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	<updated>2026-09-28T23:44:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrekkingtheworld&amp;diff=16732</id>
		<title>Gamehelptrekkingtheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrekkingtheworld&amp;diff=16732"/>
		<updated>2023-04-22T12:36:42Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
==Goal==&lt;br /&gt;
To win, prove you’re the most experienced traveler by moving around the map and scoring Victory Points (VP).&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
At the start of the game, two random Journey effects are selected. These stay in place for the whole game.&lt;br /&gt;
&lt;br /&gt;
Players take turns. On your turn, do the following in order:&lt;br /&gt;
&lt;br /&gt;
#Optionally &#039;&#039;&#039;Fly&#039;&#039;&#039;: If you are at an Airport you may move to a different one.&lt;br /&gt;
#&#039;&#039;&#039;Move&#039;&#039;&#039;: Discard one or more Trek cards to move a number of steps equal to the numbers on them. (Suits are ignored.) You must move if you can. If you land on a cube, pick it up and put it in your suitcase.&lt;br /&gt;
#&#039;&#039;&#039;Action&#039;&#039;&#039;: Either &#039;&#039;&#039;Draw Two&#039;&#039;&#039; (draw two cards from the row and/or top of the draw deck), &#039;&#039;&#039;Take a Tour&#039;&#039;&#039; (claim a Destination card by discarding Trek cards that match its color requirements) or &#039;&#039;&#039;Journey&#039;&#039;&#039; (discard two cards of the same colour to trigger either Journey bonus effect)&lt;br /&gt;
&lt;br /&gt;
==Victory points==&lt;br /&gt;
A golden compass indicates Victory Points. Collect these wherever you can.&lt;br /&gt;
&lt;br /&gt;
Find them on:&lt;br /&gt;
* &#039;&#039;&#039;Destination cards&#039;&#039;&#039;: &amp;lt;br/&amp;gt; Visit places shown on Destination cards and then “Take a Tour” to experience their wonder and history. &amp;lt;br/&amp;gt; Destination cards will earn you a lot of Victory Points.&lt;br /&gt;
* &#039;&#039;&#039;Victory Point tokens&#039;&#039;&#039;: &amp;lt;br/&amp;gt; Touring some Destinations will earn you an additional 3 or 5 Victory Point token. &amp;lt;br/&amp;gt; Some Journey cards also give Victory Point tokens.&lt;br /&gt;
* &#039;&#039;&#039;Your Suitcase&#039;&#039;&#039;: &amp;lt;br/&amp;gt; As you travel around the map you will collect Souvenir cubes, which are kept in your suitcase. &amp;lt;br/&amp;gt; Collecting sets of different color Souvenirs will earn you Victory Points.&lt;br /&gt;
* &#039;&#039;&#039;Most Souvenirs tiles&#039;&#039;&#039;: &amp;lt;br/&amp;gt; Collecting enough Souvenir cubes of any one color can earn you the matching Most Souvenirs tile, which is worth Victory Points.&lt;br /&gt;
* &#039;&#039;&#039;Region Bonus tokens&#039;&#039;&#039;: &amp;lt;br/&amp;gt; Collecting the last Souvenir from a region lets you collect a Region Bonus token. &amp;lt;br/&amp;gt; Each Region Bonus token you collect is kept secret and is worth between 2 and 6 Victory Points.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
&lt;br /&gt;
The game ends when 5 of the 6 Region Bonus tokens have been claimed, or when a player Tours their fifth Destination card.&lt;br /&gt;
&lt;br /&gt;
In either case, the player who triggered the end finishes their turn and the game ends.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=16731</id>
		<title>Gamehelpstoneage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=16731"/>
		<updated>2023-04-22T12:35:40Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Gain the most Victory Points by the end of the game. &lt;br /&gt;
&lt;br /&gt;
There are two ways to gain points:&lt;br /&gt;
&lt;br /&gt;
* Acquiring buildings during the game for either a fixed or variable amount&lt;br /&gt;
* Acquiring Civilization cards during the game that give extra points at the end of the game&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round is divided into 3 phases, which are executed in the order described:&lt;br /&gt;
* The players take turns placing their people on the game board.&lt;br /&gt;
* The players use the actions of their placed people all at once in turn order.&lt;br /&gt;
* The players feed their people.&lt;br /&gt;
&lt;br /&gt;
== Phase 1: ==&lt;br /&gt;
===Place People on the Board===&lt;br /&gt;
&lt;br /&gt;
In turn order, one area at a time, players place one or more of their people in the different areas of the board. Each &amp;quot;ring&amp;quot; in each area of the board can only be occupied by one person. The exception to this rule is the hunting ground which can be occupied by as many people of any color every turn.&lt;br /&gt;
&lt;br /&gt;
====Special Considerations When Playing With Fewer Than 4 Players====&lt;br /&gt;
&lt;br /&gt;
When playing with &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;: Of the non-resource areas (Tool Maker, Hut and Field) only two may be occupied per turn. The third place remains empty until the next round. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;3 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 2 players may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;2 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 1 player may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
All remaining rules remain unchanged when playing with fewer than 4 players.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: ==&lt;br /&gt;
===Use the Actions of Your Placed People===&lt;br /&gt;
&lt;br /&gt;
In turn order each player uses all of their placed people in any order. During this phase, the following actions may be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds (Food), Forest (Wood), Clay Pit (Brick), Quarry (Stone), and River (Gold)&#039;&#039;&#039;: Roll 1 dice per person placed and acquire resources according to the number rolled (1 Food for each full 2 on Hunting Grounds, 1 Wood for each full 3 on Forest, 1 Brick for each full 4 on Clay Pit, 1 Stone for each full 5 on Quarry, 1 Gold for each full 6 on River).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Field&#039;&#039;&#039;: Placing a person in the Field increases your Agriculture Level. Each turn during the Feeding Phase, your Agriculture Level is subtracted from the amount of people you have. A higher agriculture level allows you to more easily sustain your population.  You may have a maximum agriculture level of 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tool Maker&#039;&#039;&#039;: Placing a person on the Tool Maker adds one new Tool to your player board. You only have 3 tools on your player board, and each subsequent person placed on the Tool Maker upgrades one of your tools to the next level. You have a maximum of 3 level 4 tools.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hut&#039;&#039;&#039;: Place two People on the Hut to gain an extra Person to place (and feed) for the rest of the game.  You may have a maximum of 10 people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building Card&#039;&#039;&#039;: Buy the building with the resources shown on the Building Card, scoring the point value shown in the top-left corner (A question mark in the top-left corner is explained below).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilization Card&#039;&#039;&#039;: Buy the card with a number of resources (of any kind) depending on its position in the Civilization Card Track (1 to 4 resources depicted above the card). The immediate effect of the card is applied when purchase. The bottom half of Civilization Card is used for scoring at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
Hunting Grounds, Forest, Clay Pit, Quarry, and River:&lt;br /&gt;
Roll 1 dice per Person placed in that area and take the corresponding resources:&lt;br /&gt;
&lt;br /&gt;
* 1 Food for each full 2 on Hunting Grounds,&lt;br /&gt;
* 1 Wood for each full 3 on Forest,&lt;br /&gt;
* 1 Brick for each full 4 on Clay Pit,&lt;br /&gt;
* 1 Stone for each full 5 on Quarry,&lt;br /&gt;
* 1 Gold for each full 6 on River.&lt;br /&gt;
&lt;br /&gt;
You may use tools to increase the dice result and take more resources.  Each of your tool must be used all at once, and can be used once per turn.  Some cards give you single-use tools which are lost after they are used, and don&#039;t count for final scoring.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
Pay the building cost to get the Building and receive the Point Value listed in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the building cost is Not Fixed&#039;&#039;: If there is a question mark in the corner of the card, you win points for each of the resources used to acquire this building. The values of each resource correspond to the numbers it requires when people are placed on them:&lt;br /&gt;
* Each Wood is worth 3 Points,&lt;br /&gt;
* Each Brick is worth 4 Points,&lt;br /&gt;
* Each Stone is worth 5 Points,&lt;br /&gt;
* Each Gold is worth 6 Points.&lt;br /&gt;
&lt;br /&gt;
===Civilization Card Details===&lt;br /&gt;
&lt;br /&gt;
Each Civilization Card acquired brings an immediate advantage (depicted on the top half of the card) and some multiplier for final scoring (depicted on the bottom half of the card).&lt;br /&gt;
&lt;br /&gt;
Place the mouse cursor on each card to see details in the tooltip. &lt;br /&gt;
&lt;br /&gt;
Note that at the list of your acquired civilization cards you will see only the bottom half of each card, for the top half is no longer relevant.&lt;br /&gt;
&lt;br /&gt;
== Phase 3: ==&lt;br /&gt;
===Feed Your People===&lt;br /&gt;
&lt;br /&gt;
Each Agriculture Level automatically counts as 1 Food during this phase.&lt;br /&gt;
&lt;br /&gt;
You must provide 1 Food per Person.&lt;br /&gt;
&lt;br /&gt;
In the event that you don&#039;t have enough food, you may use any resource to feed your people.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t manage (or choose not) to feed your people by the means above, you lose all of your food and 10 points as a penalty.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when either:&lt;br /&gt;
&lt;br /&gt;
* One Building Stack is empty at the end of a round, or&lt;br /&gt;
* There are insufficient Civilization cards to fill the 4 spots at the beginning of a round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final number of points for each player is decided by the conditions below: &lt;br /&gt;
&lt;br /&gt;
* Points earned during the game by acquiring Buildings or Civilization, minus Food Penalties,&lt;br /&gt;
* Multipliers denoted at the bottom halves of Civilization Cards collected,&lt;br /&gt;
* Each Resource that a Player has leftover on their Player Board Scores 1 Point.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
===Harsh Winter===&lt;br /&gt;
* Spend an extra stone when building certain buildings to score 5 points.&lt;br /&gt;
* Spend an extra gold when purchasing cards to score 6 points.&lt;br /&gt;
&lt;br /&gt;
===Wild Animals===&lt;br /&gt;
* Four animal cards are shuffled into the civilization deck. When revealed, animals stay in play until driven off, subtracting 1, 2, or 3 from all dice rolls. &lt;br /&gt;
* Players must collectively place a total of X people on the card to drive it off (X = number of players). &lt;br /&gt;
* After driving off a wild animal, each player rolls 1 dice per person placed on it and receive the rewards.&lt;br /&gt;
&lt;br /&gt;
===Igloos===&lt;br /&gt;
* Spend 3 resources of the same type to buy an igloo, which awards points like a building but does not count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===The New Huts===&lt;br /&gt;
* Adds new buildings that grant fewer points when built in exchange for a bonus (gain a wood/brick/stone each round, or +1 worker/tool/agriculture level). These do count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===Mammoth Herd===&lt;br /&gt;
* At the beginning of each round, a mammoth appears on the resource shown by the top-most bonus tile.&lt;br /&gt;
* Players who place their people there can also spend 1 food or resource per person to tame the mammoth.&lt;br /&gt;
* Each player who place people to tame the mammoth roll 1 dice per person.&lt;br /&gt;
* The player with the highest single dice is the mammoth tamer. Others are challengers.&lt;br /&gt;
* The mammoth tamer can choose to take the 1 or all bonus. Others take the all bonus.&lt;br /&gt;
* At the end of the game, the player with the most mammoth tile scores 10 points.&lt;br /&gt;
&lt;br /&gt;
===The Expansion===&lt;br /&gt;
* A new location is available on the board: Merchant. 2 people are needed to use this place. When using, increase the merchant level by 2 and gain 2 jewelry.&lt;br /&gt;
* Once per round, for buying a card or a building, players can trade resources or jewelry to receive one or two resources or jewelry, depending on their levels. However, a player cannot trade if they are on space 0.&lt;br /&gt;
* The rules for Hunting Grounds has changed: for each full 2, 1 food or 1 jewelry can be taken.&lt;br /&gt;
* There is a new space for civilization cards: 3 jewelry is needed to buy a card on that space. After that, 3 extra jewelry can be spent to buy the topmost face down civilization card without applying its immediate effect.&lt;br /&gt;
* Jewelry is not a resource, therefore it can not be used to feed people and is worth nothing at the end of the game.&lt;br /&gt;
* When there are only 4 people, only 3 non-resource places are available each round. When there are only 2-3, 2 are available.&lt;br /&gt;
* Trade is not allowed for buying an igloo.&lt;br /&gt;
* The extra stone and extra gold of the Harsh Winter variant can not be obtained with a trade.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrazyfarmers&amp;diff=16730</id>
		<title>Gamehelpcrazyfarmers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrazyfarmers&amp;diff=16730"/>
		<updated>2023-04-22T12:35:19Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
== Crazy Farmers Rules in a nutshell ==&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Emerging strategy game (2 players) or lighter and chaotic (3-4 players). Beware, in all modes this game is fierce and ruthless, no pity, no trust.&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
&lt;br /&gt;
In a fast mode game with 2 players, the game ends when both players control a total of 23 parcels combined. The player with the largest non-fallow field at that time wins. &lt;br /&gt;
&lt;br /&gt;
In a fast mode game with 3/4 players, the game ends when one player has 9/8 parcels.&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
* 3 moves per turn&lt;br /&gt;
* 4 fences or more at the beginning of the turn =&amp;gt; +1 extra move&lt;br /&gt;
* Moves are mandatory but backward move is possible&lt;br /&gt;
* 5 moves max per turn&lt;br /&gt;
&lt;br /&gt;
=== Take over ===&lt;br /&gt;
&lt;br /&gt;
* Surround parcels to add them to your field (The fence must connect two points of your field)&lt;br /&gt;
* Take bonus cards in the barns (1 for a free barn, 2 for an opponent&#039;s barn)&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
&lt;br /&gt;
* When you touch the fence of an opponent, it&#039;s cut and totally disappears&lt;br /&gt;
* The 2 fences behind your tractor are protected and cannot be crossed&lt;br /&gt;
* When you are cut, you cannot cut others or draw new fences before connecting back to your field.&lt;br /&gt;
&lt;br /&gt;
=== Bonus ===&lt;br /&gt;
&lt;br /&gt;
* You can play bonus cards during your turn&lt;br /&gt;
* 6 cards max in hand at the end of the turn&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately (no undo) when a given number of parcels is reached:&lt;br /&gt;
** 2 players: 23/27/31 common parcels  (Fast/Regular/Expert)&lt;br /&gt;
** 3 players: 9/11/13 own parcels (Fast/Regular/Expert)&lt;br /&gt;
** 4 players: 8/9/11 own parcels (Fast/Regular/Expert)&lt;br /&gt;
&lt;br /&gt;
The score is the number of parcels in the main field (non transparent parcels)&lt;br /&gt;
&lt;br /&gt;
In case of draw game, fallow lands are used for tie break (transparent parcels)&lt;br /&gt;
&lt;br /&gt;
=== Bonus cards repartion ===&lt;br /&gt;
&lt;br /&gt;
* 6x &#039;&#039;&#039;Nitro +1&#039;&#039;&#039; : 1 extra move&lt;br /&gt;
* 3x &#039;&#039;&#039;Nitro +2&#039;&#039;&#039; : 2 extra moves&lt;br /&gt;
* 2x &#039;&#039;&#039;Rut&#039;&#039;&#039; : The opponent loses 2 moves&lt;br /&gt;
* 4x &#039;&#039;&#039;1 Hay bale&#039;&#039;&#039; : Block a path (8 Hay Bales max on the board)&lt;br /&gt;
* 3x &#039;&#039;&#039;2 Hay bales&#039;&#039;&#039; : Block 2 paths (8 Hay Bales max on the board)&lt;br /&gt;
* 4x &#039;&#039;&#039;Dynamite&#039;&#039;&#039; : Blow up a Hay bale&lt;br /&gt;
* 3x &#039;&#039;&#039;High Voltage&#039;&#039;&#039; : Protect all fences until next turn&lt;br /&gt;
* 2x &#039;&#039;&#039;Watchdog&#039;&#039;&#039; : Protect all parcels until next turn&lt;br /&gt;
* 6x &#039;&#039;&#039;Helicopter&#039;&#039;&#039; : Moves the tractor to any point of the field (playable only without fences, forbid cutting fences until the end of the turn)&lt;br /&gt;
* 3x &#039;&#039;&#039;Bribe&#039;&#039;&#039; : Take over an opponent&#039;s parcel on the border (no barn and other restrictions so that it remains discreet)&lt;br /&gt;
&lt;br /&gt;
=== Draw following repetitions ===&lt;br /&gt;
&lt;br /&gt;
If a player ends their turn 3 times (not necessarily consecutive) in a strictly identical board position, the game immediately ends in a tie.&lt;br /&gt;
&lt;br /&gt;
=== Undo modes ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Limited Undo&amp;quot; mode is proposed to avoid that we can see the bonus cards we just draw, then cancel the movement if the cards do not please us. So all the usual undos are possible EXCEPT when making an annexation that brings bonus cards.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpninefivetwo&amp;diff=16729</id>
		<title>Gamehelpninefivetwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpninefivetwo&amp;diff=16729"/>
		<updated>2023-04-22T12:35:10Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sergeant Major&#039;&#039;&#039; (also called 9-5-2 or 8-5-3) is a trick-taking card game for 3 players, using a standard 52-card deck.  &lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
In a given hand, players are dealt 16 cards each.  Trick targets are assigned as follows: The dealer needs 9 (or 8) tricks, the second player needs 5 tricks, and the last player needs 2 (or 3) tricks.  The dealer calls trump, then takes the remaining 4 cards (kitty) and discards any 4 cards.  The player to the left of the dealer leads, and standard trick-taking rules apply.  Players must follow suit if they can; the player who wins the trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Players try to take as many tricks as possible.  At the end of the hand, each player&#039;s score goes up or down according to the number of tricks taken, over or under that player&#039;s target.  The player to the left of the dealer becomes the dealer for the next hand.&lt;br /&gt;
&lt;br /&gt;
== Card exchange ==&lt;br /&gt;
In addition, the score for a given hand influences the next hand as follows.  After the cards are dealt and before trump is called, players who scored more than their target can pull cards from players who scored less than their target.  For example, if player A scored +2 and player B scored -2, player A will pass 2 cards (face down) to player B, who must pass back their highest card(s) in the suits of the passed cards (also face down).  It&#039;s possible that a card given will be passed back, if player B has no higher card in that suit.  If two players are entitled to pull cards, the player with the highest target for the hand goes first.  &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
Ending conditions vary.  Some people play a fixed number of hands; others play until a player reaches an agreed-upon cumulative total, such as 12.  Other variations are that a player must win 12 tricks in a hand (regardless of their target), or that a player must win 5 more than their target.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppinochle&amp;diff=16728</id>
		<title>Gamehelppinochle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppinochle&amp;diff=16728"/>
		<updated>2023-04-22T12:34:57Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppedro&amp;diff=16727</id>
		<title>Gamehelppedro</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppedro&amp;diff=16727"/>
		<updated>2023-04-22T12:34:48Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Pedro (pronounced with a long &amp;quot;e&amp;quot;, like &amp;quot;peedro&amp;quot;) is a trick-based card game.&lt;br /&gt;
* It consists of a bidding round to determine the right to call the trump suit for the hand, followed by playing out the hand in order to win points.&lt;br /&gt;
* The goal of the game is to be the first team to score 100 points.&lt;br /&gt;
* You and your partner are trying to take point cards in order to score points.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
* In Pedro only specific cards are worth points, and their values vary.&lt;br /&gt;
* The most valuable cards are the {{card|=5}} of trump and the {{card|=5}} of the same colour as trump:&lt;br /&gt;
** &#039;&#039;Known as the &amp;quot;off-suit pede&amp;quot; or just the &amp;quot;pedro&amp;quot;&#039;&#039;&lt;br /&gt;
* In typical California Pedro, which is the default setting for this version, there are 16 total points possible per hand, broken down as follows:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+Point-scoring cards&lt;br /&gt;
!Rank&lt;br /&gt;
|{{card|=A}}&lt;br /&gt;
|{{card|=J}}&lt;br /&gt;
|{{card|=10}}&lt;br /&gt;
|{{club|=5}}{{spade|=5}} or {{heart|=5}}{{diamond|=5}}&lt;br /&gt;
|{{card|=2}}&lt;br /&gt;
|-&lt;br /&gt;
!Points&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|5 each&lt;br /&gt;
|1*&lt;br /&gt;
|}* &#039;&#039;{{card|=2}} is always won by the player who played it, regardless of the highest card in the trick.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
&lt;br /&gt;
* Players get one chance to bid for the ability to choose trump for the hand.&lt;br /&gt;
# Players are each dealt nine cards.&lt;br /&gt;
# Bidding begins to the right of the dealer.&lt;br /&gt;
#* Lowest possible bid is 6.&lt;br /&gt;
#* Highest possible bid is 16.&lt;br /&gt;
#** &#039;&#039;The sum total of all the point cards possible for the hand.&#039;&#039;&lt;br /&gt;
#* If a player does not wish to bid, they &amp;quot;pass&amp;quot; the bid onto the next player.&lt;br /&gt;
#* You cannot bid the same amount as a previous bidder.&lt;br /&gt;
#* You must either outbid an existing bid or pass.&lt;br /&gt;
# Bidding always ends with the dealer.&lt;br /&gt;
#* If no team has placed a bid the dealer must place a bid of at least 6.&lt;br /&gt;
# Once the winning bid has been determined, the winning bidder calls the trump suit for the hand.&lt;br /&gt;
# All players then discard any non-trump cards.&lt;br /&gt;
# The dealer fills all hands up to a minimum of 6 cards each.&lt;br /&gt;
# As a special benefit, the dealer also looks through the remainder of the deck and adds any remaining trump cards to their hand!&lt;br /&gt;
#* &#039;&#039;Note:&#039;&#039; it is possible for a player to end up with more than 6 trump cards in their hand.&lt;br /&gt;
#** If this happens they &#039;&#039;&#039;must play 2 cards at a time&#039;&#039;&#039; (only one of which may be a point card) until they have returned to the normal hand size for the round.&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
&lt;br /&gt;
* Play begins with the winning bidder.&lt;br /&gt;
* The first trick must begin with a trump card.&lt;br /&gt;
* Each player plays a card to the table and the highest trump card (in normal deck order) wins the trick.&lt;br /&gt;
* After the first trick any card may be lead to begin a trick.&lt;br /&gt;
* If trump is lead, then other players must follow suit.&lt;br /&gt;
* If a player can&#039;t follow suit then they must discard their remaining cards and are out of play for the remainder of the hand.&lt;br /&gt;
* If a non-trump &amp;quot;off-suit&amp;quot; card is lead, then any card may be played.&lt;br /&gt;
* However, in off-suit situations, trump cards still take precedence over non-trump cards in order to determine who wins the trick.&lt;br /&gt;
* Also, the trump {{card|=5}} is always considered slightly higher than the off-suit (same colour) {{card|=5}}, which can be thought of as the &amp;quot;4 1/2&amp;quot; of trump when determining who won the trick.  &lt;br /&gt;
&lt;br /&gt;
== Ending the Hand ==&lt;br /&gt;
&lt;br /&gt;
* Once all point cards have been taken the hand is over and all remaining cards are discarded.&lt;br /&gt;
* The non-bidding team always scores whatever points they won during the play.&lt;br /&gt;
* The bidding team only scores points if they have made their bid.&lt;br /&gt;
* If the bidding team does not make their bid they have &amp;quot;gone set&amp;quot; and their point total is negatively affected by the bid amount.&lt;br /&gt;
* If the bidding team makes their bid then they score as many points as they took for the hand.&lt;br /&gt;
* In addition, if the bidding team bids 16 then they receive a special bonus of double the points if they take all 16 point cards - for 32 points in total.&lt;br /&gt;
* However, bidding &amp;quot;16/32&amp;quot; in this manner also comes with double the penalty for not making the bid.&lt;br /&gt;
** &#039;&#039;So be sure you have at least the {{card|=A}} and the {{card|=2}} of trump since those cards always go to the player who plays them!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ending the Game ==&lt;br /&gt;
&lt;br /&gt;
* The game ends when one team reaches or exceeds 100 points.&lt;br /&gt;
* If two teams both cross over 100 points in the same hand, the bidding team is considered to be the winner for taking the risk of bidding on the last hand.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschwimmen&amp;diff=16726</id>
		<title>Gamehelpschwimmen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschwimmen&amp;diff=16726"/>
		<updated>2023-04-22T12:34:39Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
The aim of the game is to score more points then your opponents with a set of three cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game is played in several rounds, until only one player remains in the game.&lt;br /&gt;
&lt;br /&gt;
Every round is structured as following.&lt;br /&gt;
&lt;br /&gt;
At first, every player receives 3 cards. A starting player gets to decide, if they want to keep their cards or play them on the table to draw three new ones. If the three cards are kept, three cards from the deck will be drawn for the table.&lt;br /&gt;
&lt;br /&gt;
From then players have the following options: exchange one handcard with a card from the table, exchange all handcards with the table cards, pass (if activated in gameoptions) or close the round.&lt;br /&gt;
&lt;br /&gt;
Closing the round is only possible, when every player has played once. Then every other player gets to play an additional turn before the hands are evaluated.&lt;br /&gt;
&lt;br /&gt;
In contrast to the usual game, once a player has a hand of 31 points, they automatically end the round and the evaluation is proceeded, leaving no last turn for the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The value of a hand depends on the gameoptions.&lt;br /&gt;
&lt;br /&gt;
Gameoption &amp;quot;Only Color&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Cards are valued by Ace=11, King Queen and Jack are 10, or the value that stands on them.&lt;br /&gt;
&lt;br /&gt;
If a hand consists of two or three card of the same color (that is club,spade,hearth and diamond), the values can be added.&lt;br /&gt;
&lt;br /&gt;
Hence, the maximal value of a hand is 31. That&#039;s also the gamename in German (Einunddreizig) or French (Trente-et-un).&lt;br /&gt;
&lt;br /&gt;
Gameoption &amp;quot;Color and triples&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Additionally to the option of collecting cards of the same color, a player can also collect a three-of-a-kind set of the same rank.&lt;br /&gt;
&lt;br /&gt;
Such a triple is always valued 30.5 points.&lt;br /&gt;
&lt;br /&gt;
Gameoption &amp;quot;Color or same value&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Additionally to the color also the values of same-ranked cards can be added, giving also the option to collect two cards of a rank to add them. However a hand e.g. 777 is valued 3*7=21, not 30.5. A hand AAA is valued 30, not 33 (if not playing with fire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the evaluation players lose virtual lives, depending on the gameoption. Players who have less then 0 lives are eliminated. So, when you have 0 lives left, you are still in the game (German &amp;quot;am schwimmen&amp;quot; which means swimming).&lt;br /&gt;
&lt;br /&gt;
Then the game continues in the next round, if there are at least two players left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other gameoptions:&lt;br /&gt;
&lt;br /&gt;
The number of cards can be set between 32, 36 and 52.&lt;br /&gt;
&lt;br /&gt;
The number of lives per player can be set from 0 to 5.&lt;br /&gt;
&lt;br /&gt;
If one playes with fire, a hand with AAA is valued 33 and causes an emmediate end of the round. Every other player loses a life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also check Wikipedia:&lt;br /&gt;
&lt;br /&gt;
English: https://en.wikipedia.org/wiki/Schwimmen&lt;br /&gt;
&lt;br /&gt;
German: https://de.wikipedia.org/wiki/Schwimmen_%28Kartenspiel%29&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdetectivepoker&amp;diff=16725</id>
		<title>Gamehelpdetectivepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdetectivepoker&amp;diff=16725"/>
		<updated>2023-04-22T12:34:27Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
== Rules == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
=== Object of the game : === &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
You have to guess which player has the best poker hand during each of the betting rounds.&lt;br /&gt;
You only see one card of each player.&lt;br /&gt;
&lt;br /&gt;
=== Game overview : === &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
* A game of Detective Poker is played in 2 rounds.&lt;br /&gt;
* A round is made of 3 hands in a 3 player game and 4 hands with 4 players.&lt;br /&gt;
* A hand is made of 4 betting rounds (Preflop, Flop, Turn and River), then a scoring phase occurs.&lt;br /&gt;
* At the beginning of each hand, the dealer shuffles the deck and gives each player two cards. One only seen by the player and the other one only seen by the other players.&lt;br /&gt;
&lt;br /&gt;
Mandatory Action : At the beginning off each betting round, players have to bet one after another between 1 and 3 chips of their own on the player&#039;s board they think has the best hand at the moment. They may bet on their own board.&lt;br /&gt;
&lt;br /&gt;
Optional : Players may put an action card face down under their bet.&lt;br /&gt;
&lt;br /&gt;
At the end of the hand, player&#039;s cards and action cards are shown and points are awarded.&lt;br /&gt;
&lt;br /&gt;
=== Playing a hand === &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
* Once the cards are dealt, the player left to the dealer bets, followed by the next players clockwise.&lt;br /&gt;
* They bet between 1 and 3 chips on the player&#039;s board they think has the best preflop hand. They may add an action card face down under their bet.&lt;br /&gt;
* Once every bet has been made, the dealer burns a card and deals the flop.&lt;br /&gt;
* Then the second player left to the dealer bets, followed by the next players clockwise. They bet the same way as preflop.&lt;br /&gt;
* Turn and River are the same.&lt;br /&gt;
* It is mandatory to bet at least one chip on each betting round. Therefore, only one 3 chips bet is allowed per hand. Players have to keep enough chips to bet on the turn and river.&lt;br /&gt;
&lt;br /&gt;
=== Scoring phase === &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
* At the end of the hand, players reveal simultaneously their cards.&lt;br /&gt;
* Points are awarded for each correct preflop bet. Action cards are taken into account.&lt;br /&gt;
* Each chip accurately bet counts as one point.&lt;br /&gt;
* If players tie hands, they all score.&lt;br /&gt;
* The same scoring process is applied for the flop, turn and river bets.&lt;br /&gt;
* The deck is shuffled again and players get their chips and action cards back.&lt;br /&gt;
* The dealer shifts clockwise and a new hand begins.&lt;br /&gt;
&lt;br /&gt;
=== End of the game === &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
* Winner is the person with the most points at the end of 2 rounds.&lt;br /&gt;
* In case of a tie, the player with the most action cards in hand wins.&lt;br /&gt;
* In case of another tie, it&#039;s a shared victory.&lt;br /&gt;
&lt;br /&gt;
== Poker Hands == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Straight Flush	:		Five cards of sequential rank, all of the same suit.&lt;br /&gt;
#Four of a kind (Quads)	:	Four cards of the same rank.&lt;br /&gt;
#Full house	:		Three cards of one rank and two cards of another rank.&lt;br /&gt;
#Flush		:		Five cards all of the same suit, not all of sequential rank.&lt;br /&gt;
#Straight 	:		Five cards of sequential rank, not all of the same suit.&lt;br /&gt;
#Three of a kind (Trips) :	Three cards of one rank.&lt;br /&gt;
#Two Pairs	:		Two cards of one rank and two cards of another rank.&lt;br /&gt;
#Pair		:		Two cards of one rank.&lt;br /&gt;
#High Card	:		None of the above.&lt;br /&gt;
&lt;br /&gt;
In case of similar hands, highest rank wins : Queens full of fours beats tens full of kings. Ace high flush beats jack high flush. King high straight beats 7 high straight, ...&lt;br /&gt;
&lt;br /&gt;
In case of similar quads, trips, two pairs or pair, the other cards (called the kickers) are used to break ties : AA852 beats AA763.&lt;br /&gt;
&lt;br /&gt;
A poker hand can never consist of more than 5 cards. On the turn or on the river, players will make their hand with the 5 best cards among the 6 or 7 available.&lt;br /&gt;
&lt;br /&gt;
== Action Cards ==&lt;br /&gt;
* +1: Add 1 point if your bet is correct.&lt;br /&gt;
* Clockwise: You bet on the next clockwise player instead.&lt;br /&gt;
* Bluff: You bet on the weakest player instead.&lt;br /&gt;
* Empty: No effect, but can fool other players.&lt;br /&gt;
&lt;br /&gt;
== Expert Mode ==&lt;br /&gt;
* If your +1 action bet is wrong, you lose 1 point.&lt;br /&gt;
* If a card dealt on the flop, turn or river has the same rank (2 kings, 2 sevens,...) of one already dealt on the board, it is discarded and a new one is dealt. This process is done as many times as necessary.&lt;br /&gt;
* Hence, Full Houses and Quads do not exist in expert mode.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnovaluna&amp;diff=16724</id>
		<title>Gamehelpnovaluna</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnovaluna&amp;diff=16724"/>
		<updated>2023-04-22T12:34:18Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
The goal is to get tiles and place discs on them. The first player who placed all of their discs, wins.&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
When it&#039;s your turn you select one of the 3 tiles after the moon-meeple. Empty spaces are ignored.&lt;br /&gt;
You place this tile in your play area next to another tile and move your disc on the wheel by the number indicated on the top left corner of the chosen tile.&lt;br /&gt;
If that space is occupied, place your disc on top of the stack.&lt;br /&gt;
The next player will be the one whose disc is last (or on top if tied).&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
The other three corners of the tile show tasks, consisting of 1-4 dots. &lt;br /&gt;
In order to complete the task the tile must be adjacent to other tiles in the color of the dots (1 dot per color).&lt;br /&gt;
A tile can be used to fulfil multiple tasks (even of the same tile), but only once per tile.&lt;br /&gt;
If an adjacent tile has other adjacent tiles of the same color, they also count even if they are not directly adjacent to the task. This can be continued as desired.&lt;br /&gt;
Once a task is completed, place one disc from the supply on it.&lt;br /&gt;
&lt;br /&gt;
== Refill the wheel ==&lt;br /&gt;
If there are less than 3 tiles on the wheel at the beginning of your turn you can refill the wheel.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
If one player has placed all their discs, they win.&lt;br /&gt;
If all the tiles are gone, the player with the most placed discs wins. In case of a tie, the one whose turn it would be next wins.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpninemensmorris&amp;diff=16723</id>
		<title>Gamehelpninemensmorris</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpninemensmorris&amp;diff=16723"/>
		<updated>2023-04-22T12:34:07Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Nine Men&#039;s Morris is an abstract board game for two players.&lt;br /&gt;
* Players attempt to remove their opponents&#039; stones, and the first player to completely deprive the opponent of stones wins the game.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
* The board has 24 spaces, arranged in three squares.&lt;br /&gt;
* Each player begins with 9 stones of their colour in their reserve.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
* On a player&#039;s turn, a player either places one of their stones onto the board if there&#039;s any left, or otherwise moves one of their stones on the board.&lt;br /&gt;
* If a player moves a stone, that stone must be moved to an adjacent space.&lt;br /&gt;
** &#039;&#039;See &#039;final three stones&#039; below for possible exception.&#039;&#039;&lt;br /&gt;
* If by placing or moving this stone, the player forms a line of three of their stones, they have formed a &amp;quot;mill&amp;quot; and may remove any of their opponent&#039;s stones on the board.&lt;br /&gt;
* If it&#039;s possible, a player must remove a stone that is not a part of a mill, but if it&#039;s not possible, the player may remove any stone.&lt;br /&gt;
* Final three stones:&lt;br /&gt;
** According to the chosen rule option, the last three stones must move to adjacent spaces, or&lt;br /&gt;
*** &#039;&#039;default for &#039;simple&#039; games&#039;&#039;&lt;br /&gt;
** may move anywhere, not necessarily to an adjacent space.&lt;br /&gt;
*** &#039;&#039;default for &#039;arena&#039; games&#039;&#039;&lt;br /&gt;
** This option can be changed by clicking the cog-wheel preferences icon next to the game picture on the &#039;Play now&#039; page.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
* The game ends if a player cannot make a legal move; that player loses.&lt;br /&gt;
* The game also ends if a player is reduced to two stones.&lt;br /&gt;
** &#039;&#039;With a loss for that player.&#039;&#039;&lt;br /&gt;
** This is because they cannot make any more mills, and so those stones will eventually be captured by the opponent, leaving no stones and thus no legal move to make.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpliverpoolrummy&amp;diff=16722</id>
		<title>Gamehelpliverpoolrummy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpliverpoolrummy&amp;diff=16722"/>
		<updated>2023-04-22T12:33:58Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A game of Liverpool Rummy is played in 7 hands where players take turns drawing and discarding cards. There are 4 hands in a shorter version. During each hand, players attempt to meet a target contract of Sets and Runs. Once they have the necessary cards in hand, they can &#039;go down&#039; and put these cards face-up on the table in &#039;melds&#039;. They can then play their remaining hand cards on other melds, towards the final goal of &#039;going out&#039; by discarding their final hand card. When a player goes out, other players are penalized points for the cards remaining in their hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Format:&#039;&#039;&#039; Games are played with 2 or more standard 52-card decks, depending on the number of players. 2 Jokers are added to each 52-card deck. Games with 3 to 4 players are best played with 2 decks. Games with 5 to 8 players are best played with 3 decks or more.&lt;br /&gt;
&lt;br /&gt;
Players start with 10 or more cards in their hand, depending on the hand target. All cards are dealt face down. After all player hands have been dealt the remaining cards are placed face down in a pile known as the &#039;draw deck&#039;. The top card of the draw deck placed face up next to the draw deck, forming the &#039;discard pile&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Card rank:&#039;&#039;&#039; Cards are ranked in descending order from high to low, (Hi) K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 (Lo). An Ace (A) can be played high (above a King) or low (below a 2) at the player’s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective:&#039;&#039;&#039; Complete a specific set of target melds (also known as a contract in other references). Melds come in 2 forms: Sets and Runs. A Set is three or more cards of the same value (5-5-5), of any suit. A Run is four or more cards of the same suit and consecutive value (10-J-Q-K).&lt;br /&gt;
&lt;br /&gt;
In the full game, the sequence of target contracts is (# of cards dealt):&lt;br /&gt;
  1. 2 Sets (10)&lt;br /&gt;
  2. 1 Set and 1 Run (11)&lt;br /&gt;
  3. 2 Runs (11)&lt;br /&gt;
  4. 3 Sets (12)&lt;br /&gt;
  5. 2 Sets and 1 Run (12)&lt;br /&gt;
  6. 2 Runs and 1 Set (12)&lt;br /&gt;
  7. 3 Runs (12)&lt;br /&gt;
&lt;br /&gt;
In the short game, the sequence of target contracts is:&lt;br /&gt;
  1. 2 Sets&lt;br /&gt;
  2. 2 Runs&lt;br /&gt;
  3. 2 Sets and 1 Run&lt;br /&gt;
  4. 3 Runs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player turn:&#039;&#039;&#039; Each player’s turn consists of 4 steps:&lt;br /&gt;
  A) Draw a card from the draw deck or the discard pile&lt;br /&gt;
  B) Going Down (aka melding), if possible&lt;br /&gt;
  C) Playing cards onto other melds (only after Going Down)&lt;br /&gt;
  D) Discarding 1 card&lt;br /&gt;
&lt;br /&gt;
Every turn must end with a discard even when going out. This is placed face-up onto the discard pile. The hand immediately ends and points are scored. The first player to successfully complete the contract and lay off their entire hand wins the hand. At the conclusion of a hand, all remaining cards in other player’s hands are scored based on their point value. On BoardGameArena, points count negatively. So, the Liverpool Rummy player with the least negative cumulative score (i.e. the most-positive number) after all seven hands wins the game.&lt;br /&gt;
&lt;br /&gt;
  Jokers:   20 points against the player&lt;br /&gt;
  Aces:     15 points against the player&lt;br /&gt;
  10,J,Q,K: 10 points against the player&lt;br /&gt;
  2-9:       5 points against the player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aces:&#039;&#039;&#039; An ace may be used to complete high (A-K-Q-J) and low (4-3-2-A) sequences. They may not be used to “turn the corner” (Q-K-A-2).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing on melds:&#039;&#039;&#039; Players must first complete the hand’s contract prior to being able to play the remaining cards from their hand. Following the completion of a contract, the player can play cards only onto the existing melds on the table. The player may not create any new melds of their own. &#039;&#039;&#039;So, if the contract is 2 sets you can only put down 2 sets!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying:&#039;&#039;&#039; Any player may attempt to &#039;buy&#039; a discarded card out of turn, if the player whose turn it is does not want it. Any player that purchases a card out of turn must also take a card from the deck as penalty. Buyer priority is dictated by seat order, with the highest priority going to the player who has not had a turn the longest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jokers:&#039;&#039;&#039; Jokers are wild and can substitute for any card in the deck. If multiple players have already completed the contract for a hand and one player has played onto a Run or a Set containing a Joker, the other players may place the card that properly completes the Run in place of the Joker and remove it from the Run into their hand. The taken Joker may then be used elsewhere (to the best advantage of the player) in the same turn. Players can use up to 1 joker in the act of Going Down, placing the card to be substituted in a special area on the BGA table and also selecting the joker on the board.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbohnanza&amp;diff=16721</id>
		<title>Gamehelpbohnanza</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbohnanza&amp;diff=16721"/>
		<updated>2023-04-22T12:33:48Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bohnanza is a German-style card game based &lt;br /&gt;
on the game mechanics of trading and politics, designed by Uwe Rosenberg  and released in 1997 (in Germany) by Amigo Spiele and more famously in England by Rio Grande Games. &lt;br /&gt;
&lt;br /&gt;
It is played with a deck of cards with illustrations of eleven different types of beans of varying scarcity, which the players are trying to first plant and then sell in order to make money.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Each player is dealt five cards to start the game. In Bohnanza cards in hand are kept in the order they are dealt and must be played in that order as well. On BGA this means the first card in your hand is the rightmost (and bottom-most if your hand gets large enough for multiple rows). Each turn consists of two main phases.&lt;br /&gt;
&lt;br /&gt;
For games with three players, each player will have three available fields in which to plant beans. For games with four or five players each player will have two available fields in which to plant beans. (Note, an alternate version of the Bohnanza rules exists which includes, among other things, the option to purchase a third bean field. This is version is not available on BGA and as such there is no means to purchase a third bean field.)&lt;br /&gt;
&lt;br /&gt;
===Planting Phase===&lt;br /&gt;
On their turn a player *must* plant the first bean in their hand, unless they have no cards in hand at all. They then may choose to plant the next bean or not. Players must always plant at least one bean to start their turn, and never plant more than two in this phase. If a player does not have room to plant a bean they may harvest one of their fields first to make room, possibly earning money for the beans in the process. (See planting and harvesting below)&lt;br /&gt;
&lt;br /&gt;
===Trading Phase===&lt;br /&gt;
After planting one or two beans, the player then draws and reveals two cards from the draw deck. All players may then offer trades using the revealed cards and the (still hidden) cards in their hands.&lt;br /&gt;
&lt;br /&gt;
All trades must involve the player whose turn it is (referred to as the active player). Other players may not trade with each other at this time. Players may offer bean cards and request bean cards in any amount, including offering or requesting a bean for nothing, or requesting multiple beans for one. Most of the game revolves around making beneficial trades in order to plant your beans, or to avoid having to plant beans that you do not want to. Cards that were traded this turn will be planted this turn and cannot be traded again, even by the active player. BGA hides traded cards until it is time to plant them to help avoid confusion in this regard.  &lt;br /&gt;
&lt;br /&gt;
Once either the active player or all other players have chosen that they are done trading, beans that were traded and any revealed cards that were not traded must be planted. Unlike beans from a player&#039;s hand, these may be planted in any order and all of the beans must be planted at this time.&lt;br /&gt;
&lt;br /&gt;
===Draw Phase===&lt;br /&gt;
&lt;br /&gt;
Once all beans have been planted the active player draws three cards, adding them in order to the back of their hand, and play passes to the next player.  &lt;br /&gt;
&lt;br /&gt;
An example of trading on BGA is offered below.&lt;br /&gt;
&lt;br /&gt;
==Planting and Harvesting beans==&lt;br /&gt;
Beans can only be planted into empty fields or into fields that contain the same type of bean. If a player must plant a bean and does not have a field into which it can be legally planted they must first harvest a field. Harvesting bean fields often (but not always) earns a player money. The amount of money is determined by the type and number of beans in the field. Bean cards have stacked coins and numbers across the bottom of the card that indicates how many beans of that type are required to make a particular amount of money when harvested. There is also a number on the top of the card showing how many of that type of bean are in the deck to start.&lt;br /&gt;
&lt;br /&gt;
When a field with enough beans to be worth money is harvested, one card for each coin is removed from the game and placed in the harvesting player&#039;s &amp;quot;gold pile&amp;quot;. The rest of the beans are placed in the discard pile. For instance, blue beans require four beans in a field to be worth one coin, and six beans in a field to be worth two coins. When a five-bean field of blue beans is harvested, one of the blue bean cards is put in the player&#039;s gold pile and the other four blue beans are put in the discard pile.&lt;br /&gt;
&lt;br /&gt;
When harvesting fields a player may choose any field to harvest with one restriction. Fields with only one bean card may not be harvested unless all your fields have only one bean card. Thus a player with a blue-bean field with one card, a stink bean field with two cards, and a garden bean field with one card *must* harvest the stink beans and gain no money for the field.&lt;br /&gt;
&lt;br /&gt;
In the BGA implementation, fields are only harvested when necessary in order to plant a bean of a different type, and at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends after the draw deck has been exhausted three times. Each of the first two times the draw deck is exhausted the discard pile is shuffled into the new draw deck. At this point players automatically harvest all their fields and the player with the highest total money wins. Ties are broken with turn order, the win going to the player furthest from the starting player.&lt;br /&gt;
&lt;br /&gt;
==Example Trade==&lt;br /&gt;
On BGA the trade system is set up so that the active player has final say in any trade, but can only accept offers made by the other players. For example, Player A is the Active player, showing a blue bean and a red bean. They post a trade offering one blue bean in exchange for a stink bean and choose to wait for the other players. Player B has a stink bean in hand so decides they would like to make that trade. They click on the proposed trade (making it their active trade) and choose to post the trade. From their perspective they are offering one stink bean for one blue bean. Satisfied, they then also choose to wait for Player A. &lt;br /&gt;
&lt;br /&gt;
Meanwhile Player C is hoping for a Soy bean, so posts their own offer of one red bean for one soy bean. They also have a chili bean they really don&#039;t want to plant first in their hand, so they post an offer of one chili bean asking for nothing in return. They then also choose to wait for Player A&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
When Player A gets back to the game, they see the three offers. Noting Player B&#039;s matching offer they click the posted offer and choose accept trade. The chosen cards are then exchanged, removed from the player&#039;s hands and/or the revealed cards. Player A doesn&#039;t have a soy bean, so chooses and rejects the trade offer, but does want the red bean. They also have a chili bean which they don&#039;t want so they post a new trade, one chili bean for one red bean, and wait again.&lt;br /&gt;
&lt;br /&gt;
Player B is statisfied with the trades made and chooses Done Trading to no longer be notified of trades this round and no longer be able to make any trades this turn themselves.&lt;br /&gt;
&lt;br /&gt;
Player C really doesn&#039;t want two chili beans, and not wanting to give up the red bean for anything less than soy, chooses to be done trading this turn as well.&lt;br /&gt;
&lt;br /&gt;
With both non-active players having chosen to be done trading, trading is closed and traded beans must now be planted.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkulami&amp;diff=16720</id>
		<title>Gamehelpkulami</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkulami&amp;diff=16720"/>
		<updated>2023-04-22T12:33:38Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
You are trying to win majority on the most boxes&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Place a marble on a space in the row or column of the previously placed marble but not on its or the previous marble&#039;s box. &lt;br /&gt;
&lt;br /&gt;
===End===&lt;br /&gt;
&lt;br /&gt;
The game ends when no more marbles can be placed&lt;br /&gt;
&lt;br /&gt;
If you got majority on a box you score points equal to its size&lt;br /&gt;
&lt;br /&gt;
e.g. a box sized of 6 where you have 4 marbles and opponent has 2 marbles would score you 6 points&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwizard&amp;diff=16719</id>
		<title>Gamehelpwizard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwizard&amp;diff=16719"/>
		<updated>2023-04-22T12:33:22Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
==Objective==&lt;br /&gt;
The objective is to correctly predict the number of tricks you will take in each round in order to receive points. Highest score wins!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Shuffle all 60 cards, include 13 dwarves, 13 elves, 13 giants, 13 humans, 4 wizards and 4 jesters.&lt;br /&gt;
* Deal a number of cards equal to the round number to each player. The next card turned up is trump.&lt;br /&gt;
* If the card is jester, there is no trump. If the card is wizard, the dealer chooses the trump. In the last round there is no trump.&lt;br /&gt;
* Each player, starting from the player to the left of the dealer, bids a number of tricks that they are going to take.&lt;br /&gt;
* The player to the left of the dealer starts the first trick and leads any card. If the card led is a wizard, it wins. If it is a jester, the next card played determins the lead suit. If only jesters are played, the first jester wins. &lt;br /&gt;
* Players must follow suit if possible. If a player cannot follow, they play any other suit, including the trump suit. Wizards and jesters can be played at any time.&lt;br /&gt;
* A trick is won by the first wizard played. If there are no wizards, it is won by the highest trump. Else, it is won by the highest card of the lead suit. The winner of a trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* If a player predicts correctly, they score 20 points, plus 10 points for each trick taken.&lt;br /&gt;
* If a player predicts wrongly, they lose 10 points for each over or under trick.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When all the cards are dealt out in a round, that round is the last.&lt;br /&gt;
* That means there are 20 rounds with three players, 15 rounds with four, 12 rounds with five and 10 rounds with 6.&lt;br /&gt;
* At the end of the game, the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Bidding===&lt;br /&gt;
* Hidden prediction: Predictions are revealed simultaneously before the round is played.&lt;br /&gt;
* Plus/minus 1: The total number of tricks predicted by the players may not equal the number of tricks available in any round.&lt;br /&gt;
* Secret prediction: Predictions are not revealed until the round ends.&lt;br /&gt;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
* 5 rounds: Only 5 rounds are played.&lt;br /&gt;
* Amigo tournament rules: 10 rounds are played with modified number of cards. With 3 players, start with 2 and add 2 each round. With 4 players, start with 1, add 2 until the 6th round, then add 1 each round. With 5 players, start with 2, add 2 in 2nd round and 1 in other rounds.&lt;br /&gt;
&lt;br /&gt;
===Foresight===&lt;br /&gt;
In the first round, when each player only has one card, players do not look at their own cards. Each player holds their card up in front of their forehead so all other players can see the front of the card. After all players have seen the others’ cards, but not their own, predictions are made.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=16718</id>
		<title>Gamehelpfleet</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=16718"/>
		<updated>2023-04-22T12:33:07Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://boardgamegeek.com/boardgame/121297/fleet Fleet] is a card game where players seek the most victory points by purchasing fishing licenses, launching boats, and hiring captains to gather fish.&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds of five phases each. Each phase is played in turn order. At the end of a round the starting player token is passed to the next player and a new round begins.&lt;br /&gt;
&lt;br /&gt;
=== Phase One: License Auction ===&lt;br /&gt;
&lt;br /&gt;
Players may purchase a fishing license from the license auction, using the boat&lt;br /&gt;
cards from their hand as cash. Other players may attempt to out bid each other. The license is then placed in front of the winner.&lt;br /&gt;
&lt;br /&gt;
=== Phase Two: Launch Boats and Hire Captains ===&lt;br /&gt;
&lt;br /&gt;
Players may launch a boat from their hand (matching a fishing license they own)&lt;br /&gt;
by selecting it and paying (discarding) the launch cost using other boat cards&lt;br /&gt;
from their hand as cash.&lt;br /&gt;
&lt;br /&gt;
Players may then hire a captain by placing a boat card from their hand face down&lt;br /&gt;
on any of their available launched boats.&lt;br /&gt;
&lt;br /&gt;
=== Phase Three: Fishing ===&lt;br /&gt;
&lt;br /&gt;
Players gain a crate of fish from the supply on each of their captained boats&lt;br /&gt;
that is not already at capacity (4).&lt;br /&gt;
&lt;br /&gt;
=== Phase Four: Processing and Trading ===&lt;br /&gt;
&lt;br /&gt;
If able, a player may process one crate of fish per boat for later use. A player may then trade one crate of fish from their processed supply for a boat card.&lt;br /&gt;
&lt;br /&gt;
=== Phase Five: Draw ===&lt;br /&gt;
&lt;br /&gt;
Players draw two cards and discard one of the cards just drawn.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
&lt;br /&gt;
The game ends when either&lt;br /&gt;
* there are not enough license cards to completely refill the auction after Phase One, or&lt;br /&gt;
* the supply of fish crates runs out during Phase Three&lt;br /&gt;
In either case the game will end after Phase Three of that round. If the fish crates run out, all players still receive credit for fish crates due to them.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game players score Victory Points (VP):&lt;br /&gt;
* +VP for all purchased license cards&lt;br /&gt;
* +VP for all launched boats&lt;br /&gt;
* +1VP for each fish crate on launched boats (&#039;&#039;not&#039;&#039; processed)&lt;br /&gt;
* Bonus VP from King Crab licenses&lt;br /&gt;
* +2VP for each Gone Fishin&#039; card in hand (if applicable)&lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins. If tied, the player with the most launched boats wins. If still tied, then the player with the most fish crates on boats wins.&lt;br /&gt;
&lt;br /&gt;
== Boat Cards ==&lt;br /&gt;
&lt;br /&gt;
Boat cards in a player&#039;s hand can be used in many ways. They can be discarded as money, launched as a boat, or played upside down as a captain. The money value is shown as a number of coins in the bottom left. The cost to launch and victory points earned are shown in the upper left and right, respectively. And any boat can be used to captain any other boat.&lt;br /&gt;
&lt;br /&gt;
The deck includes 20 of each Shrimp, Lobster, and Processing Vessel and 12 of each Cod, Tuna, and King Crab.&lt;br /&gt;
&lt;br /&gt;
== License Cards ==&lt;br /&gt;
&lt;br /&gt;
Each fishing license not only allows a player to launch that type of boat, but it also provides a special bonus. These bonuses improve as players acquire additional copies of a license. There are four (4) of each license (&amp;quot;common&amp;quot;) except the Pub and King Crab, of which there are three (3) (&amp;quot;premium&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* In a 4 player game, all licenses are used.&lt;br /&gt;
* In a 3 player game, two common and two premium randomly selected licenses are removed during setup.&lt;br /&gt;
* In a 2 player game, six common and three premium randomly selected licenses are removed.&lt;br /&gt;
* In all cases, premium licenses are shuffled into the deck so that cannot appear before the third round.&lt;br /&gt;
&lt;br /&gt;
=== Shrimp License ===&lt;br /&gt;
&lt;br /&gt;
Each Shrimp license grants the player a discount on all future purchases.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| $1 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| $2 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| $3 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| $4 off every purchase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cod License ===&lt;br /&gt;
&lt;br /&gt;
During the Launch Boats phase, the Cod licenses allows a player to launch one additional boat and gives a bonus draw. Cards are drawn after launching boats is complete (before hiring captains), and only if the player launched at least one boat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May launch 2 boats&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards (if launched)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lobster License ===&lt;br /&gt;
&lt;br /&gt;
During the Hire Captains phase, the Lobster licenses allows a player to hire one additional captain and gives a bonus draw depending on the number of captains a player has. Cards are drawn after hiring captains is complete.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May hire 2 captains&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card for 1-3 captains&lt;br /&gt;
+2 cards for 4+ captains&lt;br /&gt;
|-&lt;br /&gt;
| 2+&lt;br /&gt;
| +1 card for 1-2 captains&lt;br /&gt;
+2 cards for 3-6 captains&lt;br /&gt;
&lt;br /&gt;
+3 cards for 7+ captains&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tuna License ===&lt;br /&gt;
&lt;br /&gt;
During the Draw phase (V), the Tuna license allows the player to keep and/or draw additional cards. Additionally, if required to discard, the player may discard any card in hand instead of only those just drawn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May discard from hand&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Draw 2, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Draw 3, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Draw 3, keep 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Draw 4, keep 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Processing Vessel License ===&lt;br /&gt;
&lt;br /&gt;
The Processing Vessel license is required for a player to participate in the Processing and Trading phase. Each license gives an additional draw bonus during trading.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May process and trade fish&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card from trade&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards from trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
N.B. A launched Processing Vessel is not required to process fish, just the license. Once purchased any boat can process fish.&lt;br /&gt;
&lt;br /&gt;
=== Fishermen&#039;s Pub ===&lt;br /&gt;
&lt;br /&gt;
The Fishermen&#039;s Pub is worth 10VP. It has NO boats or other bonuses.&lt;br /&gt;
&lt;br /&gt;
=== King Crab License ===&lt;br /&gt;
&lt;br /&gt;
There are three different King Crab licenses. Each gives a different bonus at the end of game worth up to 10VP.&lt;br /&gt;
&lt;br /&gt;
* +1VP for every 3 fish crates on boats&lt;br /&gt;
* +1VP for each captain&lt;br /&gt;
* +VP for different license types. There are seven (7) types; all King Crab licenses count as the same type. See table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Different&lt;br /&gt;
Licenses&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2VP&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +4VP&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +5VP&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| +6VP&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| +8VP&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| +10VP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gone Fishin&#039; ==&lt;br /&gt;
&lt;br /&gt;
Gone Fishin&#039; is an optional feature taken from the Fleet: Arctic Bounty expansion. It allows players to Go Fishin&#039; instead of buying a license at auction. If a player passes the auction phase without buying a license they receive a Gone Fishin&#039; card. These cards have a value of $2 for future purchases, but they are not boats and cannot captain. At the end of the game any Gone Fishin&#039; cards still in a player&#039;s hand are worth +2VP.&lt;br /&gt;
&lt;br /&gt;
The game designer recommends playing with Gone Fishin&#039; enabled. It generally smooths out the game, especially in early rounds where money can be tight.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcalypso&amp;diff=16717</id>
		<title>Gamehelpcalypso</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcalypso&amp;diff=16717"/>
		<updated>2023-04-22T12:32:55Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Calypso&#039;&#039;&#039; is a trick-taking game for four players in fixed partnerships. Playing with four 52-card decks shuffled together, each player has their own personal trump suit, with the aim being to collect sequences of these (&#039;calypsos&#039;) from cards won in tricks.&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
&lt;br /&gt;
Each round lasts for four hands - in each hand one-quarter of the quadruple-deck is dealt out, so that all cards eventually show up after four deals. After each round is complete scores are tallied. On BGA games last for 1-4 rounds.&lt;br /&gt;
&lt;br /&gt;
== Deal ==&lt;br /&gt;
&lt;br /&gt;
Each hand consists of 13 cards dealt to each of the four players. Subsequent hands are dealt from the remainder of the deck, until after four hands the round is complete. After each hand the deal passes to the left - except that the first hand of a new round is dealt by the dealer of the last hand of the previous round.&lt;br /&gt;
&lt;br /&gt;
== Play ==&lt;br /&gt;
&lt;br /&gt;
Each player is randomly assigned one of the four suits as their personal trump suit - hearts and spades (the &#039;major suits&#039;) form a partnership against clubs and diamonds (the &#039;minor suits&#039;), with partners sitting opposite one another. Cards are played clockwise, with the leader to the first trick being left of the dealer, and the winner of each trick leading to the next. Players must follow suit if able to, but if unable to they may play any card (&#039;renouncing&#039;). If a player renounces, a suit indicator will display this fact for the remainder of the hand (these may be switched off in table options).&lt;br /&gt;
&lt;br /&gt;
The rules to decide who wins a trick are a little unusual:&lt;br /&gt;
&lt;br /&gt;
* If a player leads a card not of their personal suit, and everyone follows suit, the highest ranked card wins the trick&lt;br /&gt;
* If a player leads a personal trump, and no-one else plays a card of their own personal trump suit, then the leader wins the trick, regardless of any card ranks.&lt;br /&gt;
* If any player plays a card of their personal trump suit when it was *not* the suit led they are &#039;trumping in&#039;, and if they are the only player to do so, will win the trick&lt;br /&gt;
* If any player &#039;trumps in&#039; after another player has done so, they will only win the trick by playing a higher-ranked card than the previous trump.&lt;br /&gt;
* If a player follows suit to a trick in which their personal trump was lead, they have not trumped in - they may only win the trick if they play the highest ranked card&lt;br /&gt;
* Cards rank in all suits from high-low A K Q J 10 9 8 7 6 5 4 3 2&lt;br /&gt;
* If two cards of may win the trick and are of equal rank the winner is the first to play it.&lt;br /&gt;
&lt;br /&gt;
This is perhaps best demonstrated via some examples - the headers display players&#039; personal trumps, and the winner of the trick indicated by (*) - in each case North leads:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Food complements&lt;br /&gt;
|-&lt;br /&gt;
|North (♠)&lt;br /&gt;
|East (♣︎)&lt;br /&gt;
|South (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt;)&lt;br /&gt;
|West (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt;)&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background: #ffffdd;&#039;| 6♠ (*)&lt;br /&gt;
||5♠&lt;br /&gt;
||10♠&lt;br /&gt;
||K♠&lt;br /&gt;
||lead personal trumps&lt;br /&gt;
|-&lt;br /&gt;
||6♠&lt;br /&gt;
||5♠&lt;br /&gt;
|style=&#039;background: #ffffdd;&#039;|3&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt; (*)&lt;br /&gt;
||K♠&lt;br /&gt;
||trumped in&lt;br /&gt;
|-&lt;br /&gt;
||6♠&lt;br /&gt;
||5♠&lt;br /&gt;
||3&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&#039;background: #ffffdd;&#039;|4&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; (*)&lt;br /&gt;
||overtrumped&lt;br /&gt;
|-&lt;br /&gt;
||7♣︎&lt;br /&gt;
||9♣︎&lt;br /&gt;
|style=&#039;background: #ffffdd;&#039;|A♣︎ (*)&lt;br /&gt;
||Q♣︎&lt;br /&gt;
||highest card of suit led&lt;br /&gt;
|-&lt;br /&gt;
||7♣︎&lt;br /&gt;
||9♣︎&lt;br /&gt;
|style=&#039;background: #ffffdd;&#039;|A♣︎ (*)&lt;br /&gt;
||A♣︎&lt;br /&gt;
||highest card of suit led (priority to first card played)&lt;br /&gt;
|-&lt;br /&gt;
||7♣︎&lt;br /&gt;
||J♣︎&lt;br /&gt;
|style=&#039;background: #ffffdd;&#039;|6&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt; (*)&lt;br /&gt;
||9♣︎&lt;br /&gt;
||trumped in&lt;br /&gt;
|-&lt;br /&gt;
||7♣︎&lt;br /&gt;
||J♣︎&lt;br /&gt;
|style=&#039;background: #ffffdd;&#039;|6&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt; (*)&lt;br /&gt;
||3&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &lt;br /&gt;
||trumped in&lt;br /&gt;
|-&lt;br /&gt;
||6&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt; &lt;br /&gt;
|style=&#039;background: #ffffdd;&#039;|J♣︎ (*)&lt;br /&gt;
||K&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt;&lt;br /&gt;
||10&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt;&lt;br /&gt;
||trumped in&lt;br /&gt;
|-&lt;br /&gt;
||6&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt; &lt;br /&gt;
|style=&#039;background: #ffffdd;&#039;|J♣︎ (*)&lt;br /&gt;
||K&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♥&amp;lt;/span&amp;gt;&lt;br /&gt;
||J&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt;&lt;br /&gt;
||trumped in (priority to first card played)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Calypsos ==&lt;br /&gt;
&lt;br /&gt;
The primary aim is to collect &#039;calypsos&#039; - sequences of each of the 13 cards A-2 in players&#039; personal trump suits.&lt;br /&gt;
&lt;br /&gt;
At the end of each trick, players take cards belonging to the personal trump suit of themselves and their partner, and lay them out in front of them in their &#039;calypso&#039; area, if they do not have cards of that rank already represented. Any duplicate ranks, and cards of opponents&#039; suits, go face down into the players trick-pile. If a player completes a calypso after a trick, all cards of the calypso are set aside, and they can once again take cards of any rank to begin compiling their next calypso. Any cards that end up in trickpiles are no longer available for calypsos. Calypsos can (and typically will) be built up over the course of several hands of the round.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
After a round of four hands, scores are calculated - players score individually first, and then partners&#039; scores are combined for the final round score. Scoring works as follows:&lt;br /&gt;
&lt;br /&gt;
* For each players first calypso they recieve 500 points, their second is 750, and 1000 each for any further calyspos.&lt;br /&gt;
* For each card left in an incomplete calypso 20 points&lt;br /&gt;
* For each card in their trickpile 10 points&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnainjaune&amp;diff=16716</id>
		<title>Gamehelpnainjaune</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnainjaune&amp;diff=16716"/>
		<updated>2023-04-22T12:32:43Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspades&amp;diff=16715</id>
		<title>Gamehelpspades</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspades&amp;diff=16715"/>
		<updated>2023-04-22T12:32:31Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
==The pack==&lt;br /&gt;
The standard 52-card pack is used.&lt;br /&gt;
&lt;br /&gt;
===Rank of suits===&lt;br /&gt;
The spade suit is always trump.&lt;br /&gt;
&lt;br /&gt;
===Rank of cards===&lt;br /&gt;
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.&lt;br /&gt;
&lt;br /&gt;
==Object of the game==&lt;br /&gt;
To win at least the number of tricks bid.&lt;br /&gt;
&lt;br /&gt;
===The deal===&lt;br /&gt;
The first dealer is chosen by a draw for high card, and thereafter the turn to deal proceeds clockwise. The entire deck is dealt one at a time, face down, beginning on the dealer&#039;s left. The players then pick up their cards and arrange them by suits.&lt;br /&gt;
&lt;br /&gt;
===The bidding===&lt;br /&gt;
Each player decides how many tricks they will be able to take. The player to the dealer&#039;s left starts the bidding and, in turn, each player states how many tricks they expect to win. There is only one round of bidding, and the minimum bid is One. Every player must make a bid; no player may pass. No suit is named in the bid, for as the name of the game implies, spades are always trump.&lt;br /&gt;
&lt;br /&gt;
===The play===&lt;br /&gt;
The game is scored by hands, and the winner must make a certain number of points, which is decided before the game begins. Five hundred points is common, but 300 points is suitable for a short game. The player on the dealer&#039;s left makes the opening lead, and players must follow suit, if possible. If a player cannot follow suit, they may play a trump or discard. The trick is won by the player who plays the highest trump or if no trump was played, the player who played the highest card in the suit led. The player who wins the trick leads next. Play continues until none of the players have any cards left. Each hand has 13 tricks taken. Spades cannot be led unless they have been played previously or player has nothing to lead but Spades in their hand.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
For making the contract (the number of tricks bid), the player scores 10 points for each trick bid, plus 1 point for each overtrick.&lt;br /&gt;
&lt;br /&gt;
For example, if the player&#039;s bid is Seven and they make seven tricks, the score would be 70. If the bid was Five and the player won eight tricks, the score would be 53 points: 50 points for the bid, and 3 points for the three overtricks. In some games, overtricks are called &amp;quot;bags&amp;quot; and a deduction of 100 points is made every time a player accumulates 10 bags. Thus, it is usually better to fulfill the bid exactly.&lt;br /&gt;
&lt;br /&gt;
If the player &amp;quot;breaks contract,&amp;quot; that is, if they take fewer than the number of tricks bid, the player scores minus 10 points for each trick bid. For example, if a player bids four tricks and only wins three, -40 points are awarded.&lt;br /&gt;
One of the players is the scorer and writes the bids down, so that during play and for the scoring afterward, this information will be available to all the players. When a hand is over, the scores should be recorded next to the bids, and a running score should be kept so that players can readily see each other&#039;s total points. If there is a tie, then all players participate in one more round of play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Taken from [https://bicyclecards.com/how-to-play/spades/ Bicycle Cards]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphandandfoot&amp;diff=16714</id>
		<title>Gamehelphandandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphandandfoot&amp;diff=16714"/>
		<updated>2023-04-22T12:32:23Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hand and Foot&#039;&#039;&#039; is a traditional card game for 2 or more players, acting either individually or in teams.  It uses a large number of card decks (typically one or two more than the number of players), and is a rummy-style meld-building game based on Canasta.&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
==Game duration and number of players==&lt;br /&gt;
A game is divided into &#039;&#039;rounds&#039;&#039;, each consisting of the play of one deal of cards.  Play can either be for a set number of rounds (typically 4), or until a team reaches a threshold score.  The team with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
A typical four-round game with four players takes about two hours to complete.  The BGA version of the game supports from two to seven individual players, and up to 12 when playing in teams.&lt;br /&gt;
&lt;br /&gt;
==Round setup==&lt;br /&gt;
Players are seated so that partners are opposite each other at the table.  If teams have more than two players, they are seated so team members are equidistant from each other.&lt;br /&gt;
&lt;br /&gt;
The number of decks used is typically one or two more than the number of players, with the jokers included.  For faster play, non-joker cards with proper card backs can also be mixed in; in BGA this is represented as allowing more than two joker per deck.  The decks are all shuffled together, and each player is dealt two piles of cards.  House rules differ on the number of cards: some dictate the piles are 11 cards, others say 13.  One pile is not looked at, and is the &#039;&#039;foot&#039;&#039;.  The other is picked up by the player and is the &#039;&#039;hand&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The undealt cards are stacked into a &#039;&#039;draw pile&#039;&#039;.  Optionally, one card is turned over to start the &#039;&#039;discard pile&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Game objective==&lt;br /&gt;
&lt;br /&gt;
The objective of the game is to create &#039;&#039;melds&#039;&#039; consisting of 3-7 (or sometimes more, depending on house rules) cards of the same rank, possibly including &#039;&#039;wild cards&#039;&#039;.  Wild cards are deuces and jokers.  Melds of seven cards (or more) are considered to be &#039;&#039;complete&#039;&#039;, and may be referred to as &#039;&#039;books&#039;&#039;; bonuses are awarded for these melds.  Melds with less than 7 cards are considered &#039;&#039;open&#039;&#039;.  A book with no wild cards is considered &#039;&#039;clean&#039;&#039; or &#039;&#039;red&#039;&#039;, and will score a higher bonus than a &#039;&#039;dirty&#039;&#039; or &#039;&#039;black&#039;&#039; book, which has at least one wild card.  If the house rules allow or require, a meld of all wild cards may be formed, which will score an even higher bonus than clean books.  Melds are depicted in the BGA version of the game by red cards with blue borders if they are clean, black cards with brown borders if they are dirty, and jokers bordered by gold cards if they are wild.&lt;br /&gt;
&lt;br /&gt;
A team must reach a predetermined &#039;&#039;contract&#039;&#039; before a round can be ended.  The contract is typically for a set number of clean, dirty, and wild books, and is the same for each team and each round of play.  A common contract for teams of two is two each clean and dirty books, and one wild book.&lt;br /&gt;
&lt;br /&gt;
==Scoring and card valuation==&lt;br /&gt;
Cards are valued by their rank:&lt;br /&gt;
*Jokers are worth 50 points&lt;br /&gt;
*Aces and deuces are worth 20 points&lt;br /&gt;
*8 through King are worth 10 points&lt;br /&gt;
*4 through 7 are worth 5 points&lt;br /&gt;
The values of 3s depend on house rules.  In common variants, red 3s are worth 100 points, and are played automatically and replaced with a new card when it is the player&#039;s turn.  Black 3s are typically worth 5 points, and cannot be melded at all, or taken from the top of the discard pile (but see [[#Taking the discard|Taking the discard]] below).&lt;br /&gt;
&lt;br /&gt;
Cards played on the board are scored for the team, while those left in the hand (and foot) are scored against the team.&lt;br /&gt;
&lt;br /&gt;
===Going out and meld completion bonuses===&lt;br /&gt;
The team that goes out to end a round of play is awarded 100 points for doing so.  If the draw pile is exhausted, the round ends and no team gets this bonus.&lt;br /&gt;
&lt;br /&gt;
Meld bonuses are awarded when a meld reaches seven cards in length, and is denoted in the BGA version of the game by displaying the meld sideways.  The most common meld completion bonuses are:&lt;br /&gt;
* Clean books score 500&lt;br /&gt;
* Dirty books score 300&lt;br /&gt;
* Wild books score 1500&lt;br /&gt;
&lt;br /&gt;
==Order of play==&lt;br /&gt;
The player to the left of the dealer begins play.  Each player&#039;s turn includes the following steps:&lt;br /&gt;
* Play and replace any red 3s in the hand&lt;br /&gt;
* Either draw two cards (playing and replacing drawn red 3s if necessary), or take the discard&lt;br /&gt;
* Optionally create new melds for the team, or play cards to existing team melds, assuming &#039;&#039;opening criteria&#039;&#039; are met&lt;br /&gt;
* If still holding cards, discard one&lt;br /&gt;
&lt;br /&gt;
If the player runs out of cards without discarding, they can pick their foot and immediately continue playing from it; this is called &#039;&#039;running to the foot&#039;&#039;.  If the player discards their last card, they can pick up their foot, but not play from it until their next turn; this is called &#039;&#039;walking&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The round ends when a team has completed the required contract, and one of its players plays out both their hand and their foot.  Some house rules require the last card to be discarded, while others allow it to be played.&lt;br /&gt;
&lt;br /&gt;
===Opening criteria===&lt;br /&gt;
A team must meet certain criteria in order to open play on their board.  The requirement is that the opening player must put down cards with a minimum card point value, and typically varies by either which round of play (increasing with each successive round), or by the team&#039;s score.  The most common opening criteria are:&lt;br /&gt;
* Round 1: 50 points to open&lt;br /&gt;
* Round 2: 90 points to open&lt;br /&gt;
* Round 3: 120 points to open&lt;br /&gt;
* Round 4: 150 points to open&lt;br /&gt;
If a tie-breaking fifth round is needed, it will also require 150 points to open.  The point score does not include meld completion bonuses, or any played red 3s.  For example, a completed book of 5s scores 35 points, with a bonus of 500 points for being complete, but is insufficient to open even round 1.&lt;br /&gt;
&lt;br /&gt;
===Playing red 3s===&lt;br /&gt;
A common house rule requires that red 3s are played into a special pile, and immediately replaced &#039;&#039;when it is the player&#039;s turn&#039;&#039;.  This may occur before the draw when the player first plays from either their hand or foot, or when they draw a red 3.  Red 3s played in this manner do not count toward opening criteria.&lt;br /&gt;
&lt;br /&gt;
===Drawing cards===&lt;br /&gt;
Once a player has played any red 3s in their hand, they may choose (or be forced to) draw cards.  This takes place in BGA by clicking on the draw pile, and delivers two cards into the hand.&lt;br /&gt;
&lt;br /&gt;
===Taking the discard===&lt;br /&gt;
If the player is allowed by the house rules, they may pick up the top discard.  Common house rules require the player to (1) have two cards of the same rank in their hand, and (2) be able to immediately play all three cards to the board.  Among other things, this means that their team either (a) has already opened its board, or (b) the player taking the discard can meet the opening criteria for the round.  It also means that the top card is not a black 3, or any other card where it is forbidden by house rules to take it.  (Some house variants forbid the taking of wild cards, and house rules requiring red 3s to be discarded also typically forbid their taking.)&lt;br /&gt;
&lt;br /&gt;
Once the player has taken and played the discard and associated meld cards, most rules require the taking of additional cards from the discard pile.  This is generally six cards, or the entire pile if it is less, but there are house rules that require the pile to have at least six more cards in it, or that require the taking of the entire discard pile in the manner of traditional Canasta rules.  A discard pile rich in black 3s can discourage the taking of discards.&lt;br /&gt;
&lt;br /&gt;
===Playing cards===&lt;br /&gt;
Playing cards to the board consists of selecting a group of matching cards (all of the same rank with optional wild cards), and clicking on either the &amp;quot;New Meld&amp;quot; panel or the meld of the given rank on the team&#039;s meld board.  If melds are limited in size, you will not be allowed to make a meld have more than seven cards.&lt;br /&gt;
&lt;br /&gt;
You can have only one meld of a given rank open at any time.  In order to create a meld, you must have at least three cards to play to it.  You must always have more non-wild than wild cards in a meld, and common house rules limit the number of wild cards in a completed meld to either 2 or 3.  The BGA version of the game enforces this by a &amp;quot;ratio rule&amp;quot;, requiring a certain percentage of the cards in a meld at any given time to be non-wild.&lt;br /&gt;
&lt;br /&gt;
The card plays you make (other than the required play of red 3s) are not shown to other players until one of several actions take place.  These actions include:&lt;br /&gt;
*Discarding to end your turn&lt;br /&gt;
*Playing out, either to end the round or to run to your foot&lt;br /&gt;
*Taking extra discards&lt;br /&gt;
&lt;br /&gt;
It is possible to &#039;&#039;undo&#039;&#039; moves up the last instance of one of these in your turn.  This may become necessary for three reasons.  First, if you attempt to open, but do not have sufficient points to make the opening criteria, you must undo your moves and make a discard instead.  Second, you cannot play the last card from your foot unless your team has made the contracted melds.  The game will not allow you to play out, so you must undo your moves.  Third, if the game rules require you to discard the last card from your foot, you will not be allowed to play it.  If you do not have the contract, you will also not be allowed to discard it.  In the latter two cases, you may be able to repeat &#039;&#039;some&#039;&#039; of the undone moves, but you must be able to make a valid discard to end your turn.&lt;br /&gt;
&lt;br /&gt;
===Discarding===&lt;br /&gt;
To discard, select a single card, and click on the discard pile.  If it is the last card of your foot, you will not be allowed to discard it if your team does not have the contracted melds.  In that case, you will have to undo your moves, and play so as to have at least one card remaining in your hand after discarding.&lt;br /&gt;
&lt;br /&gt;
==Round and game summaries==&lt;br /&gt;
At the end of each round, a scoring summary is displayed, showing how each team made its points in the round.  At the end of the game, the report includes all of the game rounds.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkqj&amp;diff=16713</id>
		<title>Gamehelpkqj</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkqj&amp;diff=16713"/>
		<updated>2023-04-22T12:32:14Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
== How KQJ was born ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;KQJ&amp;quot; refers to 3 cards: King, Queen and Jack. &lt;br /&gt;
&lt;br /&gt;
Adapted from the french card games called &amp;quot;Belote&amp;quot; and &amp;quot;Coinche&amp;quot;, this card game was born from the desire to play up to 6 people, other tricks games often limited to 4. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;KQJ&#039;&#039;&#039; can be played:&lt;br /&gt;
&lt;br /&gt;
- by 6 players, with 2 or 3 teams, or by 5, 4 or 3 players,&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Random Partners&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;All-Trumps/No-Trump&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Combinations&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Auctions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Beyond the number of players, it is possible to combine all variants according to your preferences.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, the &#039;&#039;&#039;KQJ&#039;&#039;&#039; can be played currently:&lt;br /&gt;
&lt;br /&gt;
- by 6 players, with 2 or 3 teams,&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Random Partners&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- With &amp;quot;All-Trumps/No-Trump&amp;quot; only,&lt;br /&gt;
&lt;br /&gt;
- Without &amp;quot;Combinations&amp;quot; only,&lt;br /&gt;
&lt;br /&gt;
- With or without &amp;quot;Auctions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you need explanations, if you want to develop the missing variants, if you want to buy the game, or anything else, you can contact us directly by email: &#039;&#039;&#039;[mailto:kaquji@gmail.com kaquji@gmail.com]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== The KQJ Rules on Board Game Arena ==&lt;br /&gt;
&lt;br /&gt;
The rules that follow are for 6 players with 2 teams, without random partners and without auctions.&lt;br /&gt;
&lt;br /&gt;
The rules of the other playable variants on &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039; are described in the Variants.&lt;br /&gt;
&lt;br /&gt;
=== Principles ===&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;&#039;KQJ&#039;&#039;&#039; is a game of tricks in several rounds.&lt;br /&gt;
&lt;br /&gt;
- A Round is the deal of cards to each player and all tricks up to the exhaustion of the cards.&lt;br /&gt;
&lt;br /&gt;
- A Trick is a batch of cards made of one card from each player, it is won by the one who plays the &amp;quot;Master&amp;quot; card.&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;Master&amp;quot; card of a trick is the highest card of the requested series or the highest Trump card if any.&lt;br /&gt;
&lt;br /&gt;
- Each card of the trick has a value: added to the others, it allows to determine the winner of the Round.&lt;br /&gt;
&lt;br /&gt;
Before the start of the game, players must agree on certain points of the rules. For example, they can choose the variants to play or the endgame conditions.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the Game’s Goal ===&lt;br /&gt;
----&lt;br /&gt;
The team that exceeds the score to achieve wins: 500 pts or 1000 pts or 2000 pts!&lt;br /&gt;
&lt;br /&gt;
=== Game preparation ===&lt;br /&gt;
----&lt;br /&gt;
When launching the game, players place around the table randomly.&lt;br /&gt;
&lt;br /&gt;
2 teams are formed. Everyone is placed between two players of the other team. The players of the same team are &amp;quot;partners&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You always play clockwise.&lt;br /&gt;
&lt;br /&gt;
=== Beginning of a Round ===&lt;br /&gt;
----&lt;br /&gt;
On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, a &amp;quot;Dealer&amp;quot; token is used.&lt;br /&gt;
&lt;br /&gt;
Whoever arbitrarily received the token &amp;quot;Dealer&amp;quot; at the making of the teams is the first Dealer.&lt;br /&gt;
&lt;br /&gt;
Their left is the Opener.&lt;br /&gt;
&lt;br /&gt;
==== Deal Beginning ====&lt;br /&gt;
&lt;br /&gt;
The cards are mixed.&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 5 cards and can watch them in their hand.&lt;br /&gt;
&lt;br /&gt;
Then another card is dealed and revealed in the middle of the table: the Return.&lt;br /&gt;
&lt;br /&gt;
==== The Contract ====&lt;br /&gt;
&lt;br /&gt;
Each team must make more points than the opposing team.&lt;br /&gt;
&lt;br /&gt;
Each player can &amp;quot;take&amp;quot; when their turn comes: choose the Trump according to their cards in hand!&lt;br /&gt;
&lt;br /&gt;
During the first lap each player can, starting with the Opener:&lt;br /&gt;
&lt;br /&gt;
- Say &amp;quot;Pass&amp;quot; and defer to the next player,&lt;br /&gt;
&lt;br /&gt;
- Or Take &#039;&#039;&#039;choosing the suit of the Return&#039;&#039;&#039; as the Trump. For example, &amp;quot;Spade&amp;quot; if the Return is a spade.&lt;br /&gt;
&lt;br /&gt;
If all players have passed, then there is a 2nd lap and each player can:&lt;br /&gt;
&lt;br /&gt;
- Say &amp;quot;Pass&amp;quot; again,&lt;br /&gt;
&lt;br /&gt;
- Or Take &#039;&#039;&#039;choosing Trump in the suit of their choice (even the suit of the Return)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;KQJ&#039;&#039;&#039; is played on &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039; with All-Trumps/No-Trump.&lt;br /&gt;
&lt;br /&gt;
Normally the Trump is one of the 4 suits.&lt;br /&gt;
&lt;br /&gt;
Here each player can also decide that:&lt;br /&gt;
&lt;br /&gt;
- All suits are Trumps: &amp;quot;ALL-TRUMPS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
- No suit is Trump: &amp;quot;NO-TRUMP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If everyone passes 2 times, the round is closed. The Opener becomes the Dealer...&lt;br /&gt;
&lt;br /&gt;
On the other hand, if a player Takes, they becomes the Sender, their team becomes the contracting team, the other team becomes the defending team.&lt;br /&gt;
&lt;br /&gt;
==== Deal Ending ====&lt;br /&gt;
&lt;br /&gt;
Once a player Takes, they collect the Return in their hand.&lt;br /&gt;
&lt;br /&gt;
Then each player receives 3 cards, except the Sender who only receives 2 cards (they took the Return).&lt;br /&gt;
&lt;br /&gt;
At the end of the Deal, each player has 8 cards in their hand.&lt;br /&gt;
&lt;br /&gt;
=== Making the Tricks ===&lt;br /&gt;
----&lt;br /&gt;
==== Rules and Principles ====&lt;br /&gt;
&lt;br /&gt;
The Opener starts the 1rst Trick and puts at the center of the table a card from their hand face up. Then, when their turn comes, each player must play one card face up.&lt;br /&gt;
&lt;br /&gt;
The one who starts may play any card from their hand, the suit of this card is the &amp;quot;requested&amp;quot; suit.&lt;br /&gt;
&lt;br /&gt;
The other players follow the rules below:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;When you have the requested suit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- You must &#039;&#039;&#039;play a card of the suit&#039;&#039;&#039; and if the Trump is requested, if possible, you must &#039;&#039;&#039;play a Trump card that beats all previous ones&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;When you don&#039;t have the requested suit and one of your partners is &amp;quot;Master&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- You can &#039;&#039;&#039;play any card of your choice&#039;&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
--- Or, in order to become &amp;quot;Master&amp;quot;, you can &#039;&#039;&#039;Trump&#039;&#039;&#039; (play a Trump card) or &#039;&#039;&#039;Over-trump&#039;&#039;&#039; if someone has already played a Trump card.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;When you don&#039;t have the required series and the opposing team is &amp;quot;Master&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- If you can become &amp;quot;Master&amp;quot; you must &#039;&#039;&#039;Trump&#039;&#039;&#039; or &#039;&#039;&#039;Over-trump&#039;&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
--- If you can&#039;t become &amp;quot;Master&amp;quot;, you can &#039;&#039;&#039;play any card of your choice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 principles to determine the &amp;quot;Master&amp;quot; card&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- The Trump prevails against normal suits.&lt;br /&gt;
&lt;br /&gt;
- Among the suits of the same rank, the requested suit wins.&lt;br /&gt;
&lt;br /&gt;
- In the same suit, the card of higher rank wins.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable alternance centre&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot;&lt;br /&gt;
 |+ Normal suits&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; width=16% | &amp;lt;center&amp;gt;Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | A&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | H&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | K&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | Q&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | J&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; | &amp;lt;center&amp;gt;Value&amp;lt;/center&amp;gt;&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 12 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 10 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 1 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable alternance centre&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot;&lt;br /&gt;
 |+ The Trump&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; width=16% | &amp;lt;center&amp;gt;Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | A&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | H&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | K&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | Q&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | J&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; | &amp;lt;center&amp;gt;Value&amp;lt;/center&amp;gt;&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 27 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 22 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 14 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 12 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 10 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The sum of the points is (3 x 44 pts) + 104 pts = 236 pts.&lt;br /&gt;
&lt;br /&gt;
When the round is played &#039;&#039;&#039;with &amp;quot;All-Trumps&amp;quot; or &amp;quot;No-Trump&amp;quot; all suits have the same ranking &#039;&#039;&#039; and the cards values are changed.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable alternance centre&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot;&lt;br /&gt;
 |+ NO-TRUMP (4 suits)&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; width=16% | &amp;lt;center&amp;gt;Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | A&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | H&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | K&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | Q&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | J&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; | &amp;lt;center&amp;gt;Value&amp;lt;/center&amp;gt;&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 20 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 17 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 1 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable alternance centre&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot;&lt;br /&gt;
 |+ ALL-TRUMPS (4 suits)&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; width=16% | &amp;lt;center&amp;gt;Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | A&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | H&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | K&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | Q&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | J&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
 | width=7% align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;row&amp;quot; | &amp;lt;center&amp;gt;Value&amp;lt;/center&amp;gt;&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 17 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 14 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 1 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
 | align=&amp;quot;center&amp;quot; | 0 pt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;All-Trumps&amp;quot; or &amp;quot;No-Trump&amp;quot;, the sum of the points is 4 x 59 pts = 236 pts.&lt;br /&gt;
&lt;br /&gt;
When a Trick is finished, the one who played the &amp;quot;Master&amp;quot; card wins, puts the trick with hidden face in front of them and begins the next trick.&lt;br /&gt;
&lt;br /&gt;
When the players have no cards left, it is &#039;&#039;&#039;the end of the round&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
==== Tricks Examples ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alicia&#039;&#039;&#039;, &#039;&#039;&#039;Cindy&#039;&#039;&#039; and &#039;&#039;&#039;Elena&#039;&#039;&#039; play against &#039;&#039;&#039;Billy&#039;&#039;&#039;, &#039;&#039;&#039;Dylan&#039;&#039;&#039; and &#039;&#039;&#039;Frank&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frank&#039;&#039;&#039; deals. &#039;&#039;&#039;Billy&#039;&#039;&#039; takes with Heart as Trump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alicia&#039;&#039;&#039; opens with her Ace of Club.&lt;br /&gt;
&lt;br /&gt;
In the same suit, &#039;&#039;&#039;Billy&#039;&#039;&#039; has the 4 of Club. He has to play it.&lt;br /&gt;
&lt;br /&gt;
Each player has to follow the requested suit: &#039;&#039;&#039;Alicia&#039;&#039;&#039; wins the 1st trick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alicia&#039;&#039;&#039; begins the 2nd trick with her 10 of Club.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Billy&#039;&#039;&#039; has no Club left, he trumps: 6 of Heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cindy&#039;&#039;&#039; must trump. She over-trumps: Hero of Heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dylan&#039;&#039;&#039; should trump too. But he has the 5 of Heart, so he cannot play a Trump card that beats the Hero of &#039;&#039;&#039;Cindy&#039;&#039;&#039;. He plays any card of his choice: 4 of Spade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elena&#039;&#039;&#039; has no more Club card, she could over-trump with her 7 of Heart, but her partner &#039;&#039;&#039;Cindy&#039;&#039;&#039; is the Master. She plays any card of her choice: 10 of Spade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frank&#039;&#039;&#039; has the Hero of Club, he must play a card of the requested suit.&lt;br /&gt;
&lt;br /&gt;
So &#039;&#039;&#039;Cindy&#039;&#039;&#039; wins the 2nd Trick with the Hero of Heart.&lt;br /&gt;
&lt;br /&gt;
She begins the 3rd Trick.&lt;br /&gt;
&lt;br /&gt;
=== Bonuses ===&lt;br /&gt;
----&lt;br /&gt;
A Bonus is an event, announced or not, which corresponds to a number of points that a team will add to its tricks points: &#039;&#039;&#039;The Bonuses help to fulfill the Contract&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The Ten additional&#039;&#039;&#039;: 10 pts which are &#039;&#039;&#039;always&#039;&#039;&#039; awarded to the team that wins the last trick.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The Capot&#039;&#039;&#039;: 154 pts awarded to a team which wins all the tricks.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The KQ&#039;&#039;&#039;: 20 pts for the team of the player who has announced &amp;quot;KQ&amp;quot; during the round. The bonus is confirmed if:&lt;br /&gt;
&lt;br /&gt;
--- A player had the Trump cards King (K) and Queen (Q) in their hand,&lt;br /&gt;
&lt;br /&gt;
--- These cards have been played in this order: the King then the Queen,&lt;br /&gt;
&lt;br /&gt;
--- This player has said &amp;quot;K&amp;quot; playing the King and &amp;quot;KQ&amp;quot; playing the Queen.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The KQJ&#039;&#039;&#039;: 50 pts for the team of the player who has announced &amp;quot;KQJ&amp;quot; during the round. The bonus is validated if:&lt;br /&gt;
&lt;br /&gt;
--- A player had the 3 Trump cards King (K), Queen (Q) and Jack (J) in their hand,&lt;br /&gt;
&lt;br /&gt;
--- These cards have been played in this order: the King then the Queen then the Jack,&lt;br /&gt;
&lt;br /&gt;
--- This player has said &amp;quot;K&amp;quot; playing the King, &amp;quot;KQ&amp;quot; playing the Queen and finally &amp;quot;KQJ&amp;quot; playing the Jack.&lt;br /&gt;
&lt;br /&gt;
KQ provides no point when there is a KQJ.&lt;br /&gt;
&lt;br /&gt;
When the round is played with &amp;quot;All-Trumps,&amp;quot; there are 4 available KQ or KQJ.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, the &amp;quot;K&amp;quot;, &amp;quot;KQ&amp;quot; and &amp;quot;KQJ&amp;quot; announcements are done automatically.&lt;br /&gt;
&lt;br /&gt;
=== End of a Round ===&lt;br /&gt;
----&lt;br /&gt;
==== Counting Points ====&lt;br /&gt;
&lt;br /&gt;
When the last trick is picked up, the values of the cards in the tricks of each team are counted.&lt;br /&gt;
&lt;br /&gt;
Then bonuses are added to the scores of the teams who have won some. At least, one of the teams wins the Ten additional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The team with the highest points at that time, fulfills the contract and wins the round!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Scoring ====&lt;br /&gt;
&lt;br /&gt;
Only the team that fulfills the contract scores its points rounded to the nearest ten:&lt;br /&gt;
&lt;br /&gt;
- The totals which end between 1 and 4 are rounded to the under nearest ten (154 becomes 150).&lt;br /&gt;
&lt;br /&gt;
- The totals which end between 5 and 9 are rounded to the upper nearest ten (155 becomes 160).&lt;br /&gt;
&lt;br /&gt;
Finally, scores are added to previous scores.&lt;br /&gt;
&lt;br /&gt;
==== New Deal ====&lt;br /&gt;
&lt;br /&gt;
In the next round, Opener (left of the Dealer) becomes the new Dealer.&lt;br /&gt;
&lt;br /&gt;
They collect the &amp;quot;Dealer&amp;quot; token.&lt;br /&gt;
&lt;br /&gt;
=== Gratuities ===&lt;br /&gt;
----&lt;br /&gt;
A gratuity is a number of points that are gained under certain conditions and that are added to scores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gratuities are not taken into account to win the contract.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Litigation ====&lt;br /&gt;
&lt;br /&gt;
In case of a tie (123 pts, 133 pts if KQ or 148 pts if KQJ), there is Litigation and no team scores.&lt;br /&gt;
&lt;br /&gt;
Litigation generates a &amp;quot;Litigation Gratuity&amp;quot; for the next round with a value which is equal to the rounding of the score (120 pts, 130 pts if KQ or 150 pts if KQJ).&lt;br /&gt;
&lt;br /&gt;
It will be added to the score of the team that will win the next round.&lt;br /&gt;
&lt;br /&gt;
If there is again a Litigation, the first gratuity is lost.&lt;br /&gt;
&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
----&lt;br /&gt;
In general, a game of &#039;&#039;&#039;KQJ&#039;&#039;&#039; is played in 1000 pts.&lt;br /&gt;
&lt;br /&gt;
Once a team reaches or exceeds 1000 pts at the end of a round, the game is over: this team wins!&lt;br /&gt;
&lt;br /&gt;
However, when creating the game on &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, players can choose a different score to reach: 500 points or 2000 pts.&lt;br /&gt;
&lt;br /&gt;
== Variants on Board Game Arena ==&lt;br /&gt;
&lt;br /&gt;
=== 6 players with 3 teams ===&lt;br /&gt;
----&lt;br /&gt;
==== Game Preparation ====&lt;br /&gt;
&lt;br /&gt;
The three teams are now made of two partners.&lt;br /&gt;
&lt;br /&gt;
Partners of the same team are facing each other, with neighbor players from the two other teams.&lt;br /&gt;
&lt;br /&gt;
==== The Contract ====&lt;br /&gt;
&lt;br /&gt;
The team from the Sender must get more points than the best two other teams (defending team).&lt;br /&gt;
&lt;br /&gt;
==== Counting Ponts ====&lt;br /&gt;
&lt;br /&gt;
You have to count the points in the tricks of each of the three teams.&lt;br /&gt;
&lt;br /&gt;
==== The Scoring ====&lt;br /&gt;
&lt;br /&gt;
- If the contractor team has a higher score than the other 2 teams: the Contract is &amp;quot;Successful&amp;quot;, the contractor team scores the rounding of its points.&lt;br /&gt;
&lt;br /&gt;
- If at least one defending team has a higher score than the contractor team: the Contract is &amp;quot;Failed&amp;quot;, each defending team scores the rounding of its own points.&lt;br /&gt;
&lt;br /&gt;
- In case of tie between the contracting team and the best defending team, there is &amp;quot;Litigation&amp;quot; and no team scores (see &amp;quot;&#039;&#039;&#039;Gratuities&#039;&#039;&#039;&amp;quot; section above).&lt;br /&gt;
&lt;br /&gt;
==== Counting Gratuities ====&lt;br /&gt;
&lt;br /&gt;
These special gratuities depend on the teams tricks number and value before bonuses.&lt;br /&gt;
&lt;br /&gt;
- If a team gets 20 points or less with one trick or more, then the 2 other teams get a gratuity of 20 points.&lt;br /&gt;
&lt;br /&gt;
- If one team wins no trick, then the 2 other teams get a gratuity of 60 pts.&lt;br /&gt;
&lt;br /&gt;
=== Random Partners ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;This variant enables new strategies to succeed at the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Game Preparation ====&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;KQJ&#039;&#039;&#039; Game with &amp;quot;Random Partners&amp;quot; is played every player for themselves.&lt;br /&gt;
&lt;br /&gt;
Before starting, each player place is randomly determined and will remain the same for the entire game.&lt;br /&gt;
&lt;br /&gt;
==== Beginning of a Round ====&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, the partners are randomly determined.&lt;br /&gt;
&lt;br /&gt;
==== The Scoring ====&lt;br /&gt;
&lt;br /&gt;
Each player scores the points their team has won.&lt;br /&gt;
&lt;br /&gt;
=== Auctions ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;More tension in the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To play with auctions, keep all the specificities related to the chosen variants and to the number of teams.&lt;br /&gt;
&lt;br /&gt;
==== The Deal ====&lt;br /&gt;
&lt;br /&gt;
All the cards are dealt, without the intermediary Return card.&lt;br /&gt;
&lt;br /&gt;
==== The Contract ====&lt;br /&gt;
&lt;br /&gt;
Starting with the Opener and alternatively, each player can:&lt;br /&gt;
&lt;br /&gt;
- Say &amp;quot;Pass&amp;quot; and defer to the next player,&lt;br /&gt;
&lt;br /&gt;
- Or Bid (or Outbid if there was a first bid) by declaring a contract that they agree to do. They announce an &amp;quot;Amount&amp;quot; of points (pack of 10) and the Trump they would choose. They may also announce &amp;quot;Capot&amp;quot; (optional). For example, &amp;quot;150 spade&amp;quot; or &amp;quot;400 Capot diamond&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If no Contract is announced during the first auctions lap, the round is closed.&lt;br /&gt;
&lt;br /&gt;
The first auction equals at least 120 points (except if 6 players with 3 teams: minimum 80 pts).&lt;br /&gt;
&lt;br /&gt;
In case of higher auction, the new announced amount must be greater than the previous one. A player can outbid when their turn returns, even if they have &amp;quot;passed&amp;quot; before.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Capot&amp;quot; is an optional declaration: the player who announces it undertakes to win all the Tricks (with the help of their partners). When &amp;quot;Capot&amp;quot; is announced, Auctions are closed.&lt;br /&gt;
&lt;br /&gt;
If after a player’s auction all other players have passed, this player becomes the Sender and auctions are closed.&lt;br /&gt;
&lt;br /&gt;
When a contract is announced, if an opponent thinks it will not be completed, they can &amp;quot;Counter&amp;quot;. On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039; this player automatically says &amp;quot;Counter&amp;quot; and gets the One-sword token.&lt;br /&gt;
&lt;br /&gt;
In response, if desired, any player of the contracting team can &amp;quot;Overcounter&amp;quot;. On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039;, this player automatically says &amp;quot;Overcounter&amp;quot; and gets the Two-swords token.&lt;br /&gt;
&lt;br /&gt;
Auctions are closed in case of Counter or Overcounter.&lt;br /&gt;
&lt;br /&gt;
The Sender&#039;s team must fulfill its contract. It must reach at least the announced amount. Futhermore it must win all the tricks if &amp;quot;Capot&amp;quot; has been announced.&lt;br /&gt;
&lt;br /&gt;
==== The Scoring ====&lt;br /&gt;
&lt;br /&gt;
- If the Contract is &amp;quot;Successful&amp;quot;, the contractor team scores the Contract Amount (even if it has reached more points than this amount).&lt;br /&gt;
&lt;br /&gt;
- If the Contract is &amp;quot;Failed&amp;quot;, the defending teams score the Contract Amount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In case of Counter, score is doubled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In case of Overcounter, it is quadrupled.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsparts&amp;diff=16712</id>
		<title>Gamehelpsparts</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsparts&amp;diff=16712"/>
		<updated>2023-04-22T12:32:04Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Sparts&#039;&#039;&#039; is a combination of the well-known card games &#039;&#039;&#039;Spades&#039;&#039;&#039; and &#039;&#039;&#039;Hearts&#039;&#039;&#039;.  Both games involve following suit, taking tricks, and scoring points.  When the game ends (at a predetermined number of points), the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==The Deal==&lt;br /&gt;
&lt;br /&gt;
Each player is dealt a hand of cards.  You will see your hand at the bottom of the play area on your browser screen.  In a standard four-person game, you will have 13 cards in hand.&lt;br /&gt;
&lt;br /&gt;
The player holding the &#039;&#039;&#039;7 of diamonds&#039;&#039;&#039; chooses whether to play Spades or Hearts &#039;&#039;for that hand only&#039;&#039;.  They can make this decision based on the cards they&#039;re holding (see below for strategy tips about what makes a strong hand in each game).  If you are the player making the choice, you&#039;ll see two buttons at the top of the play area asking you which game you&#039;d like to play.  Click on one to start that game.&lt;br /&gt;
&lt;br /&gt;
==Spades==&lt;br /&gt;
&lt;br /&gt;
After someone has chosen Spades, all players will have an opportunity to &#039;&#039;&#039;bid&#039;&#039;&#039; for the number of &#039;&#039;&#039;tricks&#039;&#039;&#039; they believe they can take.  A trick is when all players have played their cards for that turn (see below); the player with the highest card takes the trick.  The bid must be at least 2 and may be as high as the number of cards in your hand (13 for a four-person game).  It&#039;s also possible to bid &#039;&#039;&#039;nil&#039;&#039;&#039; (zero), which means you think you won&#039;t take &#039;&#039;any&#039;&#039; tricks, and in fact will actively work to avoid them.  You cannot bid 1.  Bids are made in turn order, starting with the first player and proceeding clockwise (left) around the table.&lt;br /&gt;
&lt;br /&gt;
Each player&#039;s bid is noted in the game log on the side of the page, and shown on their player area.  For example, if you bid 3 you will have text that says &amp;quot;0 / 3&amp;quot; beneath your name.  This indicates you&#039;ve taken 0 tricks of the 3 you bid.&lt;br /&gt;
&lt;br /&gt;
===Playing the hand===&lt;br /&gt;
&lt;br /&gt;
After everyone has bid, the first player plays a card to start the trick.  Each player, in order, then plays a card on the trick.  &#039;&#039;&#039;You must follow suit&#039;&#039;&#039; if you can; that means if (for example) a diamond was played, you &#039;&#039;must&#039;&#039; play a diamond if you have one in your hand.  If not, you can play a card of any other suit, including a spade.  After each player has played their card, the highest card wins the trick (2 is low, and ace is high).  The highest card is the one in the suit that was led (such as diamonds), &#039;&#039;unless&#039;&#039; there are one or more spades played on the trick.  Spades are the &#039;&#039;&#039;trump suit&#039;&#039;&#039; and beat all other suits.  If there are spades on the trick, the highest spade is the winner.  Cards of other suits (such as clubs or hearts, in this example) do not count for anything.&lt;br /&gt;
&lt;br /&gt;
When a player wins a trick, the trick counter beneath their name is automatically updated to show how many tricks they&#039;ve taken in all, and how many they originally bid.  If you bid 3 as above, your player area will show &amp;quot;1 / 3&amp;quot; after taking your first trick.  This helps you know your progress and that of the other players.&lt;br /&gt;
&lt;br /&gt;
When the first spade is played on a trick, it is called &#039;&#039;&#039;breaking spades&#039;&#039;&#039; (or breaking trump).  From this point on, a spade may be the first card played on a trick.  However, if spades have not been broken, they cannot be led.  The only exception is if a player has &#039;&#039;only&#039;&#039; spades remaining in their hand, because obviously they have no choice but to play one.&lt;br /&gt;
&lt;br /&gt;
The player who takes the trick then starts the next trick by playing a card.  Play continues in this way until all the tricks have been played.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
All players count the tricks they&#039;ve taken during the hand, and compare that with the number they bid.  If you made or exceeded your bid, you receive 10 times your bid.  Any tricks &#039;&#039;above&#039;&#039; the bid count as 1 point each.  For example, if you bid 3 and took 4 tricks, you&#039;ll receive 31 points: 10 x 3 bid, plus 1 overtrick or &#039;&#039;&#039;bag&#039;&#039;&#039;.  A bid of nil (zero) is worth 50 points.&lt;br /&gt;
&lt;br /&gt;
The number of bags is tracked, and shown in the score area on the top right of the page.  After you&#039;ve taken too many bags (by taking more than you bid), you will be penalized.  The number of bags, and the penalty, are based on the length of the game, as follows:&lt;br /&gt;
&lt;br /&gt;
* 200-point game = 4 bags or more, penalty 40 points&lt;br /&gt;
* 400-point game = 8 bags or more, penalty 80 points&lt;br /&gt;
* 800-point game = 8 bags or more, penalty 80 points&lt;br /&gt;
&lt;br /&gt;
Thus, it&#039;s important to bid as accurately as possible, and once you&#039;ve made your bid you will often want to &amp;quot;slough&amp;quot; cards so you don&#039;t take any more tricks.&lt;br /&gt;
&lt;br /&gt;
If you do &#039;&#039;not&#039;&#039; make your bid, you lose 10 times your bid.  For instance, if you&#039;ve bid 3 and only took 2, you&#039;ll be penalized 30 points: 10 x 3 bid.  Losing a nil bid by taking one or more tricks will penalize you 50 points.  If you lose a nil bid, the extra tricks you&#039;ve taken are not counted as bags.&lt;br /&gt;
&lt;br /&gt;
===Strategy tips===&lt;br /&gt;
&lt;br /&gt;
If you have the 7 of diamonds and are considering choosing Spades, think about what your bid will be.  If you can bid at least 4, it&#039;s almost always best to choose Spades.  However, if your hand isn&#039;t very strong and might be a bid of 2, Hearts will probably be a better choice.&lt;br /&gt;
&lt;br /&gt;
In general, it&#039;s safe to bid on aces and kings in off suits (clubs, diamonds, and hearts).  Most of the time, other players will have at least two of each suit in their hands, so those aces and kings will beat the lower cards in those suits and normally won&#039;t be trumped by spades.&lt;br /&gt;
&lt;br /&gt;
Similarly, it&#039;s wise to bid on high spades.  Of course the ace of spades-- the most powerful card in the game-- is a &#039;&#039;guaranteed&#039;&#039; trick.  The king, queen, and jack will almost always take tricks if you have other spades to support them.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;short suit&amp;quot; (only 1 or 2 cards), there&#039;s a good chance you&#039;ll be able to take one or two tricks led in that suit with your low trump cards.  A &amp;quot;void suit&amp;quot; (no cards) is virtually guaranteed to yield two or three tricks using trump.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you have mostly low cards (no face cards), it might be worth bidding nil.  Be careful of a high card like a king or ace without a lot of low support cards.  Similarly, if you have high spades, it may be difficult to avoid taking at least one trick.  Nil is higher risk, but higher reward: it&#039;s worth the same number of points as bidding 5 tricks.&lt;br /&gt;
&lt;br /&gt;
When playing, lead aces in off suits as soon as possible so you can capture those tricks before other players run out of that suit.  If you have a king or queen, you should wait until someone else plays the ace (in which case you play a lower card in that suit) so you know your card is high and can be led.&lt;br /&gt;
&lt;br /&gt;
If you have a &#039;&#039;lot&#039;&#039; of spades, it can be useful to lead them and force the other players to exhaust their trump, leaving you in a strong position during the endgame.  But be careful not to end up with a lot of bags!&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve been &amp;quot;burned&amp;quot; at nil because your opponents forced you to take a trick, play hard to take tricks from them.  You aren&#039;t penalized for any of the bags you take, so there&#039;s no downside in attempting to keep others from making their bids.&lt;br /&gt;
&lt;br /&gt;
==Hearts==&lt;br /&gt;
&lt;br /&gt;
If Hearts is chosen as the game, all players will have an opportunity to pass cards from their hand to another player.  The number of cards to pass is chosen as a game option: it can be either 4 (Sparts mode) or 3 (Traditional Hearts mode).  The first time Hearts is played, cards are passed to the player on your left.  The second time, the cards are passed right.  The third time, they are passed across the table.  And the fourth time, &#039;&#039;no cards are passed&#039;&#039;.  Then the cycle repeats. &lt;br /&gt;
&lt;br /&gt;
===Playing the hand===&lt;br /&gt;
&lt;br /&gt;
After everyone has passed their cards, the first player plays a card to start the trick.  In Traditional Hearts mode, the first play &#039;&#039;must&#039;&#039; be the two of clubs and the first trick can&#039;t have a point card played on it.  Like Spades, each player goes in turn around the table and must follow suit if possible.  There is no trump suit, so the highest card in the suit that was led is the one that takes the trick.&lt;br /&gt;
&lt;br /&gt;
Similar to Spades, when a heart is played on a trick, it is called &#039;&#039;&#039;breaking hearts&#039;&#039;&#039;.  From this point on, a heart may be the first card played on a trick.  If hearts have not been broken, they cannot be led.  Of course, if you have &#039;&#039;only&#039;&#039; hearts in your hand, you can lead one.  If you&#039;re playing in Sparts mode, playing the queen of spades also counts as breaking hearts because that card is a penalty card (see Scoring below).&lt;br /&gt;
&lt;br /&gt;
The player who takes the trick starts the next trick, and play continues until all tricks have been finished.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
All players are awarded 40 points.  Then, each heart they took during the hand subtracts 2 from that score.  For example, if you took a total of 10 hearts during the hand, you&#039;ll be penalized 20 points (10 x 2) for a score of 20.&lt;br /&gt;
&lt;br /&gt;
The player who takes the &#039;&#039;&#039;queen of spades&#039;&#039;&#039; is penalized 26 points.  This means the queen of spades is worth the same penalty as &#039;&#039;all&#039;&#039; of the 13 hearts.  If you took 10 hearts, as above, &#039;&#039;and&#039;&#039; the queen of spades, your score will be -6: 40 minus 20 for the hearts, minus the additional 26 for the queen.&lt;br /&gt;
&lt;br /&gt;
If you take &#039;&#039;no tricks at all&#039;&#039; during the hand, you receive 50 points instead of the usual 40.&lt;br /&gt;
&lt;br /&gt;
However, if any player takes all 13 hearts &#039;&#039;and&#039;&#039; the queen of spades (all the penalty cards), that player receives 50 points and all other players receive none.  This is called &amp;quot;shooting the moon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Strategy tips===&lt;br /&gt;
&lt;br /&gt;
If you have the 7 of diamonds and are considering choosing Hearts, it&#039;s important to notice if no cards are being passed (which is called a &amp;quot;hold hand&amp;quot;) because you won&#039;t have a chance to adjust your hand.&lt;br /&gt;
&lt;br /&gt;
When selecting cards to pass to other players, see if you can get rid of an entire suit, especially clubs and diamonds.  Having a void suit allows you to give penalty cards (hearts and the queen of spades) to other players when they lead that suit.  If you were dealt the queen of spades, it&#039;s best to pass it unless you have at least three other spades to support it.  Otherwise, it&#039;s possible your opponents will lead spades and force you to play it, taking the trick and costing yourself 26 points.&lt;br /&gt;
&lt;br /&gt;
Shooting the moon is difficult but very rewarding.  It gives you a 50-point advantage over &#039;&#039;all&#039;&#039; the other players, which is a big leap in the game.  To do it, you&#039;ll need high cards in as many suits as possible, or a very &amp;quot;long&amp;quot; suit (five or more cards).  Be careful if you have low hearts, because they will often be taken by other players and prevent you from capturing all the penalty cards.&lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
&lt;br /&gt;
After each hand, all players&#039; scores are updated in the score area.  When at least one player&#039;s score reaches the total points for the game, the game ends.  The player with the highest score is the winner.&lt;br /&gt;
&lt;br /&gt;
There are three options for the length of the game: &#039;&#039;&#039;200 points&#039;&#039;&#039;, &#039;&#039;&#039;400 points&#039;&#039;&#039;, or &#039;&#039;&#039;800 points&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpninetynine&amp;diff=16711</id>
		<title>Gamehelpninetynine</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpninetynine&amp;diff=16711"/>
		<updated>2023-04-22T12:31:53Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
Ninety-Nine is a 3 player trick taking game. Players bid at the beginning of each hand and are awarded points for each trick they take, plus a bonus for making their bid exactly. The game is named after the maximum number of points which can be earned in one hand.&lt;br /&gt;
&lt;br /&gt;
Bidding in Ninety-Nine is different from other trick taking games. Players bid on how many tricks they think they will win by privately setting aside 3 cards from their initial hand; the bid is based on the suit of those cards. Diamonds are 0, Spades are 1, Hearts are 2, and Clubs are 3. At the end of the hand, each player gets 1 point for each trick they took. If any player takes exactly the number of tricks that they bid, they have made their bid. Bonus points are awarded based on how many players make their bid: 30 points for one player, 20 points for two players, 10 points for 3 players.&lt;br /&gt;
&lt;br /&gt;
Players also have the opportunity at the beginning of each hand to gain bonuses by either declaring their bid publicly (30 points), or revealing their entire hand and bid (60 points). Only one bonus can be taken per hand, and the bonus is only granted if that player makes their bid. If the player misses their bid, the other two players get the bonus instead.&lt;br /&gt;
&lt;br /&gt;
The highest score that can be made in one deal is 99. This occurs when one player wins 9 tricks (9 points), is the only player to succeed (add 30), and played with their cards revealed (add 60).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
* If in doubt, bid 3 (the average number of tricks taken in a 3-player game)&lt;br /&gt;
* Diamonds and spades (vs. hearts and clubs) are more likely to be used for bidding. Therefore, hearts and clubs are more likely in play, and their Aces and Kings (especially in clubs) more likely to win tricks. Diamonds are especially unreliable trick winners.&lt;br /&gt;
* High cards and low cards are more valuable (as trick winners and losers, respectively) than mid-range cards; 9s, 10s, and Jacks tend to make better bid cards.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
&lt;br /&gt;
By default, the trump suit is determined by a random card draw. If the card is a nine or joker, the round has no trump. In the &amp;quot;Junk the Joker&amp;quot; variant, the first deal in every round has diamonds as trump (or optionally no trump), and subsequent trump suits are determined by the number of players who correctly bid the last trick.&lt;br /&gt;
&lt;br /&gt;
BGA offers four scoring systems:&lt;br /&gt;
&lt;br /&gt;
* A game consists of 3 rounds. Rounds end when at least one player reaches 100 points. Bonus points are awarded to the player(s) that reach or pass 100 (30, 20, or 10 points depending on number of players).&lt;br /&gt;
* A game consists of 3 rounds. Rounds end when at least one player reaches 100 points. No bonus points are awarded at end of round.&lt;br /&gt;
* Rounds end when at least one player reaches 100 points. The first player to win 3 rounds wins.&lt;br /&gt;
* A game consists of 9 hands. Highest score at the end wins&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpninetynineaddition&amp;diff=16710</id>
		<title>Gamehelpninetynineaddition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpninetynineaddition&amp;diff=16710"/>
		<updated>2023-04-22T12:31:41Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In [https://bicyclecards.com/how-to-play/99-ninety-nine/ 99 (addition card game)], counting is at stake as players play cards to the point total which always starts at 0. By playing cards in a strategic manner, players try to keep their points without exceeding the number 99.&lt;br /&gt;
&lt;br /&gt;
When a player plays a card that goes over 99, they lose a point and the round is over. This continues until a player loses all the points and is eliminated.&lt;br /&gt;
&lt;br /&gt;
The last player with points remaining wins.&lt;br /&gt;
&lt;br /&gt;
==Table Setup==&lt;br /&gt;
===Number of Players===&lt;br /&gt;
This game can be played with 2 to 8 players in Board Game Arena. Various suggestions on optimal player count are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gaming Company&lt;br /&gt;
! Optimal Player Count&lt;br /&gt;
|-&lt;br /&gt;
| [https://bicyclecards.com/how-to-play/99-ninety-nine/ Bicycle Cards]&lt;br /&gt;
| 3-4&lt;br /&gt;
|-&lt;br /&gt;
| [https://boardgamearena.com/gamepanel?game=ninetynineaddition Board Game Arena]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [https://boardgamegeek.com/boardgame/101420/ninety-nine Board Game Geek]&lt;br /&gt;
| 4-5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Mode===&lt;br /&gt;
This game can be played in two modes:&lt;br /&gt;
* &#039;&#039;Normal Mode&#039;&#039;: The ELO ranking will be calculated depending on the player count and game results.&lt;br /&gt;
* &#039;&#039;Training Mode&#039;&#039;: The game is simply played without taking the ELO ranking into account.&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
This game can be played in two systems, each with various speeds:&lt;br /&gt;
* &#039;&#039;Real-time&#039;&#039;: Slow, normal or fast&lt;br /&gt;
* &#039;&#039;Turn-based&#039;&#039;: Normal or fast&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
At the start of the game, each player gets 3 points and receives 3 random cards that form their hand. Meanwhile, the point total is set at 0 and the first player will be established.&lt;br /&gt;
&lt;br /&gt;
Gameplay occurs in rounds, starting with the first player. On their turn, the active player plays a card from their hand and alters the point total based on the card played:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Card Type Played&lt;br /&gt;
! Effect on Point Total&lt;br /&gt;
|-&lt;br /&gt;
| 2s, 3s, 5s, 6s, 7s and 8s&lt;br /&gt;
| Add corresponding face value&lt;br /&gt;
|-&lt;br /&gt;
| Aces&lt;br /&gt;
| Add 1 or 11 (of your choice)&lt;br /&gt;
|-&lt;br /&gt;
| Jacks and Queens&lt;br /&gt;
| Add 10&lt;br /&gt;
|-&lt;br /&gt;
| 4s&lt;br /&gt;
| Reverse the direction of play (No effect to point total)&lt;br /&gt;
|-&lt;br /&gt;
| 9s&lt;br /&gt;
| No effect&lt;br /&gt;
|-&lt;br /&gt;
| 10s&lt;br /&gt;
| Subtract 10&lt;br /&gt;
|-&lt;br /&gt;
| Kings&lt;br /&gt;
| Set the point total at 99&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After a card is played towards the point total, the active player draws a new card to add to their hand. The next player in clockwise order must play a card that does not put the total over 99 and draw a new card afterwards.&lt;br /&gt;
&lt;br /&gt;
==End of the Round and End of the Game==&lt;br /&gt;
The round ends when a player is busted and loses a point for failing to play a card that keeps the total within 99. After which, players receive a new hand of 3 cards for the next round. The point total sets back to 0 and the next round begins with the player who busted in the last round.&lt;br /&gt;
&lt;br /&gt;
During the game, when a player loses all the points, they are eliminated from the game. The last player with points remaining wins.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredsevengame&amp;diff=16708</id>
		<title>Gamehelpredsevengame</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredsevengame&amp;diff=16708"/>
		<updated>2023-04-22T12:28:41Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Simple Rules ==&lt;br /&gt;
&lt;br /&gt;
The rules of Red are simple: Have the best card! But will you still be playing the same game when your turn ends? If you’re not winning the current game at the end of your turn, you’re out, and the last person standing wins the round. The deck consists of 49 cards, numbered 1-7, in each of seven rainbow colors. A 7 is always higher than a 6, but when comparing two 6s, a Red 6 is higher than an Orange 6, and so on down the color spectrum (Red, Orange, Yellow, Green, Blue, Indigo, Violet). &lt;br /&gt;
&lt;br /&gt;
On your turn, you must take one of the following actions:&lt;br /&gt;
&lt;br /&gt;
# Play a card face-up from your hand to your Palette.  &lt;br /&gt;
# Discard a card from your hand to the Canvas to change the game to the rule listed on the card. You must be winning the new game after you do this. (see right)  &lt;br /&gt;
# Play a card from your hand to your Palette AND THEN discard a card to the Canvas. You must be winning the game after you do this.  &lt;br /&gt;
# Do nothing, and lose. You might want to do this intentionally when playing Advanced Red7 to limit the number of points an opponent will score. If your hand is empty, you must do this.&lt;br /&gt;
&lt;br /&gt;
If you are not winning the game at the end of your turn, you lose and are out of the round. Place your hand cards and Palette cards face-down.&lt;br /&gt;
&lt;br /&gt;
If you start your turn and you’re the only player left, you win the round!&lt;br /&gt;
&lt;br /&gt;
You are winning a game if your Palette contains more cards that meet the Canvas rule than any other player. Ignore the other cards in your Palette. In case of a tie, whoever has the highest card of those following the Canvas rule (following color order if necessary) is winning. If you have no cards in your hand at the start of a turn, you lose and are out of the round. One card is always enough for any of the rules.&lt;br /&gt;
&lt;br /&gt;
== Advanced Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Draw:&#039;&#039;&#039; When you discard a card to the Canvas, if the number on that card is higher than the total number of cards in your Palette, you may draw an additional card from the Draw Deck (unless the Draw Deck is empty).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Rule:&#039;&#039;&#039; You might also notice that the four odd-numbered cards have icons in their corners. These represent an optional rule for actions, meant for experienced Red7 players. They can&lt;br /&gt;
be mixed with either Basic or Advanced Red7. By these rules, when you play a 1, 3, 5, or 7 to your Palette, you MUST perform that card’s action if you can.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Card Number&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;350&amp;quot; | Action Rule&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;left&amp;quot;   | Discard one other card from your Palette to the Canvas or to the top of the Deck. It must be a valid discard, as it becomes the new rule. This means you must be winning the new color’s game.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;left&amp;quot;   | Play another card from your hand to your Palette. You can still discard to the Canvas if you wish after you’ve finished playing to your Palette this turn.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;left&amp;quot;   | Draw a card from the Draw Deck if you can.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;left&amp;quot;   | Choose a card from another player’s palette, and place it face-down on top of the Draw Deck. You may not choose a player with fewer palette cards than you. You may not play a 1 if you cannot stay in the game at the end of your turn.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points Scoring:&#039;&#039;&#039; If you win a round, take all the cards from your Palette that meet the current rule. For example, if you won Blue by having the most differently colored cards on your Palette, take the highest card of each color from your Palette. The next hand is dealt without those cards, as they are now your score pile. Cards are worth their face value in points. If there aren’t enough cards to deal out a new hand to each player, the game ends and the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==Canvas Reference==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Card Colour&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;250&amp;quot; | Canvas Rule&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Red&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Highest card&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orange&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cards of one number&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cards of one colour&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Even cards&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Blue&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Different colours&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Indigo&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cards that form a run&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Violet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cards below 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppalace&amp;diff=16707</id>
		<title>Gamehelppalace</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppalace&amp;diff=16707"/>
		<updated>2023-04-22T12:28:33Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* 2-4 players&lt;br /&gt;
* Standard deck of 52 cards. &lt;br /&gt;
* Objective: get rid of all your cards.&lt;br /&gt;
* The last player becomes the loser, everyone else wins!&lt;br /&gt;
* Very quick, fun game with elements of luck and skill.&lt;br /&gt;
* World-wide there are many variants, this game on BGA is just one of those.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Standard ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto; float:left; margin-right:2rem; text-align:center;&amp;quot;&lt;br /&gt;
|+Card distribution&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| # players&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| # cards&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:5rem;&amp;quot;| face-down !!style=&amp;quot;width:5rem;&amp;quot;| face-up !!style=&amp;quot;width:5rem;&amp;quot;| in hand&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
* Each player is dealt cards face-down in front of them according to the number of players.&lt;br /&gt;
* Face-down cards are secret from all players.&lt;br /&gt;
* Face-up cards are placed on top of each of the face-down cards.&lt;br /&gt;
* Each player is also dealt the same number of cards for their playing hand.&lt;br /&gt;
* The remaining cards make the draw deck.&lt;br /&gt;
&lt;br /&gt;
==== Exchange of cards ====&lt;br /&gt;
&lt;br /&gt;
* Players may exchange cards from their hand with the face-up cards in front of them on the table as they see fit.&lt;br /&gt;
* When everyone is finished play proceeds.&lt;br /&gt;
&lt;br /&gt;
=== Variant ===&lt;br /&gt;
&lt;br /&gt;
* There is also a &#039;short game&#039; option with:&lt;br /&gt;
** Fixed 3-cards per player.&lt;br /&gt;
** Random &#039;&#039;&#039;16&#039;&#039;&#039; card deck&lt;br /&gt;
*** &#039;&#039;Leftover cards are unused.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
=== Playing cards ===&lt;br /&gt;
&lt;br /&gt;
* BGA randomly picks a player with the lowest card in their hand and must start with that card.&lt;br /&gt;
** &#039;&#039;3 and above, not a 2.&#039;&#039;&lt;br /&gt;
* Cards are played into a &#039;&#039;stack&#039;&#039;.&lt;br /&gt;
* The next player must play a card at-least as high as the last card played.&lt;br /&gt;
* While there are cards in the &#039;&#039;draw deck&#039;&#039;, players refill their hand.&lt;br /&gt;
** &#039;&#039;[[#Setup|Up to 3 cards in a 4 player game, see table above]].&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+Rank order (Ace high)&lt;br /&gt;
|{{card|=2}}{{card|=3}}{{card|=4}}{{card|=5}}{{card|=6}}{{card|=7}}{{card|=8}}{{card|=9}}{{card|=10}}{{card|=J}}{{card|=Q}}{{card|=K}}{{card|=A}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Playing multiple cards ====&lt;br /&gt;
&lt;br /&gt;
* A single play is not limited to just a single card.&lt;br /&gt;
* If a player has multiple exact rank value cards they may play any or all of those cards.&lt;br /&gt;
* This can be done from your hand or the face-up table cards, but not both at the same time.&lt;br /&gt;
** For example {{club|=J}}{{heart|=J}} , or {{club|=K}}{{heart|=K}}{{spade|=K}}{{diamond|=K}} .&lt;br /&gt;
&lt;br /&gt;
==== Empty hands ====&lt;br /&gt;
&lt;br /&gt;
* When there are no more cards in the &#039;&#039;draw deck&#039;&#039;, a player&#039;s hand can become empty.&lt;br /&gt;
* At this point the player moves onto playing face-up cards from the table.&lt;br /&gt;
* Once the face-up cards have all been played, a player must play a single face-down card.&lt;br /&gt;
** Only at the point of playing a face-down card will you know if it is a legal play or not.&lt;br /&gt;
** If it is an illegal play the player takes back this card and picks up the stack into their hand.&lt;br /&gt;
&lt;br /&gt;
=== Picking up the stack ===&lt;br /&gt;
&lt;br /&gt;
* If a player cannot (or does not want to) play a card, they must pick up the whole stack of played cards!&lt;br /&gt;
* Play resumes with the next player.&lt;br /&gt;
* If at any point a player has to pick up cards, they forfeit playing any cards for their turn.&lt;br /&gt;
* In future turns the player must play all these cards in their hand before playing any table cards.&lt;br /&gt;
&lt;br /&gt;
=== Winning ===&lt;br /&gt;
&lt;br /&gt;
* A player wins the round when they have played:&lt;br /&gt;
** all the cards in their hand &#039;&#039;and&#039;&#039;&lt;br /&gt;
** all their table cards.&lt;br /&gt;
* &#039;&#039;&#039;Play continues with the remaining players.&#039;&#039;&#039;&lt;br /&gt;
* The last player remaining loses!&lt;br /&gt;
&lt;br /&gt;
=== Special action cards and plays ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto; text-align:center;&amp;quot;&lt;br /&gt;
!Card&lt;br /&gt;
!style=&amp;quot;width:26rem;&amp;quot;|Special action&lt;br /&gt;
|-&lt;br /&gt;
|Any {{card|=2}}&lt;br /&gt;
|May be played on &#039;&#039;&#039;any&#039;&#039;&#039; card.&lt;br /&gt;
|-&lt;br /&gt;
|Any {{card|=9}}&lt;br /&gt;
|The next card played must be &#039;&#039;&#039;less than or equal to 9&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Any {{card|=10}}&lt;br /&gt;
|&#039;&#039;&#039;Burns&#039; the stack&#039;&#039; of cards and removes them from the game.&lt;br /&gt;
This player is also granted an additional turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;4th&#039;&#039;&#039; card of the same value&lt;br /&gt;
e.g. {{club|=3}} on top of&lt;br /&gt;
&lt;br /&gt;
{{heart|=3}}{{spade|=3}}{{diamond|=3}}&lt;br /&gt;
|The player who plays the 4th &#039;&#039;consecutive&#039;&#039; card of the same value &#039;&#039;&#039;burns&#039; the stack&#039;&#039; of cards and removes them from the game.&lt;br /&gt;
This player is also granted an additional turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto; text-align:center;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;The deck is already empty&#039;&#039;&lt;br /&gt;
!Player&lt;br /&gt;
!In hand&lt;br /&gt;
!On table&lt;br /&gt;
!Stack top card&lt;br /&gt;
!style=&amp;quot;text-align:left;&amp;quot;|Action&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A&#039;&#039;&#039;&lt;br /&gt;
|{{heart|=3}}{{club|=3}}&lt;br /&gt;
{{spade|=4}}{{club|=4}}&lt;br /&gt;
|{{club|=7}}{{Diamond|=7}}{{spade|=7}}&lt;br /&gt;
{{cardBack}}{{cardBack}}{{cardBack}}&lt;br /&gt;
|{{diamond|=2}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Plays {{heart|=3}}{{club|=3}} .&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;B&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|{{Diamond|=8}}{{club|=J}}{{Diamond|=Q}}&lt;br /&gt;
{{cardBack}}{{cardBack}}{{cardBack}}&lt;br /&gt;
|{{heart|=3}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Plays {{Diamond|=8}} from the table.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;C&#039;&#039;&#039;&lt;br /&gt;
|{{spade|=8}}{{heart|=8}}{{club|=8}}&lt;br /&gt;
{{heart|=6}}{{club|=6}}{{Diamond|=6}}{{spade|=6}}&lt;br /&gt;
|{{club|=10}}{{Diamond|=10}}{{spade|=10}}&lt;br /&gt;
{{cardBack}}{{cardBack}}{{cardBack}}&lt;br /&gt;
|{{Diamond|=8}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Plays {{spade|=8}}{{heart|=8}}{{club|=8}} .&lt;br /&gt;
This &#039;&#039;&#039;[[#Special_action_cards_and_plays|burns]]&#039;&#039;&#039; all the cards in the stack and grants an additional turn.&lt;br /&gt;
|-&lt;br /&gt;
|{{heart|=6}}{{club|=6}}{{Diamond|=6}}{{spade|=6}}&lt;br /&gt;
|{{club|=10}}{{Diamond|=10}}{{spade|=10}}&lt;br /&gt;
{{cardBack}}{{cardBack}}{{cardBack}}&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Plays {{heart|=6}}{{club|=6}}{{Diamond|=6}}{{spade|=6}} .&lt;br /&gt;
This &#039;&#039;&#039;[[#Special_action_cards_and_plays|burns]]&#039;&#039;&#039; all the cards in the stack and grants &#039;&#039;another&#039;&#039; additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|{{club|=10}}{{Diamond|=10}}{{spade|=10}}&lt;br /&gt;
{{cardBack}}{{cardBack}}{{cardBack}}&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Plays {{club|=10}}{{Diamond|=10}}{{spade|=10}} .&lt;br /&gt;
This &#039;&#039;&#039;[[#Special_action_cards_and_plays|burns]]&#039;&#039;&#039; the stack and grants &#039;&#039;yet another&#039;&#039; additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
{{club|=Q}}{{cardBack}}{{cardBack}}&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Plays a face-down card, {{club|=Q}} .&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;D&#039;&#039;&#039;&lt;br /&gt;
|{{club|=9}}{{heart|=10}}&lt;br /&gt;
|{{club|=K}}{{Diamond|=K}}{{spade|=K}}&lt;br /&gt;
{{cardBack}}{{cardBack}}{{cardBack}}&lt;br /&gt;
|{{club|=Q}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Cannot play and picks up the stack.&lt;br /&gt;
&#039;&#039;Luckily it&#039;s just the&#039;&#039; {{club|=Q}} .&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A&#039;&#039;&#039;&lt;br /&gt;
|{{spade|=4}}{{club|=4}}&lt;br /&gt;
|{{club|=7}}{{Diamond|=7}}{{spade|=7}}&lt;br /&gt;
{{cardBack}}{{cardBack}}{{cardBack}}&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Luckily again has an empty stack and plays {{spade|=4}}{{club|=4}} .&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpohseven&amp;diff=16706</id>
		<title>Gamehelpohseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpohseven&amp;diff=16706"/>
		<updated>2023-04-22T12:28:27Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play oh seven, see &amp;lt;b&amp;gt;[[Tips_ohseven|Tips_OhSeven]]&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
== Players and materials ==&lt;br /&gt;
&lt;br /&gt;
* Oh-Seven is a 30-minute trick-taking game for 2 to 9 players.&lt;br /&gt;
* Specifically, it&#039;s a variant of &#039;&#039;&#039;[[Gamehelpohhell|Oh, Hell!]]&#039;&#039;&#039;)&lt;br /&gt;
* Oh-Seven uses one or two decks of 32 cards, numbered 0–7 in four suits.&lt;br /&gt;
** &#039;&#039;With standard playing cards, use Q to represent 0.&#039;&#039;&lt;br /&gt;
* Five or more players must use two decks.&lt;br /&gt;
* Also needed are either pen and paper or score tokens to track bids and scores.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* The object of the game is to score points.&lt;br /&gt;
* At the start of each of &#039;&#039;&#039;seven&#039;&#039;&#039; rounds, each of which consists of &#039;&#039;&#039;seven&#039;&#039;&#039; tricks, each player bids the number of tricks they intend to take.&lt;br /&gt;
* At the end of each round, each player who:&lt;br /&gt;
** Matched their bid exactly gains points equal to their bid + 2;&lt;br /&gt;
** Missed their bid loses points equal to how many too high or too low they bid.&lt;br /&gt;
&lt;br /&gt;
== Deal ==&lt;br /&gt;
&lt;br /&gt;
* At the start of each round, shuffle the deck and deal each player &#039;&#039;&#039;seven&#039;&#039;&#039; cards.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
&lt;br /&gt;
* Each player chooses a card from their hand and places it down in front of themselves, face-down.&lt;br /&gt;
* Once each player has committed, the chosen cards are revealed.&lt;br /&gt;
* The number on each card is the number of tricks the player is bidding to take.&lt;br /&gt;
* The top bid&#039;s suit becomes the trump suit for the round, and its bidder leads the first trick.&lt;br /&gt;
* To break numeric ties, {{Spade|= }} beats {{Heart|= }} beats {{Diamond|= }} beats {{Club|= }}.&lt;br /&gt;
** &#039;&#039;With two decks, if two players bid the same top card, a rebid is forced, described at the end of this section.&#039;&#039;&lt;br /&gt;
* Record the bids, then return the cards to their players&#039; hands for use in play.&lt;br /&gt;
** &#039;&#039;With standard playing cards, set the Kings aside and flip the appropriate one to indicate the current trump suit.&#039;&#039;&lt;br /&gt;
* If the bids sum to &#039;&#039;&#039;7&#039;&#039;&#039;, then rather than permit the possibility that everyone gets what they want, a rebid is forced, as follows:&lt;br /&gt;
*# Whoever had the top bid immediately scores one point.&lt;br /&gt;
*#* &#039;&#039;With two decks, if two players bid the same high card, they each score one point.&#039;&#039;&lt;br /&gt;
*# Players bid again, using the remaining cards in their hands.&lt;br /&gt;
*# The new bids replace the previous bids.&lt;br /&gt;
* Repeat until the bids don&#039;t sum to &#039;&#039;&#039;7&#039;&#039;&#039;.&lt;br /&gt;
* If the players run out of cards, re-deal&lt;br /&gt;
** &#039;&#039;Players keep their bonus points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Play ==&lt;br /&gt;
&lt;br /&gt;
* The player with the lead plays any card from their hand.&lt;br /&gt;
* The other players then play in clockwise order.&lt;br /&gt;
* They &#039;&#039;&#039;must&#039;&#039;&#039; follow the lead if possible, by matching the suit of the lead card.&lt;br /&gt;
* If they have no cards of that suit, then they may play any card from their hand.&lt;br /&gt;
* After each player has played a card, the winner of the trick is whoever played the highest trump card, if any, else whoever played the highest card of the lead suit. The card ranks from lowest to highest are Q-A-2-3-4-5-6-7.&lt;br /&gt;
** &#039;&#039;With two decks, if there is a tie with the same card, the one played first beats the one played second.&#039;&#039;&lt;br /&gt;
* The winner of the trick takes the cards and piles them face-down in front of themselves, then leads the next trick.&lt;br /&gt;
* Continue until all seven tricks are taken.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each player who:&lt;br /&gt;
** Matched their bid exactly gains points equal to their &#039;&#039;&#039;bid + 2&#039;&#039;&#039;;&lt;br /&gt;
** Missed loses points equal to how many too high or too low they bid.&lt;br /&gt;
&lt;br /&gt;
== Card-passing variant ==&lt;br /&gt;
&lt;br /&gt;
* Before the bidding, each player looks at their cards and passes some to a neighbour.&lt;br /&gt;
* The cards are passed simultaneously and face-down.&lt;br /&gt;
* Players may only look at the cards they&#039;re receiving after deciding which cards they&#039;re passing.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+Passing Cards&lt;br /&gt;
! Round !! Direction !! #&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|No pass&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|left&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|right&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|left&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|right&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|left&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|No pass&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Statistics (BGA Premium feature) ==&lt;br /&gt;
&lt;br /&gt;
* Due to engine limitations, some per-table statistics are listed with the per-player statistics.&lt;br /&gt;
* The following statistics are calculated on a per-table basis:&lt;br /&gt;
** Number of players&lt;br /&gt;
** Average nil bid rate&lt;br /&gt;
** Average top bid&lt;br /&gt;
** Trump selection rate&lt;br /&gt;
* The following statistics are calculated on a per-player basis:&lt;br /&gt;
** Points per round&lt;br /&gt;
** Average bid&lt;br /&gt;
** Nil bid rate&lt;br /&gt;
** Top bid rate&lt;br /&gt;
** Success rate&lt;br /&gt;
** Overshoot rate&lt;br /&gt;
** Shortfall rate&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonpetz&amp;diff=16705</id>
		<title>Gamehelpdungeonpetz</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonpetz&amp;diff=16705"/>
		<updated>2023-04-22T12:28:11Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
==Objective==&lt;br /&gt;
Run your pet shop, join exhibitions and sell pets to become the player with the highest reputation after 6 rounds.&lt;br /&gt;
&lt;br /&gt;
==Gameplay (4 players)==&lt;br /&gt;
===Phase 1: Setup===&lt;br /&gt;
* All players get income. The starting player and the player on their left get 1 gold. The other two players get 2 gold.&lt;br /&gt;
* Add food in the food stands according to the exhibition tile.&lt;br /&gt;
* Put 2 new artifacts, 2 new cages, 1 addon and 3 new baby pets.&lt;br /&gt;
* If there are remaining size 2 pets, they grow up to size 3. If there are remaining size 3 pets, they are discarded and 1 meat is added.&lt;br /&gt;
* Reveal the next exhibition tiles and customers.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Shopping===&lt;br /&gt;
* All players simultaneously and secretly divide their imps and gold into groups.&lt;br /&gt;
* A group must have at least 1 imp, but can have any number of gold.&lt;br /&gt;
* You can have at most 6 groups. You don&#039;t need to assign all imps or all gold.&lt;br /&gt;
* When everyone are finished, reveal all groups.&lt;br /&gt;
* Send the groups starting with the largest size (imp+gold). If multiple players are tied, start with the starting player.&lt;br /&gt;
* If a group is sent, all gold with it goes to the bank. If you decide to keep it home, you take back the gold.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Need Cards===&lt;br /&gt;
* Place new cages and addons, which cannot be moved later, but can be removed or replaced.&lt;br /&gt;
* Put all pets in cages (1 pet in 1 cage), they can be moved later with any suffering and mutations on it.&lt;br /&gt;
* If you cannot put all pets in cages, you must release the remaining pets and lose reputation for it.&lt;br /&gt;
* Each player has 1 card of each colour in hand at any time except phase 3.&lt;br /&gt;
* Draw 1 card of the same color for each revealed color bar and assign one card for each matching colour bar.&lt;br /&gt;
* You can assign potions, which needs nothing, instead of a need card.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Showing Off===&lt;br /&gt;
====Evaluating Needs====&lt;br /&gt;
* For each hunger need, spend a food token corresponding to the type of pet or put a suffering token on it.&lt;br /&gt;
* For each poop need, put a manure token in the cage.&lt;br /&gt;
* For each play need, hire an imp to entertain it or put a suffering token on it. An imp can play with two adjacent pets at once.&lt;br /&gt;
* If a pet’s anger needs exceed its cage’s strength, use one available imp for every anger need that is not handled by the cage or its addon, or it escapes and you lost it. All used imps for angry needs go to the hospital.&lt;br /&gt;
* If a pet’s magic needs exceed its cage’s antimagic, the pet mutates. Put 1 mutation token on the pet for each magic need that is not handled by the cage or its addon. If a pet has 2 or more mutations, it disappears and you lost it.&lt;br /&gt;
* If the total of manures and disease needs are larger than 2, put one suffering token for each point by which it exceeded 1.&lt;br /&gt;
* Discard need cards until you have 1 card of each colour, or 2-3 with related artifacts.&lt;br /&gt;
* If the number of suffering tokens on the pet is larger than its size, you lost it.&lt;br /&gt;
&lt;br /&gt;
====Scoring an Exhibition====&lt;br /&gt;
* Choose 1 of your pet to enter the exhibition or score your entire display.&lt;br /&gt;
* The symbols in the light frame count positively, while the symbols in the dark frame count negatively.&lt;br /&gt;
* If your exhibition score is 0 or less, you don&#039;t take part in the competition.&lt;br /&gt;
* The player with the highest score scores 8 reputation, then 6, 4 and 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Business===&lt;br /&gt;
====Selling Pets====&lt;br /&gt;
* Starting from round 3, there are customers. They will buy 1 pet from each player if they like it.&lt;br /&gt;
* You can only sell pets that are at least size 4.&lt;br /&gt;
* The symbols in the light frame count positively, while the symbols in the dark frame count negatively.&lt;br /&gt;
* You can only sell that pet when the match score is higher than 0.&lt;br /&gt;
* If there are rainbow colours, only different colours counts.&lt;br /&gt;
* If you sell on the black market, score reputation points equal to twice the match score.&lt;br /&gt;
* If you sell on the platform, you need an imp on the platform. You score reputation points equal to thrice the match score.&lt;br /&gt;
* Only 1 pet can be sold on the platform each round. The others must be sold on the black market.&lt;br /&gt;
* You receive the amount of gold depend on the size, and you receive 2 gold less if it has a mutation token.&lt;br /&gt;
&lt;br /&gt;
====Using Unused Imps====&lt;br /&gt;
* Discard all used need cards and potions.&lt;br /&gt;
* You can use an imp to clean 2 manures from an empty cage.&lt;br /&gt;
* After that, take 1 gold for each unused imp.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Aging===&lt;br /&gt;
* All pets grow. Pets with size 2 or 3 grow 2 sizes, pets with size 4-6 grow 1 size and pets with size 7 don&#039;t grow.&lt;br /&gt;
* Move all food one space to the right. Food in the rightmost space are discarded.&lt;br /&gt;
* Take back all your imps on the action spaces and display board. Imps on the platform stay there.&lt;br /&gt;
* Pass the starting token clockwise, unless it is the last round, in which the player with the lowest reputation takes it.&lt;br /&gt;
&lt;br /&gt;
==Final Scoring==&lt;br /&gt;
* The final scoring has 2 exhibitions: Business Acumen and Pet Display.&lt;br /&gt;
* Score normally like an exhibition, but if your exhibition score is negative, you lose 1 reputation point for every exhibition point below 0.&lt;br /&gt;
* The player with the highest reputation wins. In case of a tie, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
==Losing a Pet==&lt;br /&gt;
* If you lose a pet, remove the pet from the game.&lt;br /&gt;
* Discard all needs, suffering tokens and mutation tokens.&lt;br /&gt;
* All manure tokens remain in the cage.&lt;br /&gt;
* You lose 1 reputation point for each 10 reputation you have, rounding down.&lt;br /&gt;
&lt;br /&gt;
==Action Spaces==&lt;br /&gt;
* Food Stand: Take all the food from the stand (vegetables, meat or mixed).&lt;br /&gt;
* Artifacts: Take both artifacts. They are yours until the end of the game.&lt;br /&gt;
* Cage: Choose a cage. You can&#039;t take this action if your group has only 1 imp.&lt;br /&gt;
* Addon: Choose an addon and take it.&lt;br /&gt;
* Buying a Pet: The lower space allows you to choose a size 2 pet. The upper space allows you to take a size 3 pet. You can&#039;t take this action if you don&#039;t have gold.&lt;br /&gt;
* Inviting New Imps: Take back all your imps from this round and previous rounds.&lt;br /&gt;
* Visiting the Hospital: Draw a potion. Also take all injured imps back.&lt;br /&gt;
* Volunteering for Judging: Move your minion to space 2 in the exhibition tent.&lt;br /&gt;
* Booking Time on the Platform: At the end of the round, imps on this action space do not return to your Burrow Board. Instead, they will move over to the right side of the platform. When you sell a pet, you may use 1 of your imps on the platform.&lt;br /&gt;
&lt;br /&gt;
==2/3 Player Variant==&lt;br /&gt;
* After each round, pass the starting player token to the right.&lt;br /&gt;
* The starting player gets 1 gold and others get 2.&lt;br /&gt;
* There will be neutral imps that block spaces. They move following the arrows each round.&lt;br /&gt;
* For 2 players, the player with the higher score scores 6 reputation and the other score 2.&lt;br /&gt;
* For 3 players, the player with the highest score scores 7 reputation, then 4 and 2.&lt;br /&gt;
&lt;br /&gt;
==Double Symbol Variant==&lt;br /&gt;
* In this variant, you can choose to play a double symboled card as though it were 2 needs by turning it upside down. &lt;br /&gt;
* If you play it with the single symbol on top, it works in the usual way.&lt;br /&gt;
* If you play it with the double symbol on top, it gives the pet both depicted needs.&lt;br /&gt;
&lt;br /&gt;
==Forsight Variant==&lt;br /&gt;
* Regular forsight: Only reveal an exhibition and a customer at the start of the game.&lt;br /&gt;
* More forsight: Reveal two exhibitions and two customers at the start of the game.&lt;br /&gt;
* Full forsight: Reveal all information at the start.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskat&amp;diff=16704</id>
		<title>Gamehelpskat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskat&amp;diff=16704"/>
		<updated>2023-04-22T12:27:55Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Point values of cards ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; height: 4em;&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Rank	&lt;br /&gt;
!J	&lt;br /&gt;
!A	&lt;br /&gt;
!10	&lt;br /&gt;
!K	&lt;br /&gt;
!Q	&lt;br /&gt;
!9	&lt;br /&gt;
!8	&lt;br /&gt;
!7&lt;br /&gt;
|-&lt;br /&gt;
!Value	&lt;br /&gt;
!2	&lt;br /&gt;
!11	&lt;br /&gt;
!10	&lt;br /&gt;
!4	&lt;br /&gt;
!3	&lt;br /&gt;
!0	&lt;br /&gt;
!0	&lt;br /&gt;
!0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The non-trump suit cards rank in order &lt;br /&gt;
A-10-K-Q-9-8-7. &lt;br /&gt;
&lt;br /&gt;
The trumps rank the same way with the four jacks on top in the order &lt;br /&gt;
J♣, J♠, J♥, J♦.&lt;br /&gt;
&lt;br /&gt;
The total face value of all cards is 120 points. The declarer&#039;s goal is to take at least 61 points in tricks in order to win that round of the game.&lt;br /&gt;
&lt;br /&gt;
== Grand game ==&lt;br /&gt;
&lt;br /&gt;
In the grand game, only the four jacks are trumps in the suit order given above for a regular suit game. All other ranks are the same as in the regular suit game (10 is ranked just below the ace). There are thus five &amp;quot;suits&amp;quot; in the grand game (if a jack is led to a trick, the other two players must play jacks too, if they have them).&lt;br /&gt;
&lt;br /&gt;
== Null game ==&lt;br /&gt;
&lt;br /&gt;
In a null game there is no trump suit, and in each suit the cards are ranked A-K-Q-J-10-9-8-7.&lt;br /&gt;
&lt;br /&gt;
The goal of a null game is for declarer not to take any tricks. If declarer takes a trick in a null game, they immediately lose and the game is scored right away.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdjambi&amp;diff=16703</id>
		<title>Gamehelpdjambi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdjambi&amp;diff=16703"/>
		<updated>2023-04-22T12:27:37Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
The rules (https://en.wikipedia.org/wiki/Djambi) leave space for interpretation on some fine points of the game. Choices made for the BGA implementation are the following:&lt;br /&gt;
*- you can &#039;&#039;&#039;kill your own pieces&#039;&#039;&#039;, except the leader (sometimes sacrifice is necessary);&lt;br /&gt;
*- the Reporter has the choice &#039;&#039;&#039;not to kill&#039;&#039;&#039; (the Press is not above making some arrangements with political parties);&lt;br /&gt;
*- a Chief &#039;&#039;&#039;is eliminated&#039;&#039;&#039; if fully entrapped by corpses with no Necromobile left in play;&lt;br /&gt;
*- the &#039;&#039;&#039;master move of the Diplomat&#039;&#039;&#039; is available (removing a Chief from the Maze, then replacing them by another Chief when leaving the Maze);&lt;br /&gt;
*- the &#039;&#039;&#039;master move of the Assassin&#039;&#039;&#039; is available (killing a Chief in power, then killing another Chief when leaving the Maze and setting up their corpse in the Maze as a puppet regime!)&lt;br /&gt;
*- when only two players are left, if chief A enters the maze, &#039;&#039;&#039;the next turn will be for player B&#039;&#039;&#039;, before player A gets two consecutive turns.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
Illustrations for the &amp;quot;Whimsy&amp;quot; theme (see game preferences) have been created by Reno (http://reno-pixellu.com/blog/), Boulet (http://www.bouletcorp.com) and Lucie Albon (http://www.luciealbon.net/).&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgorami&amp;diff=16702</id>
		<title>Gamehelpgorami</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgorami&amp;diff=16702"/>
		<updated>2023-04-22T12:27:25Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GORAMI&#039;&#039;&#039; is a strategy game for 2 persons from the box &#039;&#039;&#039;&amp;quot;Gurami - The Game&amp;quot;&#039;&#039;&#039; containing 3 games based on the Gurami puzzles. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
There are 3 boards to choose from which differ in the amount of triangular fields (16, 22 or 24). The players choose a colour (yellow or blue) and receive sets of discs each with the numbers 1, 2 and 3 (3 sets for the 16 field board, 4 sets for the other). Turn by turn the players &#039;&#039;&#039;place discs&#039;&#039;&#039; on the board with the goal to &#039;&#039;&#039;conquer more stripes&#039;&#039;&#039; than the opponent by having higher sums of one&#039;s own gaming pieces. A &#039;&#039;&#039;stripe&#039;&#039;&#039; is an area containing all adjacent fields in one of the three possible directions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;placing rules&#039;&#039;&#039; are simple: &lt;br /&gt;
*~ Every field can just take 1 disc. &lt;br /&gt;
*~ It is forbidden to place same numbers on neighbouring fields (regardless the colour).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible to &#039;&#039;&#039;capture discs&#039;&#039;&#039;: &lt;br /&gt;
*~ If you place a disc on the last empty neighbour field of an opposing piece, the piece is turned to one&#039;s own colour. &lt;br /&gt;
*~ If it is one of your own pieces, nothing happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game ends when all fields are filled&#039;&#039;&#039;, or if both players cannot place another disc. The pieces in every stripe are summed up. The higher sum is marked with a coloured fish token. The player who has collected more fish tokens wins. &lt;br /&gt;
&lt;br /&gt;
In case of a tie the player with the higher sum on the middle fields (these are all fields without connection to the border; for the 22 field board it is a triangle consisting of 4 fields, for example) wins. If the score is still tied, the game ends in a draw.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpguildes&amp;diff=16701</id>
		<title>Gamehelpguildes</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpguildes&amp;diff=16701"/>
		<updated>2023-04-22T12:27:05Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
===Turn Structure===&lt;br /&gt;
&lt;br /&gt;
Start by drafting cards (10/9/7/6) in 3/4/5/6 players&lt;br /&gt;
&lt;br /&gt;
You only keep a number of cards (8/7/5/5) in 3/4/5/6 players&lt;br /&gt;
&lt;br /&gt;
Some cards selected in the draft will therefore end up being discarded&lt;br /&gt;
&lt;br /&gt;
Each player takes turns selecting one card to play, to help others know what cards they may want to play or not&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
If you have the most cards of one type (Guild) you win that guild&#039;s votes and score the value at the top corresponding to the respective round out of three. Ties are shared.&lt;br /&gt;
&lt;br /&gt;
In first round, there is only 1st place&lt;br /&gt;
&lt;br /&gt;
In second round, there is 1st and 2nd place&lt;br /&gt;
&lt;br /&gt;
In third round, there is 1st and 2nd and 3rd place&lt;br /&gt;
&lt;br /&gt;
===New Round===&lt;br /&gt;
&lt;br /&gt;
You keep cards collected from round to round, so there&#039;s a chance of winning a guild again without collecting more cards for it&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=16700</id>
		<title>Gamehelploveletter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=16700"/>
		<updated>2023-04-22T12:26:56Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
== Theme ==&lt;br /&gt;
In the wake of the arrest of Queen Marianna for high treason, none was more heartbroken than her daughter, Princess Annette.&lt;br /&gt;
Suitors throughout the City-State of Tempest sought to ease Annette&#039;s sorrow by courting her to bring some joy into her life.&lt;br /&gt;
&lt;br /&gt;
You are one of these suitors, trying to get your love letter to the princess.&lt;br /&gt;
Unfortunately, she has locked herself in the palace, so you must rely on intermediaries to carry your message.&lt;br /&gt;
&lt;br /&gt;
During the game, you hold one secret card in your hand.&lt;br /&gt;
This is who currently carries your message of love for the princess.&lt;br /&gt;
&lt;br /&gt;
Make sure that the person closest to the princess holds your love letter at the end of the day, so it reaches her first!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* One of the 16 playing cards is removed at the beginning of each round and the others are shuffled.&lt;br /&gt;
* Every player is dealt one card.&lt;br /&gt;
* The remaining cards form a pile in the centre of the table.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Players take turns drawing one card (making two cards in hand) and discarding one card (returning to one card in hand).&lt;br /&gt;
* When a player discards a card, its effect is applied.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+Card effects - 3-4 players&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Simplified effect description&lt;br /&gt;
!Full effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Princess&#039;&#039;&#039; Annette&lt;br /&gt;
|Discard = out!&lt;br /&gt;
|If you discard the Princess — no matter how or why — she has tossed your letter into the fire. You are knocked out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Countess&#039;&#039;&#039; Wilhelmina&lt;br /&gt;
|Must discard with King or Prince in hand&lt;br /&gt;
|Unlike other cards which take effect when discarded, the text on the Countess applies while she is in your hand. In fact, she has no effect when you discard her. If you ever have the Countess and either the King or Prince in your hand, you must discard the Countess. You do not have to reveal the other card in your hand. Of course, you can also discard the Countess even if you do not have a royal family member in your hand. She likes to play mind games.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;King&#039;&#039;&#039; Arnaud IV&lt;br /&gt;
|Swap hands&lt;br /&gt;
|When you discard King Arnaud IV, trade the card in your hand with the card held by another player of your choice. You cannot trade with a player who is out of the round, nor with someone protected by the Handmaid. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Prince&#039;&#039;&#039; Arnaud&lt;br /&gt;
|A player must discard&lt;br /&gt;
|When you discard Prince Arnaud, choose one player still in the round  (including yourself). That player discards their hand (do not apply its effect, unless it&#039;s Princess Annette) and draws a new card. If the deck is empty, that player draws the card that was removed at the start of the round. If all other players are protected by the Handmaid, you must choose yourself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Handmaid&#039;&#039;&#039; Susannah&lt;br /&gt;
|May not be targeted&lt;br /&gt;
|When you discard the Handmaid, you are immune to the effects of other players’ cards until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baron&#039;&#039;&#039; Talus&lt;br /&gt;
|Compare -&amp;gt; lower = out&lt;br /&gt;
|When discarded, choose one other player still in the round. You and that player secretly compare your hands. The player with the lower rank is knocked out of the round. In case of a tie, nothing happens. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Priest&#039;&#039;&#039; Tomas&lt;br /&gt;
|Look at one&lt;br /&gt;
|When you discard the Priest, you can look at one other player’s hand. DO NOT reveal the hand to all players.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039; Odette&lt;br /&gt;
|Guess value -&amp;gt; out&lt;br /&gt;
|When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+Card effects for &#039;&#039;&#039;&#039;&#039;additional&#039;&#039;&#039;&#039;&#039; cards - 5-8 players&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Simplified effect description&lt;br /&gt;
!Full effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Bishop&#039;&#039;&#039; Vinizio&lt;br /&gt;
|Guess value -&amp;gt; +1★&lt;br /&gt;
|A &amp;quot;super-guard&amp;quot; who makes you score 1 ★ when you guess the character of an opponent. If the guess is correct, the targeted player can choose whether to keep or discard the card. The bishop loses to the princess at the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Dowager Queen&#039;&#039;&#039; Tummia&lt;br /&gt;
|Compare -&amp;gt; &#039;&#039;&#039;higher&#039;&#039;&#039; = out&lt;br /&gt;
|Acts as a Baron, but the highest card is eliminated instead of the lowest.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Constable&#039;&#039;&#039; Viktor&lt;br /&gt;
|Out -&amp;gt; +1★&lt;br /&gt;
|If this card is in your discard pile then this gives you 1 ★ if you are knocked out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Count&#039;&#039;&#039; Guntram&lt;br /&gt;
| +1 value @round end&lt;br /&gt;
|Add +1 to your card value at the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Sycophant&#039;&#039;&#039; Morris&lt;br /&gt;
|Choose target&lt;br /&gt;
|Lets you decide who will be the target of the next card played.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baroness&#039;&#039;&#039; Fiona&lt;br /&gt;
|Look at two&lt;br /&gt;
|Allows you to see TWO hands.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Cardinal&#039;&#039;&#039; Vesper&lt;br /&gt;
|Swap two hands + look at one&lt;br /&gt;
|Exchanges the hands of 2 players. You may see one of the hands.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039; Odette&lt;br /&gt;
|Guess value -&amp;gt; out&lt;br /&gt;
|When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Jester&#039;&#039;&#039; Darius&lt;br /&gt;
|Guess winner -&amp;gt; +1★&lt;br /&gt;
|Allows you to guess who will win the round and score 1 ★ if this is the case.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
|Guard = out&lt;br /&gt;
|Kills your opponent if they use a guard against you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Round End ===&lt;br /&gt;
&lt;br /&gt;
# No cards in the deck or&lt;br /&gt;
# One player remains.&lt;br /&gt;
* The player holding the Princess or card with the highest value earns 1 ★ token.&lt;br /&gt;
&lt;br /&gt;
==== Tiebreak ====&lt;br /&gt;
&lt;br /&gt;
* Sum of the value of each player&#039;s discarded cards.&lt;br /&gt;
* If a tie remains, nobody gets a ★ token.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:auto;&amp;quot;&lt;br /&gt;
|+Winning № of ★s&lt;br /&gt;
!№ Players&lt;br /&gt;
!№ ★ tokens&lt;br /&gt;
|-&lt;br /&gt;
|2&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|4&lt;br /&gt;
|}&#039;&#039;&#039;*&#039;&#039;&#039;&#039;&#039;Currently unavailable on BGA&#039;&#039;&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbigtimesoccer&amp;diff=16699</id>
		<title>Gamehelpbigtimesoccer</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbigtimesoccer&amp;diff=16699"/>
		<updated>2023-04-22T12:26:44Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftosaurus&amp;diff=16698</id>
		<title>Gamehelpdraftosaurus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftosaurus&amp;diff=16698"/>
		<updated>2023-04-22T12:26:35Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Objective==&lt;br /&gt;
Draft dinosaurs and place them in different zones to get the most points.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* The game consists of 2 rounds (or 4 rounds in a 2-player game).&lt;br /&gt;
* Each player draws 6 dinosaurs from the bag.&lt;br /&gt;
* The player with the placement die rolls it.&lt;br /&gt;
* Each player chooses a dinosaur and places it in their zoo at the same time, following the rules on the placement die (except the roller, who can place anywhere).&lt;br /&gt;
* In a 2-player game, each player then discards one of the remaining dinosaurs (you might like to imagine it was loaned to an overseas petting zoo).&lt;br /&gt;
* Each player passes their dinosaur bag and placement die (if they had it) to their left.&lt;br /&gt;
* Repeat until all dinosaurs are placed.&lt;br /&gt;
* After 2 rounds, proceed to scoring.&lt;br /&gt;
* At the end of the game you&#039;ll have placed 12 dinosaurs: 6 in round 1, 6 in round 2.&lt;br /&gt;
* In the event of a tie, the player who has fewest T-Rexes wins. If they are still tied, the players share the win.&lt;br /&gt;
* There are 6 species of dinosaurs, distributed as follows:&lt;br /&gt;
** 5p: 60 dinos. 10 x 6 different species &lt;br /&gt;
** 4p: 48 dinos. 8 x 6 different species&lt;br /&gt;
** 3p: 36 dinos. 6 x 6 different species&lt;br /&gt;
** 2p: 48 dinos. 8 x 6 different species&lt;br /&gt;
&lt;br /&gt;
==Placement Dice==&lt;br /&gt;
* Woodlands: You must place the dinosaur in a green area.&lt;br /&gt;
* Grasslands: You must place the dinosaur in a brown area.&lt;br /&gt;
* Food Court: You must place the dinosaur in an area on the left.&lt;br /&gt;
* Restrooms: You must place the dinosaur in an area on the right.&lt;br /&gt;
* Empty Pen: You must place the dinosaur in an empty pen.&lt;br /&gt;
* Watch Out for T-Rex: You must place the dinosaur in a pen without a T-Rex (red). &#039;&#039;Note: You can still play a T-Rex this turn, as long as there isn&#039;t one already in the pen in question.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pens==&lt;br /&gt;
* Each zoo has 6 pens and a river.&lt;br /&gt;
* River: It is not treated as a pen. Each dinosaur in it provides 1 point.&lt;br /&gt;
* T-Rex: Each pen with at least 1 T-Rex in it scores 1 extra point.&lt;br /&gt;
===Summer===&lt;br /&gt;
* The Forest of Sameness: This pen can only hold dinosaurs of the same species. It provides 2/4/8/12/18/24 points depends on the number.&lt;br /&gt;
* The Meadow of Differences: This pen can only hold dinosaurs of different species. It provides 1/3/6/10/15/21 points depends on the number.&lt;br /&gt;
* The Prairie of Love: This pen can hold dinosaurs of any species. It provides 5 points for each pair of dinosaurs of the same species (couple).&lt;br /&gt;
* The Woody Trio: This pen can only hold up to 3 dinosaurs of any species. It provides 7 points if there are exactly 3 dinosaurs.&lt;br /&gt;
* King of the Jungle: This pen can only hold 1 dinosaur. It provides 7 points if your zoo contains the most dinosaurs of that species. Ties are broken in your favour.&lt;br /&gt;
* Solitary Island: This pen can only hold 1 dinosaur. It provides 7 points if your zoo contains only 1 of that species (Solitary Island).&lt;br /&gt;
&lt;br /&gt;
===Winter===&lt;br /&gt;
* A Well-Ordered Wood: This pen can only hold two different species of dinosaurs in an alternating order, from left to right. It provides 2/4/8/12/18/24 points depending on the number.&lt;br /&gt;
* Lovers&#039; Bridge (left and right): This pen is divided into 2 sub-pens, each of which can hold dinosaurs of any species. It provides 6 points for each pair of dinosaur couples with one member in each sub-pen.&lt;br /&gt;
* The Pyramid: The pen can only hold up to 6 dinosaurs. Two dinosaurs of the same species cannot be placed adjacently. It provides 2/4/6/10/14/21 points depending on the number.&lt;br /&gt;
* The Lookout: This pen can only hold 1 dinosaur. It provides 2 points per dinosaur of the same species in the zoo of the player on your right.&lt;br /&gt;
* Quarantine Zone: This pen can only hold 1 dinosaur. Move this dinosaur into another pen or the river before counting your points.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpabandonallartichokes&amp;diff=16697</id>
		<title>Gamehelpabandonallartichokes</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpabandonallartichokes&amp;diff=16697"/>
		<updated>2023-04-22T12:26:19Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2-4 players - Ages 10+ - Game duration 4  mn- Complexity 2/5&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
==Contents== &lt;br /&gt;
100 cards&amp;lt;br&amp;gt;&lt;br /&gt;
40 Artichoke&amp;lt;br&amp;gt;&lt;br /&gt;
6 each: Beet, Broccoli, Carrot, Corn, Eggplant, Leek, Onion, Peas, Pepper, Potato&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
▬ 1. Give each player a reference card. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
▬ 2. Separate all 40 Artichoke cards from the rest of the stack. Deal 10 Artichoke cards face-down to each player, forming their &amp;lt;u&amp;gt;Personal Deck&amp;lt;/u&amp;gt;, and return any left over to the tin. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
▬ 3. Shuffle the remaining (non-Artichoke) cards and put them face-down in the middle of the playing area to form the &amp;lt;u&amp;gt;Garden Stack&amp;lt;/u&amp;gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
▬ 4. Reveal the top 5 cards of the Garden Stack and place them side-by-side to form the &amp;lt;u&amp;gt;Garden Row&amp;lt;/u&amp;gt;. Leave space on the other side of the Garden Stack for the &amp;lt;u&amp;gt;Community Compost Pile&amp;lt;/u&amp;gt; — composted cards will go here as the game progresses. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
▬ 5. Each player draws 5 Artichokes from their Personal Deck into their hand. You are ready to begin!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
Whoever most recently ate a cooked, green vegetable goes first and play continues to the left. On your turn carry out the following &amp;lt;u&amp;gt;5 phases&amp;lt;/u&amp;gt; in order, always one after the other:&lt;br /&gt;
&lt;br /&gt;
▬ 1. &amp;lt;u&amp;gt;Replenish&amp;lt;/u&amp;gt; the Garden Row by revealing cards from the top of the Garden Stack until there are 5 cards. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If at any time the Garden Row contains &amp;lt;u&amp;gt;4 or more&amp;lt;/u&amp;gt; of the same card, shuffle the entire row back into the stack, and reveal &amp;lt;u&amp;gt;5 new&amp;lt;/u&amp;gt; cards. &lt;br /&gt;
&lt;br /&gt;
If the Garden Stack ever runs out, only the remaining Garden Row cards may be harvested. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
▬ 2. &amp;lt;u&amp;gt;Harvest&amp;lt;/u&amp;gt; one of the face-up cards from the Garden Row into your hand. This card may be played at any point during your turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
▬ 3. &amp;lt;u&amp;gt;Play&amp;lt;/u&amp;gt; any number of cards from your hand. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To play a card, place it in front of you and resolve its actions. Once the card has been resolved, place it face-up on top of your Personal Discard Pile (next to your Deck) before playing your next card. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may only play a card if you’re able to fulfill &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; of its requirements. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To compost a card, place it face-up in the Community Compost Pile, next to the Garden Stack. All composted cards are out of play for the rest of the game. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You cannot play an Artichoke card unless another card instructs you to do so. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a card’s instructions state otherwise, you may continue playing cards until you’re either unable to play any more cards, or you choose not to play any more cards. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
▬ 4. &amp;lt;u&amp;gt;Discard&amp;lt;/u&amp;gt; all unplayed (or unplayable) cards in your hand face-up to the top of your Personal Discard Pile. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
▬ 5. &amp;lt;u&amp;gt;Draw&amp;lt;/u&amp;gt; 5 cards from the top of your Personal Deck to refill your hand. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your Deck runs out before you’ve drawn all 5 cards, draw as many as you can, shuffle your Discard Pile to form a new Deck, and finish drawing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If both your Deck and Discard Pile run out, you may end up with fewer than 5 cards in your hand. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do not shuffle your Discard Pile to form a new Deck unless you are unable to draw a hand of 5 cards at the end of your turn, or a Potato or Leek card is played and the target Deck is empty&lt;br /&gt;
&lt;br /&gt;
==Ending the Game==&lt;br /&gt;
When you refill your hand &amp;lt;u&amp;gt;at the end of your turn&amp;lt;/u&amp;gt;, if none of the cards are Artichokes, you immediately win the game!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important&amp;lt;/u&amp;gt;: You do not win if your hand has no Artichokes in the middle of your (or another player’s) turn.&lt;br /&gt;
&lt;br /&gt;
==Card powers==&lt;br /&gt;
&lt;br /&gt;
===Artichoke x40===&lt;br /&gt;
You cannot play an Artichoke card unless another card instructs you to do so.&lt;br /&gt;
&lt;br /&gt;
===Beet x6===&lt;br /&gt;
Choose an opponent. Each of you blindly draws a random card from the other’s hand and reveals it simultaneously. If both are Artichokes compost them, otherwise, swap them. If you get a non-Artichoke card, you may play it during the same turn. If your opponent ends up with fewer than five cards in their hand after composting an Artichoke, they do not draw back up to five cards until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
===Broccoli x6===&lt;br /&gt;
Compost an Artichoke if your hand has three or more Artichokes. If you have fewer than three Artichokes in your hand, you cannot play this card. &lt;br /&gt;
&lt;br /&gt;
===Corn x6===&lt;br /&gt;
Play this card with an Artichoke. Then put a card from the Garden Row on top of your Deck. If you have no Artichokes in your hand, you cannot play this card. &lt;br /&gt;
&lt;br /&gt;
===Carrot x6===&lt;br /&gt;
As your only play action, compost exactly two Artichokes, along with this card.&lt;br /&gt;
&lt;br /&gt;
===Eggplant x6===&lt;br /&gt;
Compost an Artichoke, along with this card. Then, all players simultaneously pass two cards (of their choice) face-down to the player on their left. If a player has fewer than two cards in their hand, they pass as many as they are able to. You may end up with a different number of cards in your hand than what you started with.&lt;br /&gt;
&lt;br /&gt;
===Leek x6===&lt;br /&gt;
Reveal the top card of an opponent’s Deck, and put it on top of their Discard Pile or into your hand. If they do not have a Deck, they must shuffle their Discard Pile to make one. If they don’t have a Discard Pile or a Deck, you can’t play this card on them.&lt;br /&gt;
&lt;br /&gt;
===Onion x6===&lt;br /&gt;
Compost an Artichoke. Put this card on top of another player’s Discard Pile. If you have no Artichokes in your hand, you cannot play this card.&lt;br /&gt;
&lt;br /&gt;
===Pepper x6===&lt;br /&gt;
Put a card from your Discard Pile on top of your Deck. If you do not have any cards in your Discard Pile, you cannot play this card.&lt;br /&gt;
&lt;br /&gt;
===Peas x6===&lt;br /&gt;
Reveal the top two cards from the Garden Stack. Put one on top of your Discard Pile, the other on top of an opponent’s Discard Pile. If there are no cards left in the Garden Stack, you cannot play this card.&lt;br /&gt;
&lt;br /&gt;
===Potato x6===&lt;br /&gt;
Reveal the top card of your Deck. If it’s an Artichoke, compost it, otherwise, place it on top of your Discard Pile. If you don’t have a Deck, shuffle your Discard Pile to make one. If you don’t have a Discard Pile or a Deck, you cannot play this card.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Designer: Larkins&amp;lt;br&amp;gt; Artist: Bonnie Pang&amp;lt;br&amp;gt;Editor : [http://www.gamewright.com/gamewright/ Gamewright]&amp;lt;br&amp;gt; Developed by: [https://boardgamearena.com/player?id=84937231 __wiz__] &amp;amp; [https://boardgamearena.com/player?id=89011618 rojoMojo]&amp;lt;br&amp;gt;Wiki, according to the rules of origin: [https://boardgamearena.com/player?id=84823448 excel13]&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptranquility&amp;diff=16696</id>
		<title>Gamehelptranquility</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptranquility&amp;diff=16696"/>
		<updated>2023-04-22T12:26:08Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
You will attempt to find your paradise island on the good ship Tranquility. To do this you will need to fill&lt;br /&gt;
the entire 6x6 sea grid with Island cards (which are numbered 1-80) and have played one Start and one Finish card. You all win if you&lt;br /&gt;
complete the grid, and have placed a Start and Finish card, living out your days in an island paradise. You all&lt;br /&gt;
lose if a single player can no longer play or discard any cards (see Section 4) causing the ship to be lost forever. &lt;br /&gt;
&lt;br /&gt;
==Overview of play==&lt;br /&gt;
You may NOT communicate with other players except when discussing the Start card (see below).&lt;br /&gt;
&lt;br /&gt;
You all take a turn, one after another, starting with the first player and then moving clockwise around the table. &lt;br /&gt;
Play continues in this fashion until the game is either won or lost. &lt;br /&gt;
On your turn you must take one action by doing one of the following:&lt;br /&gt;
&lt;br /&gt;
A) Play a card; or&amp;lt;br&amp;gt;&lt;br /&gt;
B) Discard two cards.&lt;br /&gt;
&lt;br /&gt;
After taking an action you must draw back up to a hand of five cards by taking cards from the top of your&lt;br /&gt;
own draw pile (unless your draw pile has run out, in which case continue playing until the game ends).&lt;br /&gt;
&lt;br /&gt;
==A) Play a card==&lt;br /&gt;
&lt;br /&gt;
You select an Island card from your hand and may play it anywhere in the grid providing you follow these rules:&lt;br /&gt;
1. Cards must be placed so that the grid ascends in numerical order from bottom-left to top-right, first&lt;br /&gt;
moving along the bottom row from left to right, followed by the second row moving left to right etc.&lt;br /&gt;
2. If the card is placed next to an existing card in the ascending sequence (even if they are on different&lt;br /&gt;
rows) then you must discard the number of cards face down from your hand equal to the difference between&lt;br /&gt;
the numbers shown on the two cards e.g. placing a ‘5’next to a ‘3’ will mean you must discard two cards.&lt;br /&gt;
&lt;br /&gt;
If a card is played between two cards, you discard cards equal to the difference between the card you&lt;br /&gt;
played and one of the cards to either side, whichever result is the lowest. You may not place a card if that&lt;br /&gt;
would require you to discard more than the four cards remaining in your hand. You may not discard cards&lt;br /&gt;
from your draw pile.&lt;br /&gt;
&lt;br /&gt;
===Start Cards===&lt;br /&gt;
There is one start card per player added to the deck. If you have a Start card in your hand, and one has yet to be played, you must play that Start card as your action this turn. The Start card is not placed within the grid but in the bottom left-hand corner of the frame. When a Start card is played you must discard a total of eight cards between you. You may discuss how many cards each of you is willing to discard but not specifics about what is in your hand or where you might wish to play cards in the future. &lt;br /&gt;
&lt;br /&gt;
Note: this is the only time in the game that players can communicate. After discarding all players draw back up to five cards. If the Start space has already been filled the remaining Start cards have no purpose and may be discarded using the normal rules.&lt;br /&gt;
&lt;br /&gt;
===Finish Cards===&lt;br /&gt;
You may only play a Finish card once the rest of the grid (plus a Start card) has been completed. If this card&lt;br /&gt;
is played before any player runs out of legal moves then you all win the game. Finish cards may be discarded using &lt;br /&gt;
the normal rules but beware: &#039;&#039;&#039;there are only five in the game!&#039;&#039;&#039; You cannot win without a Finish card being played.&lt;br /&gt;
&lt;br /&gt;
==B) Discard two cards==&lt;br /&gt;
&lt;br /&gt;
You may discard two cards rather than playing a card either because you cannot legally play a card or because you choose to. &lt;br /&gt;
To do this you must place two cards of your choice from your hand, face down, in front of you. &lt;br /&gt;
Note: we advise keeping this discard pile messy so as to easily differentiate from the draw pile&lt;br /&gt;
&lt;br /&gt;
==Game end==&lt;br /&gt;
&lt;br /&gt;
You all win if the active player successfully plays a Finish card after the grid is complete. &lt;br /&gt;
You all lose if any player cannot take a legal action on their turn. This could be because they can’t play a card into the grid,&lt;br /&gt;
either because it doesn’t fit numerically, or because the player doesn’t have enough cards to discard in order to play it, &lt;br /&gt;
or you have either one or zero cards left in your hand at the start of your turn.&lt;br /&gt;
&lt;br /&gt;
==Guidance for Communication==&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, Tranquility should be played in&lt;br /&gt;
silence. Ultimately, however, players may create their&lt;br /&gt;
own rules of communication or may simply choose to&lt;br /&gt;
take the opportunity to discuss other aspects of life.&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
There are extra rules to make Tranquillity more challenging:&lt;br /&gt;
&lt;br /&gt;
*  Sea Monsters -- You can choose to have three, four or five sea monster cards shuffled into to the deck. These allow you to destroy an island card previously played from the board, removing it and the sea monster card from the game -- but watch out!  You can&#039;t play the Finish card until all players have played their Sea Monsters in their hand of cards! You also cannot discard Sea Monsters, they MUST be played to get them out of your hand!&lt;br /&gt;
&lt;br /&gt;
* Jagged Rocks -- When jagged rocks is selected, one row is considered as temporarily impenetrable so no cards may be placed into it. The selected row has the jagged rocks card on the left hand side. After each turn the jagged rocks card moves to a different row. There are two game modes for jagged rocks: Automation - the new row is selected randomly. Manual - players choose which row to move the jagged rocks card to after playing a card but before drawing up. The Jagged Rocks card must be in a row with at least one empty space in it before. In manual mode if you choose not to move the Jagged Rocks card, you must instead discard two cards. The Jagged Rocks card is removed from the game once four rows have been completed.&lt;br /&gt;
&lt;br /&gt;
* Islands --To make the game harder you can select to remove between 4 and 12 randomly selected numbered island cards from the game. You still have the same number of start and finish cards as in a normal game.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjaipur&amp;diff=16695</id>
		<title>Gamehelpjaipur</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjaipur&amp;diff=16695"/>
		<updated>2023-04-22T12:25:53Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
For tips on how to play jaipur, see &amp;lt;b&amp;gt;[[Tips_jaipur]]&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* In Jaipur, each player has a hand of cards with various (colour-coded) goods on them.&lt;br /&gt;
* Each player also has a stack of camel cards (their &amp;quot;herd&amp;quot;) which is not considered part of their hand.&lt;br /&gt;
* There are five cards face-up between the players  that are available for the players to take.&lt;br /&gt;
&lt;br /&gt;
55 goods cards:&lt;br /&gt;
* Diamonds x6&lt;br /&gt;
* Gold x6&lt;br /&gt;
* Silver x6&lt;br /&gt;
* Cloth x8&lt;br /&gt;
* Spice x8&lt;br /&gt;
* Leather x10&lt;br /&gt;
* Camels x11&lt;br /&gt;
&lt;br /&gt;
18 bonus tokens:&lt;br /&gt;
* 3 sale bonus tokens: 1, 1, 2, 2, 2, 3, 3&lt;br /&gt;
* 4 sale bonus tokens: 4, 4, 5, 5, 6, 6&lt;br /&gt;
* 5 sale bonus tokens: 8, 8, 9, 10, 10&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one of three actions:&lt;br /&gt;
# &#039;&#039;&#039;Take&#039;&#039;&#039; a single card or all the camels in the face up row.&lt;br /&gt;
#: You may take any single goods card from the card row and add it to your hand, or take all the camels in the row and add them to your herd.&lt;br /&gt;
#: You are limited to having 7 goods cards in your hand, so you may not take a goods card if you already have 7 goods cards in your hand. (Again, your herd does not count toward this limit.)&lt;br /&gt;
#: The card row is then replenished from the deck so it always has 5 cards at the start of a turn.&lt;br /&gt;
# &#039;&#039;&#039;Trade&#039;&#039;&#039; for 2 or more goods cards from the row.&lt;br /&gt;
#: You may trade goods cards from your hand or camels from your herd for goods cards from the card row. For every one card you trade from your hand or herd, you may pick up one goods card from the row and add it to your hand. &lt;br /&gt;
#: The goods cards you trade must be of a &#039;&#039;different type&#039;&#039; from those you take from the card row. (For example, trading a Silk and a Spice for a Silk and a Gold would not be permitted)&lt;br /&gt;
#: The cards you traded are added to the card row, so it will still have 5 cards.&lt;br /&gt;
# &#039;&#039;&#039;Sell&#039;&#039;&#039; cards to earn points.&lt;br /&gt;
#: You may sell one or more cards to earn points, but all the cards you sell must be the same colour.&lt;br /&gt;
#: If you are selling Diamonds, Gold, or Silver (the red, yellow, and grey cards) you MUST sell at least two cards.&lt;br /&gt;
#: Regardless of the type of good, each card you sell lets you take one token of the corresponding colour from the bank, starting from the most valuable token.&lt;br /&gt;
#: If you sell 3 or more goods, you also earn a bonus token from the corresponding pile (for sales of 3,4, or 5+ goods).&lt;br /&gt;
#: The sold goods cards are discarded.&lt;br /&gt;
&lt;br /&gt;
== Round End ==&lt;br /&gt;
&lt;br /&gt;
The game continues until either:&lt;br /&gt;
* Three piles of goods tokens are depleted; OR&lt;br /&gt;
* The card row cannot be replenished.&lt;br /&gt;
&lt;br /&gt;
At this point, players total the points they have on their earned goods tokens and bonus tokens.&lt;br /&gt;
* In addition, whichever player has more camels in their herd at the end of the round earns the camel bonus token, worth 5 points.&lt;br /&gt;
&lt;br /&gt;
* Whichever player earns more points total wins the round.&lt;br /&gt;
* After the round, the game resets and new hands are dealt.&lt;br /&gt;
&lt;br /&gt;
=== Tie-breaks ===&lt;br /&gt;
&lt;br /&gt;
# The most bonus tokens&lt;br /&gt;
# The most goods tokens&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The first player to win two rounds wins the game.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&amp;diff=16693</id>
		<title>Gamehelpcantstopexpress</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&amp;diff=16693"/>
		<updated>2023-04-22T12:24:12Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Objective==&lt;br /&gt;
Players are trying to score the most points, although scoring in the positive is difficult.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Each turn, five dice are rolled.&lt;br /&gt;
* After that, simultaneously, all players select 2 pairs and a single 5th die.&lt;br /&gt;
* For each pair, the sum of the dice is marked by an &amp;quot;X&amp;quot; on each players sheet (in column C).&lt;br /&gt;
* The single fifth die is marked in the right hand table by an &amp;quot;X&amp;quot;. On the first turns, each player uses a new line for each new 5th die value. Once three different 5th die values have been chosen, each player must choose one of these three numbers as the 5th die for each subsequent throw if available.&lt;br /&gt;
* If a throw does not contain any of these three numbers, they don&#039;t have to mark a 5th die, it&#039;s a &amp;quot;free throw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* A player goes out if the eighth box for one of the 5th dice values is marked.&lt;br /&gt;
* After all players go out, the game ends.&lt;br /&gt;
* -200 points are scored for each pair value that is marked 1 to 4 times.&lt;br /&gt;
* 0 points are scored for each value that is marked 0 or 5 times.&lt;br /&gt;
* For each value that is marked at least 6 times, score the points in column A for each mark after the fifth.&lt;br /&gt;
* The player with the most points wins. If there is a tie, they share the victory.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Easy Variant: -150 points are scored for each pair value that is marked 1 to 4 times instead.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=16692</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=16692"/>
		<updated>2023-04-22T12:23:23Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For tips on how to play parks, see &amp;lt;b&amp;gt;[[Tips_parks]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://cdn.shopify.com/s/files/1/1898/8501/files/Rules1_1Small.pdf?v=1604689548 Visual rules (much better for learning the game)]&#039;&#039;&#039;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
* Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year.&lt;br /&gt;
* Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer.&lt;br /&gt;
* Each turn, players send one of their Hikers down the Trail.&lt;br /&gt;
* While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive.&lt;br /&gt;
* When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points.&lt;br /&gt;
* Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
== Taking turns ==&lt;br /&gt;
&lt;br /&gt;
* The player with the &#039;&#039;&#039;First Hiker Marker&#039;&#039;&#039; takes the first turn of the &#039;&#039;&#039;Season&#039;&#039;&#039;.&lt;br /&gt;
* On a turn, a player selects either one of their &#039;&#039;&#039;Hikers&#039;&#039;&#039; and moves the Hiker to a &#039;&#039;&#039;Site&#039;&#039;&#039; of their choice down Trail—anywhere to the right of that Hiker’s current location.&lt;br /&gt;
* When the Hiker lands on the new Site, the player performs the Site’s action.&lt;br /&gt;
* After taking the action, the next player takes a turn.&lt;br /&gt;
* Turns continue until the Season ends.&lt;br /&gt;
* If another Hiker—even your own—is already occupying a Site, then it cannot be visited unless you use your &#039;&#039;&#039;Campfire&#039;&#039;&#039;.&lt;br /&gt;
* If you gain a &#039;&#039;&#039;Water&#039;&#039;&#039; token on your turn, you can place it in an empty &#039;&#039;&#039;Canteen&#039;&#039;&#039; to gain the benefit shown on the card.&lt;br /&gt;
* &#039;&#039;&#039;Wildlife&#039;&#039;&#039; tokens, like their name implies, are &amp;quot;wild&amp;quot; and can be used in place of another token.&lt;br /&gt;
** &#039;&#039;Except for filling a Canteen and 1-to-1 token exchange Canteen effect.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Note:&#039;&#039; you are not allowed to hold more than 12 tokens.&lt;br /&gt;
** If you gain more, you have to discard down to 12.&lt;br /&gt;
&lt;br /&gt;
== Basic Sites ==&lt;br /&gt;
&lt;br /&gt;
* These Sites will appear every season:&lt;br /&gt;
** &#039;&#039;&#039;Forest&#039;&#039;&#039;: Gain one Forest token.&lt;br /&gt;
** &#039;&#039;&#039;Mountain&#039;&#039;&#039;: Gain one Mountain token.&lt;br /&gt;
** &#039;&#039;&#039;Ocean&#039;&#039;&#039;: Gain two Water tokens.&lt;br /&gt;
** &#039;&#039;&#039;Valley&#039;&#039;&#039;: Gain two Sunshine tokens.&lt;br /&gt;
** &#039;&#039;&#039;Vista&#039;&#039;&#039;: Draw a Canteen OR turn in 2 tokens to take a Photo and gain the Camera.&lt;br /&gt;
*** &#039;&#039;A player who holds the Camera can take a Photo for 1 token instead of 2.&#039;&#039;&lt;br /&gt;
* With 4 or more players, one additional basic Site is added:&lt;br /&gt;
** &#039;&#039;&#039;Waterfall&#039;&#039;&#039;: Gain a Sunshine and a Water token.&lt;br /&gt;
&lt;br /&gt;
== Advanced Sites ==&lt;br /&gt;
&lt;br /&gt;
* Before the start of each Season, one of these Sites is added to the Trail.&lt;br /&gt;
* The fourth and final Season will have all of these Sites:&lt;br /&gt;
** &#039;&#039;&#039;Lodge&#039;&#039;&#039;: Turn in one token and gain any one token &#039;&#039;(excluding Wildlife tokens)&#039;&#039;.&lt;br /&gt;
*** You may do this a second time.&lt;br /&gt;
** &#039;&#039;&#039;Lookout&#039;&#039;&#039;: Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
** &#039;&#039;&#039;Wildlife&#039;&#039;&#039;: Turn in any one token to gain a Wildlife token.&lt;br /&gt;
** &#039;&#039;&#039;River&#039;&#039;&#039;: Turn in a Water token to copy the action from another Site occupied by a Hiker.&lt;br /&gt;
* &#039;&#039;Note:&#039;&#039; the Trailhead and the Trail End are not Sites.&lt;br /&gt;
&lt;br /&gt;
== Trail End ==&lt;br /&gt;
&lt;br /&gt;
* When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished.&lt;br /&gt;
* The Trail End has three locations:&lt;br /&gt;
&lt;br /&gt;
=== Reserve a Park ===&lt;br /&gt;
&lt;br /&gt;
* You take a face-up Park or a Park from the top of the deck.&lt;br /&gt;
* You don&#039;t pay resources or score points.&lt;br /&gt;
* You may later Visit that Park.&lt;br /&gt;
* The first player who uses this space each season takes the First Hiker Marker.&lt;br /&gt;
&lt;br /&gt;
=== Buy Gear ===&lt;br /&gt;
&lt;br /&gt;
* The first player (or, in a game with 4 or more players, the first two players) can buy Gear for one fewer Sunshine token.&lt;br /&gt;
&lt;br /&gt;
=== Visit a Park ===&lt;br /&gt;
&lt;br /&gt;
* Pay the cost shown on the Park to gain the indicated number of points.&lt;br /&gt;
&lt;br /&gt;
== End of a Season ==&lt;br /&gt;
&lt;br /&gt;
* Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season.&lt;br /&gt;
* When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End and choose an action there.&lt;br /&gt;
* This marks the end of the Season.&lt;br /&gt;
* At the end of a Season:&lt;br /&gt;
** The player with the Camera may pay 1 token to take a Photo.&lt;br /&gt;
** All Canteens are emptied, and their Water token is returned to the supply.&lt;br /&gt;
** All Hikers return to the Trailhead.&lt;br /&gt;
&lt;br /&gt;
* After the fourth Season, the game is over.&lt;br /&gt;
* All players reveal their Year cards and score points based on their Personal Bonus.&lt;br /&gt;
* The player with the First Hiker Marker gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
* The player with the most points at the end is the winner!&lt;br /&gt;
* If tied, the win goes to the player who visited the most Parks.&lt;br /&gt;
* If still tied, the win is shared.&lt;br /&gt;
&lt;br /&gt;
== Notable Game Components ==&lt;br /&gt;
&lt;br /&gt;
* 48 Park cards&lt;br /&gt;
* 10 Season cards&lt;br /&gt;
* 12 Year cards&lt;br /&gt;
* 36 Gear cards&lt;br /&gt;
* 15 Canteen cards&lt;br /&gt;
* 10 Trail Sites&lt;br /&gt;
* 2 Hikers / player&lt;br /&gt;
* 1 Campfire / player&lt;br /&gt;
* 1 Camera&lt;br /&gt;
* 1 First Hiker Marker&lt;br /&gt;
* 16 Forest tokens&lt;br /&gt;
* 16 Mountain tokens&lt;br /&gt;
* 30 Sunshine tokens&lt;br /&gt;
* 30 Water tokens&lt;br /&gt;
* 12 Wildlife tokens&lt;br /&gt;
* 28 Photos &#039;&#039;= 1 point each&#039;&#039;&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=16691</id>
		<title>Gamehelpbang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=16691"/>
		<updated>2023-04-22T12:22:52Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Objective==&lt;br /&gt;
Each player has his own goal.&lt;br /&gt;
* Sheriff and Deputies: Kill all the Outlaws and the Renegade.&lt;br /&gt;
* Outlaws: Kill the Sheriff.&lt;br /&gt;
* Renegade: Kill all opponents with the Sheriff being last.&lt;br /&gt;
Everyone knows the Sheriff but all other characters are hidden.&lt;br /&gt;
&lt;br /&gt;
The number of roles varies by player count as follows&lt;br /&gt;
* 4 players: 1 Sheriff, 1 Renegade, 2 Outlaws&lt;br /&gt;
* 5 players: 1 Sheriff, 1 Renegade, 2 Outlaws, 1 Deputy&lt;br /&gt;
* 6 players: 1 Sheriff, 1 Renegade, 3 Outlaws, 1 Deputy&lt;br /&gt;
* 7 players: 1 Sheriff, 1 Renegade, 3 Outlaws, 2 Deputy&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw two cards from the draw pile.&lt;br /&gt;
* Play any number of cards, but only 1 Bang!&lt;br /&gt;
* Discard cards to your hand size limit (your life points).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can have only 1 copy of any card in play, unless the copy is from your character.&lt;br /&gt;
* You can only have 1 weapon. If you haven&#039;t played any weapons, you have Colt.45 (distance 1).&lt;br /&gt;
* Brown border cards have immediate effect while blue cards have effects that last until they are removed.&lt;br /&gt;
* The distance between players is the minimum number of places between them.&lt;br /&gt;
* The Sheriff starts with 1 extra life point.&lt;br /&gt;
* When you lose your last life point, you die unless you play a Beer.&lt;br /&gt;
* When you die, discard all your cards and show your role card to others.&lt;br /&gt;
* If the Sheriff kills a Deputy, they discards all cards they have in hand and in play.&lt;br /&gt;
* Anyone killing an Outlaw draws 3 cards.&lt;br /&gt;
* Beer has no effect when only 2 players are left&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If the Sheriff is killed, Outlaws win unless the Renegade is the last one standing, which he wins.&lt;br /&gt;
* If all the Outlaws and the Renegade are killed, the Sheriff and his Deputies win.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
* Bart Cassidy (4): Each time he loses a life point, he draws a card.&lt;br /&gt;
* Black Jack (4): Show his second card: if it is red he draws an additional card.&lt;br /&gt;
* Calamity Janet (4): She can use Bang! as Missed! and vice versa.&lt;br /&gt;
* El Gringo (3): When he losses a life point, he draws a random card from the player that caused his life loss.&lt;br /&gt;
* Jesse Jones (4): He may draw his first card from any other player instead of from the deck.&lt;br /&gt;
* Jourdonnais (4): He has a Barrel in play at all times.&lt;br /&gt;
* Kit Carlson (4): He looks at the top 3 cards in the deck when he draws: draw 2 and put the other on top of the deck.&lt;br /&gt;
* Lucky Duke (4): He chooses the result of a draw! from 2 cards.&lt;br /&gt;
* Paul Regret (3): He has a Mustang in play at all times.&lt;br /&gt;
* Pedro Ramirez (4): He may draw his first card from the discard pile.&lt;br /&gt;
* Rose Doolan (4): She has a Scope in play at all times.&lt;br /&gt;
* Sid Ketchum (4): He may discard 2 cards to regain 1 life point at any time.&lt;br /&gt;
* Slab the Killer (4): 2 Missed! must be played to cancel his Bang!&lt;br /&gt;
* Suzy Lafayette (4): She draws a card when she has no cards.&lt;br /&gt;
* Vulture Sam (4): He takes all the cards of that player when a player dies.&lt;br /&gt;
* Willy the Kid (4): He can play any number of Bang! during his turn.&lt;br /&gt;
&lt;br /&gt;
==Card List==&lt;br /&gt;
===Brown Cards: Immediate Effect (63)===&lt;br /&gt;
* Bang!: Target a player that you can reach. They lose 1 life point unless they can play a Missed! (25)&lt;br /&gt;
* Missed!: Cancel a Bang! (12)&lt;br /&gt;
* Beer: Regain 1 life point. Can be played when receiving a lethal hit. (6)&lt;br /&gt;
* Saloon: All players regain 1 life point. Cannot be played out of turn. (1)&lt;br /&gt;
* Stagecoach &amp;amp; Wells Fargo: Draw 2 or 3 cards. (2) and (1)&lt;br /&gt;
* General Store: Draw cards equal to number of alive players. Everyone chose a card starting from you. (2)&lt;br /&gt;
* Panic!: Draw a card from a player with distance 1. (4)&lt;br /&gt;
* Cat Balou: Force a player to discard a card. (4)&lt;br /&gt;
* Gatling: All other players lose 1 life point. (1)&lt;br /&gt;
* Indians: All other players discard a Bang! or lose 1 life point. (2)&lt;br /&gt;
* Duel: Challenge a player. The challenged and the challenger take turns to discard a Bang! and the first player failing loses 1 life point. (3)&lt;br /&gt;
&lt;br /&gt;
===Blue Cards: Continuous Effect (17)===&lt;br /&gt;
* Weapons: They change the maximum distance that you can hit, except the Volcanic which allows you to play any number of Bang! (8)&lt;br /&gt;
* Mustang: All other players see you with a distance increased by 1. (2)&lt;br /&gt;
* Scope: You see all other players with a distance decreased by 1, but at least 1. (1)&lt;br /&gt;
* Barrel: When you are targeted with a Bang!, draw! If it is a heart, you are Missed! (2)&lt;br /&gt;
* Jail: Play this card on another player. That player draw! and escapes if it is a heart, otherwise his turn is skipped. Jail cannot be played on the Sheriff.(3)&lt;br /&gt;
* Dynamite: When this card is in front of you, draw! and it explodes when it is a spades 2-9 (you lose 3 life points), otherwise pass it. (1)&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=16690</id>
		<title>Gamehelpsevenwondersarchitects</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=16690"/>
		<updated>2023-04-22T12:22:39Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game plays over several turns. On your turn, choose one card from the deck to your left, the deck to your right, or the middle deck (above you). The cards represent resources, science symbols, victory points, or military shields. The game ends as soon as one player&#039;s Wonder is entirely constructed. The person with the most victory points at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource&#039;&#039;&#039; cards are either grey or yellow. Grey cards represent the resources to construct each level of your Wonder. Yellow cards represent coins that serve as wild cards to replace any resource you need. The number on each level of construction indicate how many resources are required. The symbols indicate if you need resources that are the same or not the same. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science&#039;&#039;&#039; cards are green. There are 3 different science symbols available. If you collect 2 identical symbols or 1 of each symbol, you can take a Progress Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory&#039;&#039;&#039; point cards are blue. Each victory point card is worth either 2 or 3 victory points. The 2 victory point cards also have a cat symbol, allowing you to claim the cat pawn. Having the cat pawn allows you to see the top card of the middle deck at the start of your turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield&#039;&#039;&#039; cards are red. Each military shield card contains a shield and either 0, 1, or 2 horns. Collecting shield cards with horns trigger conflict tokens and once all conflict tokens are triggered a battle commences. You gain 3 victory points if you have more shields than each of your neighbors, 0 victory points if they are equal or less. Discard all shield cards with horns after the battle.&lt;br /&gt;
&lt;br /&gt;
== 2-Player Battles ==&lt;br /&gt;
&lt;br /&gt;
When resolving a battle in a 2-player game, a player with at least &#039;&#039;one&#039;&#039; more Shield than their opponent takes 1 Military Victory token (3 points). However, if a player has at least &#039;&#039;twice as many&#039;&#039; Shields as their opponent, take 2 Military Victory tokens (2 x 3 = 6 points). If your opponent has no Shields, and you have 2 or more, take 2 Military Victory tokens (6 points).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Player Battle, Scoring Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- 1 Shield(s) vs. 0 Shield(s) = 1 token (3 points)&lt;br /&gt;
&lt;br /&gt;
- 2 Shield(s) vs. 0 Shield(s) = 2 tokens (6 points)&lt;br /&gt;
&lt;br /&gt;
- 2 Shield(s) vs. 1 Shield(s) = 2 tokens (6 points)&lt;br /&gt;
&lt;br /&gt;
- 3 Shield(s) vs. 2 Shield(s) = 1 token (3 points)&lt;br /&gt;
&lt;br /&gt;
- 4 Shield(s) vs. 2 Shield(s) = 2 tokens (6 points)&lt;br /&gt;
&lt;br /&gt;
== Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Special Effects of the seven different Wonders:&lt;br /&gt;
&lt;br /&gt;
[[File:WonderEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
Special Effects of the 14 different Progress Token:&lt;br /&gt;
&lt;br /&gt;
[[File:TokenEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as one player&#039;s Wonder is constructed. The winner is the player with the most victory points. &lt;br /&gt;
&lt;br /&gt;
Victory points are gained through each constructed level of your Wonder, the cat pawn (2 points), blue cards, military victory tokens, and progress tokens. If there is a tie, the winner is the player who has the most levels of their Wonder constructed.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=16689</id>
		<title>Gamehelpgreatwesterntrail</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=16689"/>
		<updated>2023-04-22T12:22:28Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Great Western Trail, you&#039;ll play the role of mid-1800&#039;s-era ranchers traversing the American west in order to trade cattle and develop the area leading west. You&#039;ll do this by moving along the trail, taking an action related to the space you end up, and restocking your cattle. Periodically you&#039;ll arrive at Kansas City to make a bigger trade and develop your abilities even further. This is a game containing a mix of deck building, tile placement, and engine development. Players earn points based on their cards, buildings placed, the deliveries made, how far their train can reach, and various other measures. The player with the most points at the end of the game wins!&lt;br /&gt;
[[Category:Board games]]&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
The central board and the area immediately around it consists of:&lt;br /&gt;
* The game map, with the trail itself appearing as a dotted line.&lt;br /&gt;
* Various buildings showing the different actions that can be taken. Gray buildings are neutral and can be used by all players. Buildings of a specific player color can only be used by that player. Square outlines are spaces that can be built on by a player later. Other tokens are hazards and require a money cost to move through.&lt;br /&gt;
* The delivery track, along the top edge of the board. As you complete the trail, you can place discs on here for points and other bonuses (or penalties).&lt;br /&gt;
* The train station, appearing just under the delivery track and continuing along the right edge of the board. You can upgrade the stations along this for additional points and bonuses.&lt;br /&gt;
* The worker market, along the left side of the board. This shows the workers available for hire. It also shows the approximate game progress - if the marker along the right side of it is scrolled off the board, the game will end shortly after.&lt;br /&gt;
* The cattle market, shown under the board. This allows you to purchase more cattle.&lt;br /&gt;
* The objective display, shown under that. This allows you to pick up new objectives.&lt;br /&gt;
&lt;br /&gt;
Each player has their own board, which also shows:&lt;br /&gt;
* The overall turn structure, shown along the top of the board. This shows your movement, actions, and cleanup parameters, which can be upgraded as the game proceeds.&lt;br /&gt;
* Auxiliary actions, shown on the left side of this board. These show various actions you can take - if the disc next to the action has been removed, you can take this action.&lt;br /&gt;
* Your workers, in the center of your board. The number of cowboys, craftsmen, and engineers are shown here, along with bonuses for hiring these workers.&lt;br /&gt;
* Your certificates, represented by ribbons along the right side of your board. These can be spent in order to get a higher value hand.&lt;br /&gt;
* Your buildings still left to build, represented by tiles of your player color.&lt;br /&gt;
* Your cattle cards. These can be spent on various actions for money, or taken to the end of the trail for a delivery.&lt;br /&gt;
* Your objectives. You can complete these for extra points.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
A turn of Great Western Trail consists of three phases: a movement phase, an action phase, and a cleanup phase, performed in that order. So in general, you will move some number of spaces, take an action related to where you moved to, and replenish any spent cards during your turn.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
During your movement phase, you can move up to your movement rating, which is listed on your player board. You don&#039;t have to move all of your allotted movement, but you do have to move at least once. You can only move forward along the trail, never backwards. One move consists of touching any building or token on the board - moving through empty space is free.&lt;br /&gt;
&lt;br /&gt;
Some spaces have a toll to cross, represented by a hand symbol. If you touch here, you must pay money - if it&#039;s a hazard on the board, you pay to the general supply, but if it&#039;s from another player&#039;s building, you pay them the money. However, if you don&#039;t have enough money, you just pay what you can and move ahead.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
If you ended your movement on a neutral building or one of your color, you can take actions for the spaces you are currently on. Alternatively, you can also take one of the auxiliary actions on your player board.&lt;br /&gt;
&lt;br /&gt;
==== Auxiliary Actions ====&lt;br /&gt;
&lt;br /&gt;
These actions can be taken regardless of where you stop on the board, and can sometimes be taken as part of another building&#039;s action, frequently as a double action (i.e. take the same action twice). However, these need to be unlocked as the game progresses (the first two of these start the game unlocked).&lt;br /&gt;
- Gain 1 coin.&lt;br /&gt;
- Draw a card from your deck, then discard a card.&lt;br /&gt;
- Pay 1 coin and move your train back one space to gain 1 certificate.&lt;br /&gt;
- Pay 1 coin to advance your train 1 space.&lt;br /&gt;
- Move your train back one space to permanently remove one of your cards from the game.&lt;br /&gt;
&lt;br /&gt;
==== Building Actions ====&lt;br /&gt;
&lt;br /&gt;
These are some of the common building actions. Note that all of these actions are optional and can be performed in any order.&lt;br /&gt;
* Discard a card for money. The tile will tell you which cards to discard and how much you will receive for it.&lt;br /&gt;
&lt;br /&gt;
* Go to the cattle market. &lt;br /&gt;
** For each cowboy you have, you can take a certain number of actions - these actions are listed along the bottom of the board. &lt;br /&gt;
** In general, you can use some number of cowboys to acquire a card of a certain number at a specific cost. &lt;br /&gt;
** When you buy a card, it goes to your discard pile (where it will return to your draw pile once you have run out of cards to draw). &lt;br /&gt;
** You may use these available cowboys in any combination of purchases, including taking the same purchase action twice. &lt;br /&gt;
** You can also use 1 cowboy to add 2 more cards to the cattle market. Note that you will earn points just for having these cows in your deck.&lt;br /&gt;
&lt;br /&gt;
* Build a building. &lt;br /&gt;
** Buildings are restricted based on the number of craftsmen available. &lt;br /&gt;
** Each building will tell you how many craftsmen are required, and for each craftsmen used this way, you will spend 2 coins. &lt;br /&gt;
** Alternatively, you may remodel an existing building by paying the difference in craftsmen, but the old building is permanently lost. &lt;br /&gt;
** Note that you will earn points just for having buildings on the map.&lt;br /&gt;
&lt;br /&gt;
* Move your train. &lt;br /&gt;
** When you move your train, skip over any occupied spaces (this also applies if you ever have to move your train backwards). &lt;br /&gt;
** Some of these actions will be dependent on the number of engineers. You can also use these to move to the stations - if you end your movement there, you can pay to place a disc on the station, gaining points and another ability. &lt;br /&gt;
** You can also trade a worker for the stationmaster tile, also gaining a one-time bonus and some conditional victory points.&lt;br /&gt;
&lt;br /&gt;
* Hire more workers. &lt;br /&gt;
** The cost to hire is based on which row the worker is placed on. &lt;br /&gt;
** Only workers above the round marker are available. &lt;br /&gt;
** If hiring a worker covers an action on your board, immediately perform that action if able. &lt;br /&gt;
** Workers in the 5th and 6th column of your board are worth extra points.&lt;br /&gt;
&lt;br /&gt;
* Trade with the natives/outlaws. &lt;br /&gt;
** Pick up the native/outlaw tile and gain coins based on its position.&lt;br /&gt;
&lt;br /&gt;
* Clear a hazard. &lt;br /&gt;
** Pay money, then pick up the hazard tile. &lt;br /&gt;
** These will also award points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
* Take auxiliary actions. &lt;br /&gt;
** These will let you take any of your unlocked auxiliary actions, usually twice.&lt;br /&gt;
&lt;br /&gt;
Other similar actions may exist on your building tiles.&lt;br /&gt;
&lt;br /&gt;
==== Actions in Kansas City ====&lt;br /&gt;
&lt;br /&gt;
If you end your move in Kansas City, instead take the following actions:&lt;br /&gt;
# Add one tile from each of the three columns to the board. These will contain hazards and workers.&lt;br /&gt;
# Discard your hand. Gain coins equal to its numerical value, but ignore any duplicate cards - only unique cows are worth anything here! You may also spend certificates to add to this value.&lt;br /&gt;
# Place one of your discs on a delivery space up to the value you received in the previous step. &lt;br /&gt;
## These discs will unlock auxiliary actions or improve your movement, hand size, or maximum certificate. &lt;br /&gt;
## If there are any train crossings between your train and the space you&#039;re placing a disc, pay 1 coin for each of these. &lt;br /&gt;
## Note that the white bordered disc spaces can only accept white bordered discs (unless none are available), but black bordered spaces, which usually unlock stronger abilities, can accept either type of disc.&lt;br /&gt;
# Return your player marker to the start of the trail.&lt;br /&gt;
&lt;br /&gt;
==== Cleanup ====&lt;br /&gt;
&lt;br /&gt;
During the cleanup phase, draw until you have 4 cards in hand (potentially more if you&#039;ve removed the discs to increase your hand size). Any cards that were previously in your hand are kept.&lt;br /&gt;
&lt;br /&gt;
==== End Game ====&lt;br /&gt;
&lt;br /&gt;
End game is triggered when a player places a worker tile onto the last space of the job market, moving the job market token off the bottom of the market.   They finish their turn, and each other player has a last turn.  &lt;br /&gt;
&lt;br /&gt;
Then scoring takes place:&lt;br /&gt;
&lt;br /&gt;
*1 VP per 5 dollars&lt;br /&gt;
&lt;br /&gt;
*VP from tiles on the board&lt;br /&gt;
&lt;br /&gt;
*VP from disks on the city crests&lt;br /&gt;
&lt;br /&gt;
*VP next to train stations with disks on&lt;br /&gt;
&lt;br /&gt;
*VP from hazard tiles&lt;br /&gt;
&lt;br /&gt;
*VP from all cattle cards with VP&#039;s on&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from all objectives in the deck, moving them to personal objective area. &lt;br /&gt;
 &lt;br /&gt;
*Subtract VP&#039;s from unfulfilled objectives&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from station master tiles. &lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from workers in 5th or 6th row&lt;br /&gt;
&lt;br /&gt;
*VP from certain locations on the player card&lt;br /&gt;
&lt;br /&gt;
*2 VP for the job market token.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcheckers&amp;diff=16688</id>
		<title>Gamehelpcheckers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcheckers&amp;diff=16688"/>
		<updated>2023-04-22T12:22:12Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play checkers/draughts, see &amp;lt;b&amp;gt;[[Tips_checkers]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Objective of the Game ==&lt;br /&gt;
&lt;br /&gt;
Checkers, also known as &#039;draughts&#039;, is a timeless abstract strategy game for two players dating back almost a thousand years. In the game you move your pieces until you&#039;ve jumped over all pieces of your opponent and have removed them from the board. Players move one piece diagonally at a time in alternating play (starting with light).  All references to squares refer to the dark squares only. The board is an 8 by 8 square of squares in alternating light or dark colours.  Players should set up pieces on the 12 dark squares in the first three rows closest to them (the light spaces are completely ignored in the game), setting up three rows of 4 checkers.&lt;br /&gt;
&lt;br /&gt;
== Game variants ==&lt;br /&gt;
&lt;br /&gt;
There is a lot of Checkers variants. Four of them are available on Board Game Arena :&lt;br /&gt;
&lt;br /&gt;
:* International Checkers (10x10 board, men can capture backwards, kings can fly, one must capture as many pieces as possible)&lt;br /&gt;
:* Straight Checkers (8x8 board, men cannot capture backwards, kings can capture backwards but cannot fly, one must capture if possible but not necessarily as many pieces as possible)&lt;br /&gt;
:* Brazilian Checkers (8x8 board, men can capture backwards, kings can fly, one must capture as many pieces as possible)&lt;br /&gt;
:* Russian Checkers (8x8 board, men can capture backwards, kings can fly and go on capturing immediately after getting crowned, one must capture if possible but not necessarily as many pieces as possible).&lt;br /&gt;
&lt;br /&gt;
Make sure to check the rules for the variant you are currently playing: the following detailed section applies only to Straight Checkers.&lt;br /&gt;
&lt;br /&gt;
== Straight Checkers ==&lt;br /&gt;
&lt;br /&gt;
===Moving &amp;amp; Capturing===&lt;br /&gt;
&lt;br /&gt;
Take turns moving a checker one space diagonally forward towards the opponent&#039;s side of the board on a square that contains no checkers of either player. You may &#039;jump&#039; your opponents checkers by making a capturing move if your checker is located at most one space behind your opponent&#039;s checker (on your side). When capturing you jump over the checker moving two spaces in the same direction and then remove their piece from the game. Capturing multiple pieces using multiple jumps in the same turn is a key part of the game, when doing so you may change which direction they&#039;re moving diagonally, but they must still always move forward.&lt;br /&gt;
:* If you have the opportunity to jump your opponent&#039;s checker, you must.&lt;br /&gt;
:* You may continue capturing subsequent checkers until there are no more possible captures.&lt;br /&gt;
:* If you have the opportunity to jump a choice of opponent&#039;s checkers, you may choose which but must capture one of them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-flow:row wrap; gap:0.5rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{chessboard | hideNotation= | squareSize=50 | lightSquareColour=#eed | darkSquareColour=#5a5&lt;br /&gt;
&lt;br /&gt;
| f2={{whiteCylinder}}&lt;br /&gt;
| highlightf2=gold&lt;br /&gt;
| highlightg3=blue&lt;br /&gt;
| highlighte3=blue&lt;br /&gt;
&lt;br /&gt;
| h2={{whiteCylinder}}&lt;br /&gt;
&lt;br /&gt;
| c7={{blackCylinder}}&lt;br /&gt;
| f6={{blackCylinder}}&lt;br /&gt;
| f4={{blackCylinder}}&lt;br /&gt;
| d4={{blackCylinder}}&lt;br /&gt;
}}&lt;br /&gt;
{{chessboard | hideNotation= | squareSize=50 | lightSquareColour=#eed | darkSquareColour=#5a5&lt;br /&gt;
&lt;br /&gt;
| g3={{whiteCylinder}}&lt;br /&gt;
| highlightg3=gold&lt;br /&gt;
| highlightf4=red&lt;br /&gt;
| highlighte5=blue&lt;br /&gt;
| highlightf6=red&lt;br /&gt;
| highlightg7=blue&lt;br /&gt;
| highlightd6=red&lt;br /&gt;
| highlightc7=blue&lt;br /&gt;
&lt;br /&gt;
| h2={{whiteCylinder}}&lt;br /&gt;
&lt;br /&gt;
| d6={{blackCylinder}}&lt;br /&gt;
| f6={{blackCylinder}}&lt;br /&gt;
| f4={{blackCylinder}}&lt;br /&gt;
| d4={{blackCylinder}}&lt;br /&gt;
}}&lt;br /&gt;
{{chessboard | hideNotation= | squareSize=50 | lightSquareColour=#eed | darkSquareColour=#5a5&lt;br /&gt;
&lt;br /&gt;
| g7={{whiteCylinder}}&lt;br /&gt;
| highlightg3=gold&lt;br /&gt;
| highlightf4=red&lt;br /&gt;
| highlighte5=blue&lt;br /&gt;
| highlightf6=red&lt;br /&gt;
| highlightg7=blue&lt;br /&gt;
&lt;br /&gt;
| h2={{whiteCylinder}}&lt;br /&gt;
&lt;br /&gt;
| d6={{blackCylinder}}&lt;br /&gt;
| d4={{blackCylinder}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kings===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-flow:row wrap;&amp;quot;&amp;gt;{{whiteDoubleCylinder}}{{blackDoubleCylinder}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When one of your pieces reaches the end of the opponent&#039;s board that piece is upgraded to a king, these may move in either direction now.&lt;br /&gt;
:* Kings may move forward or backward diagonally.&lt;br /&gt;
:* Kings can still only move one diagonal space at a time unless capturing.&lt;br /&gt;
:* Kings may move both forward and backward in the same turn when capturing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-flow:row wrap; gap:0.5rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{chessboard | hideNotation= | squareSize=50 | lightSquareColour=#eed | darkSquareColour=#5a5&lt;br /&gt;
&lt;br /&gt;
| d8={{whiteDoubleCylinder}}&lt;br /&gt;
| highlightd8=gold&lt;br /&gt;
| highlightc7=blue&lt;br /&gt;
| highlighte7=blue&lt;br /&gt;
&lt;br /&gt;
| b4={{whiteCylinder}}&lt;br /&gt;
| f4={{whiteCylinder}}&lt;br /&gt;
| c3={{whiteCylinder}}&lt;br /&gt;
&lt;br /&gt;
| b6={{blackCylinder}}&lt;br /&gt;
| d6={{blackCylinder}}&lt;br /&gt;
| e1={{blackDoubleCylinder}}&lt;br /&gt;
}}&lt;br /&gt;
{{chessboard | hideNotation= | squareSize=50 | lightSquareColour=#eed | darkSquareColour=#5a5 &lt;br /&gt;
&lt;br /&gt;
| e7={{whiteDoubleCylinder}}&lt;br /&gt;
| highlighte7=gold&lt;br /&gt;
| highlightd6=red&lt;br /&gt;
| highlightc5=blue&lt;br /&gt;
| highlightb6=red&lt;br /&gt;
| highlighta7=blue&lt;br /&gt;
&lt;br /&gt;
| b4={{whiteCylinder}}&lt;br /&gt;
| f4={{whiteCylinder}}&lt;br /&gt;
| c3={{whiteCylinder}}&lt;br /&gt;
&lt;br /&gt;
| b6={{blackCylinder}}&lt;br /&gt;
| d6={{blackCylinder}}&lt;br /&gt;
| f2={{blackDoubleCylinder}}&lt;br /&gt;
}}&lt;br /&gt;
{{chessboard | hideNotation= | squareSize=50 | lightSquareColour=#eed | darkSquareColour=#5a5 &lt;br /&gt;
&lt;br /&gt;
| a7={{whiteDoubleCylinder}}&lt;br /&gt;
| highlighte7=gold&lt;br /&gt;
| highlightd6=red&lt;br /&gt;
| highlightc5=blue&lt;br /&gt;
| highlightb6=red&lt;br /&gt;
| highlighta7=blue&lt;br /&gt;
&lt;br /&gt;
| b4={{whiteCylinder}}&lt;br /&gt;
| f4={{whiteCylinder}}&lt;br /&gt;
| c3={{whiteCylinder}}&lt;br /&gt;
&lt;br /&gt;
| f2={{blackDoubleCylinder}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Winning==&lt;br /&gt;
&lt;br /&gt;
Complete &#039;&#039;one&#039;&#039; of the following two objectives;&lt;br /&gt;
&lt;br /&gt;
* Capture all of your opponent&#039;s pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;or&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Block all your opponent&#039;s pieces so they can&#039;t make any more moves.&lt;br /&gt;
&lt;br /&gt;
==Draws==&lt;br /&gt;
&lt;br /&gt;
A draw is declared if &#039;&#039;any&#039;&#039; of these conditions occur;&lt;br /&gt;
&lt;br /&gt;
* The same situation repeats itself for the third time (not necessarily consecutive).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;or&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 25 moves have been played without moving a man forward or making a capture.&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=16687</id>
		<title>Gamehelpquoridor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=16687"/>
		<updated>2023-04-22T12:22:00Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://www.quoridorfansite.com/tools/freeboard.html Freeboard]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;{{infoBox |topLeftColour=#987 |middleColour=#a98 |bottomRightColour=#a98&lt;br /&gt;
|title=Starting position&amp;lt;/b&amp;gt;&lt;br /&gt;
|body={{quoridorboard |squareSize=30 |gridlineThickness=7.5&lt;br /&gt;
|e9={{blackStone}}&lt;br /&gt;
|e1={{whiteStone}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Abstract game played on a 9×9 board.&lt;br /&gt;
* 2 or 4 players.&lt;br /&gt;
* The first player to move their pawn to the opposite side of the board wins.&lt;br /&gt;
* Walls can be placed to restrict pawn moves.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Each player has one pawn which starts in the middle of their respective side.&lt;br /&gt;
* 20 walls are distributed equally to all players.&lt;br /&gt;
** &#039;&#039;i.e. 2 players: 10 each.&#039;&#039;&lt;br /&gt;
** &#039;&#039;i.e. 4 players: 5 each.&#039;&#039;&lt;br /&gt;
* Players take turns to either:&lt;br /&gt;
# &#039;&#039;&#039;[[#Move_a_pawn|Move their pawn]]&#039;&#039;&#039;&lt;br /&gt;
#: OR&lt;br /&gt;
# &#039;&#039;&#039;[[#Place_a_wall|Place a wall]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Move a pawn ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;{{infoBoxes |maxWidth=280&lt;br /&gt;
|title1=Legal pawn moves I&lt;br /&gt;
|title2=Legal pawn moves II&lt;br /&gt;
&lt;br /&gt;
|body1=&amp;lt;div&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:relative; width:180px; height:180px; overflow:hidden; margin:1rem;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:absolute; bottom:0px;&amp;quot;&amp;gt;&lt;br /&gt;
{{quoridorboard |squareSize=30 |gridlineThickness=7.5 |borderThickness=0 |hideNotation=&lt;br /&gt;
|c3={{blackStone}}&lt;br /&gt;
|c2={{whiteStone}}&lt;br /&gt;
|c1v=1&lt;br /&gt;
|highlightc1=#0808&lt;br /&gt;
|highlightb2=#0808&lt;br /&gt;
|highlightc4=#0808&lt;br /&gt;
|highlightc3=#8008&lt;br /&gt;
|highlightd2=#8008&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The white pawn may move &#039;&#039;&#039;backwards&#039;&#039;&#039;, to the &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;jump&#039;&#039;&#039; over the black pawn.&lt;br /&gt;
&lt;br /&gt;
A pawn may not move through a wall or onto the same square as another pawn.&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|body2=&amp;lt;div&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:relative; width:180px; height:180px; overflow:hidden; margin:1rem;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:absolute; bottom:0px;&amp;quot;&amp;gt;&lt;br /&gt;
{{quoridorboard |squareSize=30 |gridlineThickness=7.5 |borderThickness=0 |hideNotation=&lt;br /&gt;
|c3={{blackStone}}&lt;br /&gt;
|c2={{whiteStone}}&lt;br /&gt;
|c3h=1&lt;br /&gt;
|highlightc1=#0808&lt;br /&gt;
|highlightb2=#0808&lt;br /&gt;
|highlightb3=#0808&lt;br /&gt;
|highlightd2=#0808&lt;br /&gt;
|highlightd3=#0808&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The forward jump is blocked by a wall.&lt;br /&gt;
&lt;br /&gt;
The active white pawn may additionally move to squares orthogonally adjacent to the black pawn.&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* Adjacent squares in orthogonal directions.&lt;br /&gt;
** &#039;&#039;i.e. forwards, backwards, or sideways.&#039;&#039;&lt;br /&gt;
* Not through a wall.&lt;br /&gt;
* Not onto the same square as another pawn.&lt;br /&gt;
* Jump over an orthogonally adjacent pawn:&lt;br /&gt;
*# Two squares in the direction of the adjacent pawn.&lt;br /&gt;
*#* &#039;&#039;If there is no other pawn, fence or board edge preventing this move to the destination square.&#039;&#039;&lt;br /&gt;
*# Otherwise one square diagonally.&lt;br /&gt;
*#* &#039;&#039;If there is no other pawn, fence or board edge preventing this move to the destination square.&#039;&#039;&lt;br /&gt;
*#* &#039;&#039;i.e. the active pawn moves to the adjacent pawn and then one square at a right angle.&#039;&#039;&lt;br /&gt;
* Note: jumps are never mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Place a wall ===&lt;br /&gt;
&lt;br /&gt;
* Each wall is two squares long.&lt;br /&gt;
* Must be placed between squares, aligned with the grid.&lt;br /&gt;
* May not jut out of the board.&lt;br /&gt;
* May not block all paths for each pawn to reach their destination side.&lt;br /&gt;
* Note: if a player places all their walls, they can no longer place walls.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
* A player wins if their pawn reaches any one of the nine squares on its destination side, opposite to their starting side.&lt;br /&gt;
* A team wins if &#039;&#039;&#039;either pawn&#039;&#039;&#039; reaches its destination side.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonne&amp;diff=16682</id>
		<title>Gamehelpcarcassonne</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonne&amp;diff=16682"/>
		<updated>2023-04-22T12:19:09Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The game board is a medieval landscape built by the players as the game progresses. The game starts with a single terrain tile face up and 71 others shuffled face down for the players to draw from. On each turn a player draws a new terrain tile and places it adjacent to tiles that are already face up.  The new tile must be placed in a way that extends features on the tiles it touches: roads must connect to roads, fields to fields, and cities to cities.&lt;br /&gt;
&lt;br /&gt;
After placing each new tile, the placing player may opt to place a meeple on a feature of that newly placed tile. The placing player may not use a meeple to claim any features of the tile that extend or connect features already claimed by another player. However, it is possible for terrain features claimed by opposing players to become &amp;quot;shared&amp;quot; by the subsequent placement of tiles connecting them. For example, two field tiles, each having a meeple, can become connected by another terrain tile into a single field shared by each meeple&#039;s player. If a shared feature is connected to yet another feature of the same type claimed by one of the same players, said player, now having more meeples in that feature, gains full claim over the feature.&lt;br /&gt;
&lt;br /&gt;
When a feature other than a field is completed, all meeples in the completed feature are returned to the players who placed them, and can be reused. The player(s) with the most meeples in the feature score points immediately (see below).&lt;br /&gt;
&lt;br /&gt;
The game ends when the last tile has been placed. At that time, all features (including fields) score points for the players with the most meeples on them. The player with the most points wins the game.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
During the players&#039; turns, cities, monasteries (also known as cloisters) and roads (but not fields) are scored when they are &amp;quot;completed&amp;quot; — cities and roads when they are actually completed (i.e. contain no unfinished edges from which they may be expanded) and monasteries when they are completely surrounded by eight tiles. At the end of the game, when there are no tiles remaining, all incomplete features are scored. Points are awarded to the players with the most meeples in a feature. &lt;br /&gt;
&lt;br /&gt;
If there is a tie for the most meeples in any given feature, all of the tied players are awarded the full number of points. In general (see table), points are awarded for the number of tiles covered by a feature; monasteries score for neighboring tiles; and fields score based on the number of connected &#039;&#039;completed&#039;&#039; cities.&lt;br /&gt;
&lt;br /&gt;
Once a feature is scored, all of the meeples in that feature are returned to their owners.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Completed during play !! Game end&lt;br /&gt;
|-&lt;br /&gt;
| City&lt;br /&gt;
| 2 points per tile + 2 points per pennant&lt;br /&gt;
| 1 point per tile + 1 point per pennant&lt;br /&gt;
|-&lt;br /&gt;
| Road&lt;br /&gt;
| 1 point per tile&lt;br /&gt;
| 1 point per tile&lt;br /&gt;
|-&lt;br /&gt;
| Monastery&lt;br /&gt;
| 1 point + 1 point per surrounding tile&lt;br /&gt;
| 1 point + 1 point per surrounding tile&lt;br /&gt;
|-&lt;br /&gt;
| Fields&lt;br /&gt;
| (Not scored)&lt;br /&gt;
| 3 points for each completed city bordering the field.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
&lt;br /&gt;
===The River===&lt;br /&gt;
This expansion features a river which replaces the starting tile. The river starts from the source to the lake and cannot turn twice in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Inns and Cathedrals===&lt;br /&gt;
This expansion features inns (next to roads) and cathedrals (next to cities). Also, a large meeple of each colour is featured.&lt;br /&gt;
* Inns: If a road is completed with one or more inns, each tile scores 2 points instead of 1. However, an incompleted road with inns in the end does not score any points.&lt;br /&gt;
* Cathedrals: If a city is completed with one or more cathedrals. each tile and coat of arms scores 3 points instead of 2. However, an incompleted city with cathedrals in the end does not score any points.&lt;br /&gt;
* Large meeple: A large meeple is worth 2 meeples instead of 1.&lt;br /&gt;
&lt;br /&gt;
===Traders and Builders===&lt;br /&gt;
This expansion features goods tokens, builders and pigs.&lt;br /&gt;
* Goods tokens: The person who finishes a city with goods collects the goods in the city. The goods are wine(9), grain(6) and cloth(5). At the end of the game, the player with the most goods token of a type scores 10 points. If multiple players tie, all get the full points.&lt;br /&gt;
* Builder: Each player has a builder. It can be placed on a road or city with at least one of your meeples. If you continue the feature with your builder on it, you get a double turn.&lt;br /&gt;
* Pig: Each player has a pig. It can be placed on a field with your farmer. The pig scores 1 point for each completed city in the field.&lt;br /&gt;
&lt;br /&gt;
===The Princess and the Dragon===&lt;br /&gt;
This expansion features the dragon, the fairy and the magic portal.&lt;br /&gt;
* The volcano: The dragon appears on it. After the dragon appears, dragon tiles can be placed. No meeples can be placed on a volcano tile.&lt;br /&gt;
* Dragon tiles: Each player take turns to move the dragon until the dragon moves 6 spaces or is unable to move. All figures on the spaces it visits returns to their owners without scoring.&lt;br /&gt;
* The princess: Instead of placing a meeple, you can return a meeple in the city to his owner.&lt;br /&gt;
* The magic portal: You can place a meeple on any previous placed tile instead on the tile you placed.&lt;br /&gt;
* The fairy: It belongs to nobody. Instead of placing a meeple, you can move the fairy to one of your existing meeples. If the fairy is on one of your meeples at the start of your turn, you score 1 point. All figures on it are protected from the dragon. If a feature is scored while one of your meeples on it has the fairy, you score 3 points, even if you are not winning the feature.&lt;br /&gt;
&lt;br /&gt;
===Strategic Variant===&lt;br /&gt;
Each player has 3 tiles at the start. On each turn, a tile is drawn and added to the player&#039;s hand. They choose which one to place each time.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsechsnimmt&amp;diff=16681</id>
		<title>Gamehelpsechsnimmt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsechsnimmt&amp;diff=16681"/>
		<updated>2023-04-22T12:18:59Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Objective==&lt;br /&gt;
The basic goal of the game is to avoid having to pick up cards, and try to force the other players to do so.  Everyone starts with 66 points - you lose one for each &amp;quot;bullhead&amp;quot; on a card you have to pick up.  When one player has lost all of their points, the game will end at the end of the current round and the player with the most points left wins!&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
* Everyone starts a round with 10 cards in their hand. Four cards are placed on the table to start four rows.  &lt;br /&gt;
* Every player secretly chooses a card, and then all of the cards are revealed at the same time.  &lt;br /&gt;
* When the cards are revealed, they are placed on the ends of the rows, from lowest value played to highest, following two rules:&lt;br /&gt;
# Cards are always placed in ascending order.&lt;br /&gt;
# Cards are always placed next to the card on the board with the smallest difference between them.&lt;br /&gt;
* As play progresses, the rows will fill up with cards - at five cards, a row is full.  &lt;br /&gt;
* If someone&#039;s card would go onto a full row (is the sixth card), that player has to pick up all of the cards in that row, and they lose as many points as there are &amp;quot;bullheads&amp;quot; on the cards (different cards are worth different amounts - see below).  The card that the person played becomes the starting point of a new row.&lt;br /&gt;
* If someone plays a card that is lower than the numbers at the end of all of the rows, then that player must take a row of their choice, and start a new row in its place with their card.&lt;br /&gt;
&lt;br /&gt;
==Bullheads==&lt;br /&gt;
* Each card from 1 to 104 has a number of bullheads on it - this indicates how many points it is worth when it is picked up.&lt;br /&gt;
* Cards which end in the number 5 (ex. 5, 15, 25) are worth 2 points.&lt;br /&gt;
* Cards which end in the number 0 (10, 20, 30) are worth 3 points.&lt;br /&gt;
* Cards which are multiples of 11 (11, 22, 33) are worth 5 points.&lt;br /&gt;
* The 55 card ends in 5 and is a multiple of 11, so it is worth 7 points.&lt;br /&gt;
* All other cards are worth 1 point.&lt;br /&gt;
&lt;br /&gt;
==End of a round==&lt;br /&gt;
* The round ends when all 10 cards have been played from players&#039; hands. If no-one has lost all of their points, then a new round begins.&lt;br /&gt;
* If someone is out of points, then the game is over and whoever still has the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Tactics===&lt;br /&gt;
* This ruleset changes the number of cards in play (based on how many people are playing) - other than that the rules are the same.  &lt;br /&gt;
* The number of cards is equal to 10 times the number of players plus 4 (5 players = cards 1 to 54, 6 players = cards 1 to 64, etc.)&lt;br /&gt;
* Therefore, every card that could be played will find its way onto the table at some point.  &lt;br /&gt;
* This changes the strategy and makes paying attention to which cards are yet to be played more important.&lt;br /&gt;
&lt;br /&gt;
===Logic===&lt;br /&gt;
* Apply the same rules as Tactics, with these additional rules.&lt;br /&gt;
* At the start of the round all of the cards are placed on the table face up&lt;br /&gt;
* Players take turns choosing cards one at a time to build their hands before the round properly starts.&lt;br /&gt;
&lt;br /&gt;
===Professional===&lt;br /&gt;
* Cards are played to the left OR the right, depending on which is closest in numerical value.  &lt;br /&gt;
* The card that the person played becomes the starting point of a new row.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdomino&amp;diff=16680</id>
		<title>Gamehelpkingdomino</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdomino&amp;diff=16680"/>
		<updated>2023-04-22T12:18:51Z</updated>

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&lt;hr /&gt;
&lt;div&gt;H&lt;br /&gt;
Kingdomino is a tile drafting game in which players use domino-like landscape tiles to create the highest scoring kingdom.  The game consists of 1 starting 1x1 tile for each player, 48 1x2 dominoes ranked from 1-48 (with higher ranked dominoes tending to be more valuable), and 1 king meeple for each player (2 in the 2 player game) used to indicate the dominoes drafted by each player for the next round.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
Players will take turns drafting and placing dominoes into their kingdom.  Players will be placing these dominoes into their kingdom in order to fill a 5x5 grid (7x7 in the 2 player Mighty Duel variant, see below).  Each square of a domino will be one of 6 landscape types: Wheat fields, grasslands, forests, lakes, swamps, or mines.  Additionally, some squares on dominoes will feature 1-3 crown icons on them.  At the end of the game, players will score each distinct contiguous region of dominoes of the same type, by multiplying the number of squares in that region by the number of crowns in that region.  Thus, a grasslands region consisting of 3 squares and having 2 crowns will be worth 6 points, while a wheat fields region of 6 squares but 0 crowns will be worth nothing.  Players add together the values of every region in their kingdom to determine their final score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Each terrain type has a different distribution in the deck.  Grasslands and forest squares are plentiful, but have very few squares with crowns.  Mines are rare but have lots of crowns.  Press the &amp;quot;Dominoes list&amp;quot; button in game to see the breakdown of landscape squares in the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;These rules are written for a standard 4 player game.  2-3 player rules, and game variants, are listed at the end of these rules.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== First turn ===&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, each player receives a 1x1 starting tile in their play area.  4 dominoes are randomly drawn and arranged in order, from lowest rank to highest rank (these ranks are not displayed on the BGA interface, but can be seen in the game log).  The turn order for the first turn is randomly determined.  Beginning with the first player, each player places their king meeple on one of the 4 dominoes.  Each domino may only be claimed by one player.&lt;br /&gt;
&lt;br /&gt;
=== Subsequent turns ===&lt;br /&gt;
&lt;br /&gt;
A new set of 4 dominoes are randomly drawn and placed to the right of the previous set of dominoes.  Then, starting with the player who claimed the lowest-ranked (top) domino in the previous turn, each player places their chosen domino into their kingdom, and places their king meeple onto one of the available dominoes from the new set.  Higher-ranked dominoes are more likely to have crowns or rare terrain types, but tend to give the players who choose them a later spot in the turn order on the next round.&lt;br /&gt;
&lt;br /&gt;
When placing a domino into their kingdom, the placed domino can be rotated freely and placed in a horizontal or vertical orientation.  However, players must obey these two restrictions:&lt;br /&gt;
&lt;br /&gt;
1. Dominoes must be placed so that at least one square of the domino is orthogonally adjacent to either another square of the same terrain type, or the starting tile.&lt;br /&gt;
&lt;br /&gt;
2. The player&#039;s kingdom must fit within the constraints of a 5x5 grid (or 7x7 in the Mighty Duel variant, see below).  If a domino placement would cause the grid to have more than 5 rows or columns, that placement may not be made.  There are no restrictions on where the player&#039;s starting tile resides within the kingdom.  It may be in the middle, in a corner, or anywhere else.&lt;br /&gt;
&lt;br /&gt;
If a player is unable to legally place their chosen domino, the domino is discarded (and the player will have gaps in their kingdom at the end of the game).  A player may not elect to discard a domino if they have a legal placement.&lt;br /&gt;
&lt;br /&gt;
=== End of game ===&lt;br /&gt;
&lt;br /&gt;
The game ends once the supply of dominoes is exhausted.  Players then score their kingdoms as outlined in the &amp;quot;objective&amp;quot; section above.  Highest score wins!  In the event of a tie, the player with the largest territory (contiguous set of the same landscape type) wins. If there is still a tie, the player with the most crowns wins. If there is still a tie, the players share the victory.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Three player ===&lt;br /&gt;
&lt;br /&gt;
4 dominoes are placed each round, as described above.  However, after each of the three players places their meeple on a domino, the remaining domino is discarded&lt;br /&gt;
&lt;br /&gt;
=== Two player ===&lt;br /&gt;
&lt;br /&gt;
Half (24) of the dominoes are randomly discarded at the beginning of the game.  4 dominoes are placed each round, however, players now have 2 king meeples to place each round instead of one.  Thus, each player drafts and places 2 tiles each round instead of one, and there are only 6 rounds instead of 12 like in a regular game.&lt;br /&gt;
&lt;br /&gt;
=== The Mighty Duel ===&lt;br /&gt;
&lt;br /&gt;
Follow the Two player variant rules above, but do not discard any dominoes at the beginning of the game.  Players will each acquire 24 dominoes over the course of the game instead of 12, to form a 7x7 kingdom instead of a 5x5 kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Harmony ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players will receive 5 bonus points for having no gaps in their kingdom (meaning they were not forced to discard any dominoes).&lt;br /&gt;
&lt;br /&gt;
=== Middle Kingdom ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players will receive 10 bonus points if their starting 1x1 tile is in the exact center of their kingdom.  Gaps in the kingdom are permitted.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbreakthecode&amp;diff=16677</id>
		<title>Gamehelpbreakthecode</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbreakthecode&amp;diff=16677"/>
		<updated>2023-04-22T12:17:49Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
This game has 2 versions, 2 player and 3+ player, each play DIFFERENTLY&lt;br /&gt;
&lt;br /&gt;
On a 2 player game, you are trying to guess the tiles of your opponent&lt;br /&gt;
&lt;br /&gt;
In a 3+ player game, you are trying to guess the undistributed tiles&lt;br /&gt;
&lt;br /&gt;
All codes are arranged in ascending order. When there are two identical digits of different colors, the black one will be on the left.&lt;br /&gt;
&lt;br /&gt;
===TURN===&lt;br /&gt;
&lt;br /&gt;
On your turn, you have two options:&lt;br /&gt;
&lt;br /&gt;
1 ) Ask a question from the available pool &lt;br /&gt;
&lt;br /&gt;
On 2 and 3 players, only your opponents answer&lt;br /&gt;
&lt;br /&gt;
On 4 players, you also give your answer&lt;br /&gt;
&lt;br /&gt;
2 ) Guess the code&lt;br /&gt;
&lt;br /&gt;
If you guess incorrectly in a 2-player game, your turn ends and play continues as normal. If you guess incorrectly in a 3+ player game, you are out of the game and lose. If everyone guesses incorrectly, there is no winner.&lt;br /&gt;
&lt;br /&gt;
If you guess correctly, the remainder of the round continues to give all players equal turns then everyone who guessed correctly at the end of that round is an equal winner&lt;br /&gt;
&lt;br /&gt;
NOTE: Although there are multiple versions of this game, this adaptation uses the version whereby you may only guess during your turn NOT out of turn&lt;br /&gt;
&lt;br /&gt;
===BGA HELP===&lt;br /&gt;
&lt;br /&gt;
The white board is your notepad in essence and is made up of multiple areas.&lt;br /&gt;
&lt;br /&gt;
If added in the options (recommended) the game will auto-fill 100% known info (e.g. if the question was &amp;quot;where is number 8&amp;quot;, as opposed to &amp;quot;do you have an even number&amp;quot; which is vague and you have to figure out yourself)&lt;br /&gt;
&lt;br /&gt;
You can click on any large white space and, similar to Sudoko, a box will come up with a keypad of theory numbers (multiple can be selected) which appear as small notes as to what you think is in each space. (e.g. 7 will appear at top left and 9 will appear at top right, so if you&#039;re not sure if it&#039;s 7 OR 9 you can pencil in both numbers)&lt;br /&gt;
&lt;br /&gt;
The lower part of the white space has the three colours, you can cross or tick these to show whether you think it&#039;s a certain colour, you can tick and cross multiple e.g. tick black and white whilst crossing green&lt;br /&gt;
&lt;br /&gt;
Above the other players boxes is an area with every number in the game, you can use this to cross numbers off as you disqualify them&lt;br /&gt;
&lt;br /&gt;
To the right of this is a representation of the final answer, this is NOT the guessing area, but can be used to formulate what you think the final answer is in theory&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdudo&amp;diff=16675</id>
		<title>Gamehelpdudo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdudo&amp;diff=16675"/>
		<updated>2023-04-22T12:17:38Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Perudo, see &amp;lt;b&amp;gt;[[Tips_dudo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Category:Dice games]]&lt;br /&gt;
== &#039;&#039;&#039;Attention!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* There are a lot of variations of Perudo.&lt;br /&gt;
* The variation implemented on BGA is the Asmodée version.&lt;br /&gt;
* Unfortunately, for this version of the game there seems to be no online English rule book.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The link on the game page links to another version of Perudo and consequently it discusses rules that are not implemented on this BGA version.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
* Be the last player remaining with at least 1 die in play.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:auto;&amp;quot;&lt;br /&gt;
!# players&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
!# dice&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|20&lt;br /&gt;
|25&lt;br /&gt;
|30&lt;br /&gt;
|}&lt;br /&gt;
* Each player starts with five standard six sided dice, with numbers 1-6.&lt;br /&gt;
* A {{whiteDie|=1}} is known as a &amp;quot;&#039;&#039;&#039;Paco&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* A Paco can count as &#039;&#039;&#039;any die value&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;On BGA, Pacos are depicted as birds&#039;&#039;&#039; on the &#039;1&#039; side of each die.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Playing a round ==&lt;br /&gt;
&lt;br /&gt;
# All players roll their dice, and check to see what they rolled.&lt;br /&gt;
#* Each bid takes into account all of the dice on the table.&lt;br /&gt;
# A player starts with an opening bid of both:&lt;br /&gt;
## A die value and&lt;br /&gt;
## A number of dice.&lt;br /&gt;
# Play passes to the next player on the left, who must then either:&lt;br /&gt;
## &#039;&#039;&#039;[[#Increasing_the_bid|Increase the bid]]&#039;&#039;&#039; or&lt;br /&gt;
## &#039;&#039;&#039;[[#Calling_Dudo|Call Dudo]]&#039;&#039;&#039; &#039;&#039;(&amp;quot;I doubt&amp;quot;)&#039;&#039;&lt;br /&gt;
##* Always results in a player losing a die.&lt;br /&gt;
# The player that loses a die starts the next round.&lt;br /&gt;
#* If this player has only one die left, it triggers a &#039;&#039;&#039;[[#Palifico|Palifico round]]&#039;&#039;&#039;.&lt;br /&gt;
* When a player loses their last die, that player is out of the game.&lt;br /&gt;
** The next round begins with the player to the left of the eliminated player.&lt;br /&gt;
* &#039;&#039;Note:&#039;&#039; An opening bid can never begin with a bid of Pacos, unless it is a &#039;&#039;&#039;[[#Palifico|Palifico round]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Calling Dudo ===&lt;br /&gt;
&lt;br /&gt;
# As soon as &#039;&#039;&#039;Dudo&#039;&#039;&#039; is called all players reveal their dice.&lt;br /&gt;
# All dice that match the bid are counted, including Pacos.&lt;br /&gt;
#* &#039;&#039;Unless it is a &#039;&#039;&#039;[[#Palifico|Palifico round]]&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
#* If the number of dice is lower than the bid, the player who made the last bid loses one die. &lt;br /&gt;
#* If the number of dice is higher or the same as the bid, the player who called Dudo loses one die.&lt;br /&gt;
&lt;br /&gt;
{{infoBoxes | title1=Example 1 | body1=&lt;br /&gt;
# Amy bids 4{{whiteDie|=5}}&lt;br /&gt;
# Bob calls &amp;quot;&#039;&#039;&#039;Dudo&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
# All the dice are revealed and counted up:&lt;br /&gt;
#: {{yellowDie|=5}}{{yellowDie|=5}}{{yellowDie|=1}}{{orangeDie|=4}}{{orangeDie|=1}}&lt;br /&gt;
#: 2{{whiteDie|=5}}+ 2 &#039;&#039;&#039;Pacos&#039;&#039;&#039; ({{whiteDie|=1}}) = 4{{whiteDie|=5}}&lt;br /&gt;
# &#039;&#039;&#039;Bob loses a die&#039;&#039;&#039;.&lt;br /&gt;
| title2=Example 2 | body2=&lt;br /&gt;
# Amy bids 1 &#039;&#039;&#039;Paco&#039;&#039;&#039; ({{whiteDie|=1}}).&lt;br /&gt;
# Bob calls &amp;quot;&#039;&#039;&#039;Dudo&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
# All the dice are revealed and counted up:&lt;br /&gt;
#:{{yellowDie|=2}}{{yellowDie|=4}}{{yellowDie|=5}}{{orangeDie|=3}}{{orangeDie|=4}}&lt;br /&gt;
#: Only &#039;&#039;&#039;Pacos&#039;&#039;&#039; ({{whiteDie|=1}}) count.&lt;br /&gt;
# &#039;&#039;&#039;Amy loses a die&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Increasing the bid ===&lt;br /&gt;
&lt;br /&gt;
* If a player does not want to call Dudo, they must make a higher bid of their own, at least one of:&lt;br /&gt;
*# Increase the number of dice (with any die value)&lt;br /&gt;
*#* e.g. increase a bid of 5{{whiteDie|=5}} to 6{{whiteDie|=5}}.&lt;br /&gt;
*# Increase the die value (if possible)&lt;br /&gt;
*#* e.g. increase a bid of 5{{whiteDie|=5}} to 5{{whiteDie|=6}}.&lt;br /&gt;
*# Increase the bid to a Paco die value.&lt;br /&gt;
*#* The number of Pacos must be at least half the number of dice rounded up.&lt;br /&gt;
*#* e.g. increase a bid of 5{{whiteDie|=6}}s to 3 Pacos ({{whiteDie|=1}}).&lt;br /&gt;
*# Increase the bid from a Paco die value.&lt;br /&gt;
*#* The number of dice must be at least double the number of Pacos + 1.&lt;br /&gt;
*#* e.g. increase a bid of 3 Pacos ({{whiteDie|=1}}) to 7{{whiteDie|=3}}.&lt;br /&gt;
&lt;br /&gt;
=== Palifico ===&lt;br /&gt;
&lt;br /&gt;
* The moment a player has only one die remaining, this player has reached &amp;quot;Palifico&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Pacos no longer count as any die value&#039;&#039;&#039;&lt;br /&gt;
* An opening bid can be any die value, including Pacos.&lt;br /&gt;
* The die value cannot be changed.&lt;br /&gt;
* After this round, the game resumes as normal, regardless of whether the Palifico player still has one die left.&lt;br /&gt;
&lt;br /&gt;
== Optional rules ==&lt;br /&gt;
&lt;br /&gt;
=== Calza ===&lt;br /&gt;
&lt;br /&gt;
* Any player except the player who made the current bid can call Calza.&lt;br /&gt;
# As soon as &#039;&#039;&#039;Calza&#039;&#039;&#039; is called all players reveal their dice.&lt;br /&gt;
# All dice that match the bid are counted, including Pacos.&lt;br /&gt;
#* If the number of dice is &#039;&#039;&#039;exactly the same&#039;&#039;&#039; as the bid, the player who called Calza &#039;&#039;&#039;gains&#039;&#039;&#039; one die.&lt;br /&gt;
#** If the player only had one die, then the next time they fall to having only one die will not trigger another &#039;&#039;&#039;[[#Palifico|Palifico round]]&#039;&#039;&#039;.&lt;br /&gt;
#* If the number of dice is &#039;&#039;&#039;not the same&#039;&#039;&#039; as the bid, the player who called Calza &#039;&#039;&#039;loses&#039;&#039;&#039; one die.&lt;br /&gt;
* If the player who called out Calza has at least one die, they begin the new round.&lt;br /&gt;
&lt;br /&gt;
=== Lost dice are visible ===&lt;br /&gt;
&lt;br /&gt;
* This option is disabled by default.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnarabi&amp;diff=16673</id>
		<title>Gamehelpnarabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnarabi&amp;diff=16673"/>
		<updated>2023-04-22T12:17:21Z</updated>

		<summary type="html">&lt;p&gt;AmassGamesYouTube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In this card game inspired by the mysterious Land of the Rising Sun you must work together to use the effects of the cards to your advantage.&lt;br /&gt;
&lt;br /&gt;
But there&#039;s always a catch, isn&#039;t there?&lt;br /&gt;
&lt;br /&gt;
Unfortunately, you cannot simply reveal the effects of the cards in front of you to the other players.&lt;br /&gt;
&lt;br /&gt;
You may only answer simple yes-no questions, so it will take a lot of teamwork, tactics, memory and precision for you to succeed. &lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
All of the condition cards and the stone cards are randomnly paired. Only the stone card of the pairs is visible to all the players.&lt;br /&gt;
&lt;br /&gt;
In a 3-4 player game, a white stone without a number, a dark stone without a number, and the number 9 stone are removed from the game.&lt;br /&gt;
&lt;br /&gt;
The cards are then shuffled and dealt with only the stone card visible. With 3 players each player receives 4 cards, and with 4-5 players each player receives 3 cards.&lt;br /&gt;
&lt;br /&gt;
Players are not allowed to change the order of the dealt cards.&lt;br /&gt;
&lt;br /&gt;
The player with the number 0 stone starts the game.&lt;br /&gt;
&lt;br /&gt;
== Play ==&lt;br /&gt;
&lt;br /&gt;
During a turn players must switch one of own stones with one of another player&#039;s stone according to the own stone&#039;s switch condition. Players cannot switch their own two stones.&lt;br /&gt;
&lt;br /&gt;
Players can always look own cards&#039; conditions (including newly received cards from switches), but are not allowed to show or tell them.&lt;br /&gt;
&lt;br /&gt;
However, players are allowed to discuss strategy and future moves and answer as &#039;yes&#039; or &#039;no&#039; as long as players do not reveal their condition cards.&lt;br /&gt;
&lt;br /&gt;
After switching stones the turn passes clockwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Blank stones are considered as 0 and even number for the conditions, but not for the order. See below.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
If all stones are in numerical order (clockwise or counterclockwise) all players win the game. The stones without numbers do not interrupt the order.&lt;br /&gt;
&lt;br /&gt;
If players fail to arrange stones in order after 24 turns or a player cannot make a switch during their turn, the game ends in defeat.&lt;br /&gt;
&lt;br /&gt;
== Advanced mode ==&lt;br /&gt;
&lt;br /&gt;
In Advance mode, players cannot revert the last turn&#039;s switch and cannot speak to each other.&lt;br /&gt;
&lt;br /&gt;
== ELO / Rating ==&lt;br /&gt;
&lt;br /&gt;
BGA Narabi never subtracts players&#039; rating in properly finished games.&lt;br /&gt;
&lt;br /&gt;
When players win the game, ELO as the same as the score is added (For example, finishing the game in 10 turns adds +15 ELO).&lt;br /&gt;
&lt;br /&gt;
Then bonus points are added for 4-5 player games and/or Advanced mode. ELO gain increases +5 per player count which exceeds 3, and Advanced mode adds +5 again.&lt;br /&gt;
&lt;br /&gt;
== Player preference options ==&lt;br /&gt;
&lt;br /&gt;
Open upper right menu from game screen or click &#039;Options&#039; tab below the game board to access these preference options.&lt;br /&gt;
&lt;br /&gt;
=== Display condition card list ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yes&#039;&#039;&#039;: Displays all condition cards below the game screen. In 3-4 players 3 unused cards will still be on the list.&lt;br /&gt;
&lt;br /&gt;
* No: Hides condition card list.&lt;br /&gt;
&lt;br /&gt;
=== Display score card ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yes&#039;&#039;&#039;: Displays a score card in the center of the table and a score marker on it.&lt;br /&gt;
&lt;br /&gt;
* No: Hides score card and score marker.&lt;br /&gt;
&lt;br /&gt;
=== Condition card font ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thematic&#039;&#039;&#039;: Uses a thematic font for condition cards.&lt;br /&gt;
&lt;br /&gt;
* BGA Default: Uses BGA default fonts.&lt;br /&gt;
&lt;br /&gt;
=== Semi-transparent invalid choices ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yes&#039;&#039;&#039;: When active player chooses an own stone, stones which cannot be switched with that stone will turn semi-transparent.&lt;br /&gt;
This does not work in virtual accounts of hotseat mode.&lt;br /&gt;
&lt;br /&gt;
* No: Display all cards without any transparency.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thematic&#039;&#039;&#039;: Uses a thematic background image.&lt;br /&gt;
&lt;br /&gt;
* BGA Default: Uses BGA default background image.&lt;/div&gt;</summary>
		<author><name>AmassGamesYouTube</name></author>
	</entry>
</feed>