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	<updated>2026-09-21T14:36:05Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31501</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31501"/>
		<updated>2026-09-19T00:58:04Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Player Turn */ clarify first player&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zombicide&#039;&#039; is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by zombies. Each mission has its own win condition, shown in the top right. &lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Zones===&lt;br /&gt;
&lt;br /&gt;
The board/map consists of square zones that are either outside or inside. Inside a building, a Zone is a room. On a street, a Zone is the area between crosswalk markings and/or building walls (or the board&#039;s edge). &lt;br /&gt;
&lt;br /&gt;
Survivors have line-of-sight in any non-diagonal direction to any other street zones up to the board&#039;s edge as long as they aren&#039;t blocked. However, a Survivor can only see as far as &#039;&#039;one zone&#039;&#039; into a building with an open door (and must be directly adjacent to the zone). From an inside zone, a Survivor can only see as far as &#039;&#039;one zone&#039;&#039; to any adjacent room through an open door, but can see into the street with no limit.&lt;br /&gt;
&lt;br /&gt;
=== Survivors ===&lt;br /&gt;
&lt;br /&gt;
Unless the mission states otherwise, players take control of six Survivor characters (players may control more than one, depending on the number of players). Some are adults (3 HP) and some are kids (2 HP), identified by a yellow icon on their character card. Kids have one less HP than adults, but start with the &#039;&#039;Slippery&#039;&#039; skill (ignore zombies when moving, do not spend extra actions). (Click the yellow triangle on the right side of a character card to see definitions for their skills.)&lt;br /&gt;
&lt;br /&gt;
====Survivor Skills====&lt;br /&gt;
&lt;br /&gt;
The rulebook (page 63) explains all player skills, but here are some highlights.&lt;br /&gt;
&lt;br /&gt;
* Charge - free action, once per turn: move up to 2 Zones to a zone containing at least 1 zombie.&lt;br /&gt;
* Lucky - for each action, player may reroll all dice one time.&lt;br /&gt;
* Matching Set - if survivor finds a weapon with the Dual symbol, they can immediately take a second card of the same type from the deck.&lt;br /&gt;
* Slippery - survivor does not spend extra actions to move out of a zone with zombie, and ignores zombie when performing Move.&lt;br /&gt;
* Sniper - survivor may freely choose targets of all Ranged actions. Friendly Fire is ignored.&lt;br /&gt;
* Sprint - for one Move action on their turn, survivor may move 2 or 3 zones instead of 1.&lt;br /&gt;
* Tough - survivor ignores the first Wound they receive during each attack step, and during Friendly Fire.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
Cards can be either a weapon or equipment. Any card can be stored in either a Survivor&#039;s hand (they have two) or their backpack (three inventory spaces). Extra items must be discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons are indicated by a knife or pistol symbol. Starting weapons are gray. Basic weapons found during the game are blue. &amp;quot;Pimpweapons&amp;quot; (special strong found in yellow crates) are red.&lt;br /&gt;
&lt;br /&gt;
Each weapon has four numbers at the bottom. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:40%;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Dice !! Accuracy !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| How many zones you can be away to use it. Melee weapons have Range = 0, meaning you must be in the same zone as your target. || Number of dice that are rolled when using the weapon. || Each die that reaches this number counts as a success/hit. || The amount of damage that each successful hit does.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Other Symbols&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Definition&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Melee&lt;br /&gt;
| [[File:zombicide_meleeIcon.png]] || Indicates a melee weapon, which means the user must be in the same zone as a zombie to use it in combat. (i.e. range = 0)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Ranged&lt;br /&gt;
| [[File:zombicide_rangedIcon.png]] || A pistol indicates a ranged weapon, which can be used from a distance. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Dual&lt;br /&gt;
| [[File:zombicide_dualIcon.png]] || If you have 2 identical weapons with this symbol in each hand, you can use both weapons with one action. Both weapons must target the same zone.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Bullets&lt;br /&gt;
| [[File:zombicide_bulletsIcon.png]] || This weapon uses bullets for ammo. (Certain equipment cards can affect weapons that use bullets, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Shells&lt;br /&gt;
| [[File:zombicide_shellsIcon.png]] || This weapon uses shotgun shells for ammo. (Certain equipment cards can affect weapons that use shells, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Noise&lt;br /&gt;
| [[File:zombicide_noiseIcon.png]] || Using this weapon generates a Noise token in your zone, which attracts zombies.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Silent&lt;br /&gt;
| [[File:zombicide_silentIcon.png]] || Using this weapon does not generate noise.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Door Opener&lt;br /&gt;
| [[File:zombicide_doorOpeningIcon.png]] || This weapon can be used to open doors. It is always accompanied by a Noise or Silent icon to indicate whether opening the door with this weapon produces a Noise token. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapons cannot select a target. Zombies will be hit in the following order: Brutes/Abominations (player choice), Walkers, then Runners. For example, if you attack a zone with 4 Walkers and 1 Runner, the Walkers will be hit first until all are defeated, then the Runner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watch out for friendly fire&#039;&#039;&#039;: If a zone contains a mix of zombies and Survivors, any unsuccessful hits on a ranged attack &#039;&#039;will&#039;&#039; hit a Survivor of the player&#039;s choice. Multiple failed hits can be distributed among multiple Survivors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adrenaline Points (AP) and Danger Level===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a zombie, that character gains Adrenaline Points (AP). Gaining enough AP allows that character to advance in Danger Level (from blue to yellow to orange to red) Each increase in level grants 1 ability to the Survivor. Some offer multiple options, but you can only choose one. &lt;br /&gt;
&lt;br /&gt;
But this has a trade-off. When zombies spawn, the highest Danger Level of any Survivor determines which and how many zombies spawn. For example, if one Survivor is in blue, four Survivors are in yellows, and one is in orange, the zombie spawn will be of orange level. Therefore, it&#039;s a smart strategy to stay around the same level as your fellow Survivors. &lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies do not &amp;quot;retain&amp;quot; their HP counts (as in an RPG). To kill a zombie, you have to do all your damage at once to kill it. Therefore, weapons that only do one damage are useless against Brutes and Abominations, and BGA will not allow the combat action if they are the only available targets. &lt;br /&gt;
&lt;br /&gt;
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Type !! Icon !! HP !! # of actions !! AP Reward !! Total&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Walker&lt;br /&gt;
|[[File:zombicide_walkerIcon.png]] || 1 || 1 || 1 || 40 &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Runner&lt;br /&gt;
|[[File:zombicide_runnerIcon.png]] || 1 || 2 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Brute (a.k.a. Fatty)&lt;br /&gt;
|[[File:zombicide_bruteIcon.png]] || 2 || 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Abomination&lt;br /&gt;
|[[File:zombicide_hobominationIcon.png]] || 3 || 1 || 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Zombies can spawn from the following events:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Beginning of the game (as part of the setup)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;When a door is opened&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;During the zombie phase&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;When searching a room&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Types of zombie spawns are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Normal:&#039;&#039;&#039; Zombies spawn but do not move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Rush:&#039;&#039;&#039; Zombies spawn &#039;&#039;and&#039;&#039; move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Extra Activation:&#039;&#039;&#039; Zombies of the indicated type take a second move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Abominations&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There can only be one Abomination on the board at a time. If a second Abomination would spawn, the existing Abomination takes an extra action instead.&lt;br /&gt;
&lt;br /&gt;
Abominations require 3 damage to kill, but no weapon can do more than 2 damage. However, 3 damage can be reached using skill cards or special rules for a mission.&lt;br /&gt;
&lt;br /&gt;
There are four possible types of Abomination: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | HOBOMINATION&lt;br /&gt;
|[[File:zombiecide_hobominationIcon.png]] || A Survivor cannot take the Combat action if in the same zone as this Abomination (i.e., must be killed with a ranged weapon)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINACOP&lt;br /&gt;
|[[File:zombiecide_abominacopIcon.png]] || Takes precedence in priority order when resolving successful attacks (i.e., protects other zombies in its zone)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINAWILD&lt;br /&gt;
|[[File:zombiecide_abominawildIcon.png]] || Molotovs thrown into its zone only affect the Abomination (i.e., no other zombies besides the Abominawild are killed)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | PATIENT 0&lt;br /&gt;
|[[File:zombiecide_patientZeroIcon.png]] || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
====Player Turn====&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
* &#039;&#039;&#039;Search&#039;&#039;&#039; - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
* &#039;&#039;&#039;Open Door&#039;&#039;&#039; - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
* &#039;&#039;&#039;Trade&#039;&#039;&#039; - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
* &#039;&#039;&#039;Noise&#039;&#039;&#039; - For 1 action you can place a noise token in your zone&lt;br /&gt;
* &#039;&#039;&#039;Interact with Objective&#039;&#039;&#039; - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
* &#039;&#039;&#039;Wait&#039;&#039;&#039; - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
After all players have had a turn, the first player token is passed to the subsequent player. The previous first player will become the last player in the next round.&lt;br /&gt;
&lt;br /&gt;
====Zombie Turn====&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, move-attack or move-move&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
====Win Conditions====&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
====Loss Conditions====&lt;br /&gt;
&lt;br /&gt;
The game is lost if any Survivor dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31500</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31500"/>
		<updated>2026-09-19T00:43:01Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Game Mechanics */ abbreviated Survivor Skills list to help choosing a survivor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zombicide&#039;&#039; is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by zombies. Each mission has its own win condition, shown in the top right. &lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Zones===&lt;br /&gt;
&lt;br /&gt;
The board/map consists of square zones that are either outside or inside. Inside a building, a Zone is a room. On a street, a Zone is the area between crosswalk markings and/or building walls (or the board&#039;s edge). &lt;br /&gt;
&lt;br /&gt;
Survivors have line-of-sight in any non-diagonal direction to any other street zones up to the board&#039;s edge as long as they aren&#039;t blocked. However, a Survivor can only see as far as &#039;&#039;one zone&#039;&#039; into a building with an open door (and must be directly adjacent to the zone). From an inside zone, a Survivor can only see as far as &#039;&#039;one zone&#039;&#039; to any adjacent room through an open door, but can see into the street with no limit.&lt;br /&gt;
&lt;br /&gt;
=== Survivors ===&lt;br /&gt;
&lt;br /&gt;
Unless the mission states otherwise, players take control of six Survivor characters (players may control more than one, depending on the number of players). Some are adults (3 HP) and some are kids (2 HP), identified by a yellow icon on their character card. Kids have one less HP than adults, but start with the &#039;&#039;Slippery&#039;&#039; skill (ignore zombies when moving, do not spend extra actions). (Click the yellow triangle on the right side of a character card to see definitions for their skills.)&lt;br /&gt;
&lt;br /&gt;
====Survivor Skills====&lt;br /&gt;
&lt;br /&gt;
The rulebook (page 63) explains all player skills, but here are some highlights.&lt;br /&gt;
&lt;br /&gt;
* Charge - free action, once per turn: move up to 2 Zones to a zone containing at least 1 zombie.&lt;br /&gt;
* Lucky - for each action, player may reroll all dice one time.&lt;br /&gt;
* Matching Set - if survivor finds a weapon with the Dual symbol, they can immediately take a second card of the same type from the deck.&lt;br /&gt;
* Slippery - survivor does not spend extra actions to move out of a zone with zombie, and ignores zombie when performing Move.&lt;br /&gt;
* Sniper - survivor may freely choose targets of all Ranged actions. Friendly Fire is ignored.&lt;br /&gt;
* Sprint - for one Move action on their turn, survivor may move 2 or 3 zones instead of 1.&lt;br /&gt;
* Tough - survivor ignores the first Wound they receive during each attack step, and during Friendly Fire.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
Cards can be either a weapon or equipment. Any card can be stored in either a Survivor&#039;s hand (they have two) or their backpack (three inventory spaces). Extra items must be discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons are indicated by a knife or pistol symbol. Starting weapons are gray. Basic weapons found during the game are blue. &amp;quot;Pimpweapons&amp;quot; (special strong found in yellow crates) are red.&lt;br /&gt;
&lt;br /&gt;
Each weapon has four numbers at the bottom. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:40%;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Dice !! Accuracy !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| How many zones you can be away to use it. Melee weapons have Range = 0, meaning you must be in the same zone as your target. || Number of dice that are rolled when using the weapon. || Each die that reaches this number counts as a success/hit. || The amount of damage that each successful hit does.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Other Symbols&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Definition&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Melee&lt;br /&gt;
| [[File:zombicide_meleeIcon.png]] || Indicates a melee weapon, which means the user must be in the same zone as a zombie to use it in combat. (i.e. range = 0)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Ranged&lt;br /&gt;
| [[File:zombicide_rangedIcon.png]] || A pistol indicates a ranged weapon, which can be used from a distance. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Dual&lt;br /&gt;
| [[File:zombicide_dualIcon.png]] || If you have 2 identical weapons with this symbol in each hand, you can use both weapons with one action. Both weapons must target the same zone.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Bullets&lt;br /&gt;
| [[File:zombicide_bulletsIcon.png]] || This weapon uses bullets for ammo. (Certain equipment cards can affect weapons that use bullets, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Shells&lt;br /&gt;
| [[File:zombicide_shellsIcon.png]] || This weapon uses shotgun shells for ammo. (Certain equipment cards can affect weapons that use shells, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Noise&lt;br /&gt;
| [[File:zombicide_noiseIcon.png]] || Using this weapon generates a Noise token in your zone, which attracts zombies.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Silent&lt;br /&gt;
| [[File:zombicide_silentIcon.png]] || Using this weapon does not generate noise.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Door Opener&lt;br /&gt;
| [[File:zombicide_doorOpeningIcon.png]] || This weapon can be used to open doors. It is always accompanied by a Noise or Silent icon to indicate whether opening the door with this weapon produces a Noise token. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapons cannot select a target. Zombies will be hit in the following order: Brutes/Abominations (player choice), Walkers, then Runners. For example, if you attack a zone with 4 Walkers and 1 Runner, the Walkers will be hit first until all are defeated, then the Runner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watch out for friendly fire&#039;&#039;&#039;: If a zone contains a mix of zombies and Survivors, any unsuccessful hits on a ranged attack &#039;&#039;will&#039;&#039; hit a Survivor of the player&#039;s choice. Multiple failed hits can be distributed among multiple Survivors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adrenaline Points (AP) and Danger Level===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a zombie, that character gains Adrenaline Points (AP). Gaining enough AP allows that character to advance in Danger Level (from blue to yellow to orange to red) Each increase in level grants 1 ability to the Survivor. Some offer multiple options, but you can only choose one. &lt;br /&gt;
&lt;br /&gt;
But this has a trade-off. When zombies spawn, the highest Danger Level of any Survivor determines which and how many zombies spawn. For example, if one Survivor is in blue, four Survivors are in yellows, and one is in orange, the zombie spawn will be of orange level. Therefore, it&#039;s a smart strategy to stay around the same level as your fellow Survivors. &lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies do not &amp;quot;retain&amp;quot; their HP counts (as in an RPG). To kill a zombie, you have to do all your damage at once to kill it. Therefore, weapons that only do one damage are useless against Brutes and Abominations, and BGA will not allow the combat action if they are the only available targets. &lt;br /&gt;
&lt;br /&gt;
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Type !! Icon !! HP !! # of actions !! AP Reward !! Total&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Walker&lt;br /&gt;
|[[File:zombicide_walkerIcon.png]] || 1 || 1 || 1 || 40 &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Runner&lt;br /&gt;
|[[File:zombicide_runnerIcon.png]] || 1 || 2 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Brute (a.k.a. Fatty)&lt;br /&gt;
|[[File:zombicide_bruteIcon.png]] || 2 || 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Abomination&lt;br /&gt;
|[[File:zombicide_hobominationIcon.png]] || 3 || 1 || 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Zombies can spawn from the following events:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Beginning of the game (as part of the setup)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;When a door is opened&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;During the zombie phase&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;When searching a room&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Types of zombie spawns are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Normal:&#039;&#039;&#039; Zombies spawn but do not move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Rush:&#039;&#039;&#039; Zombies spawn &#039;&#039;and&#039;&#039; move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Extra Activation:&#039;&#039;&#039; Zombies of the indicated type take a second move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Abominations&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There can only be one Abomination on the board at a time. If a second Abomination would spawn, the existing Abomination takes an extra action instead.&lt;br /&gt;
&lt;br /&gt;
Abominations require 3 damage to kill, but no weapon can do more than 2 damage. However, 3 damage can be reached using skill cards or special rules for a mission.&lt;br /&gt;
&lt;br /&gt;
There are four possible types of Abomination: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | HOBOMINATION&lt;br /&gt;
|[[File:zombiecide_hobominationIcon.png]] || A Survivor cannot take the Combat action if in the same zone as this Abomination (i.e., must be killed with a ranged weapon)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINACOP&lt;br /&gt;
|[[File:zombiecide_abominacopIcon.png]] || Takes precedence in priority order when resolving successful attacks (i.e., protects other zombies in its zone)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINAWILD&lt;br /&gt;
|[[File:zombiecide_abominawildIcon.png]] || Molotovs thrown into its zone only affect the Abomination (i.e., no other zombies besides the Abominawild are killed)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | PATIENT 0&lt;br /&gt;
|[[File:zombiecide_patientZeroIcon.png]] || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
====Player Turn====&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
* &#039;&#039;&#039;Search&#039;&#039;&#039; - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
* &#039;&#039;&#039;Open Door&#039;&#039;&#039; - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
* &#039;&#039;&#039;Trade&#039;&#039;&#039; - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
* &#039;&#039;&#039;Noise&#039;&#039;&#039; - For 1 action you can place a noise token in your zone&lt;br /&gt;
* &#039;&#039;&#039;Interact with Objective&#039;&#039;&#039; - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
* &#039;&#039;&#039;Wait&#039;&#039;&#039; - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
After all players have had a turn, the first player becomes the subsequent payer. The previous first player will become the last player in the next round.&lt;br /&gt;
&lt;br /&gt;
====Zombie Turn====&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, move-attack or move-move&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
====Win Conditions====&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
====Loss Conditions====&lt;br /&gt;
&lt;br /&gt;
The game is lost if any Survivor dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User_talk:Eric_Juneau&amp;diff=31499</id>
		<title>User talk:Eric Juneau</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User_talk:Eric_Juneau&amp;diff=31499"/>
		<updated>2026-09-19T00:17:04Z</updated>

		<summary type="html">&lt;p&gt;Alephander: zombicide rewrite - why?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Zombicide ===&lt;br /&gt;
&lt;br /&gt;
You overwrote the previous wiki pretty much wholesale.  I appreciate your contributions, the images are a nice addition.  But in doing so you also threw away useful information that had been contributed before.  Why?  If you&#039;re willing to put that much time into helping others, wouldn&#039;t you then try to recover information that others provided, and merge it with your own contributions? [[User:Alephander|Alephander]] ([[User talk:Alephander|talk]]) 02:17, 19 September 2026 (CEST)&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprttaironage&amp;diff=31123</id>
		<title>Gamehelprttaironage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprttaironage&amp;diff=31123"/>
		<updated>2026-08-19T16:43:56Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Transfer of Wealth */ Coinage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Roll and Write your way to the most prestigious Civilization&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First roll the Fate dice + 1 Empire Dice for each Province OR Port you have&lt;br /&gt;
&lt;br /&gt;
Set aside any Skulls, but the other dice can have up to 2 rerolls, each time setting aside Skulls&lt;br /&gt;
&lt;br /&gt;
If the Fate Dice results in Omens, you can change one dice to any face, this includes changing a Skull&lt;br /&gt;
&lt;br /&gt;
For each Good/Port face, gain a good for each port you have&lt;br /&gt;
&lt;br /&gt;
Skulls provide a single Good each&lt;br /&gt;
&lt;br /&gt;
You cannot go above you maximum allowed Goods, excess are lost&lt;br /&gt;
&lt;br /&gt;
After which, collect Food based on the number of Food showing, Fate and Developments can multiply each face to give you more Food per Food, as with Goods you cannot exceed your maximum Food slots&lt;br /&gt;
&lt;br /&gt;
Some Dice faces give options e.g. Food/Population, in which case gain either food or population but not both&lt;br /&gt;
&lt;br /&gt;
After resolving all the dice, feed your Provinces, each Province requires 1 Food to be spent. For each Province you cannot feed, fill in one Skull on the Disaster section&lt;br /&gt;
&lt;br /&gt;
If you rolled Skulls, for each skull a Disaster occurs, resolve non-combat disasters first&lt;br /&gt;
&lt;br /&gt;
After which, resolve Battle, Upgrade, Develop, and Transfer of Wealth as detailed below, then it&#039;s the next player&#039;s turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battle===&lt;br /&gt;
&lt;br /&gt;
First total your armies plus development bonuses&lt;br /&gt;
&lt;br /&gt;
Compare this to the strength of the opposing force&lt;br /&gt;
&lt;br /&gt;
If you have a higher strength, you win and gain Tribute equal to the difference plus a Conquest mark&lt;br /&gt;
&lt;br /&gt;
If you have a lower strength, you lose and gain Disaster Skulls equal to the difference&lt;br /&gt;
&lt;br /&gt;
Regardless of the outcome, lose 1 Army &amp;amp; 1 Ship if possible&lt;br /&gt;
&lt;br /&gt;
The other type of battle is a Tribute Demand, in this compare strength and gain the difference in Tribute if stronger but nothing else is gained or lost. Alternatively, a weaker opponent can choose to give you 1 Good, in which case you do not gain any Tribute&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found Colonies (Mediterranean expansion)===&lt;br /&gt;
&lt;br /&gt;
To complete a colony you must both place its last peg and spend 1 ship. If you don’t have any ships, you may start colonies with more than one hole, but may not complete them.&lt;br /&gt;
Pegs of several players can be in the same uncompleted colony. To complete it, spend 1 ship plus 2 population per peg to displace other players’ pegs with yours. You may displace pegs only on the round when you complete that colony.&lt;br /&gt;
&lt;br /&gt;
If you completed colonies with goods, army, ship, or food symbols next to them, collect the indicated items by adjusting pegs on your peg board. (Mine symbol only has value if you have Metallurgy, and Innovation symbol must be spent on same turn, as usual.)&lt;br /&gt;
&lt;br /&gt;
===Upgrade===&lt;br /&gt;
&lt;br /&gt;
After Disasters and any Battles or Tribute Demands are resolved, the player can now perform upgrades of their choice&lt;br /&gt;
&lt;br /&gt;
Provinces and Monuments require Population to have been rolled&lt;br /&gt;
&lt;br /&gt;
Ports require rolled Population and spending Goods&lt;br /&gt;
&lt;br /&gt;
Armies require rolled Population and spending Food&lt;br /&gt;
&lt;br /&gt;
Ships require the Shipbuilding trait and spending 2 Goods&lt;br /&gt;
&lt;br /&gt;
If you complete a Province entirely, you also gain 2 Armies for free&lt;br /&gt;
&lt;br /&gt;
If you are first to complete a Monument, circle the larger number, if you are second then circle the smaller number&lt;br /&gt;
&lt;br /&gt;
===Develop===&lt;br /&gt;
&lt;br /&gt;
After upgrading, you can then purchase a single Development&lt;br /&gt;
&lt;br /&gt;
For this purpose, Goods are worth 1, Innovation is worth 3, and Wealth is worth 5 towards the required cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Transfer of Wealth===&lt;br /&gt;
&lt;br /&gt;
Finally, you can exchange 4 Goods for 1 Wealth as many times as desired and able. (Coinage improves this to 3 Goods =&amp;gt; 1 Wealth)&lt;br /&gt;
&lt;br /&gt;
Wealth can never be changed back to Goods, and Wealth cannot be spent in place of Goods, only used for Developments.&lt;br /&gt;
&lt;br /&gt;
Also note that any excess goods beyond 15 will be lost at end of turn&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game end trigger is different depending on whether you are playing the Short or Long game&lt;br /&gt;
&lt;br /&gt;
In the Short game, the end triggers are:&lt;br /&gt;
&lt;br /&gt;
A Single player has a 5th Development&lt;br /&gt;
&lt;br /&gt;
A Single player has 30+ Tribute&lt;br /&gt;
&lt;br /&gt;
A Single player has built at least all except one of the Monuments&lt;br /&gt;
&lt;br /&gt;
In the Long game, the end triggers are:&lt;br /&gt;
&lt;br /&gt;
A Single player has a 7th Development&lt;br /&gt;
&lt;br /&gt;
A Single player has 50+ Tribute&lt;br /&gt;
&lt;br /&gt;
A Single player has built all Monuments&lt;br /&gt;
&lt;br /&gt;
Regardless of how it ends, finish the current round&lt;br /&gt;
&lt;br /&gt;
Add up all visible scores&lt;br /&gt;
&lt;br /&gt;
1 Point for each Tribute&lt;br /&gt;
&lt;br /&gt;
Lose 1 point for each Disaster Skull&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprttaironage&amp;diff=31122</id>
		<title>Gamehelprttaironage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprttaironage&amp;diff=31122"/>
		<updated>2026-08-19T16:26:09Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Upgrade */ Colonies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Roll and Write your way to the most prestigious Civilization&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First roll the Fate dice + 1 Empire Dice for each Province OR Port you have&lt;br /&gt;
&lt;br /&gt;
Set aside any Skulls, but the other dice can have up to 2 rerolls, each time setting aside Skulls&lt;br /&gt;
&lt;br /&gt;
If the Fate Dice results in Omens, you can change one dice to any face, this includes changing a Skull&lt;br /&gt;
&lt;br /&gt;
For each Good/Port face, gain a good for each port you have&lt;br /&gt;
&lt;br /&gt;
Skulls provide a single Good each&lt;br /&gt;
&lt;br /&gt;
You cannot go above you maximum allowed Goods, excess are lost&lt;br /&gt;
&lt;br /&gt;
After which, collect Food based on the number of Food showing, Fate and Developments can multiply each face to give you more Food per Food, as with Goods you cannot exceed your maximum Food slots&lt;br /&gt;
&lt;br /&gt;
Some Dice faces give options e.g. Food/Population, in which case gain either food or population but not both&lt;br /&gt;
&lt;br /&gt;
After resolving all the dice, feed your Provinces, each Province requires 1 Food to be spent. For each Province you cannot feed, fill in one Skull on the Disaster section&lt;br /&gt;
&lt;br /&gt;
If you rolled Skulls, for each skull a Disaster occurs, resolve non-combat disasters first&lt;br /&gt;
&lt;br /&gt;
After which, resolve Battle, Upgrade, Develop, and Transfer of Wealth as detailed below, then it&#039;s the next player&#039;s turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battle===&lt;br /&gt;
&lt;br /&gt;
First total your armies plus development bonuses&lt;br /&gt;
&lt;br /&gt;
Compare this to the strength of the opposing force&lt;br /&gt;
&lt;br /&gt;
If you have a higher strength, you win and gain Tribute equal to the difference plus a Conquest mark&lt;br /&gt;
&lt;br /&gt;
If you have a lower strength, you lose and gain Disaster Skulls equal to the difference&lt;br /&gt;
&lt;br /&gt;
Regardless of the outcome, lose 1 Army &amp;amp; 1 Ship if possible&lt;br /&gt;
&lt;br /&gt;
The other type of battle is a Tribute Demand, in this compare strength and gain the difference in Tribute if stronger but nothing else is gained or lost. Alternatively, a weaker opponent can choose to give you 1 Good, in which case you do not gain any Tribute&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found Colonies (Mediterranean expansion)===&lt;br /&gt;
&lt;br /&gt;
To complete a colony you must both place its last peg and spend 1 ship. If you don’t have any ships, you may start colonies with more than one hole, but may not complete them.&lt;br /&gt;
Pegs of several players can be in the same uncompleted colony. To complete it, spend 1 ship plus 2 population per peg to displace other players’ pegs with yours. You may displace pegs only on the round when you complete that colony.&lt;br /&gt;
&lt;br /&gt;
If you completed colonies with goods, army, ship, or food symbols next to them, collect the indicated items by adjusting pegs on your peg board. (Mine symbol only has value if you have Metallurgy, and Innovation symbol must be spent on same turn, as usual.)&lt;br /&gt;
&lt;br /&gt;
===Upgrade===&lt;br /&gt;
&lt;br /&gt;
After Disasters and any Battles or Tribute Demands are resolved, the player can now perform upgrades of their choice&lt;br /&gt;
&lt;br /&gt;
Provinces and Monuments require Population to have been rolled&lt;br /&gt;
&lt;br /&gt;
Ports require rolled Population and spending Goods&lt;br /&gt;
&lt;br /&gt;
Armies require rolled Population and spending Food&lt;br /&gt;
&lt;br /&gt;
Ships require the Shipbuilding trait and spending 2 Goods&lt;br /&gt;
&lt;br /&gt;
If you complete a Province entirely, you also gain 2 Armies for free&lt;br /&gt;
&lt;br /&gt;
If you are first to complete a Monument, circle the larger number, if you are second then circle the smaller number&lt;br /&gt;
&lt;br /&gt;
===Develop===&lt;br /&gt;
&lt;br /&gt;
After upgrading, you can then purchase a single Development&lt;br /&gt;
&lt;br /&gt;
For this purpose, Goods are worth 1, Innovation is worth 3, and Wealth is worth 5 towards the required cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Transfer of Wealth===&lt;br /&gt;
&lt;br /&gt;
Finally, you can exchange 4 Goods for 1 Wealth as many times as desired and able&lt;br /&gt;
&lt;br /&gt;
Wealth can never be changed back to Goods, and Wealth cannot be spent in place of Goods, only used for Developments&lt;br /&gt;
&lt;br /&gt;
Also note that any excess goods beyond 15 will be lost at end of turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game end trigger is different depending on whether you are playing the Short or Long game&lt;br /&gt;
&lt;br /&gt;
In the Short game, the end triggers are:&lt;br /&gt;
&lt;br /&gt;
A Single player has a 5th Development&lt;br /&gt;
&lt;br /&gt;
A Single player has 30+ Tribute&lt;br /&gt;
&lt;br /&gt;
A Single player has built at least all except one of the Monuments&lt;br /&gt;
&lt;br /&gt;
In the Long game, the end triggers are:&lt;br /&gt;
&lt;br /&gt;
A Single player has a 7th Development&lt;br /&gt;
&lt;br /&gt;
A Single player has 50+ Tribute&lt;br /&gt;
&lt;br /&gt;
A Single player has built all Monuments&lt;br /&gt;
&lt;br /&gt;
Regardless of how it ends, finish the current round&lt;br /&gt;
&lt;br /&gt;
Add up all visible scores&lt;br /&gt;
&lt;br /&gt;
1 Point for each Tribute&lt;br /&gt;
&lt;br /&gt;
Lose 1 point for each Disaster Skull&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31115</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31115"/>
		<updated>2026-08-18T20:58:30Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Player Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombicide is a cooperative game. Players win by completing the Mission objectives and surviving together.&lt;br /&gt;
&lt;br /&gt;
There are a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
There are usually at least 6 Survivors used in a games of Zombicide, unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
During setup, players distribute six Survivors amongst themselves to control during the game. Depending on the number of players, some players might have to control more than 1 Survivor.&lt;br /&gt;
&lt;br /&gt;
In Zombicide 2nd Edition, there are two types of Survivors to choose from: Adults or Kids. Kid Survivors are identified by a yellow icon on their Survivor ID Card.&lt;br /&gt;
&lt;br /&gt;
(Choosing to play with Kid Survivors does not increase the difficulty of the game.)&lt;br /&gt;
&lt;br /&gt;
Kids have 2 Health but start with the Slippery Skill as a bonus. &lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health. They start with a Blue Skill, but may unlock more as they eliminate more Zombies and earn AP. &lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is made of tiles, which are divided into Zones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A street Zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
A building Zone is demarcated by Walls and Doors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From an street Zone, a Survivor can see in orthogonal lines to as many other street zones, up to the board&#039;s edge. However, a Survivor can only see one zone into a directly adjacent inside Zone connected via an open Doors.&lt;br /&gt;
&lt;br /&gt;
From an building Zone, a Survivor can see a distance of one Zone into adjacent connected inside Zone by open doors. A Survivor can see in an orthogonal line as many street Zones as long as they are in a Zones adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;6 Starting Equipment cards:  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Pistol x 3 &lt;br /&gt;
&lt;br /&gt;
Baseball Bat x1&lt;br /&gt;
&lt;br /&gt;
Crowbar x1&lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;45 Blue Equipment cards (Found in regular search):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh!! x4 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Bag of Rice x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Canned Food x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Water x2 (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Flashlight x2 &lt;br /&gt;
&lt;br /&gt;
Chainsaw x2 &lt;br /&gt;
&lt;br /&gt;
Crowbar x1 &lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &lt;br /&gt;
&lt;br /&gt;
Katana x2 &lt;br /&gt;
&lt;br /&gt;
Kukri x2 &lt;br /&gt;
&lt;br /&gt;
Machete x4 &lt;br /&gt;
&lt;br /&gt;
Molotov x4 &lt;br /&gt;
&lt;br /&gt;
Pistol x1 &lt;br /&gt;
&lt;br /&gt;
Plenty of Bullets x3 &lt;br /&gt;
&lt;br /&gt;
Plenty of Shells x3 &lt;br /&gt;
&lt;br /&gt;
Sawed-Off x4 &lt;br /&gt;
&lt;br /&gt;
Shotgun x2 &lt;br /&gt;
&lt;br /&gt;
Sniper Rifle x2 &lt;br /&gt;
&lt;br /&gt;
Sub-MG x2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;11 Pimpweapons cards (Red cards found is grey boxes):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh! x2 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Army Sniper Rifle x1 &lt;br /&gt;
&lt;br /&gt;
Automatic Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Evil Twins x1 &lt;br /&gt;
&lt;br /&gt;
Golden AK-47 x1 &lt;br /&gt;
&lt;br /&gt;
Golden Kukri x1 &lt;br /&gt;
&lt;br /&gt;
Gunblade x1 &lt;br /&gt;
&lt;br /&gt;
Ma&#039;s Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Nailbat x1 &lt;br /&gt;
&lt;br /&gt;
Zantetsuken x1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Brutes or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1. There are 40 in the supply.&lt;br /&gt;
&lt;br /&gt;
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
* &#039;&#039;&#039;Search&#039;&#039;&#039; - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
* &#039;&#039;&#039;Open Door&#039;&#039;&#039; - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
* &#039;&#039;&#039;Trade&#039;&#039;&#039; - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
* &#039;&#039;&#039;Noise&#039;&#039;&#039; - For 1 action you can place a noise token in your zone&lt;br /&gt;
* &#039;&#039;&#039;Interact with Objective&#039;&#039;&#039; - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
* &#039;&#039;&#039;Wait&#039;&#039;&#039; - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
After all players have had a turn, the first player becomes the subsequent payer. The previous first player will become the last player in the next round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, move-attack or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Skills===&lt;br /&gt;
&lt;br /&gt;
The rulebook explains all player skills, but here are some highlights.&lt;br /&gt;
&lt;br /&gt;
* Lucky - for each action, player may reroll all dice one time.&lt;br /&gt;
* Matching Set - if survivor finds a weapon with the Dual symbol, they can immediately take a second card of the same type from the deck.&lt;br /&gt;
* Slippery - survivor does not spend extra actions to Move out of a zone with Z, and ignores Z when performing Move.&lt;br /&gt;
* Sniper - survivor may freely choose targets of all Ranged actions. Friendly Fire is ignored.&lt;br /&gt;
* Sprint - for one Move action on their turn, survivor may move 2 or 3 zones instead of 1.&lt;br /&gt;
* Tough - survivor ignores the first Wound they receive during each attack step, and during Friendly Fire.&lt;br /&gt;
&lt;br /&gt;
===Special Modes and Missions===&lt;br /&gt;
&lt;br /&gt;
The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a character dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31098</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31098"/>
		<updated>2026-08-16T20:55:57Z</updated>

		<summary type="html">&lt;p&gt;Alephander: player skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombicide is a cooperative game. Players win by completing the Mission objectives and surviving together.&lt;br /&gt;
&lt;br /&gt;
There are a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
There are usually at least 6 Survivors used in a games of Zombicide, unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
During setup, players distribute six Survivors amongst themselves to control during the game. Depending on the number of players, some players might have to control more than 1 Survivor.&lt;br /&gt;
&lt;br /&gt;
In Zombicide 2nd Edition, there are two types of Survivors to choose from: Adults or Kids. Kid Survivors are identified by a yellow icon on their Survivor ID Card.&lt;br /&gt;
&lt;br /&gt;
(Choosing to play with Kid Survivors does not increase the difficulty of the game.)&lt;br /&gt;
&lt;br /&gt;
Kids have 2 Health but start with the Slippery Skill as a bonus. &lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health. They start with a Blue Skill, but may unlock more as they eliminate more Zombies and earn AP. &lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is made of tiles, which are divided into Zones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A street Zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
A building Zone is demarcated by Walls and Doors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From an street Zone, a Survivor can see in orthogonal lines to as many other street zones, up to the board&#039;s edge. However, a Survivor can only see one zone into a directly adjacent inside Zone connected via an open Doors.&lt;br /&gt;
&lt;br /&gt;
From an building Zone, a Survivor can see a distance of one Zone into adjacent connected inside Zone by open doors. A Survivor can see in an orthogonal line as many street Zones as long as they are in a Zones adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;6 Starting Equipment cards:  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Pistol x 3 &lt;br /&gt;
&lt;br /&gt;
Baseball Bat x1&lt;br /&gt;
&lt;br /&gt;
Crowbar x1&lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;45 Blue Equipment cards (Found in regular search):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh!! x4 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Bag of Rice x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Canned Food x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Water x2 (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Flashlight x2 &lt;br /&gt;
&lt;br /&gt;
Chainsaw x2 &lt;br /&gt;
&lt;br /&gt;
Crowbar x1 &lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &lt;br /&gt;
&lt;br /&gt;
Katana x2 &lt;br /&gt;
&lt;br /&gt;
Kukri x2 &lt;br /&gt;
&lt;br /&gt;
Machete x4 &lt;br /&gt;
&lt;br /&gt;
Molotov x4 &lt;br /&gt;
&lt;br /&gt;
Pistol x1 &lt;br /&gt;
&lt;br /&gt;
Plenty of Bullets x3 &lt;br /&gt;
&lt;br /&gt;
Plenty of Shells x3 &lt;br /&gt;
&lt;br /&gt;
Sawed-Off x4 &lt;br /&gt;
&lt;br /&gt;
Shotgun x2 &lt;br /&gt;
&lt;br /&gt;
Sniper Rifle x2 &lt;br /&gt;
&lt;br /&gt;
Sub-MG x2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;11 Pimpweapons cards (Red cards found is grey boxes):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh! x2 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Army Sniper Rifle x1 &lt;br /&gt;
&lt;br /&gt;
Automatic Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Evil Twins x1 &lt;br /&gt;
&lt;br /&gt;
Golden AK-47 x1 &lt;br /&gt;
&lt;br /&gt;
Golden Kukri x1 &lt;br /&gt;
&lt;br /&gt;
Gunblade x1 &lt;br /&gt;
&lt;br /&gt;
Ma&#039;s Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Nailbat x1 &lt;br /&gt;
&lt;br /&gt;
Zantetsuken x1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Brutes or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1. There are 40 in the supply.&lt;br /&gt;
&lt;br /&gt;
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
* &#039;&#039;&#039;Search&#039;&#039;&#039; - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
* &#039;&#039;&#039;Open Door&#039;&#039;&#039; - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
* &#039;&#039;&#039;Trade&#039;&#039;&#039; - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
* &#039;&#039;&#039;Noise&#039;&#039;&#039; - For 1 action you can place a noise token in your zone&lt;br /&gt;
* &#039;&#039;&#039;Interact with Objective&#039;&#039;&#039; - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
* &#039;&#039;&#039;Wait&#039;&#039;&#039; - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
After all players have had a turn, the first player becomes the subsequent payer. The previous first player will become the last player in the next round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, move-attack or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Skills===&lt;br /&gt;
&lt;br /&gt;
The rulebook explains all player skills, but here are some highlights.&lt;br /&gt;
&lt;br /&gt;
* Lucky - for each action, player may reroll all dice one time.&lt;br /&gt;
* Slippery - survivor does not spend extra actions to Move out of a zone with Z, and ignores Z when performing Move.&lt;br /&gt;
* Sniper - survivor may freely choose targets of all Ranged actions. Friendly Fire is ignored.&lt;br /&gt;
* Sprint - for one Move action on their turn, survivor may move 2 or 3 zones instead of 1.&lt;br /&gt;
* Tough - survivor ignores the first Wound they receive during each attack step, and during Friendly Fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Modes and Missions===&lt;br /&gt;
&lt;br /&gt;
The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a character dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=28618</id>
		<title>Gamehelpdontletitdie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=28618"/>
		<updated>2026-02-18T01:09:48Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Day Phase */ clarify Fire Die faces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t Let It Die&#039;&#039; is essentially &amp;quot;RPG Skill Tree: The Game&amp;quot;. As a team of four cavepeople, you must gather resources to stay alive--food, weapons, craftable items--while keeping the fire alive. The fire is how you gain FKP (fire knowledge points) or skill points that you use to improve your abilities, grow stronger, and survive. You have fifteen days to learn how to start your own fire, but if you die before then or the fire goes out due to lack of wood, the game is over.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Like most co-op games, the game alternates between &amp;quot;player actions&amp;quot; (day phase) and &amp;quot;bad things happen&amp;quot; (night phase). &lt;br /&gt;
&lt;br /&gt;
==== Day Phase ====&lt;br /&gt;
&lt;br /&gt;
Each character spends their turn taking actions, which cost stamina points. These are the basic actions. Some characters may have additional skills or abilities that alter actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Action || Stamina cost || Requirements || Description || Objective&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gather&#039;&#039;&#039; || 2 || None || Draw a card from the Outskirts. || Deck of 8 cards: 2x &#039;&#039;&#039;wood&#039;&#039;&#039;, 2x &#039;&#039;&#039;rock&#039;&#039;&#039;, nothing, 2x danger-1, danger-2&amp;lt;br&amp;gt;(+1 &#039;&#039;Hindrance expansion&#039;&#039;:) hindrance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forage&#039;&#039;&#039; || 2 || None || Draw a card from the Meadow. || Deck of 8 cards: 3x &#039;&#039;&#039;berry&#039;&#039;&#039;, 2x &#039;&#039;&#039;fiber&#039;&#039;&#039;, nothing, danger-1, danger-2&amp;lt;br&amp;gt;(+1 &#039;&#039;Hindrance expansion&#039;&#039;:) hindrance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Harvest&#039;&#039;&#039; || 3 || Equipped tool || Draw a card from the Forest. || Deck of 9 cards: &#039;&#039;&#039;wood&#039;&#039;&#039;-2, wood-3, wood-4, &#039;&#039;&#039;rock&#039;&#039;&#039;-2, rock-3, nothing, danger-1, 2x danger-2&amp;lt;br&amp;gt;(+1 &#039;&#039;Hindrance expansion&#039;&#039;:) hindrance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunt&#039;&#039;&#039; || 3 || Equipped weapon || Draw a card from the Watering Hole. || Deck of 12 cards: &#039;&#039;&#039;meat&#039;&#039;&#039;-1, meat-2, meat-3, &#039;&#039;&#039;bone&#039;&#039;&#039;-1, bone-2, &#039;&#039;&#039;hide&#039;&#039;&#039;-1, hide-2, danger-1, 2x danger-2, 2x danger-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigate Fire&#039;&#039;&#039; || 3 || None || Roll the fire dice || Roll die and gain Fire Knowledge Points (faces: 0, 1, 1, 1, 2, 3)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eat Food&#039;&#039;&#039; || None || Food resources (berries or meat) || Consume food resources to regain HP || &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&amp;lt;li&amp;gt;3 raw berries/2 raw meat -&amp;gt; +1 HP&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 cooked berries/1 cooked meat -&amp;gt; +2 HP&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 raw dino eggs -&amp;gt; +1 hp and +1 stamina (Hindrance expansion)&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 cooked dino eggs -&amp;gt; +3 hp and +1 stamina (Hindrance expansion)&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 fish (can only be caught by Sig) -&amp;gt; 1 stamina&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;1 cooked fish -&amp;gt; 2 stamina&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Add Wood&#039;&#039;&#039; || None || Wood resources || Consume wood resources || Increase the wood pile on the fire to make the fire last longer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spend FKP&#039;&#039;&#039; || None || FKPs || Spend Fire Knowledge Points on the skill tree || To gain new abilities and skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cook Food&#039;&#039;&#039; || 1 || Skill unlocked || Convert raw food to cooked food || Cooked food uses fewer resources and adds more HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trade Resources&#039;&#039;&#039; || 1 || 3+ of any 1 resource ||  Exchange 3 of any resource for 1 of any resource || You cannot trade cooked food. You &#039;&#039;can&#039;&#039; trade FKP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Craft&#039;&#039;&#039; || 3 || Skill unlocked || Use resources to build weapons and tools || These add benefits to your character(s). Crafted items can be traded between characters. Each character can have only 1 weapon and 1 tool. Only 1 building can be created per game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explore&#039;&#039;&#039; (&#039;&#039;Hindrance expansion&#039;&#039;) || 4 || None || Draw an Explore card || Deck of 14 cards: 6x Danger (life 1-3, damage 2-4!), 2x &#039;&#039;&#039;Dino Egg&#039;&#039;&#039;, 2x &#039;&#039;&#039;Medicinal Herb&#039;&#039;&#039;, 3x &#039;&#039;&#039;Gemstone&#039;&#039;&#039;, Hindrance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Danger! Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When performing any actions that require drawing a card, there is a risk of drawing a Danger! card that represents wildlife trying to kill you. When encountered, the following rules are applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If your character has no weapon &#039;&#039;OR&#039;&#039; a weapon with less damage than the card&#039;s Life number, lose HP equal to the Damage number.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If your character has a weapon with damage equal or greater than the Life number...&lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the weapon has Range 1, lose 1 HP and gain &#039;&#039;&#039;Meat&#039;&#039;&#039; equal to the Life number.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the weapon has Range 2, gain &#039;&#039;&#039;Meat&#039;&#039;&#039; equal to the Life number (lose no HP).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a character has 0 HP, they are &#039;&#039;Incapacitated&#039;&#039; and cannot take any actions. Another character must use 3 cooked Meat to revive them (even if the character cannot eat Meat). The revived character will gain 3 HP and full stamina at end of the next morning phase.&lt;br /&gt;
&lt;br /&gt;
==== Night Phase ====&lt;br /&gt;
&lt;br /&gt;
After all players have taken their turn, a Night Event card is drawn. These cards usually have a negative effect, such as losing resources or dealing with obstacles.&lt;br /&gt;
&lt;br /&gt;
====Morning Phase====&lt;br /&gt;
&lt;br /&gt;
After the Night Phase, the following actions are taken in order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Wood is removed from the wood pile by the fire (based on the day track). If the wood pile ever has 0, the game ends in defeat.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Day counter increases by 1&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All characters lose 1 HP&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All characters regain their stamina points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Players may trade weapons and tools with each other&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The &amp;quot;first player&amp;quot; token is moved to the next character in sequence&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, a new Day Phase begins.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
If you unlock the Fire Starter skill on the Fire Knowledge Tree before 15 days have passed, you win.&lt;br /&gt;
&lt;br /&gt;
You lose if, at anytime...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;There is 0 wood in the wood pile for the fire.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All members are incapacitated&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Night Phase for Day 14 comes without having unlocked the Fire Starter Skill&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hindrance (Variant) ==&lt;br /&gt;
&lt;br /&gt;
A physical hindrance is acquired from events or when taking damage from combat.&lt;br /&gt;
&lt;br /&gt;
There is a max of 3 physical hindrances and 1 mental hindrance.&lt;br /&gt;
&lt;br /&gt;
If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed) and all physical hindrances will be removed.&lt;br /&gt;
&lt;br /&gt;
Physical hindrances can be removed by spending a stamina and Medical Herb&lt;br /&gt;
&lt;br /&gt;
Drawing a Nothing card from a resource deck triggers a Day Event. When a day event is triggered, draw the top card from the Day Event deck. You must pick only 1 option, before choosing, read each option to see if it has a cost. Most Day Event cards have an event with 2 options to pick from.&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=28343</id>
		<title>Gamehelpdontletitdie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=28343"/>
		<updated>2026-02-03T18:02:58Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Day Phase */ describe Explore deck contents, and added hindrance cards to other decks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t Let It Die&#039;&#039; is essentially &amp;quot;RPG Skill Tree: The Game&amp;quot;. As a team of four cavepeople, you must gather resources to stay alive--food, weapons, craftable items--while keeping the fire alive. The fire is how you gain FKP (fire knowledge points) or skill points that you use to improve your abilities, grow stronger, and survive. You have fifteen days to learn how to start your own fire, but if you die before then or the fire goes out due to lack of wood, the game is over.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Like most co-op games, the game alternates between &amp;quot;player actions&amp;quot; (day phase) and &amp;quot;bad things happen&amp;quot; (night phase). &lt;br /&gt;
&lt;br /&gt;
==== Day Phase ====&lt;br /&gt;
&lt;br /&gt;
Each character spends their turn taking actions, which cost stamina points. These are the basic actions. Some characters may have additional skills or abilities that alter actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Action || Stamina cost || Requirements || Description || Objective&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gather&#039;&#039;&#039; || 2 || None || Draw a card from the Outskirts. || Deck of 8 cards: 2x &#039;&#039;&#039;wood&#039;&#039;&#039;, 2x &#039;&#039;&#039;rock&#039;&#039;&#039;, nothing, 2x danger-1, danger-2&amp;lt;br&amp;gt;(+1 &#039;&#039;Hindrance expansion&#039;&#039;:) hindrance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forage&#039;&#039;&#039; || 2 || None || Draw a card from the Meadow. || Deck of 8 cards: 3x &#039;&#039;&#039;berry&#039;&#039;&#039;, 2x &#039;&#039;&#039;fiber&#039;&#039;&#039;, nothing, danger-1, danger-2&amp;lt;br&amp;gt;(+1 &#039;&#039;Hindrance expansion&#039;&#039;:) hindrance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Harvest&#039;&#039;&#039; || 3 || Equipped tool || Draw a card from the Forest. || Deck of 9 cards: &#039;&#039;&#039;wood&#039;&#039;&#039;-2, wood-3, wood-4, &#039;&#039;&#039;rock&#039;&#039;&#039;-2, rock-3, nothing, danger-1, 2x danger-2&amp;lt;br&amp;gt;(+1 &#039;&#039;Hindrance expansion&#039;&#039;:) hindrance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunt&#039;&#039;&#039; || 3 || Equipped weapon || Draw a card from the Watering Hole. || Deck of 12 cards: &#039;&#039;&#039;meat&#039;&#039;&#039;-1, meat-2, meat-3, &#039;&#039;&#039;bone&#039;&#039;&#039;-1, bone-2, &#039;&#039;&#039;hide&#039;&#039;&#039;-1, hide-2, danger-1, 2x danger-2, 2x danger-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigate Fire&#039;&#039;&#039; || 3 || None || Roll the fire dice || Gain the number of fire icons on the dice (0-3) in Fire Knowledge Points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eat Food&#039;&#039;&#039; || None || Food resources (berries or meat) || Consume food resources to regain HP || &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&amp;lt;li&amp;gt;3 raw berries/2 raw meat -&amp;gt; +1 HP&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 cooked berries/1 cooked meat -&amp;gt; +2 HP&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 raw dino eggs -&amp;gt; +1 hp and +1 stamina (Hindrance expansion)&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 cooked dino eggs -&amp;gt; +3 hp and +1 stamina (Hindrance expansion)&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 fish (can only be caught by Sig) -&amp;gt; 1 stamina&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;1 cooked fish -&amp;gt; 2 stamina&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Add Wood&#039;&#039;&#039; || None || Wood resources || Consume wood resources || Increase the wood pile on the fire to make the fire last longer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spend FKP&#039;&#039;&#039; || None || FKPs || Spend Fire Knowledge Points on the skill tree || To gain new abilities and skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cook Food&#039;&#039;&#039; || 1 || Skill unlocked || Convert raw food to cooked food || Cooked food uses fewer resources and adds more HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trade Resources&#039;&#039;&#039; || 1 || 3+ of any 1 resource ||  Exchange 3 of any resource for 1 of any resource || You cannot trade cooked food. You &#039;&#039;can&#039;&#039; trade FKP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Craft&#039;&#039;&#039; || 3 || Skill unlocked || Use resources to build weapons and tools || These add benefits to your character(s). Crafted items can be traded between characters. Each character can have only 1 weapon and 1 tool. Only 1 building can be created per game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explore&#039;&#039;&#039; (&#039;&#039;Hindrance expansion&#039;&#039;) || 4 || None || Draw an Explore card || Deck of 14 cards: 6x Danger (life 1-3, damage 2-4!), 2x &#039;&#039;&#039;Dino Egg&#039;&#039;&#039;, 2x &#039;&#039;&#039;Medicinal Herb&#039;&#039;&#039;, 3x &#039;&#039;&#039;Gemstone&#039;&#039;&#039;, Hindrance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Danger! Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When performing any actions that require drawing a card, there is a risk of drawing a Danger! card that represents wildlife trying to kill you. When encountered, the following rules are applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If your character has no weapon &#039;&#039;OR&#039;&#039; a weapon with less damage than the card&#039;s Life number, lose HP equal to the Damage number.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If your character has a weapon with damage equal or greater than the Life number...&lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the weapon has Range 1, lose 1 HP and gain &#039;&#039;&#039;Meat&#039;&#039;&#039; equal to the Life number.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the weapon has Range 2, gain &#039;&#039;&#039;Meat&#039;&#039;&#039; equal to the Life number (lose no HP).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a character has 0 HP, they are &#039;&#039;Incapacitated&#039;&#039; and cannot take any actions. Another character must use 3 cooked Meat to revive them (even if the character cannot eat Meat). The revived character will gain 3 HP and full stamina at end of the next morning phase.&lt;br /&gt;
&lt;br /&gt;
==== Night Phase ====&lt;br /&gt;
&lt;br /&gt;
After all players have taken their turn, a Night Event card is drawn. These cards usually have a negative effect, such as losing resources or dealing with obstacles.&lt;br /&gt;
&lt;br /&gt;
====Morning Phase====&lt;br /&gt;
&lt;br /&gt;
After the Night Phase, the following actions are taken in order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Wood is removed from the wood pile by the fire (based on the day track). If the wood pile ever has 0, the game ends in defeat.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Day counter increases by 1&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All characters lose 1 HP&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All characters regain their stamina points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Players may trade weapons and tools with each other&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The &amp;quot;first player&amp;quot; token is moved to the next character in sequence&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, a new Day Phase begins.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
If you unlock the Fire Starter skill on the Fire Knowledge Tree before 15 days have passed, you win.&lt;br /&gt;
&lt;br /&gt;
You lose if, at anytime...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;There is 0 wood in the wood pile for the fire.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All members are incapacitated&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Night Phase for Day 14 comes without having unlocked the Fire Starter Skill&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hindrance (Variant) ==&lt;br /&gt;
&lt;br /&gt;
A physical hindrance is acquired from events or when taking damage from combat.&lt;br /&gt;
&lt;br /&gt;
There is a max of 3 physical hindrances and 1 mental hindrance.&lt;br /&gt;
&lt;br /&gt;
If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed) and all physical hindrances will be removed.&lt;br /&gt;
&lt;br /&gt;
Physical hindrances can be removed by spending a stamina and Medical Herb&lt;br /&gt;
&lt;br /&gt;
Drawing a Nothing card from a resource deck triggers a Day Event. When a day event is triggered, draw the top card from the Day Event deck. You must pick only 1 option, before choosing, read each option to see if it has a cost. Most Day Event cards have an event with 2 options to pick from.&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=27930</id>
		<title>Gamehelpdontletitdie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=27930"/>
		<updated>2026-01-02T20:59:19Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Day Phase */ more deck contents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t Let It Die&#039;&#039; is essentially &amp;quot;RPG Skill Tree: The Game&amp;quot;. As a team of four cavepeople, you must gather resources to stay alive--food, weapons, craftable items--while keeping the fire alive. The fire is how you gain FKP (fire knowledge points) or skill points that you use to improve your abilities, grow stronger, and survive. You have fifteen days to learn how to start your own fire, but if you die before then or the fire goes out due to lack of wood, the game is over.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Like most co-op games, the game alternates between &amp;quot;player actions&amp;quot; (day phase) and &amp;quot;bad things happen&amp;quot; (night phase). &lt;br /&gt;
&lt;br /&gt;
==== Day Phase ====&lt;br /&gt;
&lt;br /&gt;
Each character spends their turn taking actions, which cost stamina points. These are the basic actions. Some characters may have additional skills or abilities that alter actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Action || Stamina cost || Requirements || Description || Objective&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gather&#039;&#039;&#039; || 2 || None || Draw a card from the Outskirts. || Deck of 8 cards: 2x &#039;&#039;&#039;wood&#039;&#039;&#039;, 2x &#039;&#039;&#039;rock&#039;&#039;&#039;, nothing, 2x danger-1, danger-2.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forage&#039;&#039;&#039; || 2 || None || Draw a card from the Meadow. || Deck of 8 cards: 3x &#039;&#039;&#039;berry&#039;&#039;&#039;, 2x &#039;&#039;&#039;fiber&#039;&#039;&#039;, nothing, danger-1, danger-2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Harvest&#039;&#039;&#039; || 3 || Equipped tool || Draw a card from the Forest. || Deck of 9 cards: &#039;&#039;&#039;wood&#039;&#039;&#039;-2, wood-3, wood-4, &#039;&#039;&#039;rock&#039;&#039;&#039;-2, rock-3, nothing, danger-1, 2x danger-2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunt&#039;&#039;&#039; || 3 || Equipped weapon || Draw a card from the Watering Hole. || Deck of 12 cards: &#039;&#039;&#039;meat&#039;&#039;&#039;-1, meat-2, meat-3, &#039;&#039;&#039;bone&#039;&#039;&#039;-1, bone-2, &#039;&#039;&#039;hide&#039;&#039;&#039;-1, hide-2, danger-1, 2x danger-2, 2x danger-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigate Fire&#039;&#039;&#039; || 3 || None || Roll the fire dice || Gain the number of fire icons on the dice (0-3) in Fire Knowledge Points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eat Food&#039;&#039;&#039; || None || Food resources (berries or meat) || Consume food resources to regain HP || &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&amp;lt;li&amp;gt;3 raw berries/2 raw meat -&amp;gt; +1 HP&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 cooked berries/1 cooked meat -&amp;gt; +2 HP&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Add Wood&#039;&#039;&#039; || None || Wood resources || Consume wood resources || Increase the wood pile on the fire to make the fire last longer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spend FKP&#039;&#039;&#039; || None || FKPs || Spend Fire Knowledge Points on the skill tree || To gain new abilities and skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cook Food&#039;&#039;&#039; || 1 || Skill unlocked || Convert raw food to cooked food || Cooked food uses fewer resources and adds more HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trade Resources&#039;&#039;&#039; || 1 || 3+ of any 1 resource ||  Exchange 3 of any resource for 1 of any resource || You cannot trade cooked food. You &#039;&#039;can&#039;&#039; trade FKP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Craft&#039;&#039;&#039; || 3 || Skill unlocked || Use resources to build weapons and tools || These add benefits to your character(s). Crafted items can be traded between characters. Each character can have only 1 weapon and 1 tool. Only 1 building can be created per game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explore&#039;&#039;&#039; (Hindrance expansion) || 4 || None || Draw an Explore card || Gain &#039;&#039;Dino Eggs&#039;&#039;, &#039;&#039;Medicinal Herbs&#039;&#039;, &#039;&#039;Gemstones&#039;&#039;, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Danger! Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When performing any actions that require drawing a card, there is a risk of drawing a Danger! card that represents wildlife trying to kill you. When encountered, the following rules are applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If your character has no weapon &#039;&#039;OR&#039;&#039; a weapon with less damage than the card&#039;s Life number, lose HP equal to the Damage number.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If your character has a weapon with damage equal or greater than the Life number...&lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the weapon has Range 1, lose 1 HP and gain &#039;&#039;&#039;Meat&#039;&#039;&#039; equal to the Life number.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the weapon has Range 2, gain &#039;&#039;&#039;Meat&#039;&#039;&#039; equal to the Life number (lose no HP).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a character has 0 HP, they are &#039;&#039;Incapacitated&#039;&#039; and cannot take any actions. Another character must use 3 cooked Meat to revive them (even if the character cannot eat Meat). The revived character will gain 3 HP and full stamina at end of the next morning phase.&lt;br /&gt;
&lt;br /&gt;
==== Night Phase ====&lt;br /&gt;
&lt;br /&gt;
After all players have taken their turn, a Night Event card is drawn. These cards usually have a negative effect, such as losing resources or dealing with obstacles.&lt;br /&gt;
&lt;br /&gt;
====Morning Phase====&lt;br /&gt;
&lt;br /&gt;
After the Night Phase, the following actions are taken in order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Wood is removed from the wood pile by the fire (based on the day track). If the wood pile ever has 0, the game ends in defeat.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Day counter increases by 1&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All characters lose 1 HP&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All characters regain their stamina points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Players may trade weapons and tools with each other&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The &amp;quot;first player&amp;quot; token is moved to the next character in sequence&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, a new Day Phase begins.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
If you unlock the Fire Starter skill on the Fire Knowledge Tree before 15 days have passed, you win.&lt;br /&gt;
&lt;br /&gt;
You lose if, at anytime...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;There is 0 wood in the wood pile for the fire.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All members are incapacitated&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Night Phase for Day 14 comes without having unlocked the Fire Starter Skill&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hindrance (Variant) ==&lt;br /&gt;
&lt;br /&gt;
A physical hindrance is acquired from events or when taking damage from combat.&lt;br /&gt;
&lt;br /&gt;
There is a max of 3 physical hindrances and 1 mental hindrance.&lt;br /&gt;
&lt;br /&gt;
If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed) and all physical hindrances will be removed.&lt;br /&gt;
&lt;br /&gt;
Physical hindrances can be removed by spending a stamina and Medical Herb&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=27929</id>
		<title>Gamehelpdontletitdie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=27929"/>
		<updated>2026-01-02T20:32:00Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Day Phase */ add deck contents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t Let It Die&#039;&#039; is essentially &amp;quot;RPG Skill Tree: The Game&amp;quot;. As a team of four cavepeople, you must gather resources to stay alive--food, weapons, craftable items--while keeping the fire alive. The fire is how you gain FKP (fire knowledge points) or skill points that you use to improve your abilities, grow stronger, and survive. You have fifteen days to learn how to start your own fire, but if you die before then or the fire goes out due to lack of wood, the game is over.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Like most co-op games, the game alternates between &amp;quot;player actions&amp;quot; (day phase) and &amp;quot;bad things happen&amp;quot; (night phase). &lt;br /&gt;
&lt;br /&gt;
==== Day Phase ====&lt;br /&gt;
&lt;br /&gt;
Each character spends their turn taking actions, which cost stamina points. These are the basic actions. Some characters may have additional skills or abilities that alter actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Action || Stamina cost || Requirements || Description || Objective&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gather&#039;&#039;&#039; || 2 || None || Draw a card from the Outskirts. || Deck of 8 cards: 2 &#039;&#039;&#039;wood&#039;&#039;&#039;, 2 &#039;&#039;&#039;rock&#039;&#039;&#039;, 1 nothing, 2 danger-1, 1 danger-2.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forage&#039;&#039;&#039; || 2 || None || Draw a card from the Meadow. || Deck of 8 cards: 3 &#039;&#039;&#039;berry&#039;&#039;&#039;, 2 &#039;&#039;&#039;fiber&#039;&#039;&#039;, 1 nothing, 1 danger-1, 1 danger-2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Harvest&#039;&#039;&#039; || 3 || Equipped tool || Draw a card from the Forest. || Gain &#039;&#039;&#039;wood&#039;&#039;&#039; or &#039;&#039;&#039;rock&#039;&#039;&#039;s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunt&#039;&#039;&#039; || 3 || Equipped weapon || Draw a card from the Watering Hole. || Gain &#039;&#039;&#039;meat&#039;&#039;&#039;, &#039;&#039;&#039;bone&#039;&#039;&#039;, or &#039;&#039;&#039;hide&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigate Fire&#039;&#039;&#039; || 3 || None || Roll the fire dice || Gain the number of fire icons on the dice (0-3) in Fire Knowledge Points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eat Food&#039;&#039;&#039; || None || Food resources (berries or meat) || Consume food resources to regain HP || &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&amp;lt;li&amp;gt;3 raw berries/2 raw meat -&amp;gt; +1 HP&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;2 cooked berries/1 cooked meat -&amp;gt; +2 HP&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Add Wood&#039;&#039;&#039; || None || Wood resources || Consume wood resources || Increase the wood pile on the fire to make the fire last longer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spend FKP&#039;&#039;&#039; || None || FKPs || Spend Fire Knowledge Points on the skill tree || To gain new abilities and skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cook Food&#039;&#039;&#039; || 1 || Skill unlocked || Convert raw food to cooked food || Cooked food uses fewer resources and adds more HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trade Resources&#039;&#039;&#039; || 1 || 3+ of any 1 resource ||  Exchange 3 of any resource for 1 of any resource || You cannot trade cooked food. You &#039;&#039;can&#039;&#039; trade FKP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Craft&#039;&#039;&#039; || 3 || Skill unlocked || Use resources to build weapons and tools || These add benefits to your character(s). Crafted items can be traded between characters. Each character can have only 1 weapon and 1 tool. Only 1 building can be created per game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explore&#039;&#039;&#039; (Hindrance expansion) || 4 || None || Draw an Explore card || Gain &#039;&#039;Dino Eggs&#039;&#039;, &#039;&#039;Medicinal Herbs&#039;&#039;, &#039;&#039;Gemstones&#039;&#039;, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Danger! Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When performing any actions that require drawing a card, there is a risk of drawing a Danger! card that represents wildlife trying to kill you. When encountered, the following rules are applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If your character has no weapon &#039;&#039;OR&#039;&#039; a weapon with less damage than the card&#039;s Life number, lose HP equal to the Damage number.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If your character has a weapon with damage equal or greater than the Life number...&lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the weapon has Range 1, lose 1 HP and gain &#039;&#039;&#039;Meat&#039;&#039;&#039; equal to the Life number.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the weapon has Range 2, gain &#039;&#039;&#039;Meat&#039;&#039;&#039; equal to the Life number (lose no HP).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a character has 0 HP, they are &#039;&#039;Incapacitated&#039;&#039; and cannot take any actions. Another character must use 3 cooked Meat to revive them (even if the character cannot eat Meat). The revived character will gain 3 HP and full stamina at end of the next morning phase.&lt;br /&gt;
&lt;br /&gt;
==== Night Phase ====&lt;br /&gt;
&lt;br /&gt;
After all players have taken their turn, a Night Event card is drawn. These cards usually have a negative effect, such as losing resources or dealing with obstacles.&lt;br /&gt;
&lt;br /&gt;
====Morning Phase====&lt;br /&gt;
&lt;br /&gt;
After the Night Phase, the following actions are taken in order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Wood is removed from the wood pile by the fire (based on the day track). If the wood pile ever has 0, the game ends in defeat.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Day counter increases by 1&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All characters lose 1 HP&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All characters regain their stamina points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Players may trade weapons and tools with each other&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The &amp;quot;first player&amp;quot; token is moved to the next character in sequence&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, a new Day Phase begins.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
If you unlock the Fire Starter skill on the Fire Knowledge Tree before 15 days have passed, you win.&lt;br /&gt;
&lt;br /&gt;
You lose if, at anytime...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;There is 0 wood in the wood pile for the fire.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All members are incapacitated&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Night Phase for Day 14 comes without having unlocked the Fire Starter Skill&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hindrance (Variant) ==&lt;br /&gt;
&lt;br /&gt;
A physical hindrance is acquired from events or when taking damage from combat.&lt;br /&gt;
&lt;br /&gt;
There is a max of 3 physical hindrances and 1 mental hindrance.&lt;br /&gt;
&lt;br /&gt;
If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed) and all physical hindrances will be removed.&lt;br /&gt;
&lt;br /&gt;
Physical hindrances can be removed by spending a stamina and Medical Herb&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=24693</id>
		<title>Gamehelpchampionsofmidgard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=24693"/>
		<updated>2025-04-20T00:31:46Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Things To Know */ described journey cards and timing for rune cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game lasts 8 rounds (indicated at the top by the round marker).&lt;br /&gt;
&lt;br /&gt;
=== Things To Know ===&lt;br /&gt;
&lt;br /&gt;
Things I wish I&#039;d known when playing a first game.&lt;br /&gt;
&lt;br /&gt;
* You can hold a maximum of 8 Warriors (dice) at any one time.&lt;br /&gt;
* Dice faces are described if you click the little blue (i) next to the Warriors list in your play area.&lt;br /&gt;
* You can only use the Worker Huts once, to receive one additional worker.&lt;br /&gt;
* You can only use the Shipwright once, to buy one longship.  Once you have one, you&#039;re stuck with it for the game.&lt;br /&gt;
* To journey to fight a monster (bottom of the board) you need: &lt;br /&gt;
** 1. a longship, and a worker assigned to it during the worker placement phase. &lt;br /&gt;
** 2. warriors available to put on the longship (done after the worker placement phase)&lt;br /&gt;
** 3. enough food to feed the warriors (done after warrior assignment). The first two longship journey spaces require 1 food for every 2 warriors, the third and fourth journeys require 1 food per warrior.  If you don&#039;t have enough, some warriors starve before combat begins!&lt;br /&gt;
* When resolving a longship journey, the game will reveal a journey card.&lt;br /&gt;
** 1. Possible journey cards: no effect, lose 1 food, lose 1 warrior, lose 1 of either food or warrior (your choice), lose 2 things (food or warrior, you choose any combination), fight a kraken (1 attack, 2 defense, 3 glory) and continue on if you defeat it.&lt;br /&gt;
** 2. If you have a journey rune card, the game will ask if you want to use it.  Don&#039;t say yes, unless the revealed journey card is a bad one!&lt;br /&gt;
* Rune cards which affect combat _or_ its result, must be activated (click on the card) before resolving the combat (clicking on the button to Defeat).  The game will NOT prompt you to use them. This includes in particular the Glory card (with text &amp;quot;Use when defeating an enemy&amp;quot;)!&lt;br /&gt;
&lt;br /&gt;
=== End game scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score for destiny cards (Indicated by the silver/grey circles - the person indicator shows if tied).&lt;br /&gt;
# Sets of enemies (1 of each of the three colours) scores 5 Glory points.&lt;br /&gt;
# Runes (Indicated by number of silver/grey glory circles) - it doesn&#039;t matter if used/unused.&lt;br /&gt;
# Private long ships (brought during the game for money and wood).&lt;br /&gt;
# Favour of the gods - Each is worth 2 glory points.&lt;br /&gt;
# 3 Coins = 1 Glory point&lt;br /&gt;
&lt;br /&gt;
==== Blame Penalty ====&lt;br /&gt;
Then minus for Blame:&lt;br /&gt;
* 1 = -1&lt;br /&gt;
* 2 = -3&lt;br /&gt;
* 3 = -6&lt;br /&gt;
* 4 = -10&lt;br /&gt;
* 5 = -15&lt;br /&gt;
* 6+ = -21 &#039;&#039;(who did you annoy?)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=24692</id>
		<title>Gamehelpchampionsofmidgard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=24692"/>
		<updated>2025-04-20T00:01:59Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Things To Know */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game lasts 8 rounds (indicated at the top by the round marker).&lt;br /&gt;
&lt;br /&gt;
=== Things To Know ===&lt;br /&gt;
&lt;br /&gt;
Things I wish I&#039;d known when playing a first game.&lt;br /&gt;
&lt;br /&gt;
* You can hold a maximum of 8 Warriors (dice) at any one time.&lt;br /&gt;
* Dice faces are described if you click the little blue (i) next to the Warriors list in your play area.&lt;br /&gt;
* You can only use the Worker Huts once, to receive one additional worker.&lt;br /&gt;
* You can only use the Shipwright once, to buy one longship.  Once you have one, you&#039;re stuck with it for the game.&lt;br /&gt;
* To journey to fight a monster (bottom of the board) you need: &lt;br /&gt;
** 1. a longship, and a worker assigned to it during the worker placement phase. &lt;br /&gt;
** 2. warriors available to put on the longship (done after the worker placement phase)&lt;br /&gt;
** 3. enough food to feed the warriors (done after warrior assignment). The first two longship journey spaces require 1 food for every 2 warriors, the third and fourth journeys require 1 food per warrior.  If you don&#039;t have enough, some warriors starve before combat begins!&lt;br /&gt;
* When resolving a longship journey, the game will reveal a journey card.&lt;br /&gt;
** 1. Possible journey cards: lose 1 food, lose 1 warrior, lose either 1 food or 1 warrior (your choice), lose 2 things (food or warrior, you choose any combination), fight a kraken (and continue on if you defeat it).&lt;br /&gt;
** 2. If you have a journey rune card, the game will ask if you want to use it.  Don&#039;t say yes, unless the revealed journey card is a bad one!&lt;br /&gt;
* Rune cards which affect combat _or_ its result, must be activated (click on the card) before resolving the combat (clicking on the button to Defeat).  This includes in particular the Glory card (with text &amp;quot;Use when defeating an enemy&amp;quot;)!&lt;br /&gt;
&lt;br /&gt;
=== End game scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score for destiny cards (Indicated by the silver/grey circles - the person indicator shows if tied).&lt;br /&gt;
# Sets of enemies (1 of each of the three colours) scores 5 Glory points.&lt;br /&gt;
# Runes (Indicated by number of silver/grey glory circles) - it doesn&#039;t matter if used/unused.&lt;br /&gt;
# Private long ships (brought during the game for money and wood).&lt;br /&gt;
# Favour of the gods - Each is worth 2 glory points.&lt;br /&gt;
# 3 Coins = 1 Glory point&lt;br /&gt;
&lt;br /&gt;
==== Blame Penalty ====&lt;br /&gt;
Then minus for Blame:&lt;br /&gt;
* 1 = -1&lt;br /&gt;
* 2 = -3&lt;br /&gt;
* 3 = -6&lt;br /&gt;
* 4 = -10&lt;br /&gt;
* 5 = -15&lt;br /&gt;
* 6+ = -21 &#039;&#039;(who did you annoy?)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=24395</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=24395"/>
		<updated>2025-03-17T14:23:41Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Fifth Ingredient */ explain interaction between cauldron and professor and potion tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play potion explosion, see &amp;lt;b&amp;gt;[[Tips_potionexplosion|Tips_PotionExplosion]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Players start by picking two potions that they want to make.&lt;br /&gt;
* Players choose their first potion going clockwise around the table, and their second potion going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
* On your turn, take any marble (&amp;quot;ingredient&amp;quot;) from the dispenser.&lt;br /&gt;
** If two marbles (or groups of marbles) of the same colour collide when falling to close the gap in a column left by taking a marble, they explode and are also taken by the player.&lt;br /&gt;
** This will repeat as &amp;quot;exploded&amp;quot; marbles are removed and subsequent groupings collapse.&lt;br /&gt;
* Exploded marbles are placed in the user&#039;s &amp;quot;hand&amp;quot;.&lt;br /&gt;
** &#039;&#039;i.e. the rectangle above the flasks in the player&#039;s board.&#039;&#039;&lt;br /&gt;
* One at a time, you can move these marbles to the matching colour on the potions in your board and/or to the &amp;quot;Pool&amp;quot; holding flask.&lt;br /&gt;
** &#039;&#039;The pool can hold at most three but can hold any colour.&#039;&#039;&lt;br /&gt;
** If there is available space in your pool you must fill it with marbles from your hand before ending your turn.&lt;br /&gt;
** Any marbles left afterwards in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
* When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== Other Actions ====&lt;br /&gt;
&lt;br /&gt;
* At any time on your turn (before or after your regular marble pick), you may also:&lt;br /&gt;
** Drink a potion from your potion area, to activate their effect.&lt;br /&gt;
*** You can only drink each potion once, and it still scores VP even after being drunk.&lt;br /&gt;
*** Hover over to see the effect.&lt;br /&gt;
*** You may drink multiple potions in a turn if you have them.&lt;br /&gt;
** Once per turn, ask the professor for a Little Help.&lt;br /&gt;
*** This costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion.&lt;br /&gt;
&lt;br /&gt;
* At the very end of the turn, you must draw new potions to replace any that you completed (You cannot add marbles to these new potions until next turn).&lt;br /&gt;
&lt;br /&gt;
=== Skill tokens ===&lt;br /&gt;
&lt;br /&gt;
* The game is setup with ([# of players] + 2) skill tokens from the start.&lt;br /&gt;
* When you make your third potion of the same type (i.e., with the same power), or when you have made five different types of potions, take a Skill token for 4VP.&lt;br /&gt;
* With 5 or more players, you also gain a skill token when you complete your 10th potion.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
* When the pile of Skill tokens has been depleted, that round is played out and then the game ends.&lt;br /&gt;
* Skill tokens are scored even after they have been depleted.&lt;br /&gt;
* The player with the most VP points is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Tiebreak ===&lt;br /&gt;
&lt;br /&gt;
* In the case of a tie, all tied players (starting from the first player in turn order) each one at a time take one marble from the dispenser to try to trigger an explosion.&lt;br /&gt;
** The player who takes the most marbles this way is the winner.&lt;br /&gt;
* &#039;&#039;Note:&#039;&#039; each player may get the skill token of &#039;the 5th different kind of Potion&#039; once.&lt;br /&gt;
** You do not get a 2nd skill token of &#039;the 5th different kind of Potion&#039; after you collect the 2nd set.&lt;br /&gt;
&lt;br /&gt;
== Potion effects ==&lt;br /&gt;
&lt;br /&gt;
There are 8 types of potion in the base game, but only 6 are used in any particular game. These 6 are chosen at random, unless the “Simple Game (fixed starting potions)” option is used, in which case the omitted potions are always Balm of Uttermost Stickiness and Filter of Lavamancing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abyssal Draft:&#039;&#039;&#039; Take up to 1 Ingredient of each colour from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track.&lt;br /&gt;
*&#039;&#039;&#039;Balm of Uttermost Stickiness:&#039;&#039;&#039; Take 2 or more adjacent Ingredients of the same colour from the same slide track of the Dispenser. No Explosions are triggered.&lt;br /&gt;
*&#039;&#039;&#039;Elixir of Blind Love:&#039;&#039;&#039; Steal all the Ingredients from 1 opponent’s Pool.&lt;br /&gt;
*&#039;&#039;&#039;Filter of Lavamancing:&#039;&#039;&#039; Discard up to 5 Ingredients of 1 colour from the same slide track of the Dispenser back into the tank. No Explosions are triggered.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Magnetical Attraction:&#039;&#039;&#039; Take 2 adjacent Ingredients of different colours from the same slide track of the Dispenser. No Explosions are triggered.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Prismatic Joy:&#039;&#039;&#039; You can place all Ingredients (up to 3) in your flask&#039;s ingredient Pool on any holes of your incomplete Potions, regardless of their colour.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Wisdom:&#039;&#039;&#039; Take one Ingredient of your choice from the Dispenser. No Explosions are triggered.&lt;br /&gt;
*&#039;&#039;&#039;Sands of Time:&#039;&#039;&#039; Activate again the effect of 1 Potion you already used.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
===Fulminating Serum===&lt;br /&gt;
* The fulminating serum will possibly be available.&lt;br /&gt;
* It discards 2 ingredients on the same track back into the Dispenser. No explosions are triggered.&lt;br /&gt;
&lt;br /&gt;
===Fifth Ingredient===&lt;br /&gt;
&lt;br /&gt;
The Ghastly Cauldron is the source for the new ingredient, Ghost Ectoplasm, but provides no new actions by itself.  Rather, some professor tiles and new potions will allow you to exchange an ingredient 1-1 for what&#039;s in the Cauldron. This is how ghostly ectoplasm gets into the game. (When a potion containing ectoplasm is completed, it will go into the hopper just like any other ingredient). &lt;br /&gt;
&lt;br /&gt;
====Ghost Ectoplasm====&lt;br /&gt;
* Ghost Ectoplasm is added as an extra ingredient. It is found in the Ghastly Cauldron.&lt;br /&gt;
* This ingredient can be used as any colour, both for explosions and for brewing.&lt;br /&gt;
* When you exchange an ingredient with the Ghastly Cauldron, you must take a marble from it (Ghost Ectoplasm if possible) and put another marble in its place. After that, gain 1 reward token.&lt;br /&gt;
&lt;br /&gt;
====New Potions====&lt;br /&gt;
* Brew of Feather Touch: Take 2 or more ingredients of the same colour from the same row of the dispenser. No explosions are triggered.&lt;br /&gt;
* Chameleonic Varnish: All ingredients of a colour of your choice is changed to another colour of your choice (Except wild). How to use: Clicking on the Blue ingredient will allow you to choose the colour you would like to convert from and then clicking on the Blue / Red ingredient, allow you to choose the colour you want to convert to.&lt;br /&gt;
* Dram of Poltergeist Swat: Steal 1 ingredient from an opponent’s pool, then exchange it with the Ghastly Cauldron.&lt;br /&gt;
* Ghastly Concoction: Exchange an ingredient in your hand with the Ghastly Cauldron.&lt;br /&gt;
&lt;br /&gt;
====Professor Tiles====&lt;br /&gt;
* A professor tile is chosen at the start of the game. Its effect apply during the whole game.&lt;br /&gt;
* Reward tokens (1 point each) and scolding tokens (-1 point each) might be gained during the game.&lt;br /&gt;
* List of professors:&lt;br /&gt;
** Albedus Humblescore: You can discard 2 ingredients of the same colour from your hand to discard a little help token.&lt;br /&gt;
** Antiqua Thriftymind: If your pool is full at the end of your turn, exchange an ingredient in it with the Ghastly Cauldron.&lt;br /&gt;
** Gideon Prissymann: If you finish your turn with one or more ingredients still in hand, you recieve a scolding token.&lt;br /&gt;
** Gravitha Tidygall: If you do not put ingredients in a potion from bottom to top, receive 1 scolding token after that potion is completed (max 1 per potion).&lt;br /&gt;
** Overwhilma Explosiwa: If you collect 8 or more ingredients with your regular pick, exchange one of them with the Ghastly Cauldron.&lt;br /&gt;
** Shi Zan Shuimo: You may instead activate the effect of a potion you have already used when you take a little help token.&lt;br /&gt;
(The effect of Gideon Prissymann, as described above, is different from that in the physical game. Also, the seventh professor — Anxiogenous O’Clockitt — is not used in the BGA implementation.)&lt;br /&gt;
&lt;br /&gt;
===Sixth Student===&lt;br /&gt;
====Mandragora Leaves====&lt;br /&gt;
* Mandragora Leaves is added as an extra ingredient.&lt;br /&gt;
* During explosions, they are treated as a regular colour.&lt;br /&gt;
* When brewing, layers can be filled with only mandragora leaves instead.&lt;br /&gt;
* You cannot change the colour of mandragora leaves, even with potions.&lt;br /&gt;
&lt;br /&gt;
====New Potions====&lt;br /&gt;
* Concentrate of Selfishness: Steal 1 ingredient from each opponent’s pool.&lt;br /&gt;
* Generosity Confection: Take one ingredient per player from a side track, which must be all adjacent. Then give 1 ingredient to each player. If an opponent’s pool is full, discard that ingredient instead.&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=24374</id>
		<title>Gamehelpchampionsofmidgard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=24374"/>
		<updated>2025-03-13T22:35:59Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Things To Know */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game lasts 8 rounds (indicated at the top by the round marker).&lt;br /&gt;
&lt;br /&gt;
=== Things To Know ===&lt;br /&gt;
&lt;br /&gt;
Things I wish I&#039;d known when playing a first game.&lt;br /&gt;
&lt;br /&gt;
* You can hold a maximum of 8 Warriors (dice) at any one time.&lt;br /&gt;
* Dice faces are described if you click the little blue (i) next to the Warriors list in your play area.&lt;br /&gt;
* You can only use the Worker Huts once, to receive one additional worker.&lt;br /&gt;
* You can only use the Shipwright once, to buy one longship.  Once you have one, you&#039;re stuck with it for the game.&lt;br /&gt;
* To fight a monster (bottom of the board) you need: &lt;br /&gt;
** 1. a longship, and a worker assigned to it. &lt;br /&gt;
** 2. warriors to put on the longship (done after the worker placement phase)&lt;br /&gt;
** 3. enough food to feed the warriors (done after warrior placement). The first two longship spots require one food for every two warriors.  If you don&#039;t have enough, some warriors starve!&lt;br /&gt;
* When resolving a longship journey, the game will reveal a journey card.  If you have a journey rune, the game will ask if you want to use it.  Don&#039;t say yes, unless the revealed journey card is a bad one!&lt;br /&gt;
&lt;br /&gt;
=== End game scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score for destiny cards (Indicated by the silver/grey circles - the person indicator shows if tied).&lt;br /&gt;
# Sets of enemies (1 of each of the three colours) scores 5 Glory points.&lt;br /&gt;
# Runes (Indicated by number of silver/grey glory circles) - it doesn&#039;t matter if used/unused.&lt;br /&gt;
# Private long ships (brought during the game for money and wood).&lt;br /&gt;
# Favour of the gods - Each is worth 2 glory points.&lt;br /&gt;
# 3 Coins = 1 Glory point&lt;br /&gt;
&lt;br /&gt;
==== Blame Penalty ====&lt;br /&gt;
Then minus for Blame:&lt;br /&gt;
* 1 = -1&lt;br /&gt;
* 2 = -3&lt;br /&gt;
* 3 = -6&lt;br /&gt;
* 4 = -10&lt;br /&gt;
* 5 = -15&lt;br /&gt;
* 6+ = -21 &#039;&#039;(who did you annoy?)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=22523</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=22523"/>
		<updated>2024-09-08T18:51:12Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Summary */ clarify timing of black dice purchasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (If the sum of your rolled dice is too low, you receive compensation of coins or camels, your choice.) Some black dice can be purchased during turns, to give extra actions for that round only.&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel, when you&#039;re desperate.  Camels can be spent to adjust a die value, if you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more unique shields you collect, the more points you will score at the end.  The ones on your goal card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you now have more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== City Action Tiles ===&lt;br /&gt;
&lt;br /&gt;
On the left side of the board are two action tiles that change every round.  These tiles are from the same set as the 6 city action tiles that were randomly placed during game setup (Kashgar, Xanadu, Yangzhou, Pagan, and Jaipur has two!). &lt;br /&gt;
&lt;br /&gt;
These actions use a single die only (no stacking), and spend some resource(s) to get different resource(s), get victory points, or move your meeple.  You may repeat the same transaction as many times as the die value used, if you have sufficient resources.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels, limit one per turn&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit immediately and then each subsequent round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points as shown.&lt;br /&gt;
* Count unique shields on cities with your trading posts (but count any acquired shield on your personal goal card as 2, instead of 1). Score as shown on the shields track (e.g., 9 shields = 17pts).&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: [[User:Alephander|Alephander]] ([[User talk:Alephander|talk]])&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=22034</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=22034"/>
		<updated>2024-08-02T15:46:56Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Summary */ mention dice compensation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  If the sum of your rolled dice is too low, you receive compensation. (Some black dice can be purchased, to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel, when you&#039;re desperate.  Camels can be spent to adjust a die value, if you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more unique shields you collect, the more points you will score at the end.  The ones on your goal card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you now have more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== City Action Tiles ===&lt;br /&gt;
&lt;br /&gt;
On the left side of the board are two action tiles that change every round.  These tiles are from the same set as the 6 city action tiles that were randomly placed during game setup (Kashgar, Xanadu, Yangzhou, Pagan, and Jaipur has two!). &lt;br /&gt;
&lt;br /&gt;
These actions use a single die only (no stacking), and spend some resource(s) to get different resource(s), get victory points, or move your meeple.  You may repeat the same transaction as many times as the die value used, if you have sufficient resources.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels, limit one per turn&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit immediately and then each subsequent round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points as shown.&lt;br /&gt;
* Count unique shields on cities with your trading posts (but count any acquired shield on your personal goal card as 2, instead of 1). Score as shown on the shields track (e.g., 9 shields = 17pts).&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: [[User:Alephander|Alephander]] ([[User talk:Alephander|talk]])&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=22033</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=22033"/>
		<updated>2024-08-02T15:44:53Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Bonus Actions */ black die limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel, when you&#039;re desperate.  Camels can be spent to adjust a die value, if you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more unique shields you collect, the more points you will score at the end.  The ones on your goal card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you now have more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== City Action Tiles ===&lt;br /&gt;
&lt;br /&gt;
On the left side of the board are two action tiles that change every round.  These tiles are from the same set as the 6 city action tiles that were randomly placed during game setup (Kashgar, Xanadu, Yangzhou, Pagan, and Jaipur has two!). &lt;br /&gt;
&lt;br /&gt;
These actions use a single die only (no stacking), and spend some resource(s) to get different resource(s), get victory points, or move your meeple.  You may repeat the same transaction as many times as the die value used, if you have sufficient resources.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels, limit one per turn&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit immediately and then each subsequent round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points as shown.&lt;br /&gt;
* Count unique shields on cities with your trading posts (but count any acquired shield on your personal goal card as 2, instead of 1). Score as shown on the shields track (e.g., 9 shields = 17pts).&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: [[User:Alephander|Alephander]] ([[User talk:Alephander|talk]])&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=20803</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=20803"/>
		<updated>2024-04-18T04:00:07Z</updated>

		<summary type="html">&lt;p&gt;Alephander: describe city action tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel, when you&#039;re desperate.  Camels can be spent to adjust a die value, if you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more unique shields you collect, the more points you will score at the end.  The ones on your goal card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you now have more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== City Action Tiles ===&lt;br /&gt;
&lt;br /&gt;
On the left side of the board are two action tiles that change every round.  These tiles are from the same set as the 6 city action tiles that were randomly placed during game setup (Kashgar, Xanadu, Yangzhou, Pagan, and Jaipur has two!). &lt;br /&gt;
&lt;br /&gt;
These actions use a single die only (no stacking), and spend some resource(s) to get different resource(s), get victory points, or move your meeple.  You may repeat the same transaction as many times as the die value used, if you have sufficient resources.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit immediately and then each subsequent round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points as shown.&lt;br /&gt;
* Count unique shields on cities with your trading posts (but count any acquired shield on your personal goal card as 2, instead of 1). Score as shown on the shields track (e.g., 9 shields = 17pts).&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: [[User:Alephander|Alephander]] ([[User talk:Alephander|talk]])&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=20755</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=20755"/>
		<updated>2024-04-12T00:40:01Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Bonus Actions */ guild seal gives immediate benefit as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel, when you&#039;re desperate.  Camels can be spent to adjust a die value, if you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more unique shields you collect, the more points you will score at the end.  The ones on your goal card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you now have more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit immediately and then each subsequent round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points as shown.&lt;br /&gt;
* Count unique shields on cities with your trading posts (but count any acquired shield on your personal goal card as 2, instead of 1). Score as shown on the shields track (e.g., 9 shields = 17pts).&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: [[User:Alephander|Alephander]] ([[User talk:Alephander|talk]])&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:Alephander&amp;diff=20754</id>
		<title>User:Alephander</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:Alephander&amp;diff=20754"/>
		<updated>2024-04-12T00:34:34Z</updated>

		<summary type="html">&lt;p&gt;Alephander: added link to BGA profile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to my user page.&lt;br /&gt;
&lt;br /&gt;
I am [https://www.boardgamearena.com/player?id=87079138 alephander].&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&amp;diff=20367</id>
		<title>Gamehelpflorenzacardgame</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&amp;diff=20367"/>
		<updated>2024-03-08T23:19:18Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Actions */ clarify market actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The game is divided into five rounds, after which the game ends.  In each round, players will take at least four actions.  Up to four more extra actions per round can be  acquired by building preacher (brown) and different residence (purple) cards.&lt;br /&gt;
&lt;br /&gt;
Points are earned by building Monuments (bronze-colored cards) from a common pool, and district buildings (blue grey and green cards) that are dealt into your hand.  Monuments and blue/green buildings all require hiring an artist (also from common pool), which must be an acceptable type (painter, sculptor, or architect), and typically adds points to the construction.&lt;br /&gt;
&lt;br /&gt;
Constructing buildings requires having sufficient resources (six different types), and enough money (fiorini) (for the artist, and often also the building!).&lt;br /&gt;
&lt;br /&gt;
Location cards (light grey) on the table are actions that can be used once per round.  They are the primary way to acquire resources (apart from income during cleanup phase).  There are also locations for exchanging resources, becoming Captain of the People (first player), and for selling resources.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
Players get four actions per round (one in each of the first four phases of the round), plus additional actions (in subsequent phases) from purple and brown cards (up to four more).&lt;br /&gt;
&lt;br /&gt;
Actions are:&lt;br /&gt;
&lt;br /&gt;
* - Activate a location card (light grey)&lt;br /&gt;
* - Play a Florenza card to your tableau (building a card from hand)&lt;br /&gt;
* - Build a Monument&lt;br /&gt;
* - Reserve a Monument or Artist&lt;br /&gt;
* - Send out workers (+50 fiorini)&lt;br /&gt;
* - Go to the market (buy or sell a resource for 100, or trade 2 resources for 1)&lt;br /&gt;
* - Look for inspiration (draw a Florenza card)&lt;br /&gt;
&lt;br /&gt;
=== Cleanup phase ===&lt;br /&gt;
&lt;br /&gt;
After each round:&lt;br /&gt;
&lt;br /&gt;
* - players discard all but one card from their hand, then draw back up to five total, then:&lt;br /&gt;
** -- each constructed residence (purple) gives a player one more card draw&lt;br /&gt;
* - sweep and refill the artists and (most of) the monuments on the table:&lt;br /&gt;
** -- the two highest valued monuments remain between rounds&lt;br /&gt;
* - players receive income:&lt;br /&gt;
** -- 200 fiorini, 1 marble, 1 wood&lt;br /&gt;
** -- all workshops they have built&lt;br /&gt;
** -- one resource chosen by the current round&#039;s Captain (first player)&lt;br /&gt;
* - Captain of the People (first-player) marker moves to whoever used that location card, or else rotates.&lt;br /&gt;
* - Restore location cards (turn face up)&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
&lt;br /&gt;
After the fifth round&#039;s action phase has ended, final scoring.&lt;br /&gt;
&lt;br /&gt;
* - constructed monuments, district buildings, and their artists all score the number shown in top right corner&lt;br /&gt;
* - complete sets of district buildings (one each of blue, grey, green) score additional 5 points&lt;br /&gt;
* - some guilds (orange) cards have their own scoring conditions&lt;br /&gt;
* - There will be a final production after the last round, then money and resources are scored:&lt;br /&gt;
** -- the player with the most money earns 4 points, second 2 points, third 1 point.&lt;br /&gt;
** -- the player with the most resources earns 4 points, second 2 points, third 1 point.&lt;br /&gt;
* - player who was captain of the people scores 1 point&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* - reserved artists and monuments that were not constructed are negative points!&lt;br /&gt;
&lt;br /&gt;
=== Strategy Tips ===&lt;br /&gt;
&lt;br /&gt;
* - first two rounds, it&#039;s especially important to get production and extra-actions cards played (get your engine going!)&lt;br /&gt;
** -- workshops (mustard-yellow cards) produce every round&lt;br /&gt;
** -- residences (purple) and preachers (brown) provide extra actions each round -- note, there are three different residence types, each providing another action!&lt;br /&gt;
* - (generally) don&#039;t reserve artists or monuments -- actions are too precious!&lt;br /&gt;
* - after you figure out what you can build in a round, and acquire the resources necessary, extra actions should be used grabbing any resources still available from locations before you do the building.  building should generally be your last actions of the round.  &lt;br /&gt;
** -- playing purple/brown cards gives you extra actions the same round -- order them carefully!&lt;br /&gt;
&lt;br /&gt;
Implementation is rather unforgiving. Be sure to double check your plan before you take action.&lt;br /&gt;
&lt;br /&gt;
== Italian (original) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Il turno di gioco si divide in 4 fasi:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
* Pesca degli Artisti e dei Monumenti&lt;br /&gt;
&lt;br /&gt;
* Pesca delle carte Florenza&lt;br /&gt;
&lt;br /&gt;
* Azioni (4 per round più eventuali azioni extra ottenute dalle carte giocate)&lt;br /&gt;
**Giocare una carta Florenza&lt;br /&gt;
**Realizzare un Monumento&lt;br /&gt;
**Riservarsi un Monumento o un Artista&lt;br /&gt;
**Attivare una carta centrale (raccogli/vendi le risorse indicate da una carta che sia sul tavolo a faccia in su)&lt;br /&gt;
**Mandare fuori un lavoratore a giornata (raccogli 50 Fiorini)&lt;br /&gt;
**Andare al Mercato (vendi/compra/scambia risorse con la riserva)&lt;br /&gt;
**Cercare ispirazione (pesca una carta Florenza extra)&lt;br /&gt;
&lt;br /&gt;
* Operazioni di Fine turno&lt;br /&gt;
**Scartare tutte le carte Monumento rimaste sul tavolo, tranne le due più a sinistra&lt;br /&gt;
**Scartare tutte le carte Artista rimaste eventualmente in gioco&lt;br /&gt;
**Scartare tutte le carte Florenza in mano ai giocatori, tranne una a scelta del giocatore&lt;br /&gt;
**Distribuire le rendite&lt;br /&gt;
**Eleggere il nuovo Capitano del Popolo&lt;br /&gt;
**Ripristinare le carte centrali&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fine della partita&#039;&#039;&#039; dopo 5 turni.&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptzolkin&amp;diff=20270</id>
		<title>Gamehelptzolkin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptzolkin&amp;diff=20270"/>
		<updated>2024-02-28T00:03:34Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Food Day */ clarify when are the food days&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;
Players must feed their workers at the end of Day 8, Day 14, Day 21, and Day 27.&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;
== End of Game Scoring ==&lt;br /&gt;
The game ends after the fourth Food Day. The Tzolk&#039;in gear will have made one complete revolution. Players convert all of their commodities to victory points and score their monuments. Then the player with the most points wins. In case of a tie, whoever has the most workers left on the gears wins. If it is still a tie, then all tied players win. Esoteric Note: Technically, the Tzolk&#039;in gear advances one more day after the end-of-Age-2 scoring and before the final scoring. This might push workers off the gears, which could affect the tiebreaker.&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
To score your final victory points, do the following: &lt;br /&gt;
&lt;br /&gt;
1. Convert all resources to corn using the exchange rate for the market. &lt;br /&gt;
&lt;br /&gt;
2. Score 1/4 victory point for each corn. &lt;br /&gt;
&lt;br /&gt;
3. Score 3 victory points for each crystal skull you still have. &lt;br /&gt;
&lt;br /&gt;
4. Score your victory points from your monuments.&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>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=19159</id>
		<title>Gamehelpchampionsofmidgard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=19159"/>
		<updated>2023-12-11T17:37:48Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Things To Know */ one longship only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game lasts 8 rounds (indicated at the top by the round marker).&lt;br /&gt;
&lt;br /&gt;
=== Things To Know ===&lt;br /&gt;
&lt;br /&gt;
Things I wish I&#039;d known when playing a first game.&lt;br /&gt;
&lt;br /&gt;
* You can hold a maximum of 8 Warriors (dice) at any one time.&lt;br /&gt;
* Dice faces are described if you click the little blue (i) next to the Warriors list in your play area.&lt;br /&gt;
* You can only use the Worker Huts once, to receive one additional worker.&lt;br /&gt;
* You can only use the Shipwright once, to buy one longship.  Once you have one, you&#039;re stuck with it for the game.&lt;br /&gt;
* To fight a monster (bottom of the board) you need &lt;br /&gt;
** a longship, and a worker assigned to it. &lt;br /&gt;
** warriors to put on the longship (done after the worker placement phase)&lt;br /&gt;
** enough food to feed the warriors (done after warrior placement). The first two longship spots require one food for every two warriors.  If you don&#039;t have enough, some warriors starve!&lt;br /&gt;
* When resolving a longship journey, the game will reveal a journey card.  If you have a journey rune, the game will ask if you want to use it.  Don&#039;t say yes, unless the revealed journey card is a bad one!&lt;br /&gt;
&lt;br /&gt;
=== End game scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score for destiny cards (Indicated by the silver/grey circles - the person indicator shows if tied).&lt;br /&gt;
# Sets of enemies (1 of each of the three colours) scores 5 Glory points.&lt;br /&gt;
# Runes (Indicated by number of silver/grey glory circles) - it doesn&#039;t matter if used/unused.&lt;br /&gt;
# Private long ships (brought during the game for money and wood).&lt;br /&gt;
# Favour of the gods - Each is worth 2 glory points.&lt;br /&gt;
# 3 Coins = 1 Glory point&lt;br /&gt;
&lt;br /&gt;
==== Blame Penalty ====&lt;br /&gt;
Then minus for Blame:&lt;br /&gt;
* 1 = -1&lt;br /&gt;
* 2 = -3&lt;br /&gt;
* 3 = -6&lt;br /&gt;
* 4 = -10&lt;br /&gt;
* 5 = -15&lt;br /&gt;
* 6+ = -21 &#039;&#039;(who did you annoy?)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18995</id>
		<title>Gamehelpchampionsofmidgard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18995"/>
		<updated>2023-11-26T02:02:29Z</updated>

		<summary type="html">&lt;p&gt;Alephander: clarifying longship preparation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game lasts 8 rounds (indicated at the top by the round marker).&lt;br /&gt;
&lt;br /&gt;
=== Things To Know ===&lt;br /&gt;
&lt;br /&gt;
Things I wish I&#039;d known when playing a first game.&lt;br /&gt;
&lt;br /&gt;
* You can hold a maximum of 8 Warriors (dice) at any one time.&lt;br /&gt;
* Dice faces are described if you click the little blue (i) next to the Warriors list in your play area.&lt;br /&gt;
* You can only use the Worker Huts once, to receive one additional worker.&lt;br /&gt;
* To fight a monster (bottom of the board) you need &lt;br /&gt;
** a longship, and a worker assigned to it. &lt;br /&gt;
** warriors to put on the longship (done after the worker placement phase)&lt;br /&gt;
** enough food to feed the warriors (done after warrior placement). The first two longship spots require one food for every two warriors.  If you don&#039;t have enough, some warriors starve!&lt;br /&gt;
* When resolving a longship journey, the game will reveal a journey card.  If you have a journey rune, the game will ask if you want to use it.  Don&#039;t say yes, unless the revealed journey card is a bad one!&lt;br /&gt;
&lt;br /&gt;
=== End game scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score for destiny cards (Indicated by the silver/grey circles - the person indicator shows if tied).&lt;br /&gt;
# Sets of enemies (1 of each of the three colours) scores 5 Glory points.&lt;br /&gt;
# Runes (Indicated by number of silver/grey glory circles) - it doesn&#039;t matter if used/unused.&lt;br /&gt;
# Private long ships (brought during the game for money and wood).&lt;br /&gt;
# Favour of the gods - Each is worth 2 glory points.&lt;br /&gt;
# 3 Coins = 1 Glory point&lt;br /&gt;
&lt;br /&gt;
==== Blame Penalty ====&lt;br /&gt;
Then minus for Blame:&lt;br /&gt;
* 1 = -1&lt;br /&gt;
* 2 = -3&lt;br /&gt;
* 3 = -6&lt;br /&gt;
* 4 = -10&lt;br /&gt;
* 5 = -15&lt;br /&gt;
* 6+ = -21 &#039;&#039;(who did you annoy?)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18991</id>
		<title>Gamehelpchampionsofmidgard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18991"/>
		<updated>2023-11-25T05:30:41Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Things To Know */ wasting journey runes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game lasts 8 rounds (indicated at the top by the round marker).&lt;br /&gt;
&lt;br /&gt;
=== Things To Know ===&lt;br /&gt;
&lt;br /&gt;
Things I wish I&#039;d known when playing a first game.&lt;br /&gt;
&lt;br /&gt;
* You can hold a maximum of 8 Warriors (dice) at any one time.&lt;br /&gt;
* Dice faces are described if you click the little blue (i) next to the Warriors list in your play area.&lt;br /&gt;
* You can only use the Worker Huts once, to receive one additional worker.&lt;br /&gt;
* To fight a monster (bottom of the board) you need a longship -and- a worker assigned to it.&lt;br /&gt;
* When using a longship, the game may ask you to use a journey rune.  Don&#039;t say yes, unless the revealed journey card is a bad one!&lt;br /&gt;
&lt;br /&gt;
=== End game scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score for destiny cards (Indicated by the silver/grey circles - the person indicator shows if tied).&lt;br /&gt;
# Sets of enemies (1 of each of the three colours) scores 5 Glory points.&lt;br /&gt;
# Runes (Indicated by number of silver/grey glory circles) - it doesn&#039;t matter if used/unused.&lt;br /&gt;
# Private long ships (brought during the game for money and wood).&lt;br /&gt;
# Favour of the gods - Each is worth 2 glory points.&lt;br /&gt;
# 3 Coins = 1 Glory point&lt;br /&gt;
&lt;br /&gt;
==== Blame Penalty ====&lt;br /&gt;
Then minus for Blame:&lt;br /&gt;
* 1 = -1&lt;br /&gt;
* 2 = -3&lt;br /&gt;
* 3 = -6&lt;br /&gt;
* 4 = -10&lt;br /&gt;
* 5 = -15&lt;br /&gt;
* 6+ = -21 &#039;&#039;(who did you annoy?)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18978</id>
		<title>Gamehelpchampionsofmidgard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18978"/>
		<updated>2023-11-23T17:23:26Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Things To Know */ play area != player info area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game lasts 8 rounds (indicated at the top by the round marker).&lt;br /&gt;
&lt;br /&gt;
=== Things To Know ===&lt;br /&gt;
&lt;br /&gt;
Things I wish I&#039;d known when playing a first game.&lt;br /&gt;
&lt;br /&gt;
* You can hold a maximum of 8 Warriors (dice) at any one time.&lt;br /&gt;
* Dice faces are described if you click the little blue (i) next to the Warriors list in your play area.&lt;br /&gt;
* You can only use the Worker Huts once, to receive one additional worker.&lt;br /&gt;
* To fight a monster (bottom of the board) you need a longship -and- a worker assigned to it.&lt;br /&gt;
&lt;br /&gt;
=== End game scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score for destiny cards (Indicated by the silver/grey circles - the person indicator shows if tied).&lt;br /&gt;
# Sets of enemies (1 of each of the three colours) scores 5 Glory points.&lt;br /&gt;
# Runes (Indicated by number of silver/grey glory circles) - it doesn&#039;t matter if used/unused.&lt;br /&gt;
# Private long ships (brought during the game for money and wood).&lt;br /&gt;
# Favour of the gods - Each is worth 2 glory points.&lt;br /&gt;
# 3 Coins = 1 Glory point&lt;br /&gt;
&lt;br /&gt;
==== Blame Penalty ====&lt;br /&gt;
Then minus for Blame:&lt;br /&gt;
* 1 = -1&lt;br /&gt;
* 2 = -3&lt;br /&gt;
* 3 = -6&lt;br /&gt;
* 4 = -10&lt;br /&gt;
* 5 = -15&lt;br /&gt;
* 6+ = -21 &#039;&#039;(who did you annoy?)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18977</id>
		<title>Gamehelpchampionsofmidgard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18977"/>
		<updated>2023-11-23T17:22:38Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Things To Know */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game lasts 8 rounds (indicated at the top by the round marker).&lt;br /&gt;
&lt;br /&gt;
=== Things To Know ===&lt;br /&gt;
&lt;br /&gt;
Things I wish I&#039;d known when playing a first game.&lt;br /&gt;
&lt;br /&gt;
* You can hold a maximum of 8 Warriors (dice) at any one time.&lt;br /&gt;
* Dice faces are described if you click the little blue (i) next to the Warriors list in your player info area.&lt;br /&gt;
* You can only use the Worker Huts once, to receive one additional worker.&lt;br /&gt;
* To fight a monster (bottom of the board) you need a longship -and- a worker assigned to it.&lt;br /&gt;
&lt;br /&gt;
=== End game scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score for destiny cards (Indicated by the silver/grey circles - the person indicator shows if tied).&lt;br /&gt;
# Sets of enemies (1 of each of the three colours) scores 5 Glory points.&lt;br /&gt;
# Runes (Indicated by number of silver/grey glory circles) - it doesn&#039;t matter if used/unused.&lt;br /&gt;
# Private long ships (brought during the game for money and wood).&lt;br /&gt;
# Favour of the gods - Each is worth 2 glory points.&lt;br /&gt;
# 3 Coins = 1 Glory point&lt;br /&gt;
&lt;br /&gt;
==== Blame Penalty ====&lt;br /&gt;
Then minus for Blame:&lt;br /&gt;
* 1 = -1&lt;br /&gt;
* 2 = -3&lt;br /&gt;
* 3 = -6&lt;br /&gt;
* 4 = -10&lt;br /&gt;
* 5 = -15&lt;br /&gt;
* 6+ = -21 &#039;&#039;(who did you annoy?)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18976</id>
		<title>Gamehelpchampionsofmidgard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchampionsofmidgard&amp;diff=18976"/>
		<updated>2023-11-23T17:22:09Z</updated>

		<summary type="html">&lt;p&gt;Alephander: quick list of things that weren&amp;#039;t obvious when playing for the first time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game lasts 8 rounds (indicated at the top by the round marker).&lt;br /&gt;
&lt;br /&gt;
=== Things To Know ===&lt;br /&gt;
&lt;br /&gt;
Things I wish I&#039;d known when playing a first game.&lt;br /&gt;
&lt;br /&gt;
- You can hold a maximum of 8 Warriors (dice) at any one time.&lt;br /&gt;
- Dice faces are described if you click the little blue (i) next to the Warriors list in your player info area.&lt;br /&gt;
- You can only use the Worker Huts once, to receive one additional worker.&lt;br /&gt;
- To fight a monster (bottom of the board) you need a longship -and- a worker assigned to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== End game scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score for destiny cards (Indicated by the silver/grey circles - the person indicator shows if tied).&lt;br /&gt;
# Sets of enemies (1 of each of the three colours) scores 5 Glory points.&lt;br /&gt;
# Runes (Indicated by number of silver/grey glory circles) - it doesn&#039;t matter if used/unused.&lt;br /&gt;
# Private long ships (brought during the game for money and wood).&lt;br /&gt;
# Favour of the gods - Each is worth 2 glory points.&lt;br /&gt;
# 3 Coins = 1 Glory point&lt;br /&gt;
&lt;br /&gt;
==== Blame Penalty ====&lt;br /&gt;
Then minus for Blame:&lt;br /&gt;
* 1 = -1&lt;br /&gt;
* 2 = -3&lt;br /&gt;
* 3 = -6&lt;br /&gt;
* 4 = -10&lt;br /&gt;
* 5 = -15&lt;br /&gt;
* 6+ = -21 &#039;&#039;(who did you annoy?)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=17310</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=17310"/>
		<updated>2023-06-25T22:32:10Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* End Game Scoring */ clarify shield counting for points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel, when you&#039;re desperate.  Camels can be spent to adjust a die value, if you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more unique shields you collect, the more points you will score at the end.  The ones on your goal card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you now have more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit each round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points as shown.&lt;br /&gt;
* Count unique shields on cities with your trading posts (but count any acquired shield on your personal goal card as 2, instead of 1). Score as shown on the shields track (e.g., 9 shields = 17pts).&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=17309</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=17309"/>
		<updated>2023-06-25T22:25:28Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Travel */ clarify contract limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel, when you&#039;re desperate.  Camels can be spent to adjust a die value, if you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more unique shields you collect, the more points you will score at the end.  The ones on your goal card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you now have more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit each round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=17308</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=17308"/>
		<updated>2023-06-25T22:18:14Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Summary */ spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel, when you&#039;re desperate.  Camels can be spent to adjust a die value, if you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more unique shields you collect, the more points you will score at the end.  The ones on your goal card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit each round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=17307</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=17307"/>
		<updated>2023-06-25T22:14:23Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Start */ clarify only unique shields matters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!  Camels can be spent to adjust a die value, if you&#039;re desparate, too!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more unique shields you collect, the more points you will score at the end.  The ones on your goal card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit each round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User_talk:Alephander&amp;diff=17306</id>
		<title>User talk:Alephander</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User_talk:Alephander&amp;diff=17306"/>
		<updated>2023-06-25T22:10:59Z</updated>

		<summary type="html">&lt;p&gt;Alephander: create personal page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello. I like heavier games.&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationtokyo&amp;diff=17305</id>
		<title>Gamehelpnextstationtokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationtokyo&amp;diff=17305"/>
		<updated>2023-06-25T22:06:40Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Overview */ clarify deck appearance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goal: Create a great tourist subway map and score the most points in Tokyo. If you played Next Station London, the basics are the same, but there are several differences.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The game is played over 4 rounds, one for each subway line that players are drawing on their map sheets.&lt;br /&gt;
&lt;br /&gt;
During a round, 5-10 cards will be flipped from the common station deck (which comprises 11 cards: 5 with green background, the rest are pink).  Each station card lets each player add a line segment onto their current subway line, if possible (but a player may always pass if they choose).  (See below for the construction rules.)&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the subway line each player drew is scored (see below), the station deck is reshuffled, and players start drawing a new subway line. Best score wins!&lt;br /&gt;
&lt;br /&gt;
==How to play==&lt;br /&gt;
&lt;br /&gt;
==== Flipping cards ====&lt;br /&gt;
Each turn, a card with one of four symbols will flip up. All players will draw a straight line from their starting point to a station with this symbol, following one of the dotted guides on the board. (Note players will see the same symbol, but each has a different starting point.) If a wild symbol flips, you can pick any symbol for that station, and players don&#039;t need to pick the same symbol. Also note that drawing a new subway route is always optional; you can skip any flip of a card if you want to.&lt;br /&gt;
&lt;br /&gt;
==== Starting a new round ====&lt;br /&gt;
Continue this way until all five of the cards with green background have been flipped and resolved -- note this means each round will have 5 to 10 turns. Then, pass your color to the next player, and start the next subway line from the next starting point. Keep going until all 4 subway lines have been filled in.&lt;br /&gt;
&lt;br /&gt;
==== Rules for drawing lines ====&lt;br /&gt;
* 1. A subway line segment can only be drawn on the straight dashed grey lines, cannot bend, and connects exactly two stations (you can never pass through one to reach a further one).&lt;br /&gt;
* 2. Each segment must connect to one of the two ends of the current line (unless the Railroad Switch card appears, which permits a segment to connect anywhere along the current line).  If this is the first card of the round, the segment must connect to the Departure station for that line (these stations are denoted on the Map sheet with the line colors).&lt;br /&gt;
* 3. Subway lines can&#039;t cross themselves or another line -- including the green central line already on the map. &lt;br /&gt;
* 4. While a subway line can&#039;t revisit the same station (intersect itself); different train lines can visit the same station. (A station with multiple lines is called an _interchange_, and can score extra points!)&lt;br /&gt;
* 5. A given segment on your sheet may not be drawn more than once (unless the Double Rail Track card appears, which permits the segment to be drawn a second time only).&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
====Joker + Double Rail Track====&lt;br /&gt;
The only time you can continue a new line segment along an existing line is if the existing line is a different color and a Joker + Double Rail Track card was drawn. In that case you may optionally reuse an existing line segment (even a curved segment of the green track) at most once.&lt;br /&gt;
&lt;br /&gt;
====Railroad Switch====&lt;br /&gt;
Typically your new line segment must always continue from the station on either end of your track. However if a Railroad Switch card is drawn, you may draw a new line segment from any station in that round&#039;s subway track, possibly producing an additional end to use in a future round. (Note that if the Railroad Switch is flipped first or second, it will have no effect.)&lt;br /&gt;
&lt;br /&gt;
====Orange Effect Cards====&lt;br /&gt;
If playing with orange effect cards, they give an additional effect to the first card flipped of a particular symbol. (This is denoted by the blue symbol near the effect.)&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
==== Line scoring ====&lt;br /&gt;
Each line scores separately. To score a line, count the number of districts it passes through. (Districts are regions separated by yellow lines.) Then multiply this by the number of stations visited by this line in one specific district -- whichever district has the most stations for this line. For example, if a line visits 5 districts, and 3 stations in one district, then that line scores 5 x 3 = 15 points. Then repeat this same process for each other lines, and add these line scores together.&lt;br /&gt;
&lt;br /&gt;
==== Interchange and Tourist Stamp scoring ====&lt;br /&gt;
An interchange is a station that is visited by more than one color line -- including the existing green line. Each 3 line, 4 line, or 5 line interchange scores 5, 15, or 30 points respectively. &lt;br /&gt;
&lt;br /&gt;
Each region touching the map edge also scores points if it has at least one interchange in it. The four corner regions score 10 points each, and the other four regions score 5 points each. (Note this is scored under the blue box in middle bottom of the score pad.)&lt;br /&gt;
&lt;br /&gt;
Tourist Stamps happen when you form an interchange in one of the outer 8 districts. The 8 outer districts are the four corners and the four regions just outside the yellow octagon.&lt;br /&gt;
&lt;br /&gt;
==== Green Miss Scoring  ====&lt;br /&gt;
&lt;br /&gt;
There are eight stations on the green line. Each one that you leave unconnected to any of your other colors is -3 points.&lt;br /&gt;
&lt;br /&gt;
==== Objectives ====&lt;br /&gt;
&lt;br /&gt;
If playing with objectives, each player scores 10 points per objective they completed&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationtokyo&amp;diff=17304</id>
		<title>Gamehelpnextstationtokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationtokyo&amp;diff=17304"/>
		<updated>2023-06-25T22:05:13Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Starting a new round */ cards have green background, not symbol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goal: Create a great tourist subway map and score the most points in Tokyo. If you played Next Station London, the basics are the same, but there are several differences.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The game is played over 4 rounds, one for each subway line that players are drawing on their map sheets.&lt;br /&gt;
&lt;br /&gt;
During a round, 5-10 cards will be flipped from the common station deck (which comprises 11 cards); each station card lets each player add a line segment onto their current subway line, if possible (but a player may always pass if they choose).  (See below for the construction rules.)&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the subway line each player drew is scored (see below), the station deck is reshuffled, and players start drawing a new subway line. Best score wins!&lt;br /&gt;
&lt;br /&gt;
==How to play==&lt;br /&gt;
&lt;br /&gt;
==== Flipping cards ====&lt;br /&gt;
Each turn, a card with one of four symbols will flip up. All players will draw a straight line from their starting point to a station with this symbol, following one of the dotted guides on the board. (Note players will see the same symbol, but each has a different starting point.) If a wild symbol flips, you can pick any symbol for that station, and players don&#039;t need to pick the same symbol. Also note that drawing a new subway route is always optional; you can skip any flip of a card if you want to.&lt;br /&gt;
&lt;br /&gt;
==== Starting a new round ====&lt;br /&gt;
Continue this way until all five of the cards with green background have been flipped and resolved -- note this means each round will have 5 to 10 turns. Then, pass your color to the next player, and start the next subway line from the next starting point. Keep going until all 4 subway lines have been filled in.&lt;br /&gt;
&lt;br /&gt;
==== Rules for drawing lines ====&lt;br /&gt;
* 1. A subway line segment can only be drawn on the straight dashed grey lines, cannot bend, and connects exactly two stations (you can never pass through one to reach a further one).&lt;br /&gt;
* 2. Each segment must connect to one of the two ends of the current line (unless the Railroad Switch card appears, which permits a segment to connect anywhere along the current line).  If this is the first card of the round, the segment must connect to the Departure station for that line (these stations are denoted on the Map sheet with the line colors).&lt;br /&gt;
* 3. Subway lines can&#039;t cross themselves or another line -- including the green central line already on the map. &lt;br /&gt;
* 4. While a subway line can&#039;t revisit the same station (intersect itself); different train lines can visit the same station. (A station with multiple lines is called an _interchange_, and can score extra points!)&lt;br /&gt;
* 5. A given segment on your sheet may not be drawn more than once (unless the Double Rail Track card appears, which permits the segment to be drawn a second time only).&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
====Joker + Double Rail Track====&lt;br /&gt;
The only time you can continue a new line segment along an existing line is if the existing line is a different color and a Joker + Double Rail Track card was drawn. In that case you may optionally reuse an existing line segment (even a curved segment of the green track) at most once.&lt;br /&gt;
&lt;br /&gt;
====Railroad Switch====&lt;br /&gt;
Typically your new line segment must always continue from the station on either end of your track. However if a Railroad Switch card is drawn, you may draw a new line segment from any station in that round&#039;s subway track, possibly producing an additional end to use in a future round. (Note that if the Railroad Switch is flipped first or second, it will have no effect.)&lt;br /&gt;
&lt;br /&gt;
====Orange Effect Cards====&lt;br /&gt;
If playing with orange effect cards, they give an additional effect to the first card flipped of a particular symbol. (This is denoted by the blue symbol near the effect.)&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
==== Line scoring ====&lt;br /&gt;
Each line scores separately. To score a line, count the number of districts it passes through. (Districts are regions separated by yellow lines.) Then multiply this by the number of stations visited by this line in one specific district -- whichever district has the most stations for this line. For example, if a line visits 5 districts, and 3 stations in one district, then that line scores 5 x 3 = 15 points. Then repeat this same process for each other lines, and add these line scores together.&lt;br /&gt;
&lt;br /&gt;
==== Interchange and Tourist Stamp scoring ====&lt;br /&gt;
An interchange is a station that is visited by more than one color line -- including the existing green line. Each 3 line, 4 line, or 5 line interchange scores 5, 15, or 30 points respectively. &lt;br /&gt;
&lt;br /&gt;
Each region touching the map edge also scores points if it has at least one interchange in it. The four corner regions score 10 points each, and the other four regions score 5 points each. (Note this is scored under the blue box in middle bottom of the score pad.)&lt;br /&gt;
&lt;br /&gt;
Tourist Stamps happen when you form an interchange in one of the outer 8 districts. The 8 outer districts are the four corners and the four regions just outside the yellow octagon.&lt;br /&gt;
&lt;br /&gt;
==== Green Miss Scoring  ====&lt;br /&gt;
&lt;br /&gt;
There are eight stations on the green line. Each one that you leave unconnected to any of your other colors is -3 points.&lt;br /&gt;
&lt;br /&gt;
==== Objectives ====&lt;br /&gt;
&lt;br /&gt;
If playing with objectives, each player scores 10 points per objective they completed&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationtokyo&amp;diff=17303</id>
		<title>Gamehelpnextstationtokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationtokyo&amp;diff=17303"/>
		<updated>2023-06-25T22:00:56Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Rules for drawing lines */ lists are not represented as such on the game page, and so need more denotation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goal: Create a great tourist subway map and score the most points in Tokyo. If you played Next Station London, the basics are the same, but there are several differences.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The game is played over 4 rounds, one for each subway line that players are drawing on their map sheets.&lt;br /&gt;
&lt;br /&gt;
During a round, 5-10 cards will be flipped from the common station deck (which comprises 11 cards); each station card lets each player add a line segment onto their current subway line, if possible (but a player may always pass if they choose).  (See below for the construction rules.)&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the subway line each player drew is scored (see below), the station deck is reshuffled, and players start drawing a new subway line. Best score wins!&lt;br /&gt;
&lt;br /&gt;
==How to play==&lt;br /&gt;
&lt;br /&gt;
==== Flipping cards ====&lt;br /&gt;
Each turn, a card with one of four symbols will flip up. All players will draw a straight line from their starting point to a station with this symbol, following one of the dotted guides on the board. (Note players will see the same symbol, but each has a different starting point.) If a wild symbol flips, you can pick any symbol for that station, and players don&#039;t need to pick the same symbol. Also note that drawing a new subway route is always optional; you can skip any flip of a card if you want to.&lt;br /&gt;
&lt;br /&gt;
==== Starting a new round ====&lt;br /&gt;
Continue this way until all five green symbols have been flipped -- note this means each round will have 5 to 10 cards flipped. Then, pass your color to the next player, and start the next subway line from the next starting point. Keep going until all 4 subway lines have been filled in.&lt;br /&gt;
&lt;br /&gt;
==== Rules for drawing lines ====&lt;br /&gt;
* 1. A subway line segment can only be drawn on the straight dashed grey lines, cannot bend, and connects exactly two stations (you can never pass through one to reach a further one).&lt;br /&gt;
* 2. Each segment must connect to one of the two ends of the current line (unless the Railroad Switch card appears, which permits a segment to connect anywhere along the current line).  If this is the first card of the round, the segment must connect to the Departure station for that line (these stations are denoted on the Map sheet with the line colors).&lt;br /&gt;
* 3. Subway lines can&#039;t cross themselves or another line -- including the green central line already on the map. &lt;br /&gt;
* 4. While a subway line can&#039;t revisit the same station (intersect itself); different train lines can visit the same station. (A station with multiple lines is called an _interchange_, and can score extra points!)&lt;br /&gt;
* 5. A given segment on your sheet may not be drawn more than once (unless the Double Rail Track card appears, which permits the segment to be drawn a second time only).&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
====Joker + Double Rail Track====&lt;br /&gt;
The only time you can continue a new line segment along an existing line is if the existing line is a different color and a Joker + Double Rail Track card was drawn. In that case you may optionally reuse an existing line segment (even a curved segment of the green track) at most once.&lt;br /&gt;
&lt;br /&gt;
====Railroad Switch====&lt;br /&gt;
Typically your new line segment must always continue from the station on either end of your track. However if a Railroad Switch card is drawn, you may draw a new line segment from any station in that round&#039;s subway track, possibly producing an additional end to use in a future round. (Note that if the Railroad Switch is flipped first or second, it will have no effect.)&lt;br /&gt;
&lt;br /&gt;
====Orange Effect Cards====&lt;br /&gt;
If playing with orange effect cards, they give an additional effect to the first card flipped of a particular symbol. (This is denoted by the blue symbol near the effect.)&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
==== Line scoring ====&lt;br /&gt;
Each line scores separately. To score a line, count the number of districts it passes through. (Districts are regions separated by yellow lines.) Then multiply this by the number of stations visited by this line in one specific district -- whichever district has the most stations for this line. For example, if a line visits 5 districts, and 3 stations in one district, then that line scores 5 x 3 = 15 points. Then repeat this same process for each other lines, and add these line scores together.&lt;br /&gt;
&lt;br /&gt;
==== Interchange and Tourist Stamp scoring ====&lt;br /&gt;
An interchange is a station that is visited by more than one color line -- including the existing green line. Each 3 line, 4 line, or 5 line interchange scores 5, 15, or 30 points respectively. &lt;br /&gt;
&lt;br /&gt;
Each region touching the map edge also scores points if it has at least one interchange in it. The four corner regions score 10 points each, and the other four regions score 5 points each. (Note this is scored under the blue box in middle bottom of the score pad.)&lt;br /&gt;
&lt;br /&gt;
Tourist Stamps happen when you form an interchange in one of the outer 8 districts. The 8 outer districts are the four corners and the four regions just outside the yellow octagon.&lt;br /&gt;
&lt;br /&gt;
==== Green Miss Scoring  ====&lt;br /&gt;
&lt;br /&gt;
There are eight stations on the green line. Each one that you leave unconnected to any of your other colors is -3 points.&lt;br /&gt;
&lt;br /&gt;
==== Objectives ====&lt;br /&gt;
&lt;br /&gt;
If playing with objectives, each player scores 10 points per objective they completed&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationtokyo&amp;diff=17302</id>
		<title>Gamehelpnextstationtokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationtokyo&amp;diff=17302"/>
		<updated>2023-06-25T20:48:54Z</updated>

		<summary type="html">&lt;p&gt;Alephander: add overview, clarify drawing rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goal: Create a great tourist subway map and score the most points in Tokyo. If you played Next Station London, the basics are the same, but there are several differences.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The game is played over 4 rounds, one for each subway line that players are drawing on their map sheets.&lt;br /&gt;
&lt;br /&gt;
During a round, 5-10 cards will be flipped from the common station deck (which comprises 11 cards); each station card lets each player add a line segment onto their current subway line, if possible (but a player may always pass if they choose).  (See below for the construction rules.)&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the subway line each player drew is scored (see below), the station deck is reshuffled, and players start drawing a new subway line. Best score wins!&lt;br /&gt;
&lt;br /&gt;
==How to play==&lt;br /&gt;
&lt;br /&gt;
==== Flipping cards ====&lt;br /&gt;
Each turn, a card with one of four symbols will flip up. All players will draw a straight line from their starting point to a station with this symbol, following one of the dotted guides on the board. (Note players will see the same symbol, but each has a different starting point.) If a wild symbol flips, you can pick any symbol for that station, and players don&#039;t need to pick the same symbol. Also note that drawing a new subway route is always optional; you can skip any flip of a card if you want to.&lt;br /&gt;
&lt;br /&gt;
==== Starting a new round ====&lt;br /&gt;
Continue this way until all five green symbols have been flipped -- note this means each round will have 5 to 10 cards flipped. Then, pass your color to the next player, and start the next subway line from the next starting point. Keep going until all 4 subway lines have been filled in.&lt;br /&gt;
&lt;br /&gt;
==== Rules for drawing lines ====&lt;br /&gt;
* A subway line segment can only be drawn on the straight dashed grey lines, cannot bend, and connects exactly two stations (you can never pass through one to reach a further one).&lt;br /&gt;
* Each segment must connect to one of the two ends of the current line, unless the Railroad Switch card appears (which permits a segment to connect anywhere along the current line).  If this is the first card, the segment must connect to the Departure station for that line (these stations are denoted on the Map sheet with the line colors).&lt;br /&gt;
* Subway lines can&#039;t cross themselves or another line -- including the green central line already on the map. &lt;br /&gt;
* While a subway line can&#039;t revisit the same station (intersect itself); different train lines can visit the same station. (A station with multiple lines is called an _interchange_, and can score extra points!)&lt;br /&gt;
* A given segment on your sheet may not be drawn more than once, unless the Double Rail Track card appears (which permits the segment to be drawn a second time only).&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
====Joker + Double Rail Track====&lt;br /&gt;
The only time you can continue a new line segment along an existing line is if the existing line is a different color and a Joker + Double Rail Track card was drawn. In that case you may optionally reuse an existing line segment (even a curved segment of the green track) at most once.&lt;br /&gt;
&lt;br /&gt;
====Railroad Switch====&lt;br /&gt;
Typically your new line segment must always continue from the station on either end of your track. However if a Railroad Switch card is drawn, you may draw a new line segment from any station in that round&#039;s subway track, possibly producing an additional end to use in a future round. (Note that if the Railroad Switch is flipped first or second, it will have no effect.)&lt;br /&gt;
&lt;br /&gt;
====Orange Effect Cards====&lt;br /&gt;
If playing with orange effect cards, they give an additional effect to the first card flipped of a particular symbol. (This is denoted by the blue symbol near the effect.)&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
==== Line scoring ====&lt;br /&gt;
Each line scores separately. To score a line, count the number of districts it passes through. (Districts are regions separated by yellow lines.) Then multiply this by the number of stations visited by this line in one specific district -- whichever district has the most stations for this line. For example, if a line visits 5 districts, and 3 stations in one district, then that line scores 5 x 3 = 15 points. Then repeat this same process for each other lines, and add these line scores together.&lt;br /&gt;
&lt;br /&gt;
==== Interchange and Tourist Stamp scoring ====&lt;br /&gt;
An interchange is a station that is visited by more than one color line -- including the existing green line. Each 3 line, 4 line, or 5 line interchange scores 5, 15, or 30 points respectively. &lt;br /&gt;
&lt;br /&gt;
Each region touching the map edge also scores points if it has at least one interchange in it. The four corner regions score 10 points each, and the other four regions score 5 points each. (Note this is scored under the blue box in middle bottom of the score pad.)&lt;br /&gt;
&lt;br /&gt;
Tourist Stamps happen when you form an interchange in one of the outer 8 districts. The 8 outer districts are the four corners and the four regions just outside the yellow octagon.&lt;br /&gt;
&lt;br /&gt;
==== Green Miss Scoring  ====&lt;br /&gt;
&lt;br /&gt;
There are eight stations on the green line. Each one that you leave unconnected to any of your other colors is -3 points.&lt;br /&gt;
&lt;br /&gt;
==== Objectives ====&lt;br /&gt;
&lt;br /&gt;
If playing with objectives, each player scores 10 points per objective they completed&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=14635</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=14635"/>
		<updated>2022-09-12T23:49:35Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Caravans (expansion) */ correction caravan end&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!  Camels can be spent to adjust a die value, if you&#039;re desparate, too!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more shields you collect, the more points you will score at the end.  The ones on your card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit each round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to gold; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&amp;diff=14127</id>
		<title>Gamehelpflorenzacardgame</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&amp;diff=14127"/>
		<updated>2022-07-22T02:57:27Z</updated>

		<summary type="html">&lt;p&gt;Alephander: more list symbols for better readability on the game page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The game is divided into five rounds, after which the game ends.  In each round, players will take at least four actions.  Up to four more extra actions per round can be  acquired by building preacher (brown) and different residence (purple) cards.&lt;br /&gt;
&lt;br /&gt;
Points are earned by building Monuments (bronze-colored cards) from a common pool, and district buildings (blue grey and green cards) that are dealt into your hand.  Monuments and blue/green buildings all require hiring an artist (also from common pool), which must be an acceptable type (painter, sculptor, or architect), and typically adds points to the construction.&lt;br /&gt;
&lt;br /&gt;
Constructing buildings requires having sufficient resources (six different types), and enough money (fiorini) (for the artist, and often also the building!).&lt;br /&gt;
&lt;br /&gt;
Location cards (light grey) on the table are actions that can be used once per round.  They are the primary way to acquire resources (apart from income during cleanup phase).  There are also locations for exchanging resources, becoming Captain of the People (first player), and for selling resources.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
Players get four actions per round (one in each of the first four phases of the round), plus additional actions (in subsequent phases) from purple and brown cards (up to four more).&lt;br /&gt;
&lt;br /&gt;
Actions are:&lt;br /&gt;
&lt;br /&gt;
* - Activate a location card (light grey)&lt;br /&gt;
* - Play a Florenza card (building a card from hand)&lt;br /&gt;
* - Build a Monument&lt;br /&gt;
* - Reserve a Monument or Artist&lt;br /&gt;
* - Send out workers (+50 fiorini)&lt;br /&gt;
* - Go to the market (buy/sell resources)&lt;br /&gt;
* - Look for inspiration (draw a Florenza card)&lt;br /&gt;
&lt;br /&gt;
=== Cleanup phase ===&lt;br /&gt;
&lt;br /&gt;
After each round:&lt;br /&gt;
&lt;br /&gt;
* - players discard all but one card from their hand, then draw back up to five total, then:&lt;br /&gt;
** -- each constructed residence (purple) gives a player one more card draw&lt;br /&gt;
* - sweep and refill the artists and (most of) the monuments on the table:&lt;br /&gt;
** -- the two highest valued monuments remain between rounds&lt;br /&gt;
* - players receive income:&lt;br /&gt;
** -- 200 fiorini, 1 marble, 1 wood&lt;br /&gt;
** -- all workshops they have built&lt;br /&gt;
** -- one resource chosen by the current round&#039;s Captain (first player)&lt;br /&gt;
* - Captain of the People (first-player) marker moves to whoever used that location card, or else rotates.&lt;br /&gt;
* - Restore location cards (turn face up)&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
&lt;br /&gt;
After the fifth round&#039;s action phase has ended, final scoring.&lt;br /&gt;
&lt;br /&gt;
* - constructed monuments, district buildings, and their artists all score the number shown in top right corner&lt;br /&gt;
* - complete sets of district buildings (one each of blue, grey, green) score additional 5 points&lt;br /&gt;
* - some guilds (orange) cards have their own scoring conditions&lt;br /&gt;
* - There will be a final production after the last round, then money and resources are scored:&lt;br /&gt;
** -- the player with the most money earns 4 points, second 2 points, third 1 point.&lt;br /&gt;
** -- the player with the most resources earns 4 points, second 2 points, third 1 point.&lt;br /&gt;
* - player who was captain of the people scores 1 point&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* - reserved artists and monuments that were not constructed are negative points!&lt;br /&gt;
&lt;br /&gt;
=== Strategy Tips ===&lt;br /&gt;
&lt;br /&gt;
* - first two rounds, it&#039;s especially important to get production and extra-actions cards played (get your engine going!)&lt;br /&gt;
** -- workshops (mustard-yellow cards) produce every round&lt;br /&gt;
** -- residences (purple) and preachers (brown) provide extra actions each round -- note, there are three different residence types, each providing another action!&lt;br /&gt;
* - (generally) don&#039;t reserve artists or monuments -- actions are too precious!&lt;br /&gt;
* - after you figure out what you can build in a round, and acquire the resources necessary, extra actions should be used grabbing any resources still available from locations before you do the building.  building should generally be your last actions of the round.  &lt;br /&gt;
** -- playing purple/brown cards gives you extra actions the same round -- order them carefully!&lt;br /&gt;
&lt;br /&gt;
Implementation is rather unforgiving. Be sure to double check your plan before you take action.&lt;br /&gt;
&lt;br /&gt;
== Italian (original) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Il turno di gioco si divide in 4 fasi:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
* Pesca degli Artisti e dei Monumenti&lt;br /&gt;
&lt;br /&gt;
* Pesca delle carte Florenza&lt;br /&gt;
&lt;br /&gt;
* Azioni (4 per round più eventuali azioni extra ottenute dalle carte giocate)&lt;br /&gt;
**Giocare una carta Florenza&lt;br /&gt;
**Realizzare un Monumento&lt;br /&gt;
**Riservarsi un Monumento o un Artista&lt;br /&gt;
**Attivare una carta centrale (raccogli/vendi le risorse indicate da una carta che sia sul tavolo a faccia in su)&lt;br /&gt;
**Mandare fuori un lavoratore a giornata (raccogli 50 Fiorini)&lt;br /&gt;
**Andare al Mercato (vendi/compra/scambia risorse con la riserva)&lt;br /&gt;
**Cercare ispirazione (pesca una carta Florenza extra)&lt;br /&gt;
&lt;br /&gt;
* Operazioni di Fine turno&lt;br /&gt;
**Scartare tutte le carte Monumento rimaste sul tavolo, tranne le due più a sinistra&lt;br /&gt;
**Scartare tutte le carte Artista rimaste eventualmente in gioco&lt;br /&gt;
**Scartare tutte le carte Florenza in mano ai giocatori, tranne una a scelta del giocatore&lt;br /&gt;
**Distribuire le rendite&lt;br /&gt;
**Eleggere il nuovo Capitano del Popolo&lt;br /&gt;
**Ripristinare le carte centrali&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fine della partita&#039;&#039;&#039; dopo 5 turni.&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&amp;diff=14126</id>
		<title>Gamehelpflorenzacardgame</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflorenzacardgame&amp;diff=14126"/>
		<updated>2022-07-22T02:52:38Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Actions */ add list symbols&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The game is divided into five rounds, after which the game ends.  In each round, players will take at least four actions.  Up to four more extra actions per round can be  acquired by building preacher (brown) and different residence (purple) cards.&lt;br /&gt;
&lt;br /&gt;
Points are earned by building Monuments (bronze-colored cards) from a common pool, and district buildings (blue grey and green cards) that are dealt into your hand.  Monuments and blue/green buildings all require hiring an artist (also from common pool), which must be an acceptable type (painter, sculptor, or architect), and typically adds points to the construction.&lt;br /&gt;
&lt;br /&gt;
Constructing buildings requires having sufficient resources (six different types), and enough money (fiorini) (for the artist, and often also the building!).&lt;br /&gt;
&lt;br /&gt;
Location cards (light grey) on the table are actions that can be used once per round.  They are the primary way to acquire resources (apart from income during cleanup phase).  There are also locations for exchanging resources, becoming Captain of the People (first player), and for selling resources.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
Players get four actions per round, plus additional actions from purple and brown cards (up to four more).&lt;br /&gt;
&lt;br /&gt;
Actions are:&lt;br /&gt;
&lt;br /&gt;
* - Activate a location card (light grey)&lt;br /&gt;
* - Play a Florenza card (building a card from hand)&lt;br /&gt;
* - Build a Monument&lt;br /&gt;
* - Reserve a Monument or Artist&lt;br /&gt;
* - Send out workers (+50 fiorini)&lt;br /&gt;
* - Go to the market (buy/sell resources)&lt;br /&gt;
* - Look for inspiration (draw a Florenza card)&lt;br /&gt;
&lt;br /&gt;
=== Cleanup phase ===&lt;br /&gt;
&lt;br /&gt;
After each round:&lt;br /&gt;
&lt;br /&gt;
* players discard all but one card from their hand, then draw back up to five total, then:&lt;br /&gt;
** each constructed residence (purple) gives a player one more card draw&lt;br /&gt;
* sweep and refill the artists and (most of) the monuments on the table:&lt;br /&gt;
** the two highest valued monuments remain between rounds&lt;br /&gt;
* players receive income:&lt;br /&gt;
** 200 fiorini, 1 marble, 1 wood&lt;br /&gt;
** all workshops they have built&lt;br /&gt;
** one resource chosen by the current round&#039;s Captain (first player)&lt;br /&gt;
* Captain of the People (first-player) marker moves to whoever used that location card, or else rotates.&lt;br /&gt;
* Restore location cards (turn face up)&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
&lt;br /&gt;
After the fifth round&#039;s action phase has ended, final scoring.&lt;br /&gt;
&lt;br /&gt;
* constructed monuments, district buildings, and their artists all score the number shown in top right corner&lt;br /&gt;
* complete sets of district buildings (one each of blue, grey, green) score additional 5 points&lt;br /&gt;
* some guilds (orange) cards have their own scoring conditions&lt;br /&gt;
* There will be a final production after the last round, then money and resources are scored:&lt;br /&gt;
** the player with the most money earns 4 points, second 2 points, third 1 point.&lt;br /&gt;
** the player with the most resources earns 4 points, second 2 points, third 1 point.&lt;br /&gt;
* player who was captain of the people scores 1 point&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* reserved artists and monuments that were not constructed are negative points!&lt;br /&gt;
&lt;br /&gt;
=== Strategy Tips ===&lt;br /&gt;
&lt;br /&gt;
* first two rounds, it&#039;s especially important to get production and extra-actions cards played (get your engine going!)&lt;br /&gt;
** workshops (mustard-yellow cards) produce every round&lt;br /&gt;
** residences (purple) and preachers (brown) provide extra actions each round -- note, there are three different residence types, each providing another action!&lt;br /&gt;
* (generally) don&#039;t reserve artists or monuments -- actions are too precious!&lt;br /&gt;
* after you figure out what you can build in a round, and acquire the resources necessary, extra actions should be used grabbing any resources still available from locations before you do the building.  building should generally be your last actions of the round.  &lt;br /&gt;
** playing purple/brown cards gives you extra actions the same round -- order them carefully!&lt;br /&gt;
&lt;br /&gt;
Implementation is rather unforgiving. Be sure to double check your plan before you take action.&lt;br /&gt;
&lt;br /&gt;
== Italian (original) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Il turno di gioco si divide in 4 fasi:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
* Pesca degli Artisti e dei Monumenti&lt;br /&gt;
&lt;br /&gt;
* Pesca delle carte Florenza&lt;br /&gt;
&lt;br /&gt;
* Azioni (4 per round più eventuali azioni extra ottenute dalle carte giocate)&lt;br /&gt;
**Giocare una carta Florenza&lt;br /&gt;
**Realizzare un Monumento&lt;br /&gt;
**Riservarsi un Monumento o un Artista&lt;br /&gt;
**Attivare una carta centrale (raccogli/vendi le risorse indicate da una carta che sia sul tavolo a faccia in su)&lt;br /&gt;
**Mandare fuori un lavoratore a giornata (raccogli 50 Fiorini)&lt;br /&gt;
**Andare al Mercato (vendi/compra/scambia risorse con la riserva)&lt;br /&gt;
**Cercare ispirazione (pesca una carta Florenza extra)&lt;br /&gt;
&lt;br /&gt;
* Operazioni di Fine turno&lt;br /&gt;
**Scartare tutte le carte Monumento rimaste sul tavolo, tranne le due più a sinistra&lt;br /&gt;
**Scartare tutte le carte Artista rimaste eventualmente in gioco&lt;br /&gt;
**Scartare tutte le carte Florenza in mano ai giocatori, tranne una a scelta del giocatore&lt;br /&gt;
**Distribuire le rendite&lt;br /&gt;
**Eleggere il nuovo Capitano del Popolo&lt;br /&gt;
**Ripristinare le carte centrali&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fine della partita&#039;&#039;&#039; dopo 5 turni.&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=12488</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=12488"/>
		<updated>2022-04-02T01:37:26Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Summary */ can use camels to adjust die values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!  Camels can be spent to adjust a die value, if you&#039;re desparate, too!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more shields you collect, the more points you will score at the end.  The ones on your card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit each round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to pepper; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User_talk:Sammy_McSam&amp;diff=12102</id>
		<title>User talk:Sammy McSam</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User_talk:Sammy_McSam&amp;diff=12102"/>
		<updated>2022-02-27T02:08:58Z</updated>

		<summary type="html">&lt;p&gt;Alephander: reason I reverted your formatting changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Marco Polo 2 ==&lt;br /&gt;
&lt;br /&gt;
I largely reverted your formatting changes to Marco Polo 2, because they made the rules harder to parse.  I kept the link to the tips page which you added, of course.&lt;br /&gt;
&lt;br /&gt;
Please understand that the formatting on the wiki is not what&#039;s visible on the game page -- and the goal is to make the game page text easy to read.  To that end, bulleted lists alone are not helpful, and all levels of indent disappear as well. The additional dashes next to each bullet in the wiki document are necessary to appear as (single-level) lists on the game page.  Blank lines are necessary to separate sections, to create paragraphs.&lt;br /&gt;
&lt;br /&gt;
- [[User:Alephander|Alephander]] ([[User talk:Alephander|talk]]) 03:08, 27 February 2022 (CET)&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:Alephander&amp;diff=12101</id>
		<title>User:Alephander</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:Alephander&amp;diff=12101"/>
		<updated>2022-02-27T02:05:56Z</updated>

		<summary type="html">&lt;p&gt;Alephander: Created page with &amp;quot;Welcome to my user page.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to my user page.&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=12100</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=12100"/>
		<updated>2022-02-27T01:58:20Z</updated>

		<summary type="html">&lt;p&gt;Alephander: Undo revision 11017 by Sammy McSam (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Marco Polo 2, see &amp;lt;b&amp;gt;[[Tips_marcopolotwo|Tips_MarcoPoloTwo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marco Polo II: In the Service of the Khan&#039;&#039; is a dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  &lt;br /&gt;
* - The top section shows which cities have the indicated shields -- you should try to visit one of each shield.  The more shields you collect, the more points you will score at the end.  The ones on your card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  &lt;br /&gt;
* - The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is either black, or else DIFFERENT from any previous die played.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - Acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice, left side)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice, right side)&lt;br /&gt;
* - Gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die, lower right corner)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (1 die, along bottom center of board)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die, lower left corner)&lt;br /&gt;
* - two special action spaces that change every round (1 die each, left side)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  Each seal except the farmer gives access to two blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - action spaces in special cities (Hormuz, Balkh, Baghdad) provide additional bonus for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for &#039;&#039;improved&#039;&#039; seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - The lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - The bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - You can move fewer spaces than you are able, if desired&lt;br /&gt;
* - You must pay the travel costs on the map for each segment of the route used: coins, camels, jade.  &lt;br /&gt;
* - A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - If you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit each round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion:) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans (expansion) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  This is a bonus action. &lt;br /&gt;
&lt;br /&gt;
Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  &lt;br /&gt;
&lt;br /&gt;
Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it (a bonus action).  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - upgrade the good (pepper to silk, silk to pepper; gold is not upgradeable)&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangeurope&amp;diff=12094</id>
		<title>Gamehelpboomerangeurope</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboomerangeurope&amp;diff=12094"/>
		<updated>2022-02-26T16:23:06Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Scoring */ if you count 8, the score is halved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* The game consists of 4 rounds. At the start of each round, deal 7 cards to each player. The others are not used for the round.&lt;br /&gt;
* On your turn, pick a card you want, then pass the rest to the left. All cards drafted are not revealed.&lt;br /&gt;
* After 7 turns, all hands are depleted and drafted cards are scored. Afterwards, shuffle all 28 cards and start a new round.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Throw and Catch: The first card drafted in a round is the throw, and the last card drafted is the catch. Score points equal to the absolute difference between them.&lt;br /&gt;
* Tourist Sites: Cross out all countries visited each round. At the end of the game, each visited country is worth 1 point. The first player to visit all countries in a region scores 2-5 points. If you have visited at least one country in each region, score 7/3/1 points. &lt;br /&gt;
* Cuisine: Total all scores on icons. If the sum is larger than 7, score half of the total. Otherwise, score normally.&lt;br /&gt;
* Transport: For each pair of transport scores the points marked.&lt;br /&gt;
* National Treasures: Choose an unscored treasure that you have at least one of. Score 4/3/2 points (for 2/3/4 players) for each matching treasure drafted by an opponent.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
The game ends after 4 rounds. The player with the highest score wins. If there is a tie, the player with the highest throw and catch wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Direction Variant: Alternate passing to the left and to the right each round.&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8239</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8239"/>
		<updated>2021-05-11T23:35:07Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Bonus Actions */ The Caravans&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
Marco Polo II - Wrath of Khan is dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  The top section shows which cities have the indicated shields, you should try to visit one of each shield.  The more shields you collect, the more points you will score at the end.  The ones on your card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is NOT the same as any previous die played, or is black.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice)&lt;br /&gt;
* - gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (along bottom center of board, for 1 die)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die)&lt;br /&gt;
* - two special action spaces that change every round (1 die each)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  All but the farmer&#039;s seal give access to some blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - special cities (Hormuz, Balkh, Baghdad) provide additional bonus for improved seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for improved seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - the lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - the bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - you can move fewer spaces than you are able, if desired&lt;br /&gt;
* - you must pay the travel costs on the map for the route used: coins, camels, jade.  A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - if you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
Action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit each round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion) claim or complete a caravan (see below)&lt;br /&gt;
&lt;br /&gt;
==== Caravans ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your meeple is in a city whose shield matches one of the unclaimed caravan route tokens, and you do not already have an active caravan, you may claim a matching token and begin a caravan.  Your caravan token will carry one or two goods (pepper, silk, or gold), taken from your inventory, and begins at a city with the &#039;&#039;other&#039;&#039; shield on the route token.  Then, each time you take a &#039;&#039;&#039;Books&#039;&#039;&#039; action, you can move your caravan token 1, 2, or 3 spaces (for the respective books) on the map.  You may move fewer spaces than permitted.  The caravan does not need to pay route costs, and does not cause trading posts to be put down.  The caravan may use a blue path if you have earned the appropriate guild seal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a caravan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once if the caravan token ends its movement in the same location as your meeple, you may end it.  For each good on the caravan, you may choose to either:&lt;br /&gt;
* - double the good and add them back to your inventory&lt;br /&gt;
* - discard the good for points (2, 4, or 6 points for pepper, silk, or gold)&lt;br /&gt;
Then discard the route token out of the game.  You are now eligible to take a new route token.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8238</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8238"/>
		<updated>2021-05-11T23:26:08Z</updated>

		<summary type="html">&lt;p&gt;Alephander: /* Bonus Actions */ seal improvement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
Marco Polo II - Wrath of Khan is dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  The top section shows which cities have the indicated shields, you should try to visit one of each shield.  The more shields you collect, the more points you will score at the end.  The ones on your card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is NOT the same as any previous die played, or is black.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice)&lt;br /&gt;
* - gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (along bottom center of board, for 1 die)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die)&lt;br /&gt;
* - two special action spaces that change every round (1 die each)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  All but the farmer&#039;s seal give access to some blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - special cities (Hormuz, Balkh, Baghdad) provide additional bonus for improved seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for improved seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - the lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - the bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - you can move fewer spaces than you are able, if desired&lt;br /&gt;
* - you must pay the travel costs on the map for the route used: coins, camels, jade.  A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - if you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
Action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal - pay the indicated cost, and gain a benefit each round&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion) claim or complete a caravan&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8237</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8237"/>
		<updated>2021-05-11T23:22:12Z</updated>

		<summary type="html">&lt;p&gt;Alephander: several clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
Marco Polo II - Wrath of Khan is dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  The top section shows which cities have the indicated shields, you should try to visit one of each shield.  The more shields you collect, the more points you will score at the end.  The ones on your card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is NOT the same as any previous die played, or is black.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - acquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice)&lt;br /&gt;
* - gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (along bottom center of board, for 1 die)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die)&lt;br /&gt;
* - two special action spaces that change every round (1 die each)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  All but the farmer&#039;s seal give access to some blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - special cities (Hormuz, Balkh, Baghdad) provide additional bonus for improved seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for improved seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - the lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - the bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - you can move fewer spaces than you are able, if desired&lt;br /&gt;
* - you must pay the travel costs on the map for the route used: coins, camels, jade.  A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the &#039;&#039;end&#039;&#039; of your travel (not along the way):&lt;br /&gt;
* - if you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
Action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you already have two contracts, you must discard an old one for each new one you take.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die, and cannot be the same color as any previous die (unless it is black).  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Before or after their regular action, the player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion) claim or complete a caravan&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8041</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8041"/>
		<updated>2021-04-22T03:27:28Z</updated>

		<summary type="html">&lt;p&gt;Alephander: Khan&amp;#039;s favor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
Marco Polo II - Wrath of Khan is dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  The top section shows which cities have the indicated shields, you should try to visit one of each shield.  The more shields you collect, the more points you will score at the end.  The ones on your card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The blue background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The tan background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is NOT the same as any previous die played, or is black.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - aquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice)&lt;br /&gt;
* - gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (along bottom center of board, for 1 die)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die)&lt;br /&gt;
* - two special action spaces that change every round (1 die each)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  All but the farmer&#039;s seal give access to some blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - special cities (Hormuz, Balkh, Baghdad) provide additional bonus for improved seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for improved seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - the lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - the bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - you can move fewer spaces than you are able, if desired&lt;br /&gt;
* - you must pay the travel costs on the map for the route used: coins, camels, jade.  A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the _end_ of your travel (not along the way):&lt;br /&gt;
* - if you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
Action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you now have 3 or more contracts, you must discard some of your old ones until you are down to the allowed maximum of 2.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round, so you can anticipate taking advantage of e.g. the 3 gold set.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These are blue background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die.  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
The player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion) claim or complete a caravan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Alephander</name></author>
	</entry>
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