of the game supports from two to seven individual players, and up to 12 when playing in teams.&lt;br /&gt;
&lt;br /&gt;
==Round setup==&lt;br /&gt;
Players are seated so that partners are opposite each other at the table.  If teams have more than two players, they are seated so team members are equidistant from each other.&lt;br /&gt;
&lt;br /&gt;
The number of decks used is typically one or two more than the number of players, with the jokers included.  For faster play, non-joker cards with proper card backs can also be mixed in; in BGA this is represented as allowing more than two joker per deck.  The decks are all shuffled together, and each player is dealt two piles of cards.  House rules differ on the number of cards: some dictate the piles are 11 cards, others say 13.  One pile is not looked at, and is the &#039;&#039;foot&#039;&#039;.  The other is picked up by the player and is the &#039;&#039;hand&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The undealt cards are stacked into a &#039;&#039;draw pile&#039;&#039;.  Optionally, one card is turned over to start the &#039;&#039;discard pile&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Game objective==&lt;br /&gt;
&lt;br /&gt;
The objective of the game is to create &#039;&#039;melds&#039;&#039; consisting of 3-7 (or sometimes more, depending on house rules) cards of the same rank, possibly including &#039;&#039;wild cards&#039;&#039;.  Wild cards are deuces and jokers.  Melds of seven cards (or more) are considered to be &#039;&#039;complete&#039;&#039;, and may be referred to as &#039;&#039;books&#039;&#039;; bonuses are awarded for these melds.  Melds with less than 7 cards are considered &#039;&#039;open&#039;&#039;.  A book with no wild cards is considered &#039;&#039;clean&#039;&#039; or &#039;&#039;red&#039;&#039;, and will score a higher bonus than a &#039;&#039;dirty&#039;&#039; or &#039;&#039;black&#039;&#039; book, which has at least one wild card.  If the house rules allow or require, a meld of all wild cards may be formed, which will score an even higher bonus than clean books.  Melds are depicted in the BGA version of the game by red cards with blue borders if they are clean, black cards with brown borders if they are dirty, and jokers bordered by gold cards if they are wild.&lt;br /&gt;
&lt;br /&gt;
A team must reach a predetermined &#039;&#039;contract&#039;&#039; before a round can be ended.  The contract is typically for a set number of clean, dirty, and wild books, and is the same for each team and each round of play.  A common contract for teams of two is two each clean and dirty books, and one wild book.&lt;br /&gt;
&lt;br /&gt;
==Scoring and card valuation==&lt;br /&gt;
Cards are valued by their rank:&lt;br /&gt;
*Jokers are worth 50 points&lt;br /&gt;
*Aces and deuces are worth 20 points&lt;br /&gt;
*8 through King are worth 10 points&lt;br /&gt;
*4 through 7 are worth 5 points&lt;br /&gt;
The values of 3s depend on house rules.  In common variants, red 3s are worth 100 points, and are played automatically and replaced with a new card when it is the player&#039;s turn.  Black 3s are typically worth 5 points, and cannot be melded at all, or taken from the top of the discard pile (but see [[#Taking the discard|Taking the discard]] below).&lt;br /&gt;
&lt;br /&gt;
Cards played on the board are scored for the team, while those left in the hand (and foot) are scored against the team.&lt;br /&gt;
&lt;br /&gt;
===Going out and meld completion bonuses===&lt;br /&gt;
The team that goes out to end a round of play is awarded 100 points for doing so.  If the draw pile is exhausted, the round ends and no team gets this bonus.&lt;br /&gt;
&lt;br /&gt;
Meld bonuses are awarded when a meld reaches seven cards in length, and is denoted in the BGA version of the game by displaying the meld sideways.  The most common meld completion bonuses are:&lt;br /&gt;
* Clean books score 500&lt;br /&gt;
* Dirty books score 300&lt;br /&gt;
* Wild books score 1500&lt;br /&gt;
&lt;br /&gt;
==Order of play==&lt;br /&gt;
The player to the left of the dealer begins play.  Each player&#039;s turn includes the following steps:&lt;br /&gt;
* Play and replace any red 3s in the hand&lt;br /&gt;
* Either draw two cards (playing and replacing drawn red 3s if necessary), or take the discard&lt;br /&gt;
* Optionally create new melds for the team, or play cards to existing team melds, assuming &#039;&#039;opening criteria&#039;&#039; are met&lt;br /&gt;
* If still holding cards, discard one&lt;br /&gt;
&lt;br /&gt;
If the player runs out of cards without discarding, they can pick their foot and immediately continue playing from it; this is called &#039;&#039;running to the foot&#039;&#039;.  If the player discards their last card, they can pick up their foot, but not play from it until their next turn; this is called &#039;&#039;walking&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The round ends when a team has completed the required contract, and one of its players plays out both their hand and their foot.  Some house rules require the last card to be discarded, while others allow it to be played.&lt;br /&gt;
&lt;br /&gt;
===Opening criteria===&lt;br /&gt;
A team must meet certain criteria in order to open play on their board.  The requirement is that the opening player must put down cards with a minimum card point value, and typically varies by either which round of play (increasing with each successive round), or by the team&#039;s score.  The most common opening criteria are:&lt;br /&gt;
* Round 1: 50 points to open&lt;br /&gt;
* Round 2: 90 points to open&lt;br /&gt;
* Round 3: 120 points to open&lt;br /&gt;
* Round 4: 150 points to open&lt;br /&gt;
If a tie-breaking fifth round is needed, it will also require 150 points to open.  The point score does not include meld completion bonuses, or any played red 3s.  For example, a completed book of 5s scores 35 points, with a bonus of 500 points for being complete, but is insufficient to open even round 1.&lt;br /&gt;
&lt;br /&gt;
===Playing red 3s===&lt;br /&gt;
A common house rule requires that red 3s are played into a special pile, and immediately replaced &#039;&#039;when it is the player&#039;s turn&#039;&#039;.  This may occur before the draw when the player first plays from either their hand or foot, or when they draw a red 3.  Red 3s played in this manner do not count toward opening criteria.&lt;br /&gt;
&lt;br /&gt;
===Drawing cards===&lt;br /&gt;
Once a player has played any red 3s in their hand, they may choose (or be forced to) draw cards.  This takes place in BGA by clicking on the draw pile, and delivers two cards into the hand.&lt;br /&gt;
&lt;br /&gt;
===Taking the discard===&lt;br /&gt;
If the player is allowed by the house rules, they may pick up the top discard.  Common house rules require the player to (1) have two cards of the same rank in their hand, and (2) be able to immediately play all three cards to the board.  Among other things, this means that their team either (a) has already opened its board, or (b) the player taking the discard can meet the opening criteria for the round.  It also means that the top card is not a black 3, or any other card where it is forbidden by house rules to take it.  (Some house variants forbid the taking of wild cards, and house rules requiring red 3s to be discarded also typically forbid their taking.)&lt;br /&gt;
&lt;br /&gt;
Once the player has taken and played the discard and associated meld cards, most rules require the taking of additional cards from the discard pile.  This is generally six cards, or the entire pile if it is less, but there are house rules that require the pile to have at least six more cards in it, or that require the taking of the entire discard pile in the manner of traditional Canasta rules.  A discard pile rich in black 3s can discourage the taking of discards.&lt;br /&gt;
&lt;br /&gt;
===Playing cards===&lt;br /&gt;
Playing cards to the board consists of selecting a group of matching cards (all of the same rank with optional wild cards), and clicking on either the &amp;quot;New Meld&amp;quot; panel or the meld of the given rank on the team&#039;s meld board.  If melds are limited in size, you will not be allowed to make a meld have more than seven cards.&lt;br /&gt;
&lt;br /&gt;
You can have only one meld of a given rank open at any time.  In order to create a meld, you must have at least three cards to play to it.  You must always have more non-wild than wild cards in a meld, and common house rules limit the number of wild cards in a completed meld to either 2 or 3.  The BGA version of the game enforces this by a &amp;quot;ratio rule&amp;quot;, requiring a certain percentage of the cards in a meld at any given time to be non-wild.&lt;br /&gt;
&lt;br /&gt;
The card plays you make (other than the required play of red 3s) are not shown to other players until one of several actions take place.  These actions include:&lt;br /&gt;
*Discarding to end your turn&lt;br /&gt;
*Playing out, either to end the round or to run to your foot&lt;br /&gt;
*Taking extra discards&lt;br /&gt;
&lt;br /&gt;
It is possible to &#039;&#039;undo&#039;&#039; moves up the last instance of one of these in your turn.  This may become necessary for three reasons.  First, if you attempt to open, but do not have sufficient points to make the opening criteria, you must undo your moves and make a discard instead.  Second, you cannot play the last card from your foot unless your team has made the contracted melds.  The game will not allow you to play out, so you must undo your moves.  Third, if the game rules require you to discard the last card from your foot, you will not be allowed to play it.  If you do not have the contract, you will also not be allowed to discard it.  In the latter two cases, you may be able to repeat &#039;&#039;some&#039;&#039; of the undone moves, but you must be able to make a valid discard to end your turn.&lt;br /&gt;
&lt;br /&gt;
===Discarding===&lt;br /&gt;
To discard, select a single card, and click on the discard pile.  If it is the last card of your foot, you will not be allowed to discard it if your team does not have the contracted melds.  In that case, you will have to undo your moves, and play so as to have at least one card remaining in your hand after discarding.&lt;br /&gt;
&lt;br /&gt;
==Round and game summaries==&lt;br /&gt;
At the end of each round, a scoring summary is displayed, showing how each team made its points in the round.  At the end of the game, the report includes all of the game rounds.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingofthepitch&amp;diff=11616</id>
		<title>Gamehelpkingofthepitch</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingofthepitch&amp;diff=11616"/>
		<updated>2022-01-20T16:13:00Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
*108 cards, containing:&lt;br /&gt;
**11 gold players&lt;br /&gt;
**22 silver players&lt;br /&gt;
**33 bronze players&lt;br /&gt;
**5 captain players&lt;br /&gt;
**21 MATCH cards&lt;br /&gt;
**5 V.A.R. cards&lt;br /&gt;
**5 BONUS cards&lt;br /&gt;
**5 TRANSFER CAPTAIN cards&lt;br /&gt;
**1 Help card&lt;br /&gt;
*5 Team boards and their supporters boards: blue, green, yellow, red and orange&lt;br /&gt;
*1 pitch board&lt;br /&gt;
*2 neutral supporters boards&lt;br /&gt;
*60 round wooden chips:&lt;br /&gt;
**22 bronze&lt;br /&gt;
**22 silver&lt;br /&gt;
**11 gold&lt;br /&gt;
**5 diamond (blue)&lt;br /&gt;
*46 wooden cubes:&lt;br /&gt;
**12 gold&lt;br /&gt;
**12 silver&lt;br /&gt;
**12 bronze&lt;br /&gt;
**10 in team colours&lt;br /&gt;
**: 2 each, used as markers&lt;br /&gt;
*25 dice (5 of each colour):&lt;br /&gt;
** 4 6-sided dice&lt;br /&gt;
** 1 8-sided dice&lt;br /&gt;
*25 crown chips (5 of each colour, used as victory markers)&lt;br /&gt;
&lt;br /&gt;
== Player &amp;amp; Cube Values ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Colour&lt;br /&gt;
!Points in their&lt;br /&gt;
corresponding position&lt;br /&gt;
!Exception:&lt;br /&gt;
Points in Midfielder.&lt;br /&gt;
|-&lt;br /&gt;
|  White || 0|| 0&lt;br /&gt;
|-&lt;br /&gt;
|  Bronze || 1 (defence or attack)|| 1 defence&lt;br /&gt;
|-&lt;br /&gt;
|  Silver || 2 (defence or attack)|| 1 defence, 1 attack&lt;br /&gt;
|-&lt;br /&gt;
|  Gold || 3 (defence or attack) (+1 for the opposite position)|| 2 defence, 2 attack&lt;br /&gt;
|-&lt;br /&gt;
|  Diamond || 4 (defence or attack) (+1 for the opposite position)|| 3 attack, 2 defence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Every player will have a team board of their choice and their corresponding supporter board (same colour).&lt;br /&gt;
* A team board contains eleven white circles representing their eleven white value players, two team level columns (defence and attack) and the victory symbols.&lt;br /&gt;
* Every player will receive of their same team colour the following: 2 cubes as markers for the team level columns, 5 crown chips as victory markers and 5 dice.&lt;br /&gt;
* The deck will contain all player cards (except the captain cards) and a specific number of event cards (MATCH, V.A.R., BONUS and CAPTAIN TRANSFER) according to the &#039;&#039;&#039;number of players:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2 players&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 MATCH cards, 2 V.A.R. cards, 2 BONUS cards. 1 gold cube, 1 silver cube, 1 bronze cube.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3 players&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17 MATCH cards, 3 V.A.R. cards, 3 BONUS cards.&lt;br /&gt;
1 gold cube, 1 silver cube, 2 bronze cube.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4 players&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19 MATCH cards, 4 V.A.R. cards, 4 BONUS cards.&lt;br /&gt;
1 gold cube, 2 silver cube, 2 bronze cube. Optional: 4 CAPTAIN TRANSFER cards.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5 players&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21 MATCH cards, 5 V.A.R. cards, 5 BONUS cards.&lt;br /&gt;
2 gold cube, 2 silver cube, 2 bronze cube. Optional: 5 CAPTAIN TRANSFER cards.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
* The deck will be shuffled and placed in reach for all players.&lt;br /&gt;
* The stadium (bottom of the box) will be in the centre of the table.&lt;br /&gt;
* The neutral supporters will be put in their positions on both short sides of the stadium.&lt;br /&gt;
* Every team will be dealt a number of cubes of each value: gold, silver and bronze depending on the the number of teams in the game. See table.&lt;br /&gt;
* All players will roll one of their 6-sided dice at the same time.&lt;br /&gt;
* The player with the highest roll will be the first “King of the pitch&amp;quot; and will start the game (If there is a draw, the players with the highest numbers will roll again).&lt;br /&gt;
* The King of the pitch will put their supporters board in the stadium on one of the two long sides.&lt;br /&gt;
* Players will take their turns clockwise.&lt;br /&gt;
* Before play starts, 5 cards should be taken from the top of the deck and laid out face up in a horizontal line next to the deck (from left to right).&lt;br /&gt;
* During the game, when a card is taken from the end of the line, the other cards will be shifted to the end of the line and the card on top of the deck will be flipped over to fill the empty space.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
* In a turn, each player must take only one of the following actions:&lt;br /&gt;
&lt;br /&gt;
==== 1 Take one card ====&lt;br /&gt;
&lt;br /&gt;
* The last card of the horizontal line may be taken for free.&lt;br /&gt;
* In order to take one of the other four cards the a team must pay the price pictured on the card (cube).&lt;br /&gt;
* If a team buys a MATCH, V.A.R or BONUS card, they will put it face up next to their board. Player cards may keep them secret in their hands.&lt;br /&gt;
* A team cannot have either more than one MATCH card or more than three players cards (no including the CAPTAIN cards).&lt;br /&gt;
* There is no limitation for V.A.R. Or BONUS cards.&lt;br /&gt;
* Therefore, they cannot draw a MATCH card if they already have one or a player card if they already have three.&lt;br /&gt;
&lt;br /&gt;
==== 2 Exchange one player card for a round chip ====&lt;br /&gt;
&lt;br /&gt;
* Exchange one player card for a round chip and place it in the corresponding position on the team board.&lt;br /&gt;
* When a player card is exchanged for a chip, the cube or cubes in either the &amp;quot;attack&amp;quot; or &amp;quot;defence&amp;quot; columns should be moved up according to the points listed on the player card.&lt;br /&gt;
* If the position of the new chip is already occupied by another chip, it will be replaced by the new one and the difference in the team level will be adjusted accordingly.&lt;br /&gt;
* The player card is discarded once it has been played.&lt;br /&gt;
&lt;br /&gt;
==== 3 Exchange a player chip ====&lt;br /&gt;
&lt;br /&gt;
* Exchange a player chip for a cube of the same value.&lt;br /&gt;
* That player chip&#039;s points will be deducted from the attack and defence columns based on the value of the player chip.&lt;br /&gt;
&lt;br /&gt;
==== 4 Exchange a player card for a cube of equal value ====&lt;br /&gt;
&lt;br /&gt;
* Exchange a player card for a cube of equal value.&lt;br /&gt;
* The player card is discarded when it&#039;s exchanged.&lt;br /&gt;
&lt;br /&gt;
==== 5 Use a MATCH CARD to have a match ====&lt;br /&gt;
&lt;br /&gt;
* The team using that card will place their supporters in the stadium and will play.&lt;br /&gt;
&lt;br /&gt;
== How to play a match? ==&lt;br /&gt;
&lt;br /&gt;
* The columns on the team boards show attack and defence levels of each team.&lt;br /&gt;
* There are 5 different levels: white, bronze, silver, gold and crown.&lt;br /&gt;
* All teams starts from the column base, which is considered white level.&lt;br /&gt;
* The level of the team will be determined by whichever column (attack or defence) has the lowest score (except when using a BONUS card).&lt;br /&gt;
&lt;br /&gt;
=== Each level will be able to roll a certain number of dice ===&lt;br /&gt;
&lt;br /&gt;
*White: 16-sided dice (d6)&lt;br /&gt;
*Bronze: 2 6-sided dice (d6)&lt;br /&gt;
*Silver: 3 6-sided dice (06)&lt;br /&gt;
*Gold: 4 6-sided dice (d6)&lt;br /&gt;
*Crown: 46-sided dice and 1 8-sided dice (4 d6 and 1 d8).&lt;br /&gt;
&lt;br /&gt;
* Both teams will take the number of dice corresponding to their team level and roll them at the same time.&lt;br /&gt;
* The highest number of each team will count as the final result.&lt;br /&gt;
* If there is a draw, the highest numbers cancel each other out (one per team) to determine a winner (this will be the same for consecutive draws).&lt;br /&gt;
* It there is no winner, the game goes to a penalty shootout and both teams will roll only one 6-sided die for each team repeatedly until there is a winner.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blue Team: 6-3-1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Yellow Team: 5-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blue Team:6-4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Green Team: 5-4-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Red Team:5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Orange Team: 6-4&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Final score: 6-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Final score:3-0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Final Score: Penalty Shootout.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
* The winner of the match will stay in the stadium as the &amp;quot;king of the Pitch&amp;quot; and put victory chip on their board. The loser will return their supporters to their board.&lt;br /&gt;
&lt;br /&gt;
== VAR &amp;amp; BONUS ==&lt;br /&gt;
&lt;br /&gt;
=== V.A.R. card ===&lt;br /&gt;
&lt;br /&gt;
* A V.A.R. card (only one per team) can be used before match. The card will be placed in between the VAR box closer to the team supporters using it and the plastic tray.&lt;br /&gt;
* After the dice roll, if a team loss and they used a V.A.R card, they will re-roll their die with the lowest score.&lt;br /&gt;
* If after this second roll they win the game, the other team can re-roll their lowest die if they also used a V.A.R. card.&lt;br /&gt;
* A V.A.R. cannot be used in draws or penalty shootouts.&lt;br /&gt;
&lt;br /&gt;
=== BONUS card ===&lt;br /&gt;
&lt;br /&gt;
* A BONUS card (only one per team) can be used before a match.&lt;br /&gt;
* It should be placed behind the neutral supporters in the VIP box seat closer to the team using it.&lt;br /&gt;
** That team will have the team level of its stronger position (either attack or defence) in this match.&lt;br /&gt;
* After the match, its level returns to the level of the lower value (attack or defence).&lt;br /&gt;
* If both teams have V.A.R and/or BONUS cards and there is any discrepancy in the order to place and/or use them, the current &amp;quot;King of the Pitch&amp;quot; will be the second one to decide.&lt;br /&gt;
&lt;br /&gt;
== 4-5 PLAYERS OPTIONAL: Captain and Captain transfer cards ==&lt;br /&gt;
&lt;br /&gt;
* Optionally for 4-5 players game CAPTAIN and CAPTAIN TRANSFER cards can be used.&lt;br /&gt;
* Every team will be dealt randomly a CAPTAIN card. That card will be kept secret until they are used.&lt;br /&gt;
* For 4 players game, the remaining CAPTAIN card will be put aside without revealing it.&lt;br /&gt;
* Some captains are allowed to play indifferent positions.&lt;br /&gt;
* The CAPTAIN TRANSFER cards will be put in the deck as event cards.&lt;br /&gt;
* The CAPTAIN cards does not count for the limitation of 3 player cards in a hand.&lt;br /&gt;
&lt;br /&gt;
=== CAPTAIN cards ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Defenders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Number 1. Numbers 2-3-4-or 6.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Midfielder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Number 5.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Attackers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Numbers 7-8 or 10. Number 9 or 11.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A team can use a turn to pay the Captain transfer (2 gold cubes) and place the captain chip in their corresponding number.&lt;br /&gt;
* If the card has several numbers, the team will choose the position.&lt;br /&gt;
* That position cannot be changed later.&lt;br /&gt;
* The CAPTAIN cards or CAPTAIN chips cannot be sold or trade for other player cards.&lt;br /&gt;
&lt;br /&gt;
=== CAPTAIN TRANSFER cards ===&lt;br /&gt;
&lt;br /&gt;
* The CAPTAIN TRANSFER cards value is one gold cube.&lt;br /&gt;
* When a team gets a transfer card, the CAPTAIN TRANSFER card will be used immediately and the captain chip place in its position (or chosen position if it has several numbers).&lt;br /&gt;
* A team who already paid for the CAPTAIN TRANSFER cannot buy a CAPTAIN TRANSFER card, but it can take it for free, in that case, the card will be discarded immediately and the turn will be over.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthecrewdeepsea&amp;diff=11615</id>
		<title>Gamehelpthecrewdeepsea</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthecrewdeepsea&amp;diff=11615"/>
		<updated>2022-01-20T16:12:38Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The aim of the game is to investigate the lost continent of Mu by completing 33 different missions of increasing complexity by working as a team, but with very limited communication permitted.&lt;br /&gt;
&lt;br /&gt;
Each mission consists of a series of tasks and may have additional victory conditions and/or complications. For example, frequently the tasks must be completed in a certain order.&lt;br /&gt;
&lt;br /&gt;
The game mechanic is similar to Whist or other trick-taking card games, except that the game is played cooperatively as a group. Mission tasks are completed by specific players winning tricks containing specific cards.&lt;br /&gt;
&lt;br /&gt;
==Initial Setup==&lt;br /&gt;
The deck consists of 36 Colour Cards (1 to 9 value in four coloured suits) plus 4 black Submarine Cards (1 to 4).&lt;br /&gt;
&lt;br /&gt;
These 40 cards are shuffled and all cards are dealt out equally (although in a three player game, one player will have more cards than the others).&lt;br /&gt;
&lt;br /&gt;
The player who has been dealt the 4 Submarine must act as the Commander for that mission. They receive the Commander Token to indicate this and must go first.&lt;br /&gt;
&lt;br /&gt;
Each player also receives a grey Reminder Card and a double-sided Sonar Token, which are both placed in front of them on the table. The Sonar Token is initially placed green side up.&lt;br /&gt;
&lt;br /&gt;
A double-sided Distress Token is placed face down in the centre of the table.&lt;br /&gt;
&lt;br /&gt;
A deck of 96 Task Cards is shuffled and kept as a concealed pile. Each attempt at a mission will therefore have a random set of task cards, the sum of difficulty exactly equal to the requirement. On Board Game Arena, this is all handled behind the scenes.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
There are 33 unique missions. Each mission describes the conditions under which it is played.&lt;br /&gt;
&lt;br /&gt;
A number of tasks with sum of difficulty exactly same as specified by the mission are placed in front of the players. If some of the tasks causes the mission to be impossible, those are shuffled back into the deck and redrawn.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified by individual mission requirements, these are divided between the players. The Commander chooses first and then choice of task proceeds clockwise around the table until all tasks have been assigned.&lt;br /&gt;
&lt;br /&gt;
Certain missions may have additional conditions. These are explained in the mission text.&lt;br /&gt;
&lt;br /&gt;
A player completes a task by fulfilling the condition that is indicated on the task card. However, if the missions are impossible to complete only due to the mistakes of the players, this counts as a failed mission.&lt;br /&gt;
&lt;br /&gt;
==Trick Taking==&lt;br /&gt;
The Commander will have the lead at the start of the game. Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
Highest card wins. A player must follow suit unless they have no cards of that suit.&lt;br /&gt;
&lt;br /&gt;
The Submarines are trump cards and can only be beaten by higher value Submarines.&lt;br /&gt;
&lt;br /&gt;
The winner of each trick takes the lead for the next trick.&lt;br /&gt;
&lt;br /&gt;
As each trick is played, if all the tasks are compeleted and any other conditions are met, the mission is complete.&lt;br /&gt;
&lt;br /&gt;
If winning the card has meant that any task / mission conditions have not been met, then the mission is instantly failed and must be replayed in order to proceed.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
Once per mission, you may at any time click on your Reminder Card (in some browsers anywhere on the card except directly on the green Communication Token itself) to indicate that you wish to communicate some limited information about a &#039;&#039;&#039;color card&#039;&#039;&#039; in your hand to the other players.&lt;br /&gt;
&lt;br /&gt;
Once you have clicked on the token, you will not be able to communicate immediately - there will be a communication phase at the start of each trick. By clicking on the token you indicate a desire to participate in the next available phase. If this phase has been triggered, communication then proceeds in clockwise order starting from the person with the lead. Only players who had clicked on their tokens prior to that phase may participate - if you forget to click in time, then you will have to try again ahead of the next round.&lt;br /&gt;
&lt;br /&gt;
If you have selected the communication token during a trick but then change your mind when it gets to the communication phase, you may refrain from communicating and try again at the start of a future round (or not at all).&lt;br /&gt;
&lt;br /&gt;
When communicating, you may choose a card in your hand to show to the other players. This card is then placed on the table under the Communication Token, which is then flipped to the red side to indicate that it has been used during this mission. You also pick up the grey Reminder Card which is placed in your hand to remind you and the other players that you still have a communicated card on the table.&lt;br /&gt;
&lt;br /&gt;
The chosen card must be either:&lt;br /&gt;
&lt;br /&gt;
* The lowest card you hold in a particular suit (token placed at bottom of card)&lt;br /&gt;
* The only card you hold of a particular suit (token placed in middle of card)&lt;br /&gt;
* The highest card you hold of a particular suit (token placed at top of card)&lt;br /&gt;
&lt;br /&gt;
So if at any given moment you had the 1, 2, 5 and 7 of a particular suit, you would only be able to communicate about the 1 (lowest) or the 7 (highest), but not the 2 or 5 as they do not meet any of the 3 communication criteria.&lt;br /&gt;
&lt;br /&gt;
The communicated card then remains face up on the table until it has been played. At that time the Reminder Card is placed back on the table.&lt;br /&gt;
&lt;br /&gt;
==Distress Signal==&lt;br /&gt;
Some missions may be difficult or impossible to complete due to the random nature of both the tasks and the cards themselves.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the mission, after the cards and tasks have been assigned, but before any communication has been made or cards have been played, the black distress signal token in the green mission briefing area may be activated. If this is done, the token is flipped and its use is logged.&lt;br /&gt;
&lt;br /&gt;
Each player may then pass one of their cards to one of their neighbours. Submarine cards cannot be passed. All cards must be passed in the same direction; the players may agree upon the direction to pass.&lt;br /&gt;
&lt;br /&gt;
If the tasks are possible to be completed after the passing, you must continue with the mission.&lt;br /&gt;
&lt;br /&gt;
==Additional Mission Conditions==&lt;br /&gt;
===Currents===&lt;br /&gt;
Where indicated, communication is limited even further.&lt;br /&gt;
&lt;br /&gt;
The basic communication mechanics (in terms of which cards you may choose to communicate) are unchanged, but the communication token must be placed in the centre of the card.&lt;br /&gt;
&lt;br /&gt;
As a result, you can no longer tell what a player is communicating about a card (only that they have it, and that it is either their lowest, highest, or only card of that suit.&lt;br /&gt;
&lt;br /&gt;
===Rapture of the Deep===&lt;br /&gt;
If a mission displays this symbol, place two fewer sonar tokens in the middle of the table than there are crew members playing. In other words, no crew member has their own token. Whoever wants to communicate takes one of these sonar tokens, without any discussion or announcement, and immediately communicates according to the usual rules. &lt;br /&gt;
&lt;br /&gt;
If there are two or more sonar tokens in the middle of the table, a crew member can also communicate multiple times (or simultaneously). Once all the sonar tokens have been used, no more communication can be performed.&lt;br /&gt;
&lt;br /&gt;
==Unfamiliar Terrain==&lt;br /&gt;
If a mission displays this symbol, a colour card is randomly drawn. A limit is applied according to the number:&lt;br /&gt;
&lt;br /&gt;
* 1-3: Normal communation.&lt;br /&gt;
* 4-6: Currents.&lt;br /&gt;
* 7-9: Rapture of the Deep.&lt;br /&gt;
&lt;br /&gt;
===Real-time Missions===&lt;br /&gt;
This lets you play the mission in real time. The number in the symbol represents the overall level of difficulty. Once the tasks are assigned, set the time on a device of your choosing.&lt;br /&gt;
&lt;br /&gt;
You have to wait for the timer to start before playing any cards or communicating. If the time runs out before the mission is completed, you have failed.&lt;br /&gt;
&lt;br /&gt;
You do not have to play in real time if you do not want to. In that case, simply perform the task allocation in the same way, but there will be communication restrictions or a higher degree of difficulty depending on the mission.&lt;br /&gt;
&lt;br /&gt;
===Free Selection of Tasks===&lt;br /&gt;
If a mission displays this symbol, you are allowed to talk freely among yourselves about how to distribute the task cards, but you are not allowed to disclose which playing cards you have. &lt;br /&gt;
&lt;br /&gt;
Discuss who wants to take which tasks and allocate them accordingly. The tasks do not have to be allocated evenly. One crew member is even allowed to grab all the tasks like an octopus.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmedina&amp;diff=11614</id>
		<title>Gamehelpmedina</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmedina&amp;diff=11614"/>
		<updated>2022-01-20T16:12:16Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
* In Medina, players must place two pieces on the board (except when allowed to skip this with a tea tile), by either:&lt;br /&gt;
** Augmenting an existing building&lt;br /&gt;
*** &#039;&#039;Or starting a new building if the current building of that colour is finished&#039;&#039;, or&lt;br /&gt;
** Expanding one of the other features of the city, like the market or the walls.&lt;br /&gt;
* Each player will claim one building of each of the four colours by the end of the game, giving one point per wooden piece attached to the building.&lt;br /&gt;
* Also, if you own the largest building of a particular colour you get a bonus for that colour.&lt;br /&gt;
* Finally, there are bonuses for palaces around the well, as well as for the player who most recently connected one of their buildings to the walls, which grow from the four corners of the city.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Depending on edition selected and players number, each player receives a number of blocks that they will place on the board in turn:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Block !! 2 players !! 3 players !! 4 players&lt;br /&gt;
|-&lt;br /&gt;
|Buildings&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Rooftops&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Neutral rooftops&lt;br /&gt;
|2 (if applicable)&lt;br /&gt;
|1 (if applicable)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Stables&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Merchants&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Walls&lt;br /&gt;
|15&lt;br /&gt;
|12&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* A merchant is placed randomly on the board as well as a well if applicable.&lt;br /&gt;
* A first player is randomly chosen.&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
&lt;br /&gt;
* The following options can be selected or deselected prior to a game:&lt;br /&gt;
&lt;br /&gt;
==== Fountain ====&lt;br /&gt;
&lt;br /&gt;
* If this option is activated, a well will be created on a random field on the game board before the start of the game.&lt;br /&gt;
* For each part of the palace that is directly orthogonally adjacent to the fountain, there are 4 additional points.&lt;br /&gt;
* The fields for which there are 4 points each are marked in blue on the game board.&lt;br /&gt;
&lt;br /&gt;
==== Tea tiles ====&lt;br /&gt;
&lt;br /&gt;
* If this option is activated, there are 6 purple tea tiles in the game.&lt;br /&gt;
* If you take possession of the first purple palace, you receive 3 tea tiles.&lt;br /&gt;
* The player who takes possession of the second purple palace receives 2 tea tiles.&lt;br /&gt;
* And the third player receives 1 tea tile. If a player owns tea tiles, they can take tea breaks.&lt;br /&gt;
* They then only have to build a piece of wood in their turn and can then, instead of playing another piece of wood, give a tea tile.&lt;br /&gt;
&lt;br /&gt;
==== Merchants on the tower tiles ====&lt;br /&gt;
&lt;br /&gt;
* When this option is activated, 6 additional merchants come into game.&lt;br /&gt;
* There are 3 merchants on the 1 tower tile, 2 merchants on the 2 tower tile and 1 merchant on the 3 tower tile.&lt;br /&gt;
* The player who wins such a tower tile first receives additional 1, 2 or 3 merchants.&lt;br /&gt;
&lt;br /&gt;
==== Neutral rooftops ====&lt;br /&gt;
&lt;br /&gt;
* If this option is activated in the game with three people, each player also receives a neutral grey roof.&lt;br /&gt;
* If a neutral, grey roof is placed on a palace, this palace does not belong to any player.&lt;br /&gt;
* In a two-player game, each player always receives 2 neutral roofs.&lt;br /&gt;
* In a game for two, the neutral roofs cannot be deactivated.&lt;br /&gt;
* The first edition of Medina could only be played by three or four players.&lt;br /&gt;
* With the neutral roofs, the game on a slightly smaller game board also works very well for two.&lt;br /&gt;
* In a four-player game, the neutral roofs are not available.&lt;br /&gt;
&lt;br /&gt;
== Blocks ==&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* These are the blocks received in the largest quantity.&lt;br /&gt;
* They come in four colours:&lt;br /&gt;
** white, purple, maroon, orange.&lt;br /&gt;
* Adjacent buildings constitutes palaces, which grow in time.&lt;br /&gt;
* A building can be placed only adjacent orthogonally to an unfinished palace of this colour or anywhere on the board if no palace of this colour is unfinished.&lt;br /&gt;
* Buildings cannot be placed adjacent orthogonally or diagonally to another palace, meaning there is always room for an alley between two palaces.&lt;br /&gt;
&lt;br /&gt;
=== Rooftops ===&lt;br /&gt;
&lt;br /&gt;
* Rooftops are used to claim palaces.&lt;br /&gt;
* A player can only claim &#039;&#039;&#039;one&#039;&#039;&#039; palace of a given colour.&lt;br /&gt;
* Once they have placed a rooftop on a palace, this palace is finished and cannot be expanded further by buildings.&lt;br /&gt;
* Also, if a player claims the largest palace they will get the palace tile of this colour for additional points. &lt;br /&gt;
** Palace tiles can change hands several times.&lt;br /&gt;
* In 2nd edition game, players will also receive neutral rooftops used to finish palaces and thwart opponents plans.&lt;br /&gt;
* Palace tiles can be claimed by the &amp;quot;neutral&amp;quot; player and be placed back onto the board.&lt;br /&gt;
&lt;br /&gt;
=== Stables ===&lt;br /&gt;
&lt;br /&gt;
* Stables can be used only to expand existing palaces.&lt;br /&gt;
* They must be placed orthogonally adjacent to a palace (finished or not).&lt;br /&gt;
* As buildings, they must not be placed orthogonally or diagonally to another palace.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
* Walls are placed next to a tower (there is one on each corner of the board) or to another wall.&lt;br /&gt;
* Chains of walls are then created from each corner, but corners must be separated by an empty places (a gate) between the chains of walls.&lt;br /&gt;
* When a wall is placed orthogonally adjacent to a finished palace (including stables), the owning player receives a watcher tile for additional points.&lt;br /&gt;
* Also, when a finished palace is expanded with a stable to connect to an already existing wall, the owner player receives a watcher tile.&lt;br /&gt;
* The neutral player can claim watcher tiles.&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
&lt;br /&gt;
* Merchants can only be placed next to an existing merchant in order to create a string of merchants (the market).&lt;br /&gt;
* A merchant can only be placed orthogonally to one and &#039;&#039;&#039;only&#039;&#039;&#039; one existing merchant in either ends of the market.&lt;br /&gt;
* If both ends of the market are blocked, new merchants can be placed anywhere save adjacent to existing merchants, creating a new market.&lt;br /&gt;
&lt;br /&gt;
=== Tea tiles ===&lt;br /&gt;
&lt;br /&gt;
* If applicable, the first players to claim purple palace will receive tea tiles.&lt;br /&gt;
* Playing a tea tile will allow a player to pass by clicking on it in their inventory.&lt;br /&gt;
* It is not possible to pass twice in a turn.&lt;br /&gt;
* The neutral player can claim tea tiles (which are removed from play).&lt;br /&gt;
&lt;br /&gt;
== End game and scoring ==&lt;br /&gt;
&lt;br /&gt;
* When a player is unable to play they pass until they can play again.&lt;br /&gt;
* When all players are unable to play, game ends and the winner is the player with the most points.&lt;br /&gt;
* Points are awarded as follows:&lt;br /&gt;
** each building or stable constituting a palace: 1 point&lt;br /&gt;
** each wall adjacent to a palace: +1 point to that palace&lt;br /&gt;
** each merchant adjacent to a palace: +1 point to that palace (a single merchant may be scored multiple times if adjacent to two or more palaces)&lt;br /&gt;
** each palace orthogonally separated two spaces away from the well (see water icons): 4 points&lt;br /&gt;
** each palace tile: 1-4 points&lt;br /&gt;
** each watcher tile: 1-4 point&lt;br /&gt;
&lt;br /&gt;
==== Tiebreaks ====&lt;br /&gt;
&lt;br /&gt;
* In case of ties, the player with the largest palace wins.&lt;br /&gt;
* In case of another tie, the player owning the largest palace that has been claimed first wins.&lt;br /&gt;
&lt;br /&gt;
== Differences between editions ==&lt;br /&gt;
&lt;br /&gt;
* There are significant differences between the two editions of the game.&lt;br /&gt;
* Only the second edition is implemented there, with the possibility to disable some of the 2nd edition features.&lt;br /&gt;
&lt;br /&gt;
=== Well ===&lt;br /&gt;
&lt;br /&gt;
* In second edition, a palace that has a building or stable that is separated orthogonally by one space from the well grants four more points to its owner.&lt;br /&gt;
* This can be disabled.&lt;br /&gt;
&lt;br /&gt;
=== Merchants on watcher tiles ===&lt;br /&gt;
&lt;br /&gt;
* In second edition, merchants are placed on watcher tiles.&lt;br /&gt;
* The first player to claim a watcher also receives the merchants.&lt;br /&gt;
* If the neutral player claims this watcher tile, the merchants are removed from play.&lt;br /&gt;
* This can be disabled.&lt;br /&gt;
&lt;br /&gt;
=== Tea tiles ===&lt;br /&gt;
&lt;br /&gt;
* In second edition, the first players to claim purple palaces will receive tea tiles (3, then 2, then 1).&lt;br /&gt;
* Playing a tea tile will allow a player to pass by clicking on it in their inventory.&lt;br /&gt;
* It is not possible to pass twice in a turn.&lt;br /&gt;
* This can be disabled.&lt;br /&gt;
&lt;br /&gt;
=== Last player with rooftops ===&lt;br /&gt;
&lt;br /&gt;
* In first edition, if there is only one player with rooftops left they MUST play at least one rooftop each turn if possible.&lt;br /&gt;
* The game will refuse to finish a turn if that constraint is not satisfied. &lt;br /&gt;
* Once this player does not have rooftops anymore, they can still continue to play normally.&lt;br /&gt;
* This behaviour is not present in this game adaptation.&lt;br /&gt;
&lt;br /&gt;
=== First turn ===&lt;br /&gt;
&lt;br /&gt;
* In a second edition game, the first player of a two players game only plays one block in their first turn.&lt;br /&gt;
** &#039;&#039;And also the second player in a three or four players game.&#039;&#039;&lt;br /&gt;
* This behaviour is not present in this game adaptation.&lt;br /&gt;
&lt;br /&gt;
=== Neutral roofs ===&lt;br /&gt;
&lt;br /&gt;
* In a first edition game, there is no neutral rooftop and hence no neutral player to claim tiles.&lt;br /&gt;
* This can be disabled in 3 player games and no neutral rooftop is available in a 4 players game.&lt;br /&gt;
&lt;br /&gt;
=== Number of blocks ===&lt;br /&gt;
&lt;br /&gt;
* In a first and second edition game, the number of blocks received during game setup is different.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwonders&amp;diff=11613</id>
		<title>Gamehelpsevenwonders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwonders&amp;diff=11613"/>
		<updated>2022-01-20T16:10:02Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&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;
In [https://boardgamegeek.com/boardgame/68448/7-wonders 7 Wonders] your aim is to make your civilization thrive over three &#039;&#039;ages&#039;&#039;, by ramping up your production of raw and/or manufactured goods, building different types of constructions, and taking care of your relations with your neighbors. During the game, you can also build and upgrade your &#039;&#039;wonder&#039;&#039;, which gives you additional advantages (points or capabilities). You do not need to construct your wonder at all, but it is recommended.&lt;br /&gt;
&lt;br /&gt;
The player with the most points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
== Table setup ==&lt;br /&gt;
&lt;br /&gt;
Number of players:&lt;br /&gt;
* it is possible to play with 3 to 7 players on BoardGameArena.&lt;br /&gt;
* BoardGameArena suggests 4 players&lt;br /&gt;
* [https://boardgamegeek.com/boardgame/68448/7-wonders BoardGameGeek community] suggests 4-5 players.&lt;br /&gt;
&lt;br /&gt;
Choices:&lt;br /&gt;
* &#039;&#039;Game mode&#039;&#039;: normal and training&lt;br /&gt;
* &#039;&#039;Game speed&#039;&#039;: as any other game&lt;br /&gt;
* &#039;&#039;Wonder board side&#039;&#039;: allow players to choose their preferred side of their Wonder board, or set it randomly&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;Wonder board side&#039;&#039; has been set to &#039;&#039;Choose Wonder side&#039;&#039;, at the very beginning the players can choose between two sides of their Wonder board. Side A is usually easier to accomplish.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game proceeds over 3 &#039;&#039;ages&#039;&#039;, each comprising 6 rounds.&lt;br /&gt;
&lt;br /&gt;
=== Card drafting rounds ===&lt;br /&gt;
&lt;br /&gt;
A round is simple: you are shown a hand of cards, you take one of them and perform one action with it, then the hand is moved on to the &#039;&#039;next&#039;&#039; player (shown by the &#039;&#039;hands rotation&#039;&#039; arrow). All players do this at the same time.&lt;br /&gt;
&lt;br /&gt;
Each age starts with 7 cards in each hand. The last round happens when the player has two cards in the hand: one is selected, the other is discarded.&lt;br /&gt;
&lt;br /&gt;
For each card, there can be three to four actions that you can take, shown when you hover on the card:&lt;br /&gt;
&lt;br /&gt;
* Construct (arrow pointing to card thumbnails): add the specific card to your capabilities, paying its associated cost if any. The cost is shown on the top left of the card; a symbol over it shows if you are allowed to do this move:&lt;br /&gt;
** a red cross indicates that you don&#039;t have and can&#039;t gather the necessary resources to construct&lt;br /&gt;
** a yellow check mark with a number indicates how much you have to pay your neighbors to gather the necessary resources.&lt;br /&gt;
*** You can only buy resources from a neighbor if they have that resource available. &lt;br /&gt;
*** You pay 2 coins per resource, unless you have played a yellow card allowing you to buy that resource from that neighbor for only 1 coin.&lt;br /&gt;
** a green check mark shows that you can construct with your own resources only&lt;br /&gt;
&lt;br /&gt;
* Build wonder stage (arrow pointing to a layered pyramid): use this card as a marker on the lower side of the Wonder board, gaining the shown advantages (e.g. victory points, or capabilities). The Wonder plan can only be deployed passing through the stages in order, from left to right. A symbol below the next stage you can build shows you if it&#039;s possible to build it or not, with the same convention as explained above for constructing a card;&lt;br /&gt;
&lt;br /&gt;
* Sell the card for three coins (arrow pointing to a coin with a 3 inside)&lt;br /&gt;
&lt;br /&gt;
* Construct a card (arrow pointing to a blank card with a red cross on the top-left corner): this is optionally shown to players who have this capability, provided by one of their wonder stage. Once per age, it&#039;s possible to construct a card without paying its cost.&lt;br /&gt;
&lt;br /&gt;
Some wonder stages provide additional capabilities:&lt;br /&gt;
&lt;br /&gt;
* Construct a card for free in each age: as described above&lt;br /&gt;
* Play last card (two blank cards with a green check mark): the last card in each age is usually discarded, but the player with this capability can play it (with the usual rules regarding the cost)&lt;br /&gt;
* Construct a discarded card for free (many blank cards, the bigger with a red cross on it): the player can look through all discarded cards so far and build it for free&lt;br /&gt;
* Copy neighboring guilds (purple card with two triangles on the sides): the player will get additional points depending on the cards equipped by the neighbors at the end of the match.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
After the last card-drafting round, the age is ended and the fighting phase begins. Military capabilities are compared to award victory or lose points. This is done automatically, but you get to see how you score with an animation.&lt;br /&gt;
&lt;br /&gt;
== End of game Scoring ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the third Age, after the Conflict tokens have been handed out.&lt;br /&gt;
Each player totals their civilization points and the player with the highest total is declared the winner.&lt;br /&gt;
In case of a tie, the player with the most coins in their treasury is the winner. A tie on coins is not broken further&lt;br /&gt;
&lt;br /&gt;
Points are counted from 7 categories in the following order:&lt;br /&gt;
=== Military Conflicts ===&lt;br /&gt;
&lt;br /&gt;
Each player adds their Victory and Defeat tokens (this total can be negative!).&lt;br /&gt;
=== Treasury Contents ===&lt;br /&gt;
&lt;br /&gt;
For every 3 coins in their possession at the end of the game, players score 1 victory point. Leftover coins score no points.&lt;br /&gt;
&lt;br /&gt;
=== Wonders ===&lt;br /&gt;
&lt;br /&gt;
Each player then adds to their score the victory points from their wonder.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Structures ===&lt;br /&gt;
&lt;br /&gt;
Each player adds the victory points of their Civilian structures. This amount is indicated on each Civilian structure.&lt;br /&gt;
&lt;br /&gt;
=== Scientific Structures ===&lt;br /&gt;
&lt;br /&gt;
The scientific cards earn victory points in two very different ways: from sets of identical symbols and from sets of 3 different symbols.&lt;br /&gt;
Be careful : the victory points earned by both methods are cumulative.&lt;br /&gt;
&lt;br /&gt;
==== Sets of identical symbols ====&lt;br /&gt;
For each of the 3 existing scientific symbols, the player wins the following&lt;br /&gt;
points:&lt;br /&gt;
* only 1 symbol : 1 victory point&lt;br /&gt;
* 2 identical symbols: 4 victory points&lt;br /&gt;
* 3 identical symbols: 9 victory points&lt;br /&gt;
* 4 identical symbols: 16 victory points&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* the number of points gained is equal to the number of symbols squared.&lt;br /&gt;
* there are 4 green cards for each symbol, for a maximum of 16 victory points per family of symbols.&lt;br /&gt;
* this maximum can be increased with the Scientific Guild and the Wonder of Babylon: 5 identical symbols earn 25 victory points and 6 identical symbols earn 36 victory points.&lt;br /&gt;
&lt;br /&gt;
==== Sets of 3 different symbols ====&lt;br /&gt;
&lt;br /&gt;
For each group of 3 different symbols, each player scores 7 victory points.&lt;br /&gt;
&lt;br /&gt;
=== Commercial Structures ===&lt;br /&gt;
&lt;br /&gt;
Some commercial structures from Age III grant victory points.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Each Guild is worth a number of victory points depending on the configuration of the player’s city and/or that of the two neighboring cities (see description of the structures)&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=11612</id>
		<title>Gamehelpforbiddenisland</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=11612"/>
		<updated>2022-01-20T16:09:28Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
In Forbidden Island, you play as a cooperative team. Your goal is to collect all the four treasure items hidden on the sinking island: the Earth stone, the Crystal of Fire, the Ocean&#039;s Chalice, and the Statue of the Wind. If someone from your team acquires 4 of one treasure card in their hand they must then go to the treasures lair to collect it. When your team have secured all four treasures you all make a desperate helicopter escape via Fools Landing.&lt;br /&gt;
&lt;br /&gt;
This game is in a cooperative game series with Forbidden Desert and Forbidden Sky.&lt;br /&gt;
The game is for 2 to 4 players.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each player has three actions which they may take on their turn. If it is advantageous, a player may choose to take fewer than three actions. After taking their actions players draw two cards from the treasure card deck. After resolving any Waters Rise cards they then draw the appropriate number of cards from the flood card deck, according to the current water level. It is then the next player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
The game is won by the players capturing all four of the treasures and returning to the Fools&#039; Landing tile. Once all pawns are on that tile someone can play a Helicopter Lift card to win the game, regardless of whose turn it is or what phase of play it is.&lt;br /&gt;
&lt;br /&gt;
The game is lost immediately:&lt;br /&gt;
* if Fools&#039; Landing sinks at any point, or&lt;br /&gt;
* if both tiles for a treasure that has not yet been captured sink, or&lt;br /&gt;
* if a tile with a pawn on it sinks and that pawn cannot be rescued, or&lt;br /&gt;
* if the Waters Rise to the tenth water mark (indicated on the water meter with a red skull)&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
Adjacent here means tiles sharing an edge. tiles that touch only at corners are not considered to be adjacent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move:&#039;&#039;&#039; Any player may move to an adjacent tile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shore Up:&#039;&#039;&#039; Any player may flip one adjacent flooded tile (or the tile they are on if it is flooded) to its unflooded side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Give Card:&#039;&#039;&#039; Any player may give any card to another player on the &#039;&#039;same&#039;&#039; tile. You may only give regular treasure cards, not special action cards. You also cannot &#039;&#039;take&#039;&#039; a card from another player during your turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capture Treasure:&#039;&#039;&#039; If a player has four matching treasure cards, and is on a tile with the same matching symbol, they may capture that treasure. The player discards the four matching cards and matching treasure is taken from the board into the player&#039;s play area. The team is now one step closer to winning the game!&lt;br /&gt;
&lt;br /&gt;
=== Roles ===&lt;br /&gt;
Each player plays a different role on the expedition team. Depending on their role they have abilities that make it easier to win the game. A role is assigned randomly to each player at the start of each game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diver:&#039;&#039;&#039; &#039;&#039;(Black)&#039;&#039; May move through flooded or sunk tiles for one action, but must end their movement on a tile. (i.e. not in a sunk tile square) Note this movement is still only through adjacent tiles, and it does not allow moving through spaces where there was never a tile, such as the open ocean around the island, or any holes in the initial setup, such as the lava in the volcano island setup.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; &#039;&#039;(Red)&#039;&#039; May shore up two tiles in a single action, provided they can reach both flooded tiles normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explorer:&#039;&#039;&#039; &#039;&#039;(Green)&#039;&#039; Tiles that touch at corners only are considered to be adjacent for the explorer. Thus they may both move and shore up tiles diagonally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messenger:&#039;&#039;&#039; &#039;&#039;(White)&#039;&#039; May give treasures to any player, regardless of where their pawns are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navigator:&#039;&#039;&#039; &#039;&#039;(Yellow)&#039;&#039; May move another player&#039;s pawn up to two adjacent tiles for a single action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot:&#039;&#039;&#039; &#039;&#039;(Blue)&#039;&#039; May move to any tile, not just adjacent tiles but only once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Cards ===&lt;br /&gt;
There are four treasure cards with five copies of each type: the Earth stone, the Crystal of Fire, the Ocean&#039;s Chalice, and the Statue of the Wind; which match the four treasures the team needs to find. There are also five special action cards, two sandbags and three helicopter lifts. Finally there are three Waters Rise cards, for a total of 28 cards in the treasure deck. As soon as the treasure card draw pile is empty, the treasure card discard pile is shuffled to form the new draw pile.&lt;br /&gt;
&lt;br /&gt;
The Hand Limit is 5 cards. Immediately after a player has more than 5 cards, the player must discard down to 5 cards, even if it not on their turn.&lt;br /&gt;
&lt;br /&gt;
Special action cards can be played at any time, whether it is that player&#039;s turn or not. Indeed it is often necessary to play a special action card during another player&#039;s turn to win the game. Also, if required to discard, a player may instead immediately play a special action card instead of discarding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandbags:&#039;&#039;&#039; When played allows the player to shore up any flooded tile anywhere on the island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helicopter Lift:&#039;&#039;&#039; When played during the bulk of the game it allows a player to move any number of pawns from a single tile to any other tile on the board. Note the start and end tiles must be the same for all pawns moved, but you need not move all pawns from the start tile.&lt;br /&gt;
The Helicopter Lift card is also necessary at the end of the game in order to win, in which case it lifts all players off of the sinking island with their treasures, but only if all pawns are on the &amp;quot;Fool&#039;s Landing&amp;quot; tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waters Rise:&#039;&#039;&#039; This card does not go into the players hand but is immediately discarded. The water level is then increased to the next water mark (possibly increasing the number of flood cards to be drawn) and any cards in the flood card discard pile are shuffled and placed on &#039;&#039;top&#039;&#039; of the flood card draw pile.&lt;br /&gt;
&lt;br /&gt;
= Implementation =&lt;br /&gt;
&lt;br /&gt;
=== Player Actions ===&lt;br /&gt;
The implementation provides a limited &#039;&#039;&#039;Undo&#039;&#039;&#039; feature. The undo is provided for &#039;moves&#039; only and only if another player has not played a special action card (Sandbags or Helicopter Lift).&lt;br /&gt;
&lt;br /&gt;
=== ELO ===&lt;br /&gt;
&lt;br /&gt;
ELO is awarded for winning based on a fictitious game opponent with an experience level determined by the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; level of the game and the &#039;&#039;&#039;Number of Players&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The following table provides the reference values:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Novice&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1350&lt;br /&gt;
:* 3-players =&amp;gt; 1400&lt;br /&gt;
:* 4-players =&amp;gt; 1450&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1550&lt;br /&gt;
:* 3-players =&amp;gt; 1600&lt;br /&gt;
:* 4-players =&amp;gt; 1650&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Elite&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1750&lt;br /&gt;
:* 3-players =&amp;gt; 1800&lt;br /&gt;
:* 4-players =&amp;gt; 1850&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legendary&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1950&lt;br /&gt;
:* 3-players =&amp;gt; 2200&lt;br /&gt;
:* 4-players =&amp;gt; 2500&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Tips_forbiddenisland|Strategy Page]]&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&amp;diff=11611</id>
		<title>Gamehelppolis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppolis&amp;diff=11611"/>
		<updated>2022-01-20T16:08:57Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play polis, see &amp;lt;b&amp;gt;[[Tips_polis]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
=== Development Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Create Hoplites ====&lt;br /&gt;
&lt;br /&gt;
* Only in one polis per turn.&lt;br /&gt;
* Pay 1 metal (or silver) per hoplite.&lt;br /&gt;
&lt;br /&gt;
==== Create Galleys ====&lt;br /&gt;
&lt;br /&gt;
* Only in one polis per turn.&lt;br /&gt;
* Pay 1 wood (or silver) per galley.&lt;br /&gt;
* Place galleys in an adjacent sea territory (see arrow).&lt;br /&gt;
&lt;br /&gt;
==== Create Merchants ====&lt;br /&gt;
&lt;br /&gt;
* Only in one commercial city per turn&lt;br /&gt;
* Pay 1 wood (or silver) per merchant.&lt;br /&gt;
* Place merchants in Trade Port.&lt;br /&gt;
&lt;br /&gt;
=== Military Actions (cost 1 Prestige) ===&lt;br /&gt;
&lt;br /&gt;
==== Move Hoplites ====&lt;br /&gt;
&lt;br /&gt;
* Destination territory of all hoplites has to be the same.&lt;br /&gt;
* Each unit is moved separately (via land or sea territories, but not both).&lt;br /&gt;
* Territories controlled by opponent (with greater number of units) block movement.&lt;br /&gt;
&lt;br /&gt;
==== Move Galleys ====&lt;br /&gt;
&lt;br /&gt;
* Destination territory of all galleys must be the same.&lt;br /&gt;
* Each unit is moved separately (only sea territories).&lt;br /&gt;
* Territories controlled by opponent block movement.&lt;br /&gt;
&lt;br /&gt;
==== Besiege Polis ====&lt;br /&gt;
&lt;br /&gt;
* Player has to control territory with at least as many hoplites as polis has Fortification.&lt;br /&gt;
* Throw the die:&lt;br /&gt;
** If the result is higher than/equal to Fortification:&lt;br /&gt;
**# Take Polis Tile (with all projects).&lt;br /&gt;
**# Receive Prestige (= Fortification).&lt;br /&gt;
** If the result is lower than Fortification:&lt;br /&gt;
*** Attacker loses 1 hoplite.&lt;br /&gt;
*** If polis is owned by opponent, it loses 1 Population Cube.&lt;br /&gt;
&lt;br /&gt;
==== Collection ====&lt;br /&gt;
&lt;br /&gt;
* Must own polis in region.&lt;br /&gt;
* Take resources corresponding to the number of hoplites from the region placed in the Tribute Box.&lt;br /&gt;
* Place disc to show the region exhausted and return hoplites. No Prestige cost for action in home region.&lt;br /&gt;
&lt;br /&gt;
=== Political Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
&lt;br /&gt;
* Move one merchant via free trade route to a Foreign Market and place it on available shipload:&lt;br /&gt;
** Goods exchange (goods for wheat / silver).&lt;br /&gt;
** Then increase market value.&lt;br /&gt;
**# Roll die.&lt;br /&gt;
**# Move the marker right.&lt;br /&gt;
** Purchase (silver paid for wheat).&lt;br /&gt;
** Then decrease market value.&lt;br /&gt;
**# Roll die twice.&lt;br /&gt;
**# Use the higher result to move the marker left.&lt;br /&gt;
&lt;br /&gt;
==== Move Proxenos ====&lt;br /&gt;
&lt;br /&gt;
* Movement via land or sea territories.&lt;br /&gt;
* Must bribe each enemy unit with 1 silver (not to the opponent).&lt;br /&gt;
&lt;br /&gt;
==== Redeem Proxenos ====&lt;br /&gt;
&lt;br /&gt;
* Pay 2 silver to opponent.&lt;br /&gt;
* Place Proxenos in capital.&lt;br /&gt;
&lt;br /&gt;
==== Instigate Civil War ====&lt;br /&gt;
&lt;br /&gt;
* Proxenos needed;&lt;br /&gt;
* Action costs 2x Base Population (neutral polis) or 3x current Population (owned by opponent).&lt;br /&gt;
* Receive Prestige (= Population bribed, not amount of money spent).&lt;br /&gt;
&lt;br /&gt;
=== Battle ===&lt;br /&gt;
&lt;br /&gt;
* If 8 or more units are in a territory after player&#039;s turn:&lt;br /&gt;
** Attacker plays 2 cards, defender tries to match formations.&lt;br /&gt;
* Card pairs are then compared:&lt;br /&gt;
** Not matching:&lt;br /&gt;
*** Defender loses 1 unit,&lt;br /&gt;
*** Attacker gains Prestige on card.&lt;br /&gt;
** Matching:&lt;br /&gt;
*** No loss for defender&lt;br /&gt;
*** Attacker gains Prestige difference if their value is higher.&lt;br /&gt;
*** Attacker draws 2 cards;&lt;br /&gt;
*** Defender draws one less card for each loss suffered (maximum 2).&lt;br /&gt;
* The battle ends if:&lt;br /&gt;
*# There are not enough cards are left in the Combat Card deck.&lt;br /&gt;
*# One player retreats (and pays 1 Prestige to opponent).&lt;br /&gt;
*# One player has less than 2 units left.&lt;br /&gt;
&lt;br /&gt;
=== End of the Round ===&lt;br /&gt;
&lt;br /&gt;
==== Projects ====&lt;br /&gt;
&lt;br /&gt;
* All projects are completed, and award immediate Prestige.&lt;br /&gt;
&lt;br /&gt;
==== Supply ====&lt;br /&gt;
&lt;br /&gt;
* Player must pay wheat = total of Population Cubes.&lt;br /&gt;
** If insufficient, the difference is either paid with Prestige, or poleis are discarded.&lt;br /&gt;
&lt;br /&gt;
==== Growth ====&lt;br /&gt;
&lt;br /&gt;
* Increase Population in poleis with wheat (1:1). &#039;&#039;Optional.&#039;&#039;&lt;br /&gt;
** Heed Maximum Growth and Population Maximum. &lt;br /&gt;
&lt;br /&gt;
==== Megalopolis ====&lt;br /&gt;
&lt;br /&gt;
* 1 Prestige is awarded for every polis exceeding the Base Population.&lt;br /&gt;
&lt;br /&gt;
==== Storage ====&lt;br /&gt;
&lt;br /&gt;
* Halve amount of oil, wine, and wheat in storage (rounded up).&lt;br /&gt;
** &#039;&#039;For example:&#039;&#039;&lt;br /&gt;
*** Before: 3 oil, 5 wine and 7 wheat.&lt;br /&gt;
*** After: 2 oil, 3 wine and 4 wheat.&lt;br /&gt;
&lt;br /&gt;
==== Phoros ====&lt;br /&gt;
&lt;br /&gt;
* Exchange Prestige for silver (1:1). &#039;&#039;Optional.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Preparations for the next Round ===&lt;br /&gt;
&lt;br /&gt;
# Move round marker one space to the right.&lt;br /&gt;
# Remove all discs from Tribute Boxes.&lt;br /&gt;
# Place merchants back in Trade Ports.&lt;br /&gt;
# Place 3 new Project Tiles (discard remaining tiles).&lt;br /&gt;
# Draw new Event Card.&lt;br /&gt;
&lt;br /&gt;
== End of Game Conditions ==&lt;br /&gt;
&lt;br /&gt;
# A player cannot supply enough wheat/Prestige to feed their capital.&lt;br /&gt;
# A player does not have any Prestige left after “End of Round” phase.&lt;br /&gt;
# The fourth round (5β) has been finished.&lt;br /&gt;
&lt;br /&gt;
== Final Score ==&lt;br /&gt;
&lt;br /&gt;
* Total of Population Cubes in all poleis, plus&lt;br /&gt;
* Current Prestige, plus&lt;br /&gt;
* ”Prestige for Posterity” (on project tiles).&lt;br /&gt;
&lt;br /&gt;
== Summary sheet ==&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;[[Tips_polis]]&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpicecoldicehockey&amp;diff=11610</id>
		<title>Gamehelpicecoldicehockey</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpicecoldicehockey&amp;diff=11610"/>
		<updated>2022-01-20T16:07:54Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Ice Cold Ice Hockey Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Idea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shoot the puck and score goals. Outside shots (O/S) are low-percentage shots, taken from “the points” just inside your opponent’s blue line. On the other hand, inside shots (I/S), normally taken from “the slot” close to your opponent’s goalie, are much more likely to score a goal. Throughout the game you’ll be trying to set up an I/S – passing, skating and dumping-and-chasing the puck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As the Offensive player, choose one of these actions on your turn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. Play a Pass or Skate card&lt;br /&gt;
If not the start of a new offensive sequence of play, the type/icon at the top of the card must match the pass or skate icon at right-center of the last card you played. Additionally, the puck must currently be located in one of the colored rink zones at the card’s upper left. Note that Pass/Skate cards which allow an Inside Shot have a circle-with-a-dot icon at their right-center. &lt;br /&gt;
&lt;br /&gt;
2. Discard a card and dump the puck out to center ice from your defensive zone&lt;br /&gt;
Your opponent gains possession and begins a new sequence.&lt;br /&gt;
&lt;br /&gt;
3. Clear the puck the into your offensive zone from your defensive zone (no discard)&lt;br /&gt;
There is a 50% chance you’ll be called for icing. (Waived if your opponent chooses to “touch up.”)&lt;br /&gt;
&lt;br /&gt;
4. Discard a card and dump the puck into your offensive zone from center ice &lt;br /&gt;
There is a 50% chance you’ll recover the loose puck.&lt;br /&gt;
&lt;br /&gt;
5. Take an outside shot when the puck is in your offensive zone (no discard)&lt;br /&gt;
You must have possession of the puck. This action is a free action; no card is played. The top card of the deck provides the result of the shot. &lt;br /&gt;
&lt;br /&gt;
6. Play an Inside Shot card (or after you play card #56, Steal the Puck)&lt;br /&gt;
You must have possession of the puck. Inside Shot cards have a circle-with-a-dot icon at the top-center. &lt;br /&gt;
The top card of the deck provides the result of the shot. At right-center, Inside Shots have a red blocked-shot icon which allows the defensive player to play the I/S Shot Blocked card. Some I/S cards have a square-with-an-exclamation-point, which allows the defensive player to play a defensive card which may result in a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pulling the Goalie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With 15 cards left in the third period, if you are behind in the score and have puck control at CI or in your OZ (or a face-off is about to take place in one of those zones) you can pull the goalie. You’ll then play with a 6-card hand until you put your goalie back in net; you can only do this during a play stoppage. You must put your goalie back in net if you tie the game or a face-off takes place in your DZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive play&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. Play a Defensive card &lt;br /&gt;
If the offensive player plays a card with a (rounded) red square at its right-center, their opponent may play a defensive card. The red squares and defensive cards come in two distinct types: a red square at their top-center or a red square-with-exclamation point.  &lt;br /&gt;
* If the offensive card that was just played is a Skate card, then the defensive card’s rink-icon at upper left must have color in the section which matches the puck’s current zone.&lt;br /&gt;
* If the offensive card that was just played is a Pass card, then the defensive card’s rink-icon at upper left must have color in the section which matches the puck’s destination zone.&lt;br /&gt;
* The two defensive cards “Steal the Puck” function against Pass cards as if they were Skate cards. In other words, they gain possession of the puck in their own OZ.&lt;br /&gt;
&lt;br /&gt;
2. Play a Shot Blocked card &lt;br /&gt;
Played out of turn, one card blocks an Outside Shot attempt and the other an Inside Shot. Both result in a loose puck. These cards have a square-with-a-dot icon at the top.&lt;br /&gt;
&lt;br /&gt;
3. Defensive Mode&lt;br /&gt;
If you have scored more goals than your opponent, you may choose to dump the puck from center ice into your offensive zone and let your opponent gain possession. This procedure allows you a better chance of gaining defensive cards and to burn time off the clock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defensive cards that have a red square-with-exclamation-point at top-center may result in a penalty when played. Other penalties may be called during H/V (Home/Visitor) checks. Penalties will result in a number of Outside and/or Inside power play shots. Play of card #44 (Cheap Shot) may result in a major penalty and six shots – with the potential to score multiple goals. Multiple penalties and penalty shots can occur. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offsides and Icing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These infractions may be called during H/V (Home/Visitor) checks and result in a faceoff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Pucks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These can occur after the play of some defensive cards and other situations. An H/V check will determine which team gains possession of the puck. The icon at the lower left of the top card of the deck decides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Goals, superb goalie saves, big hits, cheap shots and fights can result in the draw of extra cards for a player’s hand. This increase in hand size is temporary.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=11609</id>
		<title>Gamehelppi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=11609"/>
		<updated>2022-01-20T16:07:33Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play P.I., see &amp;lt;b&amp;gt;[[Tips_pi|Tips_PI]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* P.I. (Private Investigator) is a simple deductive game consisting of 3 mini-games.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
* Each player has three cases that they need to solve.&lt;br /&gt;
* You win by getting the most points for solving the three cases.&lt;br /&gt;
* To solve a case you need to show the following elements: the &#039;&#039;&#039;criminal&#039;&#039;&#039;, the &#039;&#039;&#039;location&#039;&#039;&#039; of the crime and the &#039;&#039;&#039;type&#039;&#039;&#039; of crime.&lt;br /&gt;
* Each player solves their own unique case each in round.&lt;br /&gt;
** The player on your right has your Case Cards, which show the elements of the case you are solving.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
* Each turn you choose only one of the following actions:&lt;br /&gt;
*# Use an investigator on a location.&lt;br /&gt;
*#* &#039;&#039;You only have 5 for the entire game.&#039;&#039;&lt;br /&gt;
*# Pick an evidence card.&lt;br /&gt;
*# Attempt to solve the case.&lt;br /&gt;
&lt;br /&gt;
=== Using an Investigator ===&lt;br /&gt;
&lt;br /&gt;
* Each Location Card consists of a criminal tile, a location tile, and a crime tile.&lt;br /&gt;
* Using an Investigator on a Location Card tells you the number of tiles matching your Case Cards elements (the criminal and/or the location and/or the crime) in or near that location, as well as the number of elements.&lt;br /&gt;
* Discs and cubes are placed by the Investigator as follows:&lt;br /&gt;
** &#039;&#039;&#039;Disc&#039;&#039;&#039;: An element is in this Investigator&#039;s location.&lt;br /&gt;
** &#039;&#039;&#039;Cube&#039;&#039;&#039;: An element is in a location that is adjacent to this Investigator&#039;s location. It does not tell you what that element is.&lt;br /&gt;
* &#039;&#039;Note:&#039;&#039; You only have 5 Investigators and they are &#039;one use&#039; only for all three rounds of the entire game.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+Possible results &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;max-width:16rem;&amp;quot; | &#039;&#039;&#039;# Case cards matching in the Investigator&#039;s location&#039;&#039;&#039;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;max-width:12rem;&amp;quot; | &#039;&#039;&#039;The result represented in&lt;br /&gt;
Discs &amp;amp; cubes&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;max-width:16rem;&amp;quot; | &#039;&#039;&#039;# Case cards matching in a location &#039;&#039;adjacent&#039;&#039; to the Investigator&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|3 &lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|3 discs&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|0 cubes&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|0 &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|2 discs&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|1 cube&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|1&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|1 disc&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|2 cubes&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|2&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|0 discs&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|3 cubes&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|3&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|2 discs&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|0 cubes&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|0&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|1 disc&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|1 cube&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|1&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|1 disc&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|0 cubes&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|0&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;color:#0a0;&amp;quot;|0 discs&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|0 cubes&lt;br /&gt;
|style=&amp;quot;color:#a70;&amp;quot;|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Using Evidence Cards ===&lt;br /&gt;
&lt;br /&gt;
* Using an Evidence Card allows you to investigate one particular element of your case.&lt;br /&gt;
* It will only tell you the matching tiles that are the same type as the selected Evidence Card.&lt;br /&gt;
** &#039;&#039;&#039;Disc&#039;&#039;&#039;: If the Evidence Card matches one of your Case Cards, a disc is placed on the matching tile.&lt;br /&gt;
** &#039;&#039;&#039;Cube&#039;&#039;&#039;: If the Case Card&#039;s tile is in an adjacent location to the Evidence Card&#039;s tile, then a cube will be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
==== Additional Rules With Using Evidence Cards====&lt;br /&gt;
&lt;br /&gt;
* If you already have a disc/cube on one of your Investigator Counters and it corresponds with the selected Evidence Card then the disc/cube is moved from the Investigator Counter to the tile matching the selected Evidence Card.&lt;br /&gt;
* If a disc/cube is placed then it must be placed on the tile.&lt;br /&gt;
* If no disc/cube is placed then you place the Evidence Card in front of your position to remind you that no information was gained.&lt;br /&gt;
* If you do place a disc/cube then you discard the Evidence Card.&lt;br /&gt;
&lt;br /&gt;
=== Attempt to Solve the Case ===&lt;br /&gt;
&lt;br /&gt;
* Finally you can attempt to solve the case, click on a criminal, a location and a crime type.&lt;br /&gt;
** If you&#039;re right, then you get points according to how many players solve their cases before you.&lt;br /&gt;
*** &#039;&#039;7 for first, 5 for second, 3 for third and 1 for fourth.&#039;&#039;&lt;br /&gt;
** If you&#039;re wrong, then you lose 2 points.&lt;br /&gt;
* The rules seem to imply that you can try to solve only once, and then the round&#039;s over for you.&lt;br /&gt;
** On BGA, that&#039;s not the case, you can try again, but you accrue the VP penalties (and lose time).&lt;br /&gt;
** If everyone has solved but you, you get 0 points (and penalties you have accrued).&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
* The game consists of 3 rounds, players are attempting to solve one case in every round.&lt;br /&gt;
* Each round is composed of phases where each player takes a turn playing one action.&lt;br /&gt;
** &#039;&#039;Beginning with the starting player.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Solving a case ==&lt;br /&gt;
&lt;br /&gt;
* Once a player solves a case for the first time in that round, (in phase 6 of the current round for example,) they get 7 points, and &#039;&#039;each&#039;&#039; subsequent player who solves their case in the same phase (phase 6 in our example) &#039;&#039;also&#039;&#039; gets 7 points.&lt;br /&gt;
* Once the phase ends, if there are at least two players who didn&#039;t solve the case yet, then the game continues, but on the phase the next player solves the case, they get 2 fewer points--and that goes for all players who solve the case in that same phase.&lt;br /&gt;
* This continues on and on, until only 1 (or 0) player remains.&lt;br /&gt;
** If one player remains at the end of a phase, that player won&#039;t gain any points for the round, and the next round starts.&lt;br /&gt;
&lt;br /&gt;
== Tiebreakers ==&lt;br /&gt;
&lt;br /&gt;
* In the case of a tie, the winner is the tied player who has the:&lt;br /&gt;
*# Most Investigator pieces.&lt;br /&gt;
*# Fewest penalty points.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=11608</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=11608"/>
		<updated>2022-01-20T16:07:09Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Beginning of the game==&lt;br /&gt;
At the beginning of the game you have two cards of age 1 in your hand. You choose one to meld immediately and keep the other in your hand. The player who melded the first card in English alphabetical order plays first.&lt;br /&gt;
The first player gets only one action to start with, so does the second player in a four player game. After that, everybody gets two actions on their turn.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Except for the starting player(s) on the first turn of the game (see &#039;&#039;Beginning of the Game&#039;&#039;, above), you &#039;&#039;&#039;must&#039;&#039;&#039; take &#039;&#039;&#039;two actions&#039;&#039;&#039; each turn, from the following four (you may take the same action twice):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAW:&#039;&#039;&#039; take a card of value equal to the highest top card on your board from the supply deck. If this deck is empty, draw from the next available higher deck. This rule for drawing is also applicable for any effect with the &amp;quot;draw&amp;quot; keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELD:&#039;&#039;&#039; play a card from your hand to your board. It is played on the existing stack on the same color if it exists, otherwise this card starts a new one. If a stack is splayed (spread to one side) that splay is continued by the new card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOGMA:&#039;&#039;&#039; each opponent with fewer of the featured icon (visible on their board) than you must obey the &amp;quot;I demand&amp;quot; effects. Each opponent with at least as many of the feature shares the non-demand effects. Effects are executed clockwise, finishing with you. If sharing an effect with one or several opponents has had &#039;&#039;any&#039;&#039; consequence on the game situation, you take a single free Draw action at the end of your dogma action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACHIEVE:&#039;&#039;&#039; You can take an action to claim any available age achievement if you have at least 5 times the value of that age in your score pile AND a top card on your board of equal or higher value. For example to achieve age 1 you need 5 points and any card on your board. To achieve age 2, 10 points and at least a 2 as a top card and so on... Points are kept, not spent. The five special achievement cards do not require any action to claim them and are won &#039;&#039;as soon as&#039;&#039; the conditions are met.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
===By achievements===&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even inside a dogma effect) when a player reaches a required number of achievements:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;2 players:&#039;&#039; 6 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;3 players:&#039;&#039; 5 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players:&#039;&#039; 4 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players &#039;&#039;&#039;(team game variant)&#039;&#039;&#039;:&#039;&#039; 6 achievements combined by the teammates&lt;br /&gt;
&lt;br /&gt;
The player who reaches the achievement goal first is the winner, regardless of points.&lt;br /&gt;
&lt;br /&gt;
===By score===&lt;br /&gt;
This happens if someone tries to draw an 11 or higher. The game ends &#039;&#039;immediately&#039;&#039; (even inside a dogma effect) and the winner is the player who has the greatest score in their score pile. (If tied, the number of achievements is a tie-breaker; if still tied, the concerned players both win.) In a team game, the teammates combine their score. (If tied, they combine their achievements.)&lt;br /&gt;
&lt;br /&gt;
===By dogma===&lt;br /&gt;
Dogma effects of a few cards awards a win if some conditions are met. If more than one player is eligible (except teammates in a team game), the game continues.&lt;br /&gt;
&lt;br /&gt;
==The golden rule==&lt;br /&gt;
&#039;&#039;&#039;Do as many as you can and ignore the rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This rule will help you to leverage ambiguities.&lt;br /&gt;
&lt;br /&gt;
This has many consequences:&lt;br /&gt;
&lt;br /&gt;
-Exchanges do not need to be symmetrical. According to the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 card with 10.&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have enough cards to fulfill the effect requirement, you can process all the cards that you do have.&lt;br /&gt;
&lt;br /&gt;
-However, if a &amp;quot;you may&amp;quot; effect requires you to return 3 cards to trigger an effect, and you have less than 3 cards, you have to pass.&lt;br /&gt;
&lt;br /&gt;
You can hover on the memo to have a reminder of the actions and keywords.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gather the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the first edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=11607</id>
		<title>Gamehelploveletter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=11607"/>
		<updated>2022-01-20T16:06:50Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play Love Letter, see &amp;lt;b&amp;gt;[[Tips_loveletter|Tips_LoveLetter]]&amp;lt;/b&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== The Game ==&lt;br /&gt;
&lt;br /&gt;
* One of the 16 cards is removed at the beginning of the game and the others are shuffled.&lt;br /&gt;
* Every player gets 1 card and the remaining cards form a pile in the centre of the table.&lt;br /&gt;
* Players take turns drawing one card (making two cards in hand) and discarding one card (going back to one card in hand).&lt;br /&gt;
&lt;br /&gt;
* When you discard a card, you apply its effect (see the following section).&lt;br /&gt;
* The round ends either when there are no cards left in the deck for a player to draw or when all but one player are knocked out.&lt;br /&gt;
* The player holding the card with the highest rank earns 1 token.&lt;br /&gt;
* If there is a tie, the tiebreaker will be the sum of the value of the cards each player discarded in the game.&lt;br /&gt;
* If the tie remains, nobody gets a token.&lt;br /&gt;
&lt;br /&gt;
A player wins the game after winning a number of tokens, that number being based on the number of players:&lt;br /&gt;
*2 Players: 7 tokens (not allowed on BGA so far)&lt;br /&gt;
*3 Players: 5 tokens&lt;br /&gt;
*4 players: 4 tokens&lt;br /&gt;
*5-8 players: 4 tokens&lt;br /&gt;
&lt;br /&gt;
== The Cards ==&lt;br /&gt;
&lt;br /&gt;
=== 3-4 players ===&lt;br /&gt;
&lt;br /&gt;
*8: Princess Annette – If you discard the Princess — no matter how or why — she has tossed your letter into the fire. You are knocked out of the round. (1 card)&lt;br /&gt;
*7: Countess Wilhelmina – Unlike other cards which take effect when discarded, the text on the Countess applies while she is in your hand. In fact, she has no effect when you discard her. If you ever have the Countess and either the King or Prince in your hand, you must discard the Countess. You do not have to reveal the other card in your hand. Of course, you can also discard the Countess even if you do not have a royal family member in your hand. She likes to play mind games. (1 card)&lt;br /&gt;
*6: King Arnaud IV – When you discard King Arnaud IV, trade the card in your hand with the card held by another player of your choice. You cannot trade with a player who is out of the round, nor with someone protected by the Handmaid. If all other players still in the round are protected by the Handmaid, this card does nothing. (1 card)&lt;br /&gt;
*5: Prince Arnaud – When you discard Prince Arnaud, choose one player still in the round  (including yourself). That player discards their hand (do not apply its effect, unless it&#039;s Princess Annette) and draws a new card. If the deck is empty, that player draws the card that was removed at the start of the round. If all other players are protected by the Handmaid, you must choose yourself. (2 cards)&lt;br /&gt;
*4: Handmaid Susannah – When you discard the Handmaid, you are immune to the effects of other players’ cards until the start of your next turn. (2 cards)&lt;br /&gt;
*3: Baron Talus – When discarded, choose one other player still in the round. You and that player secretly compare your hands. The player with the lower rank is knocked out of the round. In case of a tie, nothing happens. If all other players still in the round are protected by the Handmaid, this card does nothing. (2 cards)&lt;br /&gt;
*2: Priest Tomas – When you discard the Priest, you can look at one other player’s hand. DO NOT reveal the hand to all players. (2 cards)&lt;br /&gt;
*1: Guard Odette – When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing. (5 cards)&lt;br /&gt;
&lt;br /&gt;
=== 5-8 players ===&lt;br /&gt;
&lt;br /&gt;
All of the above, 3 additional guards (8 guards in total), plus extra cards:&lt;br /&gt;
*9: Bishop Vinizio - a &amp;quot;super-guard&amp;quot; who makes you score 1 point when you guess the character of an opponent. If the guess is correct, the targeted player can choose whether to keep or discard the card. The bishop loses to the princess at the end of the round. (1 card)&lt;br /&gt;
*7: Dowager Queen Tummia - acts as a Baron, but the highest card is eliminated instead of the lowest. (1 card)&lt;br /&gt;
*6: Constable Viktor - If this card is in your discard pile then this gives you 1 point if you are knocked out of the round. (1 card)&lt;br /&gt;
*5: Count Guntram - add +1 to your card value at the end of the round. (2 cards)&lt;br /&gt;
*4: Sycophant Morris - lets you decide who will be the target of the next card played. (2 cards)&lt;br /&gt;
*3: Baroness Fiona - allows you to see TWO hands. (2 cards)&lt;br /&gt;
*2: Cardinal Vesper - exchanges the hands of 2 players. You may see one of the hands. (2 cards)&lt;br /&gt;
*0: Jester Darius - allows you to guess who will win the round and score 1 point if this is the case. (1 card)&lt;br /&gt;
*0: Assassin - kills your opponent if they use a guard against you. (1 card)&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkrosmasterarena&amp;diff=11606</id>
		<title>Gamehelpkrosmasterarena</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkrosmasterarena&amp;diff=11606"/>
		<updated>2022-01-20T16:04:34Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[BASIC RULES]&lt;br /&gt;
&lt;br /&gt;
Krosmaster Arena is a strategy game where your goal is to eliminate the opposing Krosmasters without losing yours.&lt;br /&gt;
&lt;br /&gt;
To win, you will have to put the GG counter (the number of stars under your opponent&#039;s nickname) at zero.&lt;br /&gt;
&lt;br /&gt;
There are 3 methods to do this:&lt;br /&gt;
&lt;br /&gt;
- Kill an opposing Krosmaster to steal their Level in GG. The level of a Kros is equivalent to its value in combat. It is indicated on the card of each figurine.&lt;br /&gt;
&lt;br /&gt;
- Double the tension jets to make everyone lose 1GG. Dice rolled at the start of the player&#039;s turn, granting a power to a Krosmaster during a turn or giving you coins in exchange (Kamas).&lt;br /&gt;
&lt;br /&gt;
- Buy 1GG from your opponent by spending 12 Kamas, once placed on a Demon Box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the start each player has 6GG, plus a wild (neutral) GG which will always be lost first.&lt;br /&gt;
&lt;br /&gt;
Each team must be made up of 3 to 8 Krosmasters, totalling 12 levels. They vary from 1 (weak) to 6 (strong).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Krosmaster has its own characteristics.&lt;br /&gt;
&lt;br /&gt;
- Name: The maximum number of duplicates in a team depends on its name color: 1x Gold, 2x White, 3x Black.&lt;br /&gt;
&lt;br /&gt;
- Level: A Krosmaster&#039;s combat power.&lt;br /&gt;
&lt;br /&gt;
- Initiative (flash): Defines the order of play within your team. The highest total Initiative of a team determines the 1st player.&lt;br /&gt;
&lt;br /&gt;
- Movement Pts (MP): Number of spaces a Krosmaster can move each turn.&lt;br /&gt;
&lt;br /&gt;
- Life Pts (LP): Number of wounds a Krosmaster can take before being knocked out.&lt;br /&gt;
&lt;br /&gt;
- Action Points (AP): Used to cast spells and / or perform actions (pick up a coin, buy, ...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each also has Spells with very specific effects (attack, heal, boost, debuff, placement, summon, ...)&lt;br /&gt;
&lt;br /&gt;
- Range: Either Personal (self), Melee (adjacent), or composed of a minimum and maximum OP. Most spells require a line of sight, which means no obstacle between the caster and its target (tree or Krosmaster). The bushes are not obstacles. A Green Range can be modified (+ 1PO by mounting on a Cashier for example), while the Red Range is not.&lt;br /&gt;
&lt;br /&gt;
- Damage: The color indicates the Element (Air, Water, Fire, Earth, Neutral, Care or Nothing)&lt;br /&gt;
&lt;br /&gt;
- Cost: Mainly in AP, but may also require the use of MPor self-injury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some powers are specific to Krosmasters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the Demon Boxes you can spend your Kamas in order to equip Boosts or Equipment on your Krosmasters, making them more resistant, fast or powerful. Do not neglect this aspect of the game, it is almost impossible to win without using Kamas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[STRATEGIC ADVICE]&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if the player opposite has more than 150 ELO points, you can certainly ask them for advice. The spirit of the Krosmaster community is cordial, and the game is both exciting and complex. It will be a pleasure for us to accompany you in your first games ^^ Contact persons recommended for any questions: [Neuros] [Achille127] [Percimou]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are some ways to start:&lt;br /&gt;
&lt;br /&gt;
- Play &amp;quot;placers&amp;quot; (King Mint, Grougalorasalar, Khan Karkass, ...) BEFORE your &amp;quot;batters&amp;quot; (Sphincter Cell, Dragon Pig, Joris Swashbuckler), so that they can reach opposing Kros. One of the key elements to surprise the enemy is movement.&lt;br /&gt;
&lt;br /&gt;
- Pay attention to your basic diversity. The more you have different Elements within your team, the more often the RD will be profitable for you.&lt;br /&gt;
&lt;br /&gt;
- It will often happen that you are surprised and reached when you think you are safe. Don&#039;t worry, it&#039;s the kind of thing that comes with experience. We count like this: PM + PO + potential investment + potential R&amp;amp;D. If in doubt, be careful, but do not stay at the bottom of the map the whole game so far ^^ Krosmaster is a game of exchange and frank melee, do not forget;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You probably know enough to discover the game, so good luck!&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprestinpeace&amp;diff=11605</id>
		<title>Gamehelprestinpeace</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprestinpeace&amp;diff=11605"/>
		<updated>2022-01-20T16:03:52Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Play ghost cards to gain the majority of mansions, or forfeit them to gain powerful psychic assistants.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Ten cards are placed in a line, each one with a random mansion token (yellow for manor, pink for castle) on it. The first nine cards are psychics.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a hand of five cards.&lt;br /&gt;
&lt;br /&gt;
The game is played over 10 rounds, each corresponding to one of the ten cards, left to right.&lt;br /&gt;
&lt;br /&gt;
* On your turn, play any number of cards from your hand onto your side of that round&#039;s card. (Psychic card effects apply instantly.)&lt;br /&gt;
* At the end of your turn, if the total on your side of the value is higher than your opponent, it is your opponent&#039;s turn.&lt;br /&gt;
* If it is not the case, you must withdraw from the mansion and your opponent wins it.&lt;br /&gt;
&lt;br /&gt;
At the end of each round:&lt;br /&gt;
* Whoever won the mansion takes the manor/castle token.&lt;br /&gt;
* Whoever withdrew takes that round&#039;s psychic card and adds it to their hand, and may play a card face-down to the 10th round card.&lt;br /&gt;
* Each player draws 2 ghost cards.&lt;br /&gt;
&lt;br /&gt;
The 10th round isn&#039;t played like the others: instead, players reveal the face-down cards they have set aside there, to see who wins it.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* You win instantly if you get 4 manors (yellow) or 3 castles (pink).&lt;br /&gt;
* If none of the winning conditions are met after the 10th round, the player who won the 10th round wins the game. (If tied, most mansions wins; if still tied, the game ends in a draw.)&lt;br /&gt;
&lt;br /&gt;
==Psychic Cards==&lt;br /&gt;
&#039;&#039;&#039;NOTE: when a Psychic card applies to a group of cards, it includes the cards played beforehand and after that Psychic card.&#039;&#039;&#039;&lt;br /&gt;
===Level 0===&lt;br /&gt;
* &#039;&#039;You won&#039;t have it&#039;&#039;: Get the psychic card of the round no matter what.&lt;br /&gt;
* &#039;&#039;Auntie, Are You There?&#039;&#039;: Search your deck for any ghost card and immediately put it into play.&lt;br /&gt;
* &#039;&#039;Reveal Yourself!&#039;&#039;: Works as a ghost card worth 1. Also you can look at opponent&#039;s hand until the end of the round.&lt;br /&gt;
* &#039;&#039;Lady in White&#039;&#039;: Works as a ghost card worth 2.&lt;br /&gt;
* &#039;&#039;Sir Nicholas&#039;&#039;: Works as a ghost card worth 3.&lt;br /&gt;
* &#039;&#039;Tripped&#039;&#039;: The next card played by your opponent is randomly drawn from their hand.&lt;br /&gt;
* &#039;&#039;Postponed Wedding&#039;&#039;: Works as a ghost card worth 3 but can only be played in the last round.&lt;br /&gt;
* &#039;&#039;Acro-bats&#039;&#039;: All your even-numbered cards are +1 for this round.&lt;br /&gt;
* &#039;&#039;Ghosssssst&#039;&#039;: All your odd-numbered cards are +1 for this round.&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
* &#039;&#039;Poltergeist&#039;&#039;: Name a value. All cards of that value are +2 for this round.&lt;br /&gt;
* &#039;&#039;Be Gone!&#039;&#039;: Discard a card in play from the opponent.&lt;br /&gt;
* &#039;&#039;You Don&#039;t Scare Me&#039;&#039;: All opponent&#039;s 1 and 2 are not counted for this round.&lt;br /&gt;
* &#039;&#039;Now or Never&#039;&#039;: Works as a ghost card worth 4. However, it will be worth -2 in the last round.&lt;br /&gt;
* &#039;&#039;Two&#039;s More Fun&#039;&#039;: Opponent cannot play cards 1 by 1 for this round.&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
* &#039;&#039;Still Me&#039;&#039;: If you win this round, you can transfer a card in play to the next round.&lt;br /&gt;
* &#039;&#039;Double Vision&#039;&#039;: Copy a ghost card in this round.&lt;br /&gt;
* &#039;&#039;Wraith to the Bottom&#039;&#039;: Name a value. Opponent&#039;s cards of that value are -2 (min 0) for this round.&lt;br /&gt;
* &#039;&#039;I&#039;ll Be Back&#039;&#039;: Return a card in a previous round to your deck.&lt;br /&gt;
* &#039;&#039;Ghost of Christmas Yet to Come&#039;&#039;: Put the first card in your deck to play.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
* &#039;&#039;Let&#039;s Meet at the End&#039;&#039;: Choose a player to return a random card in the 10th round to their hand.&lt;br /&gt;
* &#039;&#039;Bloody Mary&#039;&#039;: Works as a ghost card worth 6. However, you must discard 2 ghost cards from your hand.&lt;br /&gt;
* &#039;&#039;Playing Dead&#039;&#039;: You immediately lose this round. However, you can take back a card played in this round.&lt;br /&gt;
* &#039;&#039;Ghostly Goldfish&#039;&#039;: Works as 2 ghost cards worth 1.&lt;br /&gt;
* &#039;&#039;Private Lounge, Ghost Only&#039;&#039;: Opponent cannot play any psychic cards in this round.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
* &#039;&#039;They Were Never Seen Again&#039;&#039;: Name 2 values. Nobody can play ghost cards of these 2 values until the end of the round.&lt;br /&gt;
* &#039;&#039;I Pity the Ghoul!&#039;&#039;: Name a value. All ghost cards of that value are +3 for this round.&lt;br /&gt;
* &#039;&#039;Creepy Lull&#039;&#039;: The round ends immediately with a tie. The mansion is transferred to the next round. The psychic card is discarded.&lt;br /&gt;
* &#039;&#039;House Swap&#039;&#039;: Switch 2 mansions from the following rounds.&lt;br /&gt;
* &#039;&#039;We&#039;re Worthless&#039;&#039;: All other cards are now worth 1 and lose their effects.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkoikoi&amp;diff=11604</id>
		<title>Gamehelpkoikoi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkoikoi&amp;diff=11604"/>
		<updated>2022-01-20T16:02:10Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Each player is dealt 8 cards and 8 cards are placed in the middle.&lt;br /&gt;
* One player goes first.&lt;br /&gt;
* If a instant winning hand is dealt it is scored and a new round is started.&lt;br /&gt;
** Otherwise play as normal.&lt;br /&gt;
* On your turn, you can capture a card in the middle with a card from your hand.&lt;br /&gt;
** Those cards must be of the same month.&lt;br /&gt;
** Place the card from your hand and the captured card in your winning zone.&lt;br /&gt;
* Otherwise you must discard a card and place it in the middle.&lt;br /&gt;
* Draw a card from the deck&lt;br /&gt;
** You must capture if possible&lt;br /&gt;
** Otherwise it is discarded &lt;br /&gt;
* If there are 3 cards from the same month they are placed in a stack.&lt;br /&gt;
* The player with the last card from that month may capture the stack.&lt;br /&gt;
* If you form a &#039;&#039;yaku&#039;&#039; you must either score it or shout &#039;&#039;koi-koi&#039;&#039;.&lt;br /&gt;
* If scored, you get those points multiplied by the multiplier and the round end.&lt;br /&gt;
* If not scored, the round continues and you cannot score that &#039;&#039;yaku&#039;&#039; until you have formed another &#039;&#039;yaku&#039;&#039;.&lt;br /&gt;
* If an opponent scores a &#039;&#039;yaku&#039;&#039;, you lose your points.&lt;br /&gt;
* End the game after a number of rounds (or months).&lt;br /&gt;
* At the end of the game, the player with the most points (or kobans) wins!&lt;br /&gt;
&lt;br /&gt;
== About yaku (card combinations) ==&lt;br /&gt;
&lt;br /&gt;
You can use the &#039;&#039;&#039;in game help icon&#039;&#039;&#039; to display a popup 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;
== About multipliers ==&lt;br /&gt;
&lt;br /&gt;
As is often the case with traditional games, there are a lot of variants for playing Koi-koi, especially in regards to scoring.&lt;br /&gt;
&lt;br /&gt;
For Board Game Arena, two variants are provided through the options when creating the game:&lt;br /&gt;
&lt;br /&gt;
=== Soft &amp;quot;Koi!&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Adapted from [http://www.sloperama.com/hanafuda/rules.html the Sloperama site rules] which is all about saying &amp;quot;Koi!&amp;quot;.&lt;br /&gt;
Of course you run the risk of your opponent making a yaku and scoring for the month (round) before you can score yourself, but in exchange for that risk, each time you will get &#039;&#039;&#039;a multiplier&#039;&#039;&#039; so that if you manage to increase your score with another yaku, you will score a lot more.&lt;br /&gt;
Also, a starting multiplier will be set for the month if some &amp;quot;Bright cards&amp;quot; have been drawn for the field when dealing for the month.&lt;br /&gt;
So this is an aggressive variant with a lot of points available if you push your luck.&lt;br /&gt;
&lt;br /&gt;
=== Hard &amp;quot;Koi!&amp;quot; === &lt;br /&gt;
&lt;br /&gt;
Adapted from [https://web.archive.org/web/20120421175954/http://hanafubuki.org/koikoi.html the Hanafubuki site rules] which is less incentive to call &amp;quot;Koi!&amp;quot; since you won&#039;t get a multiplier just for saying &amp;quot;Koi!&amp;quot;. Instead, &#039;&#039;&#039;your opponent&#039;&#039;&#039; will!&lt;br /&gt;
If you say &amp;quot;Koi!&amp;quot; at least once, then if your opponent manages to score their score will be doubled.&lt;br /&gt;
Still, at some point you&#039;ll risk it, because if you manage to improve your yaku to score 7 points or more, then &#039;&#039;&#039;your score&#039;&#039;&#039; will be doubled.&lt;br /&gt;
&lt;br /&gt;
Please also note how draws are handled:&lt;br /&gt;
* if a month ends by lack of cards in hand and no player has managed to form a yaku, the dealer for the month (first player) gets 6 points (&#039;&#039;&#039;&amp;quot;dealer&#039;s privilege&amp;quot;&#039;&#039;&#039;);&lt;br /&gt;
* if a month ends by lack of cards in hand and at least a player managed to form a yaku (and said &amp;quot;Koi!&amp;quot; to continue), it&#039;s a draw and nobody gets any points.&lt;br /&gt;
&lt;br /&gt;
== About &amp;quot;Viewing&amp;quot; yaku ==&lt;br /&gt;
&lt;br /&gt;
A few variants have been implementend for the &amp;quot;Viewing the Moon&amp;quot; and &amp;quot;Viewing the Cherry Blossoms&amp;quot; yaku:&lt;br /&gt;
&lt;br /&gt;
=== Viewing yaku enabled ===&lt;br /&gt;
&lt;br /&gt;
Both yaku are available (this is the default).&lt;br /&gt;
&lt;br /&gt;
=== Rain ruins the party ===&lt;br /&gt;
&lt;br /&gt;
If a player captures at least one card of November (rain), the party is ruined, both yaku are unavailable for this player.&lt;br /&gt;
&lt;br /&gt;
=== Viewing yaku disabled ===&lt;br /&gt;
&lt;br /&gt;
Both yaku are unavailable.&lt;br /&gt;
&lt;br /&gt;
== About &amp;quot;First play&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Getting the first play (and thus being the first to choose from the field) is a nice advantage.&lt;br /&gt;
Some variants have been made available upon request:&lt;br /&gt;
&lt;br /&gt;
=== Winner starts the next month ===&lt;br /&gt;
&lt;br /&gt;
The winner for the current month gets to play first the next month (this is the default).&lt;br /&gt;
&lt;br /&gt;
=== Loser starts the next month ===&lt;br /&gt;
&lt;br /&gt;
The player who lost this month gets to play first the next month.&lt;br /&gt;
&lt;br /&gt;
=== Alternate starting player ===&lt;br /&gt;
&lt;br /&gt;
The player who didn&#039;t get to play first this month will play first the following month.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=11603</id>
		<title>Gamehelpsplendor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=11603"/>
		<updated>2022-01-20T16:01:50Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
Shuffle each development card deck separately, and then place them in a column in the middle of the table in increasing order from bottom to&lt;br /&gt;
top (◯;◯◯;◯◯◯).&lt;br /&gt;
&lt;br /&gt;
Then reveal 4 cards from each level.&lt;br /&gt;
&lt;br /&gt;
Shuffle the noble tiles and reveal as many of them as there are players plus one (example: 5 tiles for a 4 player game).&lt;br /&gt;
&lt;br /&gt;
The remaining tiles are removed from the game; they will not be used during the game. Finally, place the tokens in 6 distinct piles (sort them by color) within reach of the players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With 2 players&#039;&#039;&#039;: Remove 3 tokens of each gem color, but gold (there should be only 4 of each remaining).&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;With 3 players&#039;&#039;&#039;: Remove 2 tokens of each gem color, but gold (there should be only 5 of each remaining). &lt;br /&gt;
&lt;br /&gt;
==GAME RULES==&lt;br /&gt;
&lt;br /&gt;
Play then proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
On their turn, a player must choose to perform only one of the following four actions.&lt;br /&gt;
* Take 3 gem tokens of different colors.&lt;br /&gt;
* Take 2 gem tokens of the same color. &#039;&#039;&#039;This action is only possible if there are at least 4 tokens of the chosen color left when the player takes them.&#039;&#039;&#039;&lt;br /&gt;
* Reserve 1 development card and take 1 gold token (joker).&lt;br /&gt;
* Purchase 1 face-up development card from the middle of the table or a previously reserved one.&lt;br /&gt;
&lt;br /&gt;
===Selecting tokens===&lt;br /&gt;
A player can never have more than 10 tokens at the end of their turn (including jokers). If this happens, they must return tokens until they only have 10 left. A player can return all or some of those they’ve just drawn&lt;br /&gt;
&lt;br /&gt;
===Reserve a development card===&lt;br /&gt;
To reserve a card, a player simply needs to take a face-up development from the middle of the table or (if you’re feeling lucky) draw the first card from one of the three decks (level ◯;◯◯;◯◯◯) without showing it to the other players.&lt;br /&gt;
&lt;br /&gt;
The reserved cards are kept in hand and cannot be discarded.&lt;br /&gt;
&lt;br /&gt;
Players may not have more than three reserved cards in hand, and the only way to get rid of a card is to buy it.&lt;br /&gt;
&lt;br /&gt;
Reserving a card is also the only way to get a gold token (joker). If there is no gold left, you can still reserve a card, but you won’t get any gold.&lt;br /&gt;
&lt;br /&gt;
===Buying a development card===&lt;br /&gt;
To purchase a card, a player must spend the number of tokens indicated on the card. A joker token can replace any color. The spent tokens (including any jokers) are returned to the middle of the table. &lt;br /&gt;
&lt;br /&gt;
Once you purchase a development card, it will reduce the cost of buying new development cards. For example, if you have purchased 2 development cards that have red tokens in the top-right corner, you can buy a card that requires 3 red tokens at a cost of 1 red token. Purchased development cards can be used over and over again.&lt;br /&gt;
&lt;br /&gt;
A player may purchase one of the face-up development cards in the middle of the table or a card in their hand that was reserved on a previous turn.&lt;br /&gt;
&lt;br /&gt;
===The nobles===&lt;br /&gt;
At the end of their turn, each player checks the noble tiles in order to determine if they’re receiving a visit from one of them.&lt;br /&gt;
&lt;br /&gt;
A player can be visited if they have (at least) the quantity and type of bonuses indicated on the noble tile.&lt;br /&gt;
&lt;br /&gt;
It is impossible to refuse the visit from a noble, which is not considered to be an action.&lt;br /&gt;
&lt;br /&gt;
If a player has enough bonuses to be visited by more than one noble at the end of their turn, that player chooses the noble to be received.&lt;br /&gt;
&lt;br /&gt;
The tile obtained is placed face-up in front of the player in question.&lt;br /&gt;
&lt;br /&gt;
==END OF THE GAME==&lt;br /&gt;
When a player reaches 15 prestige points, complete the current round so that each player has played the same number of turns.&lt;br /&gt;
&lt;br /&gt;
The player who then has the highest number of prestige points is declared the winner (don’t forget to count your nobles).&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player who has purchased the fewest development cards wins!&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsapiens&amp;diff=11602</id>
		<title>Gamehelpsapiens</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsapiens&amp;diff=11602"/>
		<updated>2022-01-20T16:01:30Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object of the Game ==&lt;br /&gt;
&lt;br /&gt;
Meet your tribe’s needs in two distinct domains: Food and Shelter. To do this, connect tiles to make your way into the valley. As you connect, you will gather food and locate new caves. At the end of the game, players compete on the weaker of their two domains. Whoever has the most points in their weaker domain will be the winner.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Place a domino on your board, adjacent to an existing domino or overlapping a cave. Colours must match the adjacent domino when playing adjacent, or must match the cave it is overlapping.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;picking scene&amp;quot; domino half (with trees) can only be placed on a tree square.&lt;br /&gt;
&lt;br /&gt;
When you play a domino adjacent to another, the matching half (or halves) of the newly placed domino gives you a bonus: gain food equal to the number printed on the board in that square, and trigger that half&#039;s &amp;quot;scene bonus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When you cover a cave, take its mountain token. You may play one mountain token per turn to trigger the corresponding scene bonus.&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, refill your hand.&lt;br /&gt;
&lt;br /&gt;
==Scene Bonuses==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white; background:grey&amp;quot;&amp;gt;Bones - Feast&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Play one additional tile, but do not gain FP or Scene Bonuses linked to it. May be used to join to a cave and score SP.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tree - Picking&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Can only play on forest tiles. Add +1 FP in addition to other FPs. (Token: Play Picking tile on Plain.)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Rock - Ritual&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Take a Mountain token from your board. If none available, take back one already used.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Fist - Fight&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Place a fight token on a tile, either in own or opponent pool. When tile is played owner of fight token wins 1 FP and player which places token loses 1 FP.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Water - Water&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Swap a tile in your pool with any tile in another player&#039;s pool or the Common Pool.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;House - Camp&amp;lt;/span&amp;gt;&#039;&#039;&#039;: +3 SP.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Mammoth - Hunt&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Take a Steak token from the pool then convert any or all Steak tokens into FP. 1 3 5 7 10 FPs for 1 2 3 4 5+ Steaks respectively. (Token: Just take a steak, not able to then convert.)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;Flame - Fire&#039;&#039;&#039;: Take a Bear token from your pool and lay it on another player&#039;s Personal Board. Must be on a free square, adjacent to any tile already in play. Score as many SP as tiles connected to bear token. OR Remove a Bear token from your board.&lt;br /&gt;
&lt;br /&gt;
== Abandoning a Tribe ==&lt;br /&gt;
&lt;br /&gt;
On your turn, if you cannot put a tile into play, your Tribe has reached a dead end. You can do nothing else for them; you must abandon this Tribe and start a new one. Choose a Cave with no Tribe tile on it and remove the Mountain token on it (if any) from the game. Put the tile of your choice from your Personal Pool here, and score the lower amount of Shelter Points indicated.&lt;br /&gt;
&lt;br /&gt;
This new Tribe becomes your active Tribe, the only one to which you are allowed to connect new tiles. An active Tribe can never be connected to an abandoned Tribe.&lt;br /&gt;
&lt;br /&gt;
To indicate that a Tribe has been abandoned, flip all of the tiles of the abandoned Tribe face down&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game end triggers when the Common Pool and the Stack are both empty. End the current table turn, so that all players have played the same number of turns.&lt;br /&gt;
&lt;br /&gt;
Players now count up their points. Remove your token on the Scoretrack that reached the higher total, either Food Points or Shelter Points. The player with the highest remaining score is the winner. In case of a tie, tied players share victory.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrazyfarmers&amp;diff=11601</id>
		<title>Gamehelpcrazyfarmers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrazyfarmers&amp;diff=11601"/>
		<updated>2022-01-20T16:01:09Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Crazy Farmers Rules in a nutshell ==&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Emerging strategy game (2 players) or lighter and chaotic (3-4 players). Beware, in all modes this game is fierce and ruthless, no pity, no trust.&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
&lt;br /&gt;
In a fast mode game with 2 players, the game ends when both players control a total of 23 parcels combined. The player with the largest non-fallow field at that time wins. &lt;br /&gt;
&lt;br /&gt;
In a fast mode game with 3/4 players, the game ends when one player has 9/8 parcels.&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
* 3 moves per turn&lt;br /&gt;
* 4 fences or more at the beginning of the turn =&amp;gt; +1 extra move&lt;br /&gt;
* Moves are mandatory but backward move is possible&lt;br /&gt;
* 5 moves max per turn&lt;br /&gt;
&lt;br /&gt;
=== Take over ===&lt;br /&gt;
&lt;br /&gt;
* Surround parcels to add them to your field (The fence must connect two points of your field)&lt;br /&gt;
* Take bonus cards in the barns (1 for a free barn, 2 for an opponent&#039;s barn)&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
&lt;br /&gt;
* When you touch the fence of an opponent, it&#039;s cut and totally disappears&lt;br /&gt;
* The 2 fences behind your tractor are protected and cannot be crossed&lt;br /&gt;
* When you are cut, you cannot cut others or draw new fences before connecting back to your field.&lt;br /&gt;
&lt;br /&gt;
=== Bonus ===&lt;br /&gt;
&lt;br /&gt;
* You can play bonus cards during your turn&lt;br /&gt;
* 6 cards max in hand at the end of the turn&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately when a given number of parcels is reached:&lt;br /&gt;
** 2 players: 23/27/31 common parcels  (Fast/Regular/Expert)&lt;br /&gt;
** 3 players: 9/11/13 own parcels (Fast/Regular/Expert)&lt;br /&gt;
** 4 players: 8/9/11 own parcels (Fast/Regular/Expert)&lt;br /&gt;
&lt;br /&gt;
The score is the number of parcels in the main field (non transparent parcels)&lt;br /&gt;
&lt;br /&gt;
In case of draw game, fallow lands are used for tie break (transparent parcels)&lt;br /&gt;
&lt;br /&gt;
=== Bonus cards repartion ===&lt;br /&gt;
&lt;br /&gt;
* 6x &#039;&#039;&#039;Nitro +1&#039;&#039;&#039; : 1 extra move&lt;br /&gt;
* 3x &#039;&#039;&#039;Nitro +2&#039;&#039;&#039; : 2 extra moves&lt;br /&gt;
* 2x &#039;&#039;&#039;Rut&#039;&#039;&#039; : The opponent loses 2 moves&lt;br /&gt;
* 4x &#039;&#039;&#039;1 Hay bale&#039;&#039;&#039; : Block a path (8 Hay Bales max on the board)&lt;br /&gt;
* 3x &#039;&#039;&#039;2 Hay bales&#039;&#039;&#039; : Block 2 paths (8 Hay Bales max on the board)&lt;br /&gt;
* 4x &#039;&#039;&#039;Dynamite&#039;&#039;&#039; : Blow up a Hay bale&lt;br /&gt;
* 3x &#039;&#039;&#039;High Voltage&#039;&#039;&#039; : Protect all fences until next turn&lt;br /&gt;
* 2x &#039;&#039;&#039;Watchdog&#039;&#039;&#039; : Protect all parcels until next turn&lt;br /&gt;
* 6x &#039;&#039;&#039;Helicopter&#039;&#039;&#039; : Moves the tractor to any point of the field (playable only without fences, forbid cutting fences until the end of the turn)&lt;br /&gt;
* 3x &#039;&#039;&#039;Bribe&#039;&#039;&#039; : Take over an opponent&#039;s parcel on the border (no barn and other restrictions so that it remains discreet)&lt;br /&gt;
&lt;br /&gt;
=== Draw following repetitions ===&lt;br /&gt;
&lt;br /&gt;
If a player ends their turn 3 times (not necessarily consecutive) in a strictly identical board position, the game immediately ends in a tie.&lt;br /&gt;
&lt;br /&gt;
=== Undo modes ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Limited Undo&amp;quot; mode is proposed to avoid that we can see the bonus cards we just draw, then cancel the movement if the cards do not please us. So all the usual undos are possible EXCEPT when making an annexation that brings bonus cards.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpegocentricworld&amp;diff=11600</id>
		<title>Gamehelpegocentricworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpegocentricworld&amp;diff=11600"/>
		<updated>2022-01-20T16:00:26Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
Each player controls a city, represented by their hand of cards. Each card has an &#039;&#039;&#039;Egocentrism&#039;&#039;&#039; value, and sometimes a special ability. &#039;&#039;&#039;The goal of each player is to finish the game with the smaller Egocentrism score&#039;&#039;&#039;. However, cards with high Egocentrism give advantages during the game. One game can be composed of one or several rounds.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, shuffle the 60 cards and form a deck face down at the center of the table. Flip the first card to initiate a discard pile. &lt;br /&gt;
At the beginning of each round, distribute 5 cards to each player to compose their hand. One player can’t look at the cards of the other players. &lt;br /&gt;
When the deck is empty, shuffle the discard pile and form a new deck face down with it. &lt;br /&gt;
Players then take turns clockwise. &lt;br /&gt;
For the first round,  randomly pick the first player. In each following round, the first player is the one with the highest score at the end of the previous round. Settle draws randomly.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discarding or playing a card&#039;&#039;&#039;: A card &#039;thrown&#039; into the discard pile is discarded when it came directly from the deck, or played when it came from the hand of a player. A discarded card is put face up on the discard pile without triggering its special ability. A played card is put face up on the discard pile and the player who played it can eventually trigger its special ability.&lt;br /&gt;
&lt;br /&gt;
During your turn, you must complete one of the following actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Draw&#039;&#039;&#039; and look secretly at the first card from the deck. Then you must EITHER discard it, OR keep it to replace one card from your hand. The replaced card is then played.&lt;br /&gt;
* &#039;&#039;&#039;Take the first card from the discard pile to replace one card from your hand&#039;&#039;&#039;. The replaced card is then played.&lt;br /&gt;
* &#039;&#039;&#039;Reveal a card from your hand&#039;&#039;&#039; of the same value as the first card on the discard pile and play it.&lt;br /&gt;
* &#039;&#039;&#039;Reveal a pair of cards&#039;&#039;&#039; with the same value from your hand and play one of the two. The other one stays in your hand.&lt;br /&gt;
* &#039;&#039;&#039;Say “STOP”&#039;&#039;&#039; so the round will end just before your next turn starts (this means the other players get one more turn).&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;8: 789&#039;&#039;&#039;: During your turn, when this card is in your hand or on top of the discard pile, you can use it as if it has a value of 7, 8 or 9.&lt;br /&gt;
* &#039;&#039;&#039;9: Black Shield&#039;&#039;&#039;: This special ability is not activated when the card is played. At the moment another player designates you to resolve special abilities &#039;&#039;&#039;Two Cards&#039;&#039;&#039; or &#039;&#039;&#039;Magnifying Glass&#039;&#039;&#039;, you can reveal and play this card immediately and cancel the effect of this special ability.&lt;br /&gt;
* &#039;&#039;&#039;10: Magnifying Glass&#039;&#039;&#039;: Designate a player and look secretly at all the cards in their hand.&lt;br /&gt;
* &#039;&#039;&#039;11: Two Cards&#039;&#039;&#039;: Designate two players (you can be one of them) and exchange two cards from their hands. In the hand of each player, you can either take a card secretly -chosen freely if it is in your hand or randomly picked in another player’s hand- or announce a specific value. If the player has a card with this value, they must exchange it. If you announce a wrong value for one or both players, the exchange is cancelled and you must draw and add to your hand a card as a penalty.&lt;br /&gt;
&#039;&#039;Game info:&#039;&#039; You can select one or two players, one of your cards and the card that you wish from the first player clockwise (or none if you want to randomly pick one of their cards). Once the first player has agreed, you can select the card you wish from the second player (or none).&lt;br /&gt;
* &#039;&#039;&#039;12: Hourglass&#039;&#039;&#039;: You can play another turn after this one.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A round ends immediately if a player has no more cards in hand. When a round ends, each player sums up the Egocentrism values in their hand. The player with &#039;&#039;&#039;the lowest score wins&#039;&#039;&#039;.&lt;br /&gt;
During a game with multiple rounds, each player adds up their scores at each round. Rounds are played until one player reaches 50. Then, &#039;&#039;&#039;the player with the highest total wins&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspades&amp;diff=11599</id>
		<title>Gamehelpspades</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspades&amp;diff=11599"/>
		<updated>2022-01-20T15:59:48Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;THE PACK:&amp;lt;/B&amp;gt;&lt;br /&gt;
The standard 52-card pack is used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;RANK OF SUITS:&amp;lt;/B&amp;gt;&lt;br /&gt;
The spade suit is always trump.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;RANK OF CARDS:&amp;lt;/B&amp;gt;&lt;br /&gt;
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;OBJECT OF THE GAME:&amp;lt;/B&amp;gt;&lt;br /&gt;
To win at least the number of tricks bid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;THE DEAL:&amp;lt;/B&amp;gt;&lt;br /&gt;
The first dealer is chosen by a draw for high card, and thereafter the turn to deal proceeds clockwise. The entire deck is dealt one at a time, face down, beginning on the dealer&#039;s left. The players then pick up their cards and arrange them by suits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;THE BIDDING:&amp;lt;/B&amp;gt;&lt;br /&gt;
Each player decides how many tricks they will be able to take. The player to the dealer&#039;s left starts the bidding and, in turn, each player states how many tricks they expect to win. There is only one round of bidding, and the minimum bid is One. Every player must make a bid; no player may pass. No suit is named in the bid, for as the name of the game implies, spades are always trump.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;THE PLAY:&amp;lt;/B&amp;gt;&lt;br /&gt;
The game is scored by hands, and the winner must make a certain number of points, which is decided before the game begins. Five hundred points is common, but 300 points is suitable for a short game. The player on the dealer&#039;s left makes the opening lead, and players must follow suit, if possible. If a player cannot follow suit, they may play a trump or discard. The trick is won by the player who plays the highest trump or if no trump was played, the player who played the highest card in the suit led. The player who wins the trick leads next. Play continues until none of the players have any cards left. Each hand is worth 13 tricks. Spades cannot be led unless played previously or player to lead has nothing but Spades in their hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;HOW TO KEEP SCORE:&amp;lt;/B&amp;gt;&lt;br /&gt;
For making the contract (the number of tricks bid), the player scores 10 points for each trick bid, plus 1 point for each overtrick.&lt;br /&gt;
&lt;br /&gt;
For example, if the player&#039;s bid is Seven and they make seven tricks, the score would be 70. If the bid was Five and the player won eight tricks, the score would be 53 points: 50 points for the bid, and 3 points for the three overtricks. In some games, overtricks are called &amp;quot;bags&amp;quot; and a deduction of 100 points is made every time a player accumulates 10 bags. Thus, it is usually better to fulfill the bid exactly.&lt;br /&gt;
&lt;br /&gt;
If the player &amp;quot;breaks contract,&amp;quot; that is, if they take fewer than the number of tricks bid, the player scores minus 10 points for each trick bid. For example, if a player bids four tricks and only wins three, -40 points are awarded.&lt;br /&gt;
One of the players is the scorer and writes the bids down, so that during play and for the scoring afterward, this information will be available to all the players. When a hand is over, the scores should be recorded next to the bids, and a running score should be kept so that players can readily see each other&#039;s total points. If there is a tie, then all players participate in one more round of play.&lt;br /&gt;
&lt;br /&gt;
Taken from &amp;lt;a href=&amp;quot;https://bicyclecards.com/how-to-play/spades/&amp;quot;&amp;gt;Bicycle Cards&amp;lt;/a&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptzolkin&amp;diff=11598</id>
		<title>Gamehelptzolkin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptzolkin&amp;diff=11598"/>
		<updated>2022-01-20T15:59:32Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Rules are here: http://czechgames.com/files/rules/tzolkin-rules-en.pdf&lt;br /&gt;
&lt;br /&gt;
(A picture of all 18 Age II buildings: https://i.imgur.com/BOGVhXA.jpg )&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;For Each Round&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
- Each player takes their turn, going around the table&lt;br /&gt;
&lt;br /&gt;
- On a food day, feed your workers and take your rewards&lt;br /&gt;
&lt;br /&gt;
- Advance the Calendar&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Player turn&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Beg for corn:&#039;&#039;&#039; If you have 2 or less corn, you may beg for corn unless you are at the bottom step of all three temples. (Turn in all corn, take 3 corn and move one step down on any temple)&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Either place workers OR pick up workers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;Placing workers&#039;&#039;: pay corn for the number of workers you place. The cost for the number of workers you place is 0, 1, 3, 6, 10, or 15 for, respectively, 1, 2, 3, 4, 5, or 6 workers placed on that turn, plus the cumulative cost noted next to each of your placed workers.&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;Picking up Workers&#039;&#039;: You may pick up one or more of your placed workers. For each worker picked up either&lt;br /&gt;
&lt;br /&gt;
--- Use the action where your worker was standing&lt;br /&gt;
&lt;br /&gt;
--- Use a lower action on the wheel from where your worker was standing(if not &lt;br /&gt;
standing on a free action space,pay 1 corn for each step back)&lt;br /&gt;
&lt;br /&gt;
--- Do nothing.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Food Day&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Feed the Workers&#039;&#039;&#039; Each players must pay 2 corn for each worker they have in play (on a gear or in front of you) with the exception for any farms you own. You must feed as many workers as you have corn for.&lt;br /&gt;
-- For each worker not fed, you lose 3 points&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Take Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--&#039;&#039;Middle of Age (Brown days)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- Receive items shown on the left edge of temples from step you are on and all steps below&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;End of Age (Teal Days)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- Remove all Age 1 buildings and fill spaces with Age 2 buildings&lt;br /&gt;
&lt;br /&gt;
--- Receive points shown on the right edge of temples for the step you are on.&lt;br /&gt;
&lt;br /&gt;
--- Bonus points on each temple track for the player whose marker is highest. Bonus amount is shown above each temple. For ties, everyone receives half the bonus.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Advance the Calendar&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
If there is no worker on the starting player space, place a corn on the current Tzolk&#039;in gear tooth and advance the gear one day.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
- The worker on the Starting Player space returns to the player&lt;br /&gt;
&lt;br /&gt;
-- If this person was not the starting player, they take the starting player marker.&lt;br /&gt;
&lt;br /&gt;
-- If they were the starting player, the starting player marker is moved to the player on their left&lt;br /&gt;
&lt;br /&gt;
- Advance the Tzolk&#039;in Gear one day.&lt;br /&gt;
&lt;br /&gt;
- The player that placed their worker on the Starting Player space may decide to advance the gear one extra day if the player board is light side up AND this advance will not push a player off the gears.&lt;br /&gt;
&lt;br /&gt;
-- If you use this option, flip your board to dark side up.&lt;br /&gt;
&lt;br /&gt;
-- This does not avoid food days.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;See also&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Tips_tzolkin|Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthatslife&amp;diff=11597</id>
		<title>Gamehelpthatslife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthatslife&amp;diff=11597"/>
		<updated>2022-01-20T15:59:15Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
That&#039;s life (or Verflixxt) is a game of tile collecting. There are plus and minus tiles which will score or deduct points. Getting too many minuses? Use the actions and lucky tiles! At the end the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* All tiles are shuffled and the board is built. There is an action tile after each 8 tiles.&lt;br /&gt;
* Everyone has 3 pieces at the start. Guards will not be used in the basic version.&lt;br /&gt;
* On your turn, roll a dice (1-6) and move any of your pieces that number of steps.&lt;br /&gt;
* If you move a piece off a tile where it was the only one, you must take that tile (even if it is negative). The start tile can&#039;t be collected.&lt;br /&gt;
* Remove it from the track and place it in front of you, face-up. This is the start of your tile tower.&lt;br /&gt;
* When you collect other tiles, put them on top of your tile tower. You cannot change the order of the tiles.&lt;br /&gt;
* After a tile is taken, close the gap in the track by pushing the other tiles together.&lt;br /&gt;
&lt;br /&gt;
==Special Tiles==&lt;br /&gt;
* Gift action: Take the top tile of your tower. If it is minus, give it to the player who has the most valuable top. Else give it to the player who has the least valuable top. The tile is then flipped over to the steal side. If you have no tiles just flip over the tile.&lt;br /&gt;
* Steal action: Take the top tile from any player’s tower of your choice and put it on top of your own tower. Flip the tile from the Steal side to the Gift side. If none of the other players has any tiles just flip over the tile.&lt;br /&gt;
* Lucky tile: For each lucky tile in your tower, you may change one minus tile to a plus tile. Extra lucky tiles have no effect.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If a piece is moved to the finish tile it cannot be moved any more.&lt;br /&gt;
* If a player has all their tiles moved onto the finish tile the player doesn&#039;t take any more turns.&lt;br /&gt;
* When all the pieces are moved to the finish tile the game is over.&lt;br /&gt;
* The player with the highest score wins. If it is a tie, the player with less lucky tile wins. If there is another tie they remain tied.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Action tile: You can choose not to add any action tiles.&lt;br /&gt;
* Expert scoring: The lucky tiles convert the tile below them in the stack into the opposite.&lt;br /&gt;
* Guards: There are guards on the lucky, +7 and +8 tiles. You may choose to move a guard instead of your piece, if it is sharing a tile with a player&#039;s piece. You cannot collect tiles with guards on it.&lt;br /&gt;
===Other Board Setups===&lt;br /&gt;
* Standard sorted: -1 to -8, lucky tiles, +8 to +1, -1 to -10.&lt;br /&gt;
* Variant 1: -1 to -8, +1 to +8, lucky tiles, -1 to -10.&lt;br /&gt;
* Variant 2: -1 to -8, +1 to +8, -1 to -10, lucky tiles.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmascarade&amp;diff=11596</id>
		<title>Gamehelpmascarade</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmascarade&amp;diff=11596"/>
		<updated>2022-01-20T15:58:47Z</updated>

		<summary type="html">&lt;p&gt;Ajanuary: Use gender neutral language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Choose a scenario or randomly draw one to play. The other masks are removed from the game.&lt;br /&gt;
* Each player takes 6 coins and a mask. The remaining coins and masks, depending on player count, are placed in the middle. The justice board starts empty.&lt;br /&gt;
* After everyone has read and remembered all the masks, turn them face down.&lt;br /&gt;
* On your turn, take an action from view, exchange or announce. &lt;br /&gt;
* If you choose to view, secretly look at your mask.&lt;br /&gt;
* If you choose to exchange, take your mask with another&#039;s and exchange or pretend to exchange them.&lt;br /&gt;
* If you choose to announce, declare the name of the mask you think you have. All other players may challenge. If nobody challenges, apply its power without revealing. Otherwise, reveal the mask of all players involved. The actual owners apply the effect (even out of turn) and all other players pay 1 coin and place them on the justice board. You cannot do this action if you are forced to reveal your mask during the last player&#039;s turn.&lt;br /&gt;
* The first four turns must be exchange. Afterwards, any action may be taken.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If you have 13 coins, you immediately win.&lt;br /&gt;
* If someone runs out of money, the richest player wins.&lt;br /&gt;
* You can also win with the cheater if you have 10 or more coins.&lt;br /&gt;
&lt;br /&gt;
==Mask Powers==&lt;br /&gt;
* Beggar: Demand a coin starting from the player to your left. If they have more coins than you, they must give you one.&lt;br /&gt;
* Cheater: If you have 10 or more coins, you immediately win the game.&lt;br /&gt;
* Empress: Take 3 coins from the bank.&lt;br /&gt;
* Fool: Take 1 coin and perform the exchange action with any 2 players.&lt;br /&gt;
* Guru: Choose another player. They must announce their mask, then reveal their card. If they are wrong, they must pay 4 coins to you.&lt;br /&gt;
* Judge: Take all the coins from the justice board. Fines are paid afterwards.&lt;br /&gt;
* King: Take 2 coins from the bank.&lt;br /&gt;
* Patron: Take 3 coins from the bank. Your neighbors take 1 coin each.&lt;br /&gt;
* Peasant (x2): Take 1 coin from the bank. If two peasants are revealed, take 1 extra coin.&lt;br /&gt;
* Princess: Take 2 coins from the bank. Choose another player who must reveal their card to everyone but themselves.&lt;br /&gt;
* Puppeteer: Choose 2 players and take 1 coin from each of them. They must switch masks and coins.&lt;br /&gt;
* Sorceress: Exchange your coins with a player of your choice. Fines are paid afterwards.&lt;br /&gt;
* Spy: View your card and another player’s and perform the exchange action with them.&lt;br /&gt;
* Thief: Take 1 coin from each of your neighbors.&lt;br /&gt;
* Trickster: Take 2 coins from the richest opponent. Choose if tied.&lt;br /&gt;
* Widow: Take coins until you have at least 10.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Script: You can choose from standard, advanced and custom.&lt;br /&gt;
* Log masks: You can choose whether masks are logged.&lt;br /&gt;
* Custom scripts have these requirements:&lt;br /&gt;
* The judge must be in play.&lt;br /&gt;
* At least one-third of the masks must bring money into play.&lt;br /&gt;
* Both or neither peasants must be included.&lt;br /&gt;
* Certain masks have player requirements.&lt;br /&gt;
* At most 2 cards are in the center.&lt;/div&gt;</summary>
		<author><name>Ajanuary</name></author>
	</entry>
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