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	<updated>2026-11-07T00:12:17Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31359</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31359"/>
		<updated>2026-09-08T20:45:13Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &#039;&#039;On your turn, you may do one of the following actions:&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  If your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [&#039;&#039;these are the spaces with the crossed axes&#039;&#039;] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you can do neither of these, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [&#039;&#039;If more than one Emperor is surrounded, the active player chooses the order of resolution&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THAT&#039;S IT.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BONUSES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31358</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31358"/>
		<updated>2026-09-08T20:43:40Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &#039;&#039;On your turn, you may do one of the following actions:&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  If your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [&#039;&#039;these are the spaces with the crossed axes&#039;&#039;] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you can do neither of these, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [&#039;&#039;If more than one Emperor is surrounded, the active player chooses the order of resolution&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THAT&#039;S IT.&#039;&#039;&#039;  &#039;&#039;NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31357</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31357"/>
		<updated>2026-09-08T20:00:50Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &#039;&#039;On your turn, you may do one of the following actions:&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  If your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [&#039;&#039;these are the spaces with the crossed axes&#039;&#039;] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you can do neither of these, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [&#039;&#039;If more than one Emperor is surrounded, the active player chooses the order of resolution&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31356</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31356"/>
		<updated>2026-09-08T20:00:26Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &#039;&#039;On your turn, you may do one of the following actions:&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  If your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  &#039;&#039;[Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [&#039;&#039;these are the spaces with the crossed axes&#039;&#039;] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you can do neither of these, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [&#039;&#039;If more than one Emperor is surrounded, the active player chooses the order of resolution&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31355</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31355"/>
		<updated>2026-09-08T20:00:12Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &#039;&#039;On your turn, you may do one of the following actions:&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  If your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  &#039;&#039;[Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [&#039;&#039;these are the spaces with the crossed axes&#039;&#039;] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you can do neither of these, &lt;br /&gt;
&#039;&#039;&#039;3) Show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [&#039;&#039;If more than one Emperor is surrounded, the active player chooses the order of resolution&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31354</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31354"/>
		<updated>2026-09-08T19:59:48Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &#039;&#039;On your turn, you may do one of the following actions:&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  If your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  &#039;&#039;[Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [&#039;&#039;these are the spaces with the crossed axes&#039;&#039;] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you can do neither of these, &lt;br /&gt;
3) &#039;&#039;&#039;Show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [&#039;&#039;If more than one Emperor is surrounded, the active player chooses the order of resolution&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31353</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31353"/>
		<updated>2026-09-08T19:59:22Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &#039;&#039;On your turn, you may do one of the following actions:&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  If your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  &#039;&#039;[Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [&#039;&#039;these are the spaces with the crossed axes&#039;&#039;] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3) If you can do neither of these, &#039;&#039;&#039;show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [&#039;&#039;If more than one Emperor is surrounded, the active player chooses the order of resolution&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31352</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31352"/>
		<updated>2026-09-08T19:59:06Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;On your turn, you may do one of the following actions:&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  If your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  &#039;&#039;[Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [&#039;&#039;these are the spaces with the crossed axes&#039;&#039;] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3) If you can do neither of these, &#039;&#039;&#039;show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [&#039;&#039;If more than one Emperor is surrounded, the active player chooses the order of resolution&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31351</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31351"/>
		<updated>2026-09-08T19:55:17Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your turn, you may do one of the following actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  If your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  &#039;&#039;[Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [&#039;&#039;these are the spaces with the crossed axes&#039;&#039;] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3) If you can do neither of these, &#039;&#039;&#039;show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [&#039;&#039;If more than one Emperor is surrounded, the active player chooses the order of resolution&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31350</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31350"/>
		<updated>2026-09-08T19:54:34Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your turn, you may do one of the following actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Play a, INFLUENCE card from your hand to the board.&#039;&#039;&#039;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  if your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  [Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2a) Play a BARBARIAN card into a barbarian homeland&#039;&#039;&#039; [these are the spaces with the crossed axes] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3) If you can do neither of these, &#039;&#039;&#039;show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this choice, &#039;&#039;&#039;check if any emperors are surrounded by cards from all four sides&#039;&#039;&#039;.  [If more than one Emperor is surrounded, the active player chooses the order of resolution]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &#039;&#039;&#039;then the highest value off-suit card wins the trick.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Cavalry&#039;&#039;&#039;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Flanking Maneuver&#039;&#039;&#039;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 5-6 Force March&#039;&#039;&#039;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Praetorian Guard&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 7-8 Spiculum&#039;&#039;&#039;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 1-2 Influence Peddling&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Tribute&#039;&#039;&#039;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 3-4 Princeps Senatus&#039;&#039;&#039;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Foederati&#039;&#039;&#039;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 5-6 Frumentarii&#039;&#039;&#039;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Damnatio Memoriae&#039;&#039;&#039;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue 7-8 Triumph&#039;&#039;&#039;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 1-2 Popularity&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Quaestor&#039;&#039;&#039;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 3-4 Ambitus&#039;&#039;&#039;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mob&#039;&#039;&#039;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 5-6 Mobile Vulgus&#039;&#039;&#039;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Pretender&#039;&#039;&#039;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow 7-8 Demagogue&#039;&#039;&#039;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31349</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31349"/>
		<updated>2026-09-08T19:52:18Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your turn, you may do one of the following actions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;1) Play a, INFLUENCE card from your hand to the board.&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  if your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  [Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;2a) Play a BARBARIAN card into a barbarian homeland&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt; [these are the spaces with the crossed axes] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;2b) Discard a Barbarian Card and then move an active Barbarian&#039;&#039;&#039; (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
&#039;&#039;(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&#039;&#039;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If you can do neither of these, &amp;lt;nowiki&amp;gt;&#039;&#039;&#039;show all players your hand (to confirm) and then end your turn.&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this choice, &amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;check if any emperors are surrounded by cards from all four sides&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;.  [If more than one Emperor is surrounded, the active player chooses the order of resolution]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any &amp;lt;nowiki&amp;gt;&#039;&#039;&#039;cards of equal value (regardless of color) are ignored (but not removed).&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;  If all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
&lt;br /&gt;
2) Of the remaining cards,  &amp;lt;nowiki&amp;gt;&#039;&#039;&#039;the highest valued card OF THE COLOR MATCHING THE EMPEROR&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt; wins the trick.&lt;br /&gt;
&lt;br /&gt;
3) If no one played a matching color card, &amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;then the highest value off-suit card wins the trick.&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;Then, the active player chooses another card from the market.&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Red 3-4 Cavalry&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Red 5-6 Flanking Maneuver&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Red 5-6 Force March&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Red 7-8 Praetorian Guard&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Red 7-8 Spiculum&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Blue 1-2 Influence Peddling&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Blue 3-4 Tribute&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Blue 3-4 Princeps Senatus&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Blue 5-6 Foederati&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Blue 5-6 Frumentarii&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Blue 7-8 Damnatio Memoriae&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Blue 7-8 Triumph&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Yellow 1-2 Popularity&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Yellow 3-4 Quaestor&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Yellow 3-4 Ambitus&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit.&#039;&#039;&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Yellow 5-6 Mob&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Yellow 5-6 Mobile Vulgus&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Yellow 7-8 Pretender&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;Yellow 7-8 Demagogue&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31348</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31348"/>
		<updated>2026-09-08T19:48:07Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your turn, you may do one of the following actions:&lt;br /&gt;
&lt;br /&gt;
1) Play a, INFLUENCE card from your hand to the board.  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  if your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  [Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&lt;br /&gt;
&lt;br /&gt;
2a) Play a BARBARIAN card into a barbarian homeland [these are the spaces with the crossed axes] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
2b) Discard a Barbarian Card and then move an active Barbarian (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&lt;br /&gt;
&lt;br /&gt;
3) If you can do neither of these, show all players your hand (to confirm) and then end your turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After this choice, check if any emperors are surrounded by cards from all four sides.  [If more than one Emperor is surrounded, the active player chooses the order of resolution]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any cards of equal value (regardless of color) are ignored (but not removed).  if all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
2) Of the remaining cards,  the highest valued card OF THE COLOR MATCHING THE EMPEROR wins the trick.&lt;br /&gt;
3) If no one played a matching color card, then the highest value off-suit card wins the trick.&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then, the active player chooses another card from the market.  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 1-2 Reinforcements&#039;&#039;&#039;: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red 3-4 Castra&#039;&#039;&#039;: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
Red 3-4 Cavalry: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
Red 5-6 Flanking Maneuver: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
Red 5-6 Force March: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
Red 7-8 Praetorian Guard: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
Red 7-8 Spiculum: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
Blue 1-2 Influence Peddling: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
Blue 3-4 Tribute: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
Blue 3-4 Princeps Senatus: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
Blue 5-6 Foederati: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
Blue 5-6 Frumentarii: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
Blue 7-8 Damnatio Memoriae: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
Blue 7-8 Triumph: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
Yellow 1-2 Popularity: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
Yellow 3-4 Quaestor: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
Yellow 3-4 Ambitus: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit. &lt;br /&gt;
&lt;br /&gt;
Yellow 5-6 Mob: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
Yellow 5-6 Mobile Vulgus: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
Yellow 7-8 Pretender: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
Yellow 7-8 Demagogue: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31347</id>
		<title>Gamehelpthebarracksemperors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebarracksemperors&amp;diff=31347"/>
		<updated>2026-09-08T19:46:43Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Created page with &amp;quot;On your turn, you may do one of the following actions:  1) Play a, INFLUENCE card from your hand to the board.  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  if your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  [Some cards (Quaestor, Ambitu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your turn, you may do one of the following actions:&lt;br /&gt;
&lt;br /&gt;
1) Play a, INFLUENCE card from your hand to the board.  It must be adjacent to your symbol on one of the Emperor cards.  That is, if you are a Column Player (&amp;quot;North&amp;quot; on the board), there must be an open space above (to the &amp;quot;North&amp;quot;) of the Emperor you are playing your card against.  if your card has a triggered bonus, you may choose to trigger it now.  If you do not, the effect is lost.  [Some cards (Quaestor, Ambitus, Castra, and Cavalry) have a passive effect, which is always on - not optional]&lt;br /&gt;
&lt;br /&gt;
2a) Play a BARBARIAN card into a barbarian homeland [these are the spaces with the crossed axes] that does not already have a Barbarian in it AND IS NEXT TO AT LEAST ONE EMPEROR.&lt;br /&gt;
2b) Discard a Barbarian Card and then move an active Barbarian (already on the board) diagnonally to a new space ADJACENT TO AT LEAST ONE EMPEROR..  &lt;br /&gt;
(Note, if you cannot place a barbarian on the board nor move a barbarian you may not use a barbarian card this turn).&lt;br /&gt;
&lt;br /&gt;
3) If you can do neither of these, show all players your hand (to confirm) and then end your turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After this choice, check if any emperors are surrounded by cards from all four sides.  [If more than one Emperor is surrounded, the active player chooses the order of resolution]&lt;br /&gt;
&lt;br /&gt;
For each surrounded emperor, resolve the trick to see who wins,  based on the following rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Any cards of equal value (regardless of color) are ignored (but not removed).  if all 4 cards are ignored, the Emperor dies (removed from game) and no one wins the trick.&lt;br /&gt;
2) Of the remaining cards,  the highest valued card OF THE COLOR MATCHING THE EMPEROR wins the trick.&lt;br /&gt;
3) If no one played a matching color card, then the highest value off-suit card wins the trick.&lt;br /&gt;
&lt;br /&gt;
Unless the Emperor dies as per (1), the winning player takes the emperor card for final scoring.  Each Emperor is worth 1 point.&lt;br /&gt;
&lt;br /&gt;
Check to see if there are now any Barbarian or Influence cards that do not touch ANY emperor card.  Remove them from the board.&lt;br /&gt;
&lt;br /&gt;
If there are still surrounded Emperors, repeat this process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then, the active player chooses another card from the market.  Which card can be taken is restricted by the value of the card played.  &lt;br /&gt;
&lt;br /&gt;
• If the player played a card of value 0-2, he may choose to select any card.&lt;br /&gt;
• If the player played a card of value 3-4, he may choose to select any one of the 3 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 5-6, he may choose to select either of the 2 LEFTMOST cards.&lt;br /&gt;
• If the player played a card of value 7-8, he must select the LEFTMOST card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Round ends when all Emperors are off the board.&lt;br /&gt;
&lt;br /&gt;
Play 3 full rounds and then whoever has the most Emperor Cards wins.&lt;br /&gt;
&lt;br /&gt;
THAT&#039;S IT.  NOTE THAT ALMOST EVERY INFLUENCE CARD HAS SOME SPECIAL BONUS.  THE EXPLANATION OF THESE BONUSES APPEARS BELOW.  &lt;br /&gt;
&lt;br /&gt;
BONUSES&lt;br /&gt;
&lt;br /&gt;
Red 1-2 Reinforcements: You may place a +1 or +2 counter (as indicated) on any other Military Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card&lt;br /&gt;
used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
Red 3-4 Castra: This card, while it is in play, cannot be covered by a barbarian nor moved, flipped, removed, or modified by any special ability. However, it is still removed as required while resolving an Emperor or during end of round cleanup. In solo play only, if a barbarian would be placed on top of this card for any reason, discard the Castra and place the Barbarian card back in their holding box on the board.&lt;br /&gt;
&lt;br /&gt;
Red 3-4 Cavalry: When ignoring cards with the same value while resolving an Emperor, do not ignore this card. If another Influence card’s value matches this card’s value, that other card is still ignored.&lt;br /&gt;
&lt;br /&gt;
Red 5-6 Flanking Maneuver: After playing this card, you may swap it with any diagonally-adjacent Influence card. If no other Influence card is directly diagonally adjacent to this one, it cannot be swapped.&lt;br /&gt;
&lt;br /&gt;
Red 5-6 Force March: You may play this card in any empty Influence card position that is adjacent to an Emperor. This means this card does not need to be played in a legal space for your faction.&lt;br /&gt;
&lt;br /&gt;
Red 7-8 Praetorian Guard: You may play this card into a space that is currently occupied by an Influence card. The space must still be a space to which you can legally play. If you do, discard the already played Influence card.&lt;br /&gt;
&lt;br /&gt;
Red 7-8 Spiculum: You may discard any other Influence card or Barbarian card already played on the Emperor that this card is played on. Simply remove the target card from the board and place it on the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place.&lt;br /&gt;
&lt;br /&gt;
Blue 1-2 Influence Peddling: You may place a +1 or +2 counter (as indicated) on any other Senate Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter.&lt;br /&gt;
&lt;br /&gt;
Blue 3-4 Tribute: You may move a Barbarian card from anywhere on the board to the discard pile. If the Barbarian card was covering an Influence card, that Influence card is not discarded and remains in place. In solo play only, you instead may remove the Barbarian card that is currently placed closest to Roma (if there is one) and shuffle it back into the draw pile.&lt;br /&gt;
&lt;br /&gt;
Blue 3-4 Princeps Senatus: At the end of your current turn, you may choose to draw the top card of the draw deck and add it to your hand and then also select a new card from the Forum according to normal rules. This means that you will play with an additional card in your hand for the remainder of the current round. If there are no cards remaining in the draw deck, the bonus draw is lost. &lt;br /&gt;
&lt;br /&gt;
Blue 5-6 Foederati: You may play this card into a space that is currently occupied by an active Barbarian card. The space must still be a space to which you can legally play. If you do, discard the Barbarian card and any Influence card it was covering.&lt;br /&gt;
&lt;br /&gt;
Blue 5-6 Frumentarii: Instead of selecting a card from the Forum at the end of your turn, you may choose to look at the top 4 cards of the draw deck and secretly select one to add to your hand. Place the cards not selected on the bottom of the draw deck in any order you choose. If there are fewer than 4 cards remaining in the draw deck, draw as many as remain.&lt;br /&gt;
&lt;br /&gt;
Blue 7-8 Damnatio Memoriae: You may choose to remove from the game one Emperor card adjacent to the space in which this card is played. It does not have to be the Emperor on which you played the card. Simply remove the Emperor card from the game; no player captures the Emperor. You may even choose to target an Emperor card that was surrounded and ready to be resolved this turn.&lt;br /&gt;
&lt;br /&gt;
Blue 7-8 Triumph: This card may be played in a space containing a Barbarian card. The space must still be a space to which you can legally play. The Barbarian card is placed in your scoring area. If the Barbarian card was covering an Influence card, that Influence card is discarded.&lt;br /&gt;
&lt;br /&gt;
Yellow 1-2 Popularity: You may place a +1 or +2 counter (as indicated) on any other Populace Influence card already located anywhere on the board at the start of your turn. Therefore, you may not place the counter on the card used to generate the counter. &lt;br /&gt;
&lt;br /&gt;
Yellow 3-4 Quaestor: When resolving any Emperor in which one or more Quaestor cards are involved, the color of the Emperor is ignored. There is no trump suit and therefore the single highest uncanceled card of any suit will&lt;br /&gt;
capture the Emperor.&lt;br /&gt;
&lt;br /&gt;
Yellow 3-4 Ambitus: When resolving any Emperor in which one or more Ambitus cards are involved, the suit of the Ambitus card is considered to be the same as the color of the Emperor. Therefore, the Ambitus card is always considered to be a trump card during Emperor resolution.&lt;br /&gt;
&lt;br /&gt;
If an Ambitus card and a Quaestor card are played on the same Emperor, however, the Ambitus card is still not trump because there is no trump suit. &lt;br /&gt;
&lt;br /&gt;
Yellow 5-6 Mob: Flip any other Influence card played on the same Emperor face down, discarding any counters. That card is now considered to have no suit, no text, and a value of 0. The flipped card is still an Influence card in play. It can still be targeted by Spiculum, but it cannot be targeted by modifiers or Mobile Vulgus—which target cards of a certain suit.&lt;br /&gt;
&lt;br /&gt;
Yellow 5-6 Mobile Vulgus: You may discard another Populace Influence card already played anywhere on the board. &lt;br /&gt;
&lt;br /&gt;
Yellow 7-8 Pretender: You may place one of the set-aside Populace Emperor cards into any unoccupied Emperor space on the board. This Emperor is now available to be won according to the usual rules during the current round. It is possible that a new card could be placed into a space that is already surrounded by 4 cards and thus would be resolved during this same player turn. &lt;br /&gt;
&lt;br /&gt;
Yellow 7-8 Demagogue: For all other players’ card plays until the start of your next turn, any special abilities on Influence cards that would trigger when the card is played are ignored. Note that Barbarian cards are not Influence cards and are not affected – the ability on a Barbarian card played must still be used. The abilities on Quaestor, Ambitus, Castra, and Cavalry always still apply, since they are ongoing effects that are only checked when an Emperor&lt;br /&gt;
is resolved. In solo play only, you may choose where rival claimants’ Influence cards are placed (instead of following the normal AI constraints).&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=31021</id>
		<title>Gamehelpskybirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=31021"/>
		<updated>2026-08-09T23:52:07Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: replaced summary with current state-of-the-art summary from the rulebook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skybirds is a card-shedding game where players play cards (called Aces) in turn trying to beat the most recently played cards on the table. Each round of play (called Dogfights) consist of single cards, or sets of cards all of the same value (these are called Squadrons); each Squadron played must match the number of cards played at the start of the Dogfight and be of higher value than the previous played Squadron, until the Dogfight ends and the process starts again.&lt;br /&gt;
&lt;br /&gt;
After cards are dealt, whoever has Roland Garros plays that card (alone or with a set of matched cards). The number of cards played (Squadron Size) sets how many cards everyone plays this round (Dogfight). Players that follow may either pass or play a set (Squadron) with Squadron Size but with a larger Squadron Value. Or they can play a Squadron with a medallion, from cards (9s and 10s) or from tokens (acquired as the game progresses). One medallion always beats none, two beat one, etc. Cards with medallions can played as singletons to beat any lower-valued Squadron regardless of Squadron size. &lt;br /&gt;
&lt;br /&gt;
(If Garros is played alone to start, he wins. That player then starts a new Dogfight.)&lt;br /&gt;
&lt;br /&gt;
The Dogfight ends when all but one player has passed. The winning player leads the next Dogfight, choosing the Squadron Size. The first person to play all their cards (“going out”) gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). The Dogfight continues until all but one player goes out, with the second-place player taking their token, then the third, etc. Second place can take any token they’ve unlocked except the ones marked for 1st place only. 3rd place can’t take tokens marked only for 1st and 2nd. Fourth place (or 3rd place in a 3p game) can only take the tokens worth +1VP from the bottom of the board.&lt;br /&gt;
&lt;br /&gt;
After each campaign, you can trade +1VP tokens for progress tokens you have the proper prerequisites for. 3rd place tokens costs 2 of these +1VP tokens, 2nd place tokens cost 3, and 1st place tokens cost 4.&lt;br /&gt;
&lt;br /&gt;
Tokens can be saved to score VP at the end of the game. Or, if the token has a bonus, you can choose to use it during play. The first time you use a token, flip it over to lower the VP value by 1 point. The second time you use it, put the token back onto your player mat (Aerodrome), face up. You will need to re-earn that token to get it back again. This may mean you no longer qualify to take a more advanced token if you no longer have its prerequisite.&lt;br /&gt;
&lt;br /&gt;
The final token, the Armistice Token, requires you to have both of its prerequisite tokens. Once someone takes the Armistice Token, finish the current Dogfight. Players also take a fractional VP token (in order of finish) if they don’t already have one. Tally up your VP from tokens still in your possession. Highest VP (including the fractional VP tokens) wins.&lt;br /&gt;
&lt;br /&gt;
Here is the distribution of card values in the 40-card deck:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Frequencies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|40&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=28999</id>
		<title>Gamehelpskybirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=28999"/>
		<updated>2026-03-17T21:37:08Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Clarified the priority of Medallions over Rank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skybirds is a card-shedding game where players play cards (called Aces) in turn trying to beat the most recently played cards on the table. Each round of play (called Dogfights) consist of single cards, or sets of cards all of the same value (these are called Squadrons); each Squadron played must match the number of cards played at the start of the Dogfight and be of higher value than the previous played Squadron, until the Dogfight ends and the process starts again.&lt;br /&gt;
&lt;br /&gt;
Once the cards are dealt out, the lead player (whoever has Roland Garros – it can be played along with any other card or any other set of matched cards) chooses how many cards everyone plays each round (a Dogfight). Players that follow may either pass or must play a set (a Squadron) of the same number of cards with a larger value. Cards with a medallion on them (the 9s and the 10) are played as singletons and beat any Squadron regardless of the Squadron’s size. One 9 can, however, be beaten by the 10, and special powers allow players to add medallions to their squad to make regular Aces even more powerful, possibly even better than the 10. In general, you cannot play runs (also known as straights, a group of sequential numbers like 2, 3, 4) but one token lets you create runs of 2 or 3 in a row and play it as the lowest valued Ace in the run. &#039;&#039;&#039;More medallions in a squad always beats fewer (regardless of rank), if the # of medallions is equal, then the higher ranked squad wins&#039;&#039;&#039;. The Dogfight ends when all but one player has passed. Then the winning player leads the next Dogfight, choosing the Squadron Size. &lt;br /&gt;
&lt;br /&gt;
The first person to play all their cards gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). Second place can take any token they’ve unlocked except the ones marked for 1st place only. 3rd place can’t take tokens marked for 1st and 2nd. Fourth place (or 3rd place in a 3p game) can only take the tokens worth 1VP (which have no bonus) from the bottom of the board. &lt;br /&gt;
&lt;br /&gt;
After each campaign, you can trade in 1VP tokens for other tokens you have the proper prerequisites for. Any 3rd place tokens costs 2 of these 1VP tokens, 2nd place tokens cost 3, and 1st place tokens cost 4. &lt;br /&gt;
Tokens can be saved to score VP at the end of the game. Or, if the token has a bonus, you can trigger that bonus. The first time you use a token, just flip it over to lower the VP value by 1 point. The second time you use it, put the token back onto your player mat, face up. You will need to re-earn that token to get it back again. Until you do, you won’t earn the VP (or get to use its bonus again) and this may mean you no longer qualify to take a more advanced token if you no longer have the prerequisite. &lt;br /&gt;
&lt;br /&gt;
The final token, the Armistice Token, requires you to have both of its prerequisite tokens. Once someone takes that token, the current Dogfight plays itself out, players also take a tiebreaker token (in order of finish) if they don’t already have one, and you tally up your VP from tokens in your possession. Highest VP (including the fractional VP from tiebreaker tokens) wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the distribution of card values in the 40-card deck:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Frequencies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|40&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=28339</id>
		<title>Gamehelpskybirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=28339"/>
		<updated>2026-02-02T15:42:42Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: continued wordsmithing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skybirds is a card-shedding game where players play cards (called Aces) in turn trying to beat the most recently played cards on the table. Each round of play (called Dogfights) consist of single cards, or sets of cards all of the same value (these are called Squadrons); each Squadron played must match the number of cards played at the start of the Dogfight and be of higher value than the previous played Squadron, until the Dogfight ends and the process starts again.&lt;br /&gt;
&lt;br /&gt;
Once the cards are dealt out, the lead player (whoever has Roland Garros – it can be played along with any other card or any other set of matched cards) chooses how many cards everyone plays each round (a Dogfight). Players that follow may either pass or must play a set (a Squadron) of the same number of cards with a larger value. Cards with a medallion on them (the 9s and the 10) are played as singletons and beat any Squadron regardless of the Squadron’s size. 9s can, however, be beaten by the 10, and special powers allow players to add medallions to their squad to make regular Aces even more powerful, possibly even better than the 10. In general, you cannot play runs (also known as straights, a group of sequential numbers like 2, 3, 4) but one token lets you create runs of 2 or 3 in a row and play it as the lowest valued Ace in the run. The Dogfight ends when all but one player has passed. Then the winning player leads the next Dogfight, choosing the Squadron Size. &lt;br /&gt;
&lt;br /&gt;
The first person to play all their cards gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). Second place can take any token they’ve unlocked except the ones marked for 1st place only. 3rd place can’t take tokens marked for 1st and 2nd. Fourth place (or 3rd place in a 3p game) can only take the tokens worth 1VP (which have no bonus) from the bottom of the board. &lt;br /&gt;
&lt;br /&gt;
After each campaign, you can trade in 1VP tokens for other tokens you have the proper prerequisites for. Any 3rd place tokens costs 2 of these 1VP tokens, 2nd place tokens cost 3, and 1st place tokens cost 4. &lt;br /&gt;
Tokens can be saved to score VP at the end of the game. Or, if the token has a bonus, you can trigger that bonus. The first time you use a token, just flip it over to lower the VP value by 1 point. The second time you use it, put the token back onto your player mat, face up. You will need to re-earn that token to get it back again. Until you do, you won’t earn the VP (or get to use its bonus again) and this may mean you no longer qualify to take a more advanced token if you no longer have the prerequisite. &lt;br /&gt;
&lt;br /&gt;
The final token, the Armistice Token, requires you to have both of its prerequisite tokens. Once someone takes that token, the current Dogfight plays itself out, players also take a tiebreaker token (in order of finish) if they don’t already have one, and you tally up your VP from tokens in your possession. Highest VP (including the fractional VP from tiebreaker tokens) wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the distribution of card values in the 40-card deck:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Frequencies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|40&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=28298</id>
		<title>Gamehelpskybirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=28298"/>
		<updated>2026-01-28T23:22:22Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: tweaked wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once the cards are dealt out, the lead player (whoever has Roland Garros -- it can be matched up with any other set of matched cards) chooses how many cards everyone plays each round (called a Dogfight). Players that follow may either pass or must play a set (called a Squadron) of the same number of cards with a larger value. Cards with a medallion on them (the 9s and 10s) can be played as singletons even in a Dogfight where the Squdron size is 2 or greater. In general, you cannot play runs but one token lets you create runs of 2 or 3 in a row and play it as the lowest valued Ace in the run. The Dogfight ends when all but one player has passed and the winning player leads the next Dogfight, choosing the Squad Size.&lt;br /&gt;
&lt;br /&gt;
The first person to play all their cards wins the round (called a Campaign) and gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). Second place can take any token they’ve unlocked except the ones marked for 1st place only. 3rd place can’t take tokens marked for 1st and 2nd only. Fourth place (or 3rd place in a 3p game) can only take the booby prize tokens worth 1VP from the bottom of the board.&lt;br /&gt;
&lt;br /&gt;
After each campaign, you can trade in 1VP tokens for other tokens you have the proper prerequisites for. Any 3rd place tokens costs 2 of these 1VP tokens, 2nd place tokens cost 3, and 1st place tokens cost 4.&lt;br /&gt;
&lt;br /&gt;
Tokens can be saved to score VP at the end of the game. Or, if the token has a bonus, you can trigger that bonus. The first time you use a token, just flip it over to lower the VP by 1 point. The second time you use it, put the token back onto your player mat face up. You will need to re-earn that token to get it back again. Until you do, you won’t earn the VP (or get to use its bonus again) and this may mean you no longer qualify to take a more advanced token if you no longer have the prerequisite.&lt;br /&gt;
&lt;br /&gt;
The final token, the Armistice Token, requires you to have both of its prerequisite tokens. Once someone takes that, the current Dogfight play itself out, players also take a tiebreaker token (in order of finish) if they don’t already have one, and you tally up your VP from tokens in your possession. Highest VP (including the fraction VP from tiebreaker tokens) wins.&lt;br /&gt;
&lt;br /&gt;
Here is the distribution of card values in the 40-card deck:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Frequencies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|40&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=27774</id>
		<title>Gamehelpskybirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=27774"/>
		<updated>2025-12-19T03:28:46Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Added a rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The lead player chooses how many cards everyone plays each round (called a Dogfight). Players that follow may either pass or must play a set (called a Squadron) of the same number of cards with a larger value. Cards with a medallion on them (the 9s and 10s) can be played as singletons even in a Dogfight where the Squdron size is 2 or greater.  In general, you cannot play runs but one token lets you create runs of 2 or 3 in a row and play it as the lowest valued Ace in the run.  The round ends when all but one player has passed. The winning player leads the next Dogfight.&lt;br /&gt;
&lt;br /&gt;
The first person to play all their cards gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). Second place can take any token they’ve unlocked except the ones marked for 1st place only. 3rd place can’t take tokens marked for 1st and 2nd only. Fourth place (or 3rd place in a 3p game) can only take the booby prize tokens worth 1VP from the bottom of the board.&lt;br /&gt;
&lt;br /&gt;
[You can trade in your 1VP tokens for other tokens you have the proper prerequisites for.  Any 3rd place token costs 2 of these 1VP tokens, 2nd place tokens cost 3, and 1st place tokens cost 4.]&lt;br /&gt;
&lt;br /&gt;
Tokens can be saved to score VP at the end of the game. Or, if the token has a bonus, you can trigger that bonus --the first time you use it, just flip it over to show it is worth 1 point less than before.  The second time you use it, put the token back onto your player mat face up. You will need to re-earn that token to get it back again.  Until you do, you won&#039;t earn the VP (or get to use its bonus again) and this may mean you no longer qualify to take a more advanced token if you no longer have the prerequisite.&lt;br /&gt;
&lt;br /&gt;
The final token, the Armistice Token, requires you to have both prerequisite tokens. Once someone takes that, the current Dogfight play itself out, players also take a tiebreaker token (in order of finish) if they don’t already have one, and you tally up your VP from tokens in your possession. Highest VP (including the fraction VP from tiebreaker tokens) wins.&lt;br /&gt;
&lt;br /&gt;
Here is the distribution of card values in the 40-card deck:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Frequencies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|40&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=27665</id>
		<title>Gamehelpskybirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=27665"/>
		<updated>2025-12-13T16:48:49Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Added a table  of freuencies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The lead player chooses how many cards everyone plays each round (called a Dogfight). Players that follow may either pass or must play a set (called a Squadron) of the same number of cards with a larger value. Cards with a medallion on them (the 9s and 10s) can be played as singletons even in a Dogfight where the Squdron size is 2 or greater.  In general, you cannot play runs but one token lets you create runs of 2 or 3 in a row and play it as the lowest valued Ace in the run.  The round ends when all but one player has passed. The winning player leads the next Dogfight.&lt;br /&gt;
&lt;br /&gt;
The first person to play all their cards gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). Second place can take any token they’ve unlocked except the ones marked for 1st place only. 3rd place can’t take tokens marked for 1st and 2nd only. Fourth place (or 3rd place in a 3p game) can only take the booby prize tokens worth 1VP from the bottom of the board.&lt;br /&gt;
&lt;br /&gt;
Tokens can be saved to score VP at the end of the game. Or, if the token has a bonus, you can trigger that bonus by putting the token back onto your player mat. You will need to re-earn that token to get the VP (or to use its bonus again) and this may mean you no longer qualify to take a more advanced token if you no longer have the prerequisite, until you win that token back again.&lt;br /&gt;
&lt;br /&gt;
The final token, the Armistice Token, requires you to have both prerequisite tokens. Once someone takes that, the current Dogfight play itself out, players also take a tiebreaker token (in order of finish) if they don’t already have one, and you tally up your VP from tokens in your possession. Highest VP (including the fraction VP from tiebreaker tokens) wins.&lt;br /&gt;
&lt;br /&gt;
Here is the distribution of card values in the 40-card deck:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Frequencies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|40&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=27664</id>
		<title>Gamehelpskybirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=27664"/>
		<updated>2025-12-13T16:41:12Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The lead player chooses how many cards everyone plays each round (called a Dogfight). Players that follow may either pass or must play a set (called a Squadron) of the same number of cards with a larger value. Cards with a medallion on them (the 9s and 10s) can be played as singletons even in a Dogfight where the Squdron size is 2 or greater.  In general, you cannot play runs but one token lets you create runs of 2 or 3 in a row and play it as the lowest valued Ace in the run.  The round ends when all but one player has passed. The winning player leads the next Dogfight.&lt;br /&gt;
&lt;br /&gt;
The first person to play all their cards gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). Second place can take any token they’ve unlocked except the ones marked for 1st place only. 3rd place can’t take tokens marked for 1st and 2nd only. Fourth place (or 3rd place in a 3p game) can only take the booby prize tokens worth 1VP from the bottom of the board.&lt;br /&gt;
&lt;br /&gt;
Tokens can be saved to score VP at the end of the game. Or, if the token has a bonus, you can trigger that bonus by putting the token back onto your player mat. You will need to re-earn that token to get the VP (or to use its bonus again) and this may mean you no longer qualify to take a more advanced token if you no longer have the prerequisite, until you win that token back again.&lt;br /&gt;
&lt;br /&gt;
The final token, the Armistice Token, requires you to have both prerequisite tokens. Once someone takes that, the current Dogfight play itself out, players also take a tiebreaker token (in order of finish) if they don’t already have one, and you tally up your VP from tokens in your possession. Highest VP (including the fraction VP from tiebreaker tokens) wins.&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=26290</id>
		<title>Gamehelpskybirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=26290"/>
		<updated>2025-08-26T18:29:16Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The lead player chooses how many cards everyone plays each round (called a Dogfight). Players that follow may either pass or must play a set of the same number of cards with a larger value. 9s and 10s can be played as singletons even in a Dogfight where the set size is 2 or greater.  The round ends when all but one player has passed. The winning player leads the next Dogfight&lt;br /&gt;
&lt;br /&gt;
The first person to play all their cards gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). Second place can take any token they’ve unlocked except the ones marked for 1st place only. 3rd place can’t take tokens marked for 1st and 2nd only. Fourth place (or 3rd place in a 3p game) can only take the booby prize tokens worth 1VP from the bottom of the board.&lt;br /&gt;
&lt;br /&gt;
Tokens can be saved to score VP at the end of the game. Or, if the token has a bonus, you can trigger that bonus by putting the token back onto your player mat. You will need to re-earn that token to get the VP (or to use its bonus again) and this may mean you no longer qualify to take a more advanced token if you no longer have the prerequisite, until you win that token back again.&lt;br /&gt;
&lt;br /&gt;
The final token, the Armistice Token, requires you to have both prerequisite tokens. Once someone takes that, the current Dogfight play itself out, players also take a tiebreaker token (in order of finish) if they don’t already have one, and you tally up your VP from tokens in your possession. Highest VP (including the fraction VP from tiebreaker tokens) wins.&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=26289</id>
		<title>Gamehelpskybirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskybirds&amp;diff=26289"/>
		<updated>2025-08-26T17:12:11Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Created page with &amp;quot;The lead player chooses how many cards everyone plays each round (called a Dogfight). Players that follow have to play a set of the same number of cards with a larger value. 9s and 10s can be played as singletons even in a Dogfight where the set size is 2 or greater.  The first person to empty their hand gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). Second place can take any token they’ve unlocked except the ones marked...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The lead player chooses how many cards everyone plays each round (called a Dogfight). Players that follow have to play a set of the same number of cards with a larger value. 9s and 10s can be played as singletons even in a Dogfight where the set size is 2 or greater.&lt;br /&gt;
&lt;br /&gt;
The first person to empty their hand gets to take any token they’ve unlocked (i.e., if they have the prerequisite token in hand). Second place can take any token they’ve unlocked except the ones marked for 1st place only. 3rd place can’t take tokens marked for 1st and 2nd only. Fourth place (or 3rd place in a 3p game) can only take the booby prize tokens worth 1VP from the bottom of the board.&lt;br /&gt;
&lt;br /&gt;
Tokens can be saved to score VP at the end of the game. Or, if the token has a bonus, you can trigger that bonus by putting the token back onto your player mat. You will need to re-earn that token to get the VP (or to use its bonus again) and this may mean you no longer qualify to take a more advanced token if you no longer have the prerequisite, until you win that token back again.&lt;br /&gt;
&lt;br /&gt;
The final token, the Armistice Token, requires you to have both prerequisite tokens. Once someone takes that, the current Dogfight play itself out, players also take a tiebreaker token (in order of finish) if they don’t already have one, and you tally up your VP from tokens in your possession. Highest VP wins. Ties are impossible.&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_expeditions&amp;diff=17808</id>
		<title>Tips expeditions</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_expeditions&amp;diff=17808"/>
		<updated>2023-08-16T16:07:27Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Created page with &amp;quot;One thing all beginning players should know is that n a two-player game, ending your turn with zero tickets gives the other player a huge advantage.  Playing with zero tickets can be very frustrating.  So do yourself a huge favor and never end a turn with zero tickets.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One thing all beginning players should know is that n a two-player game, ending your turn with zero tickets gives the other player a huge advantage.  Playing with zero tickets can be very frustrating.  So do yourself a huge favor and never end a turn with zero tickets.&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17328</id>
		<title>Gamehelpenvelopesofcash</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17328"/>
		<updated>2023-06-27T21:44:18Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Formatted tables and added some designer info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Envelopes of Cash: The College Football Recruiting Game =&lt;br /&gt;
Envelopes of Cash is a Euro board game with a very American theme: college football recruiting. Players take the roles of Head Coaches at major college football programs who earn high salaries to exploit unpaid labor. To do so they must attract the most valuable high schoolers to their college teams by marshaling all the tools available to them, including the eponymous envelopes full of cash and other impermissible payments, donations from boosters, and marketing campaigns, all to maximize their Recruiting Points.  The winner is the Head Coach with the most Recruiting Points at the end of the game, and the reward is victory, as well as a $1 million “retention bonus.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game play is driven by a card draft, in which players acquire the potential to hire new personnel, build new facilities, strengthen their program&#039;s culture, or boost their fundraising prowess, but to actually put those cards into play, the need to generate income via careful selection of 6 different colored dice, which are rolled at the start of each turn.  Those dice generate the most valuable currency in the game -- Envelopes of Cash -- which are used to lure the athletes to your program.  To succeed, you need to balance the benefits of your cards, which make recruiting easier, with the nuts and bolts of actually getting out there and recruiting, by sending lots of recruiting mail, traveling to visit the athletes in their home states, and most importantly, slipping them those valuable tokens of your affection in little colored envelopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You only have 12 months to gather as many different recruits as possible across a variety of football positions (like QB, LB, etc.), so the tension between less income now vs. more income later plays a role in shaping your strategy.  Should you jump out to a quick start and get the best recruits before your opponents, or should you build up a big stash of envelopes of cash and have a major blow out month towards the end of the year.  Or can you build a strategy more around your personnel and culture, turning their special abilities into a victory point engine and leave the grubby business of bribes to others?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Envelopes of Cash lets you be the head coach of a major football program, working closely with your bag men to make sure you come out on top in the race for the most recruiting points.  With 120 different cards and a different mix of recruits across regions each time, the game offers high replay value, especially since there are many different ways to build a successful program that churns out points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the summary below, EC= Envelope of Cash and $BB or $1BB stands for &amp;quot;booster bucks&amp;quot; or a specific number of booster bucks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game has THREE PHASES: Card Drafting, Dice Drafting (which generates income either in the future at full value or right away at a discount), and then the Action Phase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ACTION PHASE&#039;&#039;&#039; lets you do as many of the possible actions as you want, as many times as you want (with one real exception and one technical exception).  These are:&lt;br /&gt;
&lt;br /&gt;
1) Put a Card into Play (i.e., pay the ECs needed to move a card from Calendar to Player&#039;s Tableau).  You will score points equal to the Star value of the card put into play immediately.&lt;br /&gt;
&lt;br /&gt;
2) Trigger a Card already in Play. (i.e., use the effect on an already-paid-for card, if it can be triggered).  Note this can be done for cards that were just put into play this turn or ones in play from previous turns, if they are eligible to be triggered.&lt;br /&gt;
&lt;br /&gt;
3) Trade in 3 unwanted ECs (plus $1BB) for 1 wanted EC.  (Note that some cards can give discounts to lower the cost of this action)&lt;br /&gt;
&lt;br /&gt;
4) Move the Recruiting Bus.  This is how you move around to get Recruits.  You get 3 free points of movement in Q1 (March-May), 2 free points in Q2 (June-Aug), and 1 free point in Q3 (Sep-Nov).  Some cards and one Head coaches generate additional free movement.  Beyond that you can pay 1EC (of any color) per additional point of movement you want in addition to any free movement.  In Q4 (Dec-Feb), you get no free movement so you must use effects or pay for all movement.&lt;br /&gt;
&lt;br /&gt;
5) Sign a Recruit.  If you are on a space and you have the exact set of ECs that recruit wants, you can turn in those ECs and pick up the recruit and his state value token.  This is how you get a big chunk of your points.  You will roll a d12 (called the VMD: value modifier die) and adjust the tar value of the recruit up or down, after which you will apply any modifiers from your cards in play.  Score that number of points immediately.&lt;br /&gt;
&lt;br /&gt;
6) Send ECs to a recruit you cannot currently sign.  You may pay $1BB and send as many of the ECs a given recruit wants to him as a pre-payment.  This could be because you are too far away to reach him this turn or because you don&#039;t have the full amount he wants and prefer to pay on the installment plan.  This will be available for you to pay when you are ready UNLESS someone else recruits that recruit in the meantime.  Then you lose your ECs.  Note you spend $1BB every month you want to send to a specific recruit, but that $1BB price lets you send as many envelopes in one shot as you want/can.&lt;br /&gt;
&lt;br /&gt;
7) Place Wagers in Vegas.  Discard an EC of any color.  Then choose any number/color combination on the Vegas board.  On the next dice roll, if that color/number combination is rolled, you win $1BB and 2ECs of the color you bet on for use in the about-to-start month. Note you can bet on the same number/color more than once in a round and you can bet on different color/number combos too.  Bet on every single possibility if you want.  It&#039;s just 1EC per bet and remember the color you pay does not have to match the color you choose to bet on.&lt;br /&gt;
&lt;br /&gt;
8) Run a Marketing Campaign.  THIS CAN ONLY BE DONE ONCE PER TURN.  You turn in a number of $BBs based on the Marketing table and get a number of points.  This action is more efficient if done in small increments, so for example, doing it once per turn at $1BB gets you 12 points total while doing it once at $12BB would only get you 5 points.&lt;br /&gt;
&lt;br /&gt;
9) Click End Turn.  You can also only do this once per turn (more obviously).  This ends your turn and lets others take a turn OR starts the next round if you are the last player to go in this round.  If it&#039;s February, this triggers end game scoring.&lt;br /&gt;
&lt;br /&gt;
NOTE: $BB last from turn to turn but any unused ECs go poof; so generally if you have leftovers, you&#039;ll want to send them to recruits or wager them.  Cards that are not put into play after six months go poof too, so a card drafted in March dies just before the card draft in September, in April dies just before October, etc.  After February, all cards left on the Calendar go away.  In contrast, once you put a card into play (pay for it with ECs), it lasts for the rest of the game.  The Maximum cards you can ever get into play is 12, and only if you pay for every card you draft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END GAME SCORING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all players play 12 months of this cycle of 3 phases, the game ends.  Players then get to run one additional marketing campaign, to use up any leftover $BB.  Then they:&lt;br /&gt;
&lt;br /&gt;
1) Start with points earned during the game, from things like putting cards into play or signing recruits. or running marketing campaigns&lt;br /&gt;
&lt;br /&gt;
2) Figure out your points earned from the two set collection tables, based on how many unique recruit positions you recruited (up to 32 points for 8) and how many recruits from the same color region (including multicolored regions as one or the other--your choice) (up to 32 points for 10).  Add those.&lt;br /&gt;
&lt;br /&gt;
3) Look for any cards you put into play that have the END symbol, and add in those points as well.&lt;br /&gt;
&lt;br /&gt;
4) Check your private &amp;quot;Recruiting Board&amp;quot; goals and earn 15 points if you got all 5 positions, or 5 points if you didn&#039;t get all 5 but did get the first 3.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points.  Ties are broken as follows:&lt;br /&gt;
&lt;br /&gt;
1) Who among the tied players has the most leftover $BB&lt;br /&gt;
&lt;br /&gt;
2) Who among the tied players has the most recruits.&lt;br /&gt;
&lt;br /&gt;
3) Who rolls the highest die for a tiebreaker.  If necessary, repeat 3 until someone wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Point Value Tables:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Positional Scoring&lt;br /&gt;
!Positions&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|32&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Regional Scoring&lt;br /&gt;
!Recruits&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://boardgamegeek.com/boardgame/355467/envelopes-cash Envelopes of Cash] is designed by [https://boardgamegeek.com/boardgamedesigner/3078/andy-schwarz Andy Schwarz], with Artwork by Miah Rose Serdone and Terese &amp;quot;Rese&amp;quot; Ureta.  Schwarz designed two previously published games (both diplomacy variants) called [https://boardgamegeek.com/boardgameexpansion/9120/diplomacy-hundred-variant Hundred] and [https://boardgamegeek.com/boardgame/9095/diplomacy-classical-variant Classical].  Schwarz and Ureta are working on a new game called &amp;quot;Skybirds&amp;quot; which is a climb-the0ladder card game based on WWI aviation.&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17327</id>
		<title>Gamehelpenvelopesofcash</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17327"/>
		<updated>2023-06-27T21:35:22Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Envelopes of Cash: The College Football Recruiting Game =&lt;br /&gt;
Envelopes of Cash is a Euro board game with a very American theme: college football recruiting. Players take the roles of Head Coaches at major college football programs who earn high salaries to exploit unpaid labor. To do so they must attract the most valuable high schoolers to their college teams by marshaling all the tools available to them, including the eponymous envelopes full of cash and other impermissible payments, donations from boosters, and marketing campaigns, all to maximize their Recruiting Points.  The winner is the Head Coach with the most Recruiting Points at the end of the game, and the reward is victory, as well as a $1 million “retention bonus.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game play is driven by a card draft, in which players acquire the potential to hire new personnel, build new facilities, strengthen their program&#039;s culture, or boost their fundraising prowess, but to actually put those cards into play, the need to generate income via careful selection of 6 different colored dice, which are rolled at the start of each turn.  Those dice generate the most valuable currency in the game -- Envelopes of Cash -- which are used to lure the athletes to your program.  To succeed, you need to balance the benefits of your cards, which make recruiting easier, with the nuts and bolts of actually getting out there and recruiting, by sending lots of recruiting mail, traveling to visit the athletes in their home states, and most importantly, slipping them those valuable tokens of your affection in little colored envelopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You only have 12 months to gather as many different recruits as possible across a variety of football positions (like QB, LB, etc.), so the tension between less income now vs. more income later plays a role in shaping your strategy.  Should you jump out to a quick start and get the best recruits before your opponents, or should you build up a big stash of envelopes of cash and have a major blow out month towards the end of the year.  Or can you build a strategy more around your personnel and culture, turning their special abilities into a victory point engine and leave the grubby business of bribes to others?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Envelopes of Cash lets you be the head coach of a major football program, working closely with your bag men to make sure you come out on top in the race for the most recruiting points.  With 120 different cards and a different mix of recruits across regions each time, the game offers high replay value, especially since there are many different ways to build a successful program that churns out points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the summary below, EC= Envelope of Cash and $BB or $1BB stands for &amp;quot;booster bucks&amp;quot; or a specific number of booster bucks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game has THREE PHASES: Card Drafting, Dice Drafting (which generates income either in the future at full value or right away at a discount), and then the Action Phase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ACTION PHASE&#039;&#039;&#039; lets you do as many of the possible actions as you want, as many times as you want (with one real exception and one technical exception).  These are:&lt;br /&gt;
&lt;br /&gt;
1) Put a Card into Play (i.e., pay the ECs needed to move a card from Calendar to Player&#039;s Tableau).  You will score points equal to the Star value of the card put into play immediately.&lt;br /&gt;
&lt;br /&gt;
2) Trigger a Card already in Play. (i.e., use the effect on an already-paid-for card, if it can be triggered).  Note this can be done for cards that were just put into play this turn or ones in play from previous turns, if they are eligible to be triggered.&lt;br /&gt;
&lt;br /&gt;
3) Trade in 3 unwanted ECs (plus $1BB) for 1 wanted EC.  (Note that some cards can give discounts to lower the cost of this action)&lt;br /&gt;
&lt;br /&gt;
4) Move the Recruiting Bus.  This is how you move around to get Recruits.  You get 3 free points of movement in Q1 (March-May), 2 free points in Q2 (June-Aug), and 1 free point in Q3 (Sep-Nov).  Some cards and one Head coaches generate additional free movement.  Beyond that you can pay 1EC (of any color) per additional point of movement you want in addition to any free movement.  In Q4 (Dec-Feb), you get no free movement so you must use effects or pay for all movement.&lt;br /&gt;
&lt;br /&gt;
5) Sign a Recruit.  If you are on a space and you have the exact set of ECs that recruit wants, you can turn in those ECs and pick up the recruit and his state value token.  This is how you get a big chunk of your points.  You will roll a d12 (called the VMD: value modifier die) and adjust the tar value of the recruit up or down, after which you will apply any modifiers from your cards in play.  Score that number of points immediately.&lt;br /&gt;
&lt;br /&gt;
6) Send ECs to a recruit you cannot currently sign.  You may pay $1BB and send as many of the ECs a given recruit wants to him as a pre-payment.  This could be because you are too far away to reach him this turn or because you don&#039;t have the full amount he wants and prefer to pay on the installment plan.  This will be available for you to pay when you are ready UNLESS someone else recruits that recruit in the meantime.  Then you lose your ECs.  Note you spend $1BB every month you want to send to a specific recruit, but that $1BB price lets you send as many envelopes in one shot as you want/can.&lt;br /&gt;
&lt;br /&gt;
7) Place Wagers in Vegas.  Discard an EC of any color.  Then choose any number/color combination on the Vegas board.  On the next dice roll, if that color/number combination is rolled, you win $1BB and 2ECs of the color you bet on for use in the about-to-start month. Note you can bet on the same number/color more than once in a round and you can bet on different color/number combos too.  Bet on every single possibility if you want.  It&#039;s just 1EC per bet and remember the color you pay does not have to match the color you choose to bet on.&lt;br /&gt;
&lt;br /&gt;
8) Run a Marketing Campaign.  THIS CAN ONLY BE DONE ONCE PER TURN.  You turn in a number of $BBs based on the Marketing table and get a number of points.  This action is more efficient if done in small increments, so for example, doing it once per turn at $1BB gets you 12 points total while doing it once at $12BB would only get you 5 points.&lt;br /&gt;
&lt;br /&gt;
9) Click End Turn.  You can also only do this once per turn (more obviously).  This ends your turn and lets others take a turn OR starts the next round if you are the last player to go in this round.  If it&#039;s February, this triggers end game scoring.&lt;br /&gt;
&lt;br /&gt;
NOTE: $BB last from turn to turn but any unused ECs go poof; so generally if you have leftovers, you&#039;ll want to send them to recruits or wager them.  Cards that are not put into play after six months go poof too, so a card drafted in March dies just before the card draft in September, in April dies just before October, etc.  After February, all cards left on the Calendar go away.  In contrast, once you put a card into play (pay for it with ECs), it lasts for the rest of the game.  The Maximum cards you can ever get into play is 12, and only if you pay for every card you draft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END GAME SCORING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all players play 12 months of this cycle of 3 phases, the game ends.  Players then get to run one additional marketing campaign, to use up any leftover $BB.  Then they:&lt;br /&gt;
&lt;br /&gt;
1) Start with points earned during the game, from things like putting cards into play or signing recruits. or running marketing campaigns&lt;br /&gt;
&lt;br /&gt;
2) Figure out your points earned from the two set collection tables, based on how many unique recruit positions you recruited (up to 32 points for 8) and how many recruits from the same color region (including multicolored regions as one or the other--your choice) (up to 32 points for 10).  Add those.&lt;br /&gt;
&lt;br /&gt;
3) Look for any cards you put into play that have the END symbol, and add in those points as well.&lt;br /&gt;
&lt;br /&gt;
4) Check your private &amp;quot;Recruiting Board&amp;quot; goals and earn 15 points if you got all 5 positions, or 5 points if you didn&#039;t get all 5 but did get the first 3.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points.  Ties are broken as follows:&lt;br /&gt;
&lt;br /&gt;
1) Who among the tied players has the most leftover $BB&lt;br /&gt;
&lt;br /&gt;
2) Who among the tied players has the most recruits.&lt;br /&gt;
&lt;br /&gt;
3) Who rolls the highest die for a tiebreaker.  If necessary, repeat 3 until someone wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Point Value Tables:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positional Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positions     Points&lt;br /&gt;
&lt;br /&gt;
1                  1&lt;br /&gt;
&lt;br /&gt;
2                  2&lt;br /&gt;
&lt;br /&gt;
3                  4&lt;br /&gt;
&lt;br /&gt;
4                  8&lt;br /&gt;
&lt;br /&gt;
5                  12&lt;br /&gt;
&lt;br /&gt;
6                  18&lt;br /&gt;
&lt;br /&gt;
7                  24&lt;br /&gt;
&lt;br /&gt;
8                  32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regional Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positions     Points&lt;br /&gt;
&lt;br /&gt;
1                  1&lt;br /&gt;
&lt;br /&gt;
2                  2&lt;br /&gt;
&lt;br /&gt;
3                  3&lt;br /&gt;
&lt;br /&gt;
4                  5&lt;br /&gt;
&lt;br /&gt;
5                  7&lt;br /&gt;
&lt;br /&gt;
6                  10&lt;br /&gt;
&lt;br /&gt;
7                  14&lt;br /&gt;
&lt;br /&gt;
8                  19&lt;br /&gt;
&lt;br /&gt;
9                  25&lt;br /&gt;
&lt;br /&gt;
10                32&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17210</id>
		<title>Gamehelpenvelopesofcash</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17210"/>
		<updated>2023-06-20T15:59:40Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Added info on end of game scoring values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Envelopes of Cash: The College Football Recruiting Game =&lt;br /&gt;
Envelopes of Cash is a Euro board game with a very American theme: college football recruiting. Players take the roles of Head Coaches at major college football programs who earn high salaries to exploit unpaid labor. To do so they must attract the most valuable high schoolers to their college teams by marshaling all the tools available to them, including the eponymous envelopes full of cash and other impermissible payments, donations from boosters, and marketing campaigns, all to maximize their Recruiting Points.  The winner is the Head Coach with the most Recruiting Points at the end of the game, and the reward is victory, as well as a $1 million “retention bonus.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game play is driven by a card draft, in which players acquire the potential to hire new personnel, build new facilities, strengthen their program&#039;s culture, or boost their fundraising prowess, but to actually put those cards into play, the need to generate income via careful selection of 6 different colored dice, which are rolled at the start of each turn.  Those dice generate the most valuable currency in the game -- Envelopes of Cash -- which are used to lure the athletes to your program.  To succeed, you need to balance the benefits of your cards, which make recruiting easier, with the nuts and bolts of actually getting out there and recruiting, by sending lots of recruiting mail, traveling to visit the athletes in their home states, and most importantly, slipping them those valuable tokens of your affection in little colored envelopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You only have 12 months to gather as many different recruits as possible across a variety of football positions (like QB, LB, etc.), so the tension between less income now vs. more income later plays a role in shaping your strategy.  Should you jump out to a quick start and get the best recruits before your opponents, or should you build up a big stash of envelopes of cash and have a major blow out month towards the end of the year.  Or can you build a strategy more around your personnel and culture, turning their special abilities into a victory point engine and leave the grubby business of bribes to others?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Envelopes of Cash lets you be the head coach of a major football program, working closely with your bag men to make sure you come out on top in the race for the most recruiting points.  With 120 different cards and a different mix of recruits across regions each time, the game offers high replay value, especially since there are many different ways to build a successful program that churns out points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the summary below, EC= Envelope of Cash and $BB or $1BB stands for &amp;quot;booster bucks&amp;quot; or a specific number of booster bucks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game has THREE PHASES: Card Drafting, Dice Drafting (which generates income either in the future at full value or right away at a discount), and then the Action Phase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ACTION PHASE&#039;&#039;&#039; lets you do as many of the possible actions as you want, as many times as you want (with one real exception and one technical exception).  These are:&lt;br /&gt;
&lt;br /&gt;
1) Put a Card into Play (i.e., pay the ECs needed to move a card from Calendar to Player&#039;s Tableau).  You will score points equal to the Star value of the card put into play.&lt;br /&gt;
&lt;br /&gt;
2) Trigger a Card already in Play. (i.e., use the effect on an already-paid-for card if it can be triggered).  Note this can be done for cards that were just put into play this turn or ones in play from previous turns., if they are eligible to be triggered.&lt;br /&gt;
&lt;br /&gt;
3) Trade in 3 unwanted ECs (plus $1BB) for 1 wanted EC.  (note that some cards can give discounts to lower the cost of this action)&lt;br /&gt;
&lt;br /&gt;
4) Move the Recruiting Bus.  This is how you move around to get Recruits.  You get 3 free points of movement in March-May, 2 free points in June-Aug, and 1 free point in Sep-Nov.  Beynd that (and in Dec-Feb) you can pay 1EC (of any color) per additional point of movement you want in addition to any free movement.&lt;br /&gt;
&lt;br /&gt;
5) Sign a Recruit.  If you are on a space and you have the exact set of ECs that recruit wants, you can turn in those ECs and pick up the recruit and his state value token.  This is how you get a big chunk of your points.&lt;br /&gt;
&lt;br /&gt;
6) Send ECs to a recruit you cannot currently sign.  You may pay $1BB and send as many of the ECs a given recruit wants to him as a pre-payment.  This could be because you are too far away to reach him this turn or because you don&#039;t have the full amount he wants and prefer to pay on the installment plan.  This will be available for you to pay when you are ready UNLESS someone else recruits that recruit in the meantime.  Then you lose your ECs.  Note you spend $1BB every month you want to send to a specific recruit, but that $1BB price lets you send as many envelopes in one shot as you want/can.&lt;br /&gt;
&lt;br /&gt;
7) Place Wagers in Vegas.  Discard an EC of any color.  Then choose any number/color combination on the Vegas board.  On the next dice droll, if that color/number combination is rolled, you win $1BB and 2ECs of the color you bet on for use in the about-to-start  month,  Note you can bet on the same number/color more than once in a round and you can bet on different color/number combos too.  Bet on every single possibility if you want.  It&#039;s just 1EC per bet and rememebr the color you pay does not have to match the color you choose to bet on.&lt;br /&gt;
&lt;br /&gt;
8) Run a Marketing Campaign.  THIS CAN ONLY BE DONE ONCE PER TURN.  You turn in a number of ECs based on the Marketing table and get a number of points.  This action is more efficient if done in small increments, so for example, doing it once per turn at $1BB gets you 12 points total while doing it once at $12BB would only get you 5 points.&lt;br /&gt;
&lt;br /&gt;
9) Click End Turn.  You can also only do this once per turn (more obviously).  This ends your turn and lets others take a turn OR starts the next round if you are the last player to go in this round.  If it&#039;s February, this triggers end game scoring.&lt;br /&gt;
&lt;br /&gt;
NOTE: $BB last from turn to turn but any unused ECs go poof.  Cards that are not put into play after six months go poof too, so a card drafted in April dies just before the card draft in September, in May dies just before October, etc.  After February, all cards left on the Calendar go away.  In contrast, once you put a card into play (pay for it with ECs), it lasts for the rest of the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END GAME SCORING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all players play 12 months of this cycle of 3 phases, the game ends.  Players then get to run one additional marketing campaign, to use up any leftover $BB.  Then they&lt;br /&gt;
&lt;br /&gt;
1) Start with points earned during the game, from things like putting cards into play or signing recruits. or running marketing campaigns&lt;br /&gt;
&lt;br /&gt;
2) Figure out your points earned from the two set collection tables, based on how many unique recruit positions you recruited (up to 32 points for 8) and how many recruits from the same color region (including multicolored regions as one or the other--your choice) (up to 32 points for 10).  Add those.&lt;br /&gt;
&lt;br /&gt;
3) Look for any cards you put into play that have the END symbol, and add in those points as well.&lt;br /&gt;
&lt;br /&gt;
4) Check your private &amp;quot;Recruiting Board&amp;quot; goals and earn 15 points if you got all 5 positions, or 5 points if you didn&#039;t get all 5 but did get the first 3.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points.  Ties are broken as follows:&lt;br /&gt;
&lt;br /&gt;
1) Who among the tied players has the most leftover $BB&lt;br /&gt;
&lt;br /&gt;
2) Who among the tied players has the most recruits.&lt;br /&gt;
&lt;br /&gt;
3) Who rolls the highest die for a tiebreaker.  If necessary, repeat 3 until someone wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Point Value Tables:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positional Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positions     Points&lt;br /&gt;
&lt;br /&gt;
1                  1&lt;br /&gt;
&lt;br /&gt;
2                  2&lt;br /&gt;
&lt;br /&gt;
3                  4&lt;br /&gt;
&lt;br /&gt;
4                  8&lt;br /&gt;
&lt;br /&gt;
5                  12&lt;br /&gt;
&lt;br /&gt;
6                  18&lt;br /&gt;
&lt;br /&gt;
7                  24&lt;br /&gt;
&lt;br /&gt;
8                  32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regional Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positions     Points&lt;br /&gt;
&lt;br /&gt;
1                  1&lt;br /&gt;
&lt;br /&gt;
2                  2&lt;br /&gt;
&lt;br /&gt;
3                  3&lt;br /&gt;
&lt;br /&gt;
4                  5&lt;br /&gt;
&lt;br /&gt;
5                  7&lt;br /&gt;
&lt;br /&gt;
6                  10&lt;br /&gt;
&lt;br /&gt;
7                  14&lt;br /&gt;
&lt;br /&gt;
8                  19&lt;br /&gt;
&lt;br /&gt;
9                  25&lt;br /&gt;
&lt;br /&gt;
10                32&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17208</id>
		<title>Gamehelpenvelopesofcash</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17208"/>
		<updated>2023-06-20T15:15:56Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Full summary of how to play added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Envelopes of Cash: The College Football Recruiting Game =&lt;br /&gt;
Envelopes of Cash is a Euro board game with a very American theme: college football recruiting. Players take the roles of Head Coaches at major college football programs who earn high salaries to exploit unpaid labor. To do so they must attract the most valuable high schoolers to their college teams by marshaling all the tools available to them, including the eponymous envelopes full of cash and other impermissible payments, donations from boosters, and marketing campaigns, all to maximize their Recruiting Points.  The winner is the Head Coach with the most Recruiting Points at the end of the game, and the reward is victory, as well as a $1 million “retention bonus.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game play is driven by a card draft, in which players acquire the potential to hire new personnel, build new facilities, strengthen their program&#039;s culture, or boost their fundraising prowess, but to actually put those cards into play, the need to generate income via careful selection of 6 different colored dice, which are rolled at the start of each turn.  Those dice generate the most valuable currency in the game -- Envelopes of Cash -- which are used to lure the athletes to your program.  To succeed, you need to balance the benefits of your cards, which make recruiting easier, with the nuts and bolts of actually getting out there and recruiting, by sending lots of recruiting mail, traveling to visit the athletes in their home states, and most importantly, slipping them those valuable tokens of your affection in little colored envelopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You only have 12 months to gather as many different recruits as possible across a variety of football positions (like QB, LB, etc.), so the tension between less income now vs. more income later plays a role in shaping your strategy.  Should you jump out to a quick start and get the best recruits before your opponents, or should you build up a big stash of envelopes of cash and have a major blow out month towards the end of the year.  Or can you build a strategy more around your personnel and culture, turning their special abilities into a victory point engine and leave the grubby business of bribes to others?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Envelopes of Cash lets you be the head coach of a major football program, working closely with your bag men to make sure you come out on top in the race for the most recruiting points.  With 120 different cards and a different mix of recruits across regions each time, the game offers high replay value, especially since there are many different ways to build a successful program that churns out points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the summary below, EC= Envelope of Cash and $BB or $1BB stands for &amp;quot;booster bucks&amp;quot; or a specific number of booster bucks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game has THREE PHASES: Card Drafting, Dice Drafting (which generates income either in the future at full value or right away at a discount), and then the Action Phase.  &lt;br /&gt;
&lt;br /&gt;
The ACTION PHASE lets you do as many of the possible actions as you want, as many times as you want (with one real exception and one technical exception).  These are:&lt;br /&gt;
&lt;br /&gt;
1) Put a Card into Play (i.e., pay the ECs needed to move a card from Calendar to Player&#039;s Tableau).  You will score points equal to the Star value of the card put into play.&lt;br /&gt;
&lt;br /&gt;
2) Trigger a Card already in Play. (i.e., use the effect on an already-paid-for card if it can be triggered).  Note this can be done for cards that were just put into play this turn or ones in play from previous turns., if they are eligible to be triggered.&lt;br /&gt;
&lt;br /&gt;
3) Trade in 3 unwanted ECs (plus $1BB) for 1 wanted EC.  (note that some cards can give discounts to lower the cost of this action)&lt;br /&gt;
&lt;br /&gt;
4) Move the Recruiting Bus.  This is how you move around to get Recruits.  You get 3 free points of movement in March-May, 2 free points in June-Aug, and 1 free point in Sep-Nov.  Beynd that (and in Dec-Feb) you can pay 1EC (of any color) per additional point of movement you want in addition to any free movement.&lt;br /&gt;
&lt;br /&gt;
5) Sign a Recruit.  If you are on a space and you have the exact set of ECs that recruit wants, you can turn in those ECs and pick up the recruit and his state value token.  This is how you get a big chunk of your points.&lt;br /&gt;
&lt;br /&gt;
6) Send ECs to a recruit you cannot currently sign.  You may pay $1BB and send as many of the ECs a given recruit wants to him as a pre-payment.  This could be because you are too far away to reach him this turn or because you don&#039;t have the full amount he wants and prefer to pay on the installment plan.  This will be available for you to pay when you are ready UNLESS someone else recruits that recruit in the meantime.  Then you lose your ECs.  Note you spend $1BB every month you want to send to a specific recruit, but that $1BB price lets you send as many envelopes in one shot as you want/can.&lt;br /&gt;
&lt;br /&gt;
7) Place Wagers in Vegas.  Discard an EC of any color.  Then choose any number/color combination on the Vegas board.  On the next dice droll, if that color/number combination is rolled, you win $1BB and 2ECs of the color you bet on for use in the about-to-start  month,  Note you can bet on the same number/color more than once in a round and you can bet on different color/number combos too.  Bet on every single possibility if you want.  It&#039;s just 1EC per bet and rememebr the color you pay does not have to match the color you choose to bet on.&lt;br /&gt;
&lt;br /&gt;
8) Run a Marketing Campaign.  THIS CAN ONLY BE DONE ONCE PER TURN.  You turn in a number of ECs based on the Marketing table and get a number of points.  This action is more efficient if done in small increments, so for example, doing it once per turn at $1BB gets you 12 points total while doing it once at $12BB would only get you 5 points.&lt;br /&gt;
&lt;br /&gt;
9) Click End Turn.  You can also only do this once per turn (more obviously).  This ends your turn and lets others take a turn OR starts the next round if you are the last player to go in this round.  If it&#039;s February, this triggers end game scoring.&lt;br /&gt;
&lt;br /&gt;
NOTE: $BB last from turn to turn but any unused ECs go poof.  Cards that are not put into play after six months go poof too, so a card drafted in April dies just before the card draft in September, in May dies just before October, etc.  After February, all cards left on the Calendar go away.  In contrast, once you put a card into play (pay for it with ECs), it lasts for the rest of the game&lt;br /&gt;
&lt;br /&gt;
Once all players play 12 months of this cycle of 3 phases, the game ends.  Players then get to run one additional marketing campaign, to use up any leftover $BB.  Then they&lt;br /&gt;
&lt;br /&gt;
1) Start with points earned during the game, from things like putting cards into play or signing recruits. or running marketing campaigns&lt;br /&gt;
&lt;br /&gt;
2) Figure out your points earned from the two set collection tables, based on how many unique recruit positions you recruited (up to 32 points for 8) and how many recruits from the same color region (including multicolored regions as one or the other--your choice) (up to 32 points for 10).  Add those.&lt;br /&gt;
&lt;br /&gt;
3) Look for any cards you put into play that have the END symbol, and add in those points as well.&lt;br /&gt;
&lt;br /&gt;
4) Check your private &amp;quot;Recruiting Board&amp;quot; goals and earn 15 points if you got all 5 positions, or 5 points if you didn&#039;t get all 5 but did get the first 3.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points.  Ties are broken as follows:&lt;br /&gt;
&lt;br /&gt;
1) Who among the tied players has the most leftover $BB&lt;br /&gt;
&lt;br /&gt;
2) Who among the tied players has the most recruits.&lt;br /&gt;
&lt;br /&gt;
3) Who rolls the highest die for a tiebreaker.  If necessary, repeat 3 until someone wins.&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17193</id>
		<title>Gamehelpenvelopesofcash</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17193"/>
		<updated>2023-06-19T19:11:33Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: removed stray text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Envelopes of Cash: The College Football Recruiting Game =&lt;br /&gt;
Envelopes of Cash is a Euro board game with a very American theme: college football recruiting. Players take the roles of Head Coaches at major college football programs who earn high salaries to exploit unpaid labor. To do so they must attract the most valuable high schoolers to their college teams by marshaling all the tools available to them, including the eponymous envelopes full of cash and other impermissible payments, donations from boosters, and marketing campaigns, all to maximize their Recruiting Points.  The winner is the Head Coach with the most Recruiting Points at the end of the game, and the reward is victory, as well as a $1 million “retention bonus.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game play is driven by a card draft, in which players acquire the potential to hire new personnel, build new facilities, strengthen their program&#039;s culture, or boost their fundraising prowess, but to actually put those cards into play, the need to generate income via careful selection of 6 different colored dice, which are rolled at the start of each turn.  Those dice generate the most valuable currency in the game -- Envelopes of Cash -- which are used to lure the athletes to your program.  To succeed, you need to balance the benefits of your cards, which make recruiting easier, with the nuts and bolts of actually getting out there and recruiting, by sending lots of recruiting mail, traveling to visit the athletes in their home states, and most importantly, slipping them those valuable tokens of your affection in little colored envelopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You only have 12 months to gather as many different recruits as possible across a variety of football positions (like QB, LB, etc.), so the tension between less income now vs. more income later plays a role in shaping your strategy.  Should you jump out to a quick start and get the best recruits before your opponents, or should you build up a big stash of envelopes of cash and have a major blow out month towards the end of the year.  Or can you build a strategy more around your personnel and culture, turning their special abilities into a victory point engine and leave the grubby business of bribes to others?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Envelopes of Cash lets you be the head coach of a major football program, working closely with your bag men to make sure you come out on top in the race for the most recruiting points.  With 120 different cards and a different mix of recruits across regions each time, the game offers high replay value, especially since there are many different ways to build a successful program that churns out points.&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17192</id>
		<title>Gamehelpenvelopesofcash</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpenvelopesofcash&amp;diff=17192"/>
		<updated>2023-06-19T19:10:56Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: start of the BGA Envelopes of Cash page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Envelopes of Cash: The College Football Recruiting Game =&lt;br /&gt;
Envelopes of Cash is a Euro board game with a very American theme: college football recruiting. Players take the roles of Head Coaches at major college football programs who earn high salaries to exploit unpaid labor. To do so they must attract the most valuable high schoolers to their college teams by marshaling all the tools available to them, including the eponymous envelopes full of cash and other impermissible payments, donations from boosters, and marketing campaigns, all to maximize their Recruiting Points.  The winner is the Head Coach with the most Recruiting Points at the end of the game, and the reward is victory, as well as a $1 million “retention bonus.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game play is driven by a card draft, in which players acquire the potential to hire new personnel, build new facilities, strengthen their program&#039;s culture, or boost their fundraising prowess, but to actually put those cards into play, the need to generate income via careful selection of 6 different colored dice, which are rolled at the start of each turn.  Those dice generate the most valuable currency in the game -- Envelopes of Cash -- which are used to lure the athletes to your program.  To succeed, you need to balance the benefits of your cards, which make recruiting easier, with the nuts and bolts of actually getting out there and recruiting, by sending lots of recruiting mail, traveling to visit the athletes in their home states, and most importantly, slipping them those valuable tokens of your affection in little colored envelopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You only have 12 months to gather as many different recruits as possible across a variety of football positions (like QB, LB, etc.), so the tension between less income now vs. more income later plays a role in shaping your strategy.  Should you jump out to a quick start and get the best recruits before your opponents, or should you build up a big stash of envelopes of cash and have a major blow out month towards the end of the year.  Or can you build a strategy more around your personnel and culture, turning their special abilities into a victory point engine and leave the grubby business of bribes to others?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Envelopes of Cash lets you be the head coach of a major football program, working closely with your bag men to make sure you come out on top in the race for the most recruiting points.  With 120 different cards and a different mix of recruits across regions each time, the game offers high replay value, especially since there are many different ways to build a successful program that churns out points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mod Number: 2715972217&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:Andyhre&amp;diff=17186</id>
		<title>User:Andyhre</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:Andyhre&amp;diff=17186"/>
		<updated>2023-06-19T13:44:45Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: Created page with &amp;quot;Andyhre is Andy Schwarz, the designer of Envelopes of Cash, Skybirds, Hundred, and co-designer of Classical.  In real-life he is an antitrust economist know for his work in support of litigation against the NCAA.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Andyhre is Andy Schwarz, the designer of Envelopes of Cash, Skybirds, Hundred, and co-designer of Classical.  In real-life he is an antitrust economist know for his work in support of litigation against the NCAA.&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Help&amp;diff=17185</id>
		<title>Help</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Help&amp;diff=17185"/>
		<updated>2023-06-19T13:42:19Z</updated>

		<summary type="html">&lt;p&gt;Andyhre: /* Games */ Trying to add a new page for a new alpha game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An issue? A question?&lt;br /&gt;
&lt;br /&gt;
* [https://boardgamearena.com/#!faq Frequently asked questions] is the most complete source of help for BGA.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.boardgamearena.com Forums] are also helpful to get information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Game names which are displayed in red still need game help/summaries written for them. So help out and write one for them by creating a new page for these games. To do so simply click on them below, this will direct you to a page creation page. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, games being available in the alpha list does not warrant that it will go through the whole process and become available to the whole community. Consequently, it is kindly asked to refrain from publicising the alpha list, in order not to create unfounded expectations. Therefore, do not add any games to the alpha list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;5&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;Available on BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Beta Games&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Alpha Games&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Removed from BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpthirteenclues|13 Clues]]&lt;br /&gt;
* [[Gamehelpsechsnimmt|6 nimmt!]]&lt;br /&gt;
* [[Gamehelpsevenwonders|7 Wonders]]&lt;br /&gt;
* [[Gamehelpsevenwondersarchitects|7 Wonders Architects]]&lt;br /&gt;
* [[Gamehelpsevenwondersduel|7 Wonders Duel]]&lt;br /&gt;
* [[Gamehelpeightmastersrevenge|8 Master&#039;s Revenge]]&lt;br /&gt;
* [[Gamehelpninetynineaddition|99 (addition card game)]]&lt;br /&gt;
* [[Gamehelpninetynine|99 (trick-taking card game)]]&lt;br /&gt;
* [[Gamehelpfeastforodin|A Feast for Odin]]&lt;br /&gt;
* [[Gamehelpfistfulofgold|A Fistful of Gold]]&lt;br /&gt;
* [[Gamehelpabalone|Abalone]]&lt;br /&gt;
* [[Gamehelpabandonallartichokes|Abandon All Artichokes]]&lt;br /&gt;
* [[Gamehelpabyss|Abyss]]&lt;br /&gt;
* [[Gamehelpageofcivilization|Age of Civilization]]&lt;br /&gt;
* [[Gamehelpagricola|Agricola]]&lt;br /&gt;
* [[Gamehelpakropolis|Akropolis]]&lt;br /&gt;
* [[Gamehelpalhambra|Alhambra]]&lt;br /&gt;
* [[Gamehelpalmadi|Almadi]]&lt;br /&gt;
* [[Gamehelpalveole|Alveole]]&lt;br /&gt;
* [[Gamehelpamyitis|Amyitis]]&lt;br /&gt;
* [[Gamehelpapocalypseazcc|Apocalypse at the Zoo of Carson City]]&lt;br /&gt;
* [[Gamehelpapplejack|Applejack]]&lt;br /&gt;
* [[Gamehelparchitectsofthewestkingdom|Architects of the West Kingdom]]&lt;br /&gt;
* [[Gamehelparcticscavengers|Arctic Scavengers]]&lt;br /&gt;
* [[Gamehelparknova|Ark Nova]]&lt;br /&gt;
* [[Gamehelparmadora|Armadöra]]&lt;br /&gt;
* [[Gamehelpartdecko|Art Decko]]&lt;br /&gt;
* [[Gamehelpartthief|Art Thief]]&lt;br /&gt;
* [[Gamehelpassyria|Assyria]]&lt;br /&gt;
* [[Gamehelpastra|Astra]]&lt;br /&gt;
* [[Gamehelpautomobiles|Automobiles]]&lt;br /&gt;
* [[Gamehelpazul|Azul]]&lt;br /&gt;
* [[Gamehelpbabydinosaurrescue|Baby Dinosaur Rescue]]&lt;br /&gt;
* [[Gamehelpbackgammon|Backgammon]]&lt;br /&gt;
* [[Gamehelpbahamataxi|Bahama Taxi]]&lt;br /&gt;
* [[Gamehelpballoonpop|Balloon Pop!]]&lt;br /&gt;
* [[Gamehelpbandada|Bandada]]&lt;br /&gt;
* [[Gamehelpbandido|Bandido]]&lt;br /&gt;
* [[Gamehelpbang|BANG!]]&lt;br /&gt;
* [[Gamehelpbaolakiswahili|Bao la Kiswahili]]&lt;br /&gt;
* [[Gamehelpbarbu|Barbu]]&lt;br /&gt;
* [[Gamehelpbarenpark|Barenpark]]&lt;br /&gt;
* [[Gamehelpbarrage|Barrage]]&lt;br /&gt;
* [[Gamehelpbattleoflits|Battle of LITS]]&lt;br /&gt;
* [[Gamehelpbattlesheep|Battle Sheep]]&lt;br /&gt;
* [[Gamehelpbattleship|Battleships Pencil &amp;amp;amp; Paper]]&lt;br /&gt;
* [[Gamehelpbelote|Belote]]&lt;br /&gt;
* [[Gamehelpbetta|Betta]]&lt;br /&gt;
* [[Gamehelpbeyondthesun|Beyond the Sun]]&lt;br /&gt;
* [[Gamehelpbids|Bids]]&lt;br /&gt;
* [[Gamehelpbigmonster|Big Monster]]&lt;br /&gt;
* [[Gamehelpbigtimesoccer|Big Time Soccer]]&lt;br /&gt;
* [[Gamehelpbiyi|Biyi]]&lt;br /&gt;
* [[Gamehelpblaze|Blaze]]&lt;br /&gt;
* [[Gamehelpbloodrage|Blood Rage]]&lt;br /&gt;
* [[Gamehelpblooms|Blooms]]&lt;br /&gt;
* [[Gamehelpblueskies|Blue Skies]]&lt;br /&gt;
* [[Gamehelpbobail|Bobail]]&lt;br /&gt;
* [[Gamehelpbombay|Bombay]]&lt;br /&gt;
* [[Gamehelpboomerangaustralia|Boomerang: Australia]]&lt;br /&gt;
* [[Gamehelpboomerangeurope|Boomerang: Europe]]&lt;br /&gt;
* [[Gamehelpboomerangusa|Boomerang: USA]]&lt;br /&gt;
* [[Gamehelpboop|boop.]]&lt;br /&gt;
* [[Gamehelpbossquest|Boss Quest]]&lt;br /&gt;
* [[Gamehelpbreakthecode|Break the Code]]&lt;br /&gt;
* [[Gamehelpbriscola|Briscola]]&lt;br /&gt;
* [[Gamehelpbubbleepop|Bubblee Pop]]&lt;br /&gt;
* [[Gamehelpbug|Bug]]&lt;br /&gt;
* [[Gamehelpburglebros|Burgle Bros.]]&lt;br /&gt;
* [[Gamehelpbutterfly|Butterfly]]&lt;br /&gt;
* [[Gamehelpbuttons|Buttons]]&lt;br /&gt;
* [[Gamehelpcacao|Cacao]]&lt;br /&gt;
* [[Gamehelpcantstop|Can&#039;t Stop]]&lt;br /&gt;
* [[Gamehelpcantstopexpress|Can’t Stop Express]]&lt;br /&gt;
* [[Gamehelpcanosa|Canosa]]&lt;br /&gt;
* [[Gamehelpcapereurope|Caper: Europe]]&lt;br /&gt;
* [[Gamehelpcaravan|Caravan]]&lt;br /&gt;
* [[Gamehelpcarcassonne|Carcassonne]]&lt;br /&gt;
* [[Gamehelpcarcassonnehuntersandgatherers|Carcassonne: Hunters &amp;amp;amp; Gatherers]]&lt;br /&gt;
* [[Gamehelpcardiceo|Cardiceo]]&lt;br /&gt;
* [[Gamehelpcaribbeanallfours|Caribbean All Fours]]&lt;br /&gt;
* [[Gamehelpcarnegie|Carnegie]]&lt;br /&gt;
* [[Gamehelpcatan|Catan]]&lt;br /&gt;
* [[Gamehelpcatcafe|Cat Cafe]]&lt;br /&gt;
* [[Gamehelpcaverna|Caverna: The Cave Farmers]]&lt;br /&gt;
* [[Gamehelpcaylus|Caylus]]&lt;br /&gt;
* [[Gamehelpcelestia|Celestia]]&lt;br /&gt;
* [[Gamehelpcentury|Century]]&lt;br /&gt;
* [[Gamehelpcephalopod|Cephalopod]]&lt;br /&gt;
* [[Gamehelpchakra|Chakra]]&lt;br /&gt;
* [[Gamehelpcheckers|Checkers]]&lt;br /&gt;
* [[Gamehelpchess|Chess]]&lt;br /&gt;
* [[Gamehelpchicagoexpress|Chicago Express]]&lt;br /&gt;
* [[Gamehelpchinagold|China Gold]]&lt;br /&gt;
* [[Gamehelpchinesecheckers|Chinese Checkers]]&lt;br /&gt;
* [[Gamehelpchocolatefactory|Chocolate Factory]]&lt;br /&gt;
* [[Gamehelpchromino|Chromino]]&lt;br /&gt;
* [[Gamehelpcinco|Cinco]]&lt;br /&gt;
* [[Gamehelpcircleoflife|Circle of Life]]&lt;br /&gt;
* [[Gamehelpcityofthebigshoulders|City of the Big Shoulders]]&lt;br /&gt;
* [[Gamehelpclansofcaledonia|Clans of Caledonia]]&lt;br /&gt;
* [[Gamehelpclashofdecks|Clash of Decks]]&lt;br /&gt;
* [[Gamehelpcloudcity|Cloud City]]&lt;br /&gt;
* [[Gamehelpcodexnaturalis|CODEX Naturalis]]&lt;br /&gt;
* [[Gamehelpcoinche|Coinche]]&lt;br /&gt;
* [[Gamehelpcoins|Coins]]&lt;br /&gt;
* [[Gamehelpcolorpop|Color Pop]]&lt;br /&gt;
* [[Gamehelpcoloretto|Coloretto]]&lt;br /&gt;
* [[Gamehelpcoltexpress|Colt Express]]&lt;br /&gt;
* [[Gamehelpconsonar|Con Sonar!]]&lt;br /&gt;
* [[Gamehelpconcept|Concept]]&lt;br /&gt;
* [[Gamehelpconnectfour|Connect Four]]&lt;br /&gt;
* [[Gamehelpconnectsix|Connect6]]&lt;br /&gt;
* [[Gamehelpconspiracy|Conspiracy]]&lt;br /&gt;
* [[Gamehelpcopenhagen|Copenhagen]]&lt;br /&gt;
* [[Gamehelpcoupcitystate|Coup]]&lt;br /&gt;
* [[Gamehelpcrazyfarmers|Crazy Farmers]]&lt;br /&gt;
* [[Gamehelpcribbage|Cribbage]]&lt;br /&gt;
* [[Gamehelpcrimezoom|Crime Zoom: A Dirty Objective]]&lt;br /&gt;
* [[Gamehelpcrusadersthywillbedone|Crusaders: Thy Will Be Done]]&lt;br /&gt;
* [[Gamehelpcubirds|CuBirds]]&lt;br /&gt;
* [[Gamehelpcubosaurs|Cubosaurs]]&lt;br /&gt;
* [[Gamehelpdarkagent|Dark Agent]]&lt;br /&gt;
* [[Gamehelpdetectivepoker|Detective Poker]]&lt;br /&gt;
* [[Gamehelpdeus|Deus]]&lt;br /&gt;
* [[Gamehelpdiablo|Diablo]]&lt;br /&gt;
* [[Gamehelpdiams|Diam&#039;s]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdiceforge|Dice Forge]]&lt;br /&gt;
* [[Gamehelpdicehospital|Dice Hospital]]&lt;br /&gt;
* [[Gamehelpdicesummoners|Dice Summoners]]&lt;br /&gt;
* [[Gamehelpdicethemepark|Dice Theme Park]]&lt;br /&gt;
* [[Gamehelpdicedtomatoes|Diced Tomatoes]]&lt;br /&gt;
* [[Gamehelpdingosdreams|Dingo&#039;s Dreams]]&lt;br /&gt;
* [[Gamehelpdinnerinparis|Dinner in Paris]]&lt;br /&gt;
* [[Gamehelpdinosaurteaparty|Dinosaur Tea Party]]&lt;br /&gt;
* [[Gamehelpthroneandthegrail|District Noir]]&lt;br /&gt;
* [[Gamehelpdjambi|Djambi]]&lt;br /&gt;
* [[Gamehelpdodo|Dodo]]&lt;br /&gt;
* [[Gamehelpdownforce|Downforce]]&lt;br /&gt;
* [[Gamehelpdraftcider|Draft Cider]]&lt;br /&gt;
* [[Gamehelpdraftosaurus|Draftosaurus]]&lt;br /&gt;
* [[Gamehelpdragoncastle|Dragon Castle]]&lt;br /&gt;
* [[Gamehelpdragonkeeper|Dragon Keeper: The Dungeon]]&lt;br /&gt;
* [[Gamehelpdragonline|Dragon Line]]&lt;br /&gt;
* [[Gamehelpdragonheart|Dragonheart]]&lt;br /&gt;
* [[Gamehelpdragonwood|Dragonwood]]&lt;br /&gt;
* [[Gamehelpdungeonpetz|Dungeon Petz]]&lt;br /&gt;
* [[Gamehelpdungeonroll|Dungeon Roll]]&lt;br /&gt;
* [[Gamehelpdungeontwister|Dungeon Twister]]&lt;br /&gt;
* [[Gamehelpearth|Earth]]&lt;br /&gt;
* [[Gamehelpegocentricworld|Egocentric World]]&lt;br /&gt;
* [[Gamehelpekonos|EKONOS]]&lt;br /&gt;
* [[Gamehelpelawa|Elawa]]&lt;br /&gt;
* [[Gamehelpelfenland|Elfenland]]&lt;br /&gt;
* [[Gamehelpelgrande|El Grande]]&lt;br /&gt;
* [[Gamehelpeminentdomain|Eminent Domain]]&lt;br /&gt;
* [[Gamehelpemdomicrocosm|Eminent Domain: Microcosm]]&lt;br /&gt;
* [[Gamehelpepizodiak|EpiZodiak]]&lt;br /&gt;
* [[Gamehelperiantys|Eriantys]]&lt;br /&gt;
* [[Gamehelpakeruption|Eruption]]&lt;br /&gt;
* [[Gamehelpequinox|Equinox]]&lt;br /&gt;
* [[Gamehelpevl|EVL]]&lt;br /&gt;
* [[Gamehelpevogamenoname|Evo: The &amp;quot;Game no Name&amp;quot;]]&lt;br /&gt;
* [[Gamehelpnorthwestpassage|Expedition: Northwest Passage]]&lt;br /&gt;
* [[Gamehelpexplorationwarzone|Exploration: Warzone]]&lt;br /&gt;
* [[Gamehelpfactum|Factum]]&lt;br /&gt;
* [[Gamehelpfaifo|Fai-Fo]]&lt;br /&gt;
* [[Gamehelpfairytrails|Fairy Trails]]&lt;br /&gt;
* [[Gamehelpfarmclub|Farm Club]]&lt;br /&gt;
* [[Gamehelpfinity|Finity]]&lt;br /&gt;
* [[Gamehelpflamingpyramids|Flaming Pyramids]]&lt;br /&gt;
* [[Gamehelpfleet|Fleet]]&lt;br /&gt;
* [[Gamehelpflorenzacardgame|Florenza: The Card Game]]&lt;br /&gt;
* [[Gamehelpfluxx|Fluxx]]&lt;br /&gt;
* [[Gamehelpforex|For-Ex]]&lt;br /&gt;
* [[Gamehelpforsale|For Sale]]&lt;br /&gt;
* [[Gamehelpforbiddenisland|Forbidden Island]]&lt;br /&gt;
* [[Gamehelpfourcolorcards|Four Color Cards]]&lt;br /&gt;
* [[Gamehelpfractal|Fractal]]&lt;br /&gt;
* [[Gamehelpfrenchtarot|French Tarot]]&lt;br /&gt;
* [[Gamehelpfruitpicking|Fruit Picking]]&lt;br /&gt;
* [[Gamehelpgaia|Gaia]]&lt;br /&gt;
* [[Gamehelpgaiaproject|Gaia Project]]&lt;br /&gt;
* [[Gamehelpgardennation|Garden Nation]]&lt;br /&gt;
* [[Gamehelpgearnpiston|Gear &amp;amp; Piston]]&lt;br /&gt;
* [[Gamehelpgetonboard|Get on Board: New York &amp;amp; London]]&lt;br /&gt;
* [[Gamehelpgetthemacguffin|Get the MacGuffin]]&lt;br /&gt;
* [[Gamehelpgizmos|Gizmos]]&lt;br /&gt;
* [[Gamehelpglow|Glow]]&lt;br /&gt;
* [[Gamehelpclassicgo|Go]]&lt;br /&gt;
* [[Gamehelpgogoa|Go Goa]]&lt;br /&gt;
* [[Gamehelpgonutsfordonuts|Go Nuts for Donuts]]&lt;br /&gt;
* [[Gamehelpgoldwest|Gold West]]&lt;br /&gt;
* [[Gamehelpgomoku|Gomoku]]&lt;br /&gt;
* [[Gamehelpgopher|Gopher]]&lt;br /&gt;
* [[Gamehelpgorami|GORami]]&lt;br /&gt;
* [[Gamehelpgosu|Gosu]]&lt;br /&gt;
* [[Gamehelpgrandbazaar|Grand Bazaar]]&lt;br /&gt;
* [[Gamehelpgreatwesterntrail|Great Western Trail]]&lt;br /&gt;
* [[Gamehelpgrosstarock|Grosstarock]]&lt;br /&gt;
* [[Gamehelpguildes|Guildes]]&lt;br /&gt;
* [[Gamehelpguile|Guile]]&lt;br /&gt;
* [[Gamehelpgyges|Gygès]]&lt;br /&gt;
* [[Gamehelphacktrick|Hack Trick]]&lt;br /&gt;
* [[Gamehelphadara|Hadara]]&lt;br /&gt;
* [[Gamehelphadron|Hadron]]&lt;br /&gt;
* [[Gamehelphaggis|Haggis]]&lt;br /&gt;
* [[Gamehelphaiclue|Haiclue]]&lt;br /&gt;
* [[Gamehelphanabi|Hanabi]]&lt;br /&gt;
* [[Gamehelphandandfoot|Hand and Foot]]&lt;br /&gt;
* [[Gamehelphappycity|Happy City]]&lt;br /&gt;
* [[Gamehelphardback|Hardback]]&lt;br /&gt;
* [[Gamehelphawaii|Hawaii]]&lt;br /&gt;
* [[Gamehelphearts|Hearts]]&lt;br /&gt;
* [[Gamehelpheckinhounds|Heckin Hounds]]&lt;br /&gt;
* [[Gamehelpherd|Herd]]&lt;br /&gt;
* [[Gamehelpherooj|Herooj]]&lt;br /&gt;
* [[Gamehelpherrlof|Herrlof]]&lt;br /&gt;
* [[Gamehelphex|Hex]]&lt;br /&gt;
* [[Gamehelphive|Hive]]&lt;br /&gt;
* [[Gamehelphoarders|Hoarders]]&lt;br /&gt;
* [[Gamehelphokito|Hokito]]&lt;br /&gt;
* [[Gamehelphomesteaders|Homesteaders]]&lt;br /&gt;
* [[Gamehelphomeworlds|Homeworlds]]&lt;br /&gt;
* [[Gamehelpescapefromthehiddencastle|HUGO]]&lt;br /&gt;
* [[Gamehelphungariantarokk|Hungarian Tarokk]]&lt;br /&gt;
* [[Gamehelphydroracers|Hydroracers]]&lt;br /&gt;
* [[Gamehelphypnosia|Hypnosia]]&lt;br /&gt;
* [[Gamehelpiceandthesky|Ice and the Sky]]&lt;br /&gt;
* [[Gamehelpicecoldicehockey|Ice Cold Ice Hockey]]&lt;br /&gt;
* [[Gamehelpicebreaker|Icebreaker]]&lt;br /&gt;
* [[Gamehelpillustori|Illustori]]&lt;br /&gt;
* [[Gamehelpimhotep|Imhotep]]&lt;br /&gt;
* [[Gamehelpimpasse|Impasse]]&lt;br /&gt;
* [[Gamehelpintheyearofthedragon|In The Year of the Dragon]]&lt;br /&gt;
* [[Gamehelpincangold|Incan Gold]]&lt;br /&gt;
* [[Gamehelpinnovation|Innovation]]&lt;br /&gt;
* [[Gamehelpinsert|Insert]]&lt;br /&gt;
* [[Gamehelpisaac|Isaac]]&lt;br /&gt;
* [[Gamehelpitsawonderfulworld|It’s a Wonderful World]]&lt;br /&gt;
* [[Gamehelpiwari|Iwari]]&lt;br /&gt;
* [[Gamehelpjaipur|Jaipur]]&lt;br /&gt;
* [[Gamehelpjekyllvshide|Jekyll vs. Hyde]]&lt;br /&gt;
* [[Gamehelpjumpdrive|Jump Drive]]&lt;br /&gt;
* [[Gamehelpjumpgate|Jump Gate]]&lt;br /&gt;
* [[Gamehelpjustdesserts|Just Desserts]]&lt;br /&gt;
* [[Gamehelpjustone|Just One]]&lt;br /&gt;
* [[Gamehelpk2|K2]]&lt;br /&gt;
* [[Gamehelpkabaleo|Kabaleo]]&lt;br /&gt;
* [[Gamehelpkahuna|Kahuna]]&lt;br /&gt;
* [[Gamehelpkalah|Kalah]]&lt;br /&gt;
* [[Gamehelpkami|Kami]]&lt;br /&gt;
* [[Gamehelpkeyflower|Keyflower]]&lt;br /&gt;
* [[Gamehelpkhronos|Khronos]]&lt;br /&gt;
* [[Gamehelpkingdoms|Kingdoms]]&lt;br /&gt;
* [[Gamehelpkingofthepitch|King of the Pitch]]&lt;br /&gt;
* [[Gamehelpkingoftokyo|King of Tokyo]]&lt;br /&gt;
* [[Gamehelpkingdombuilder|Kingdom Builder]]&lt;br /&gt;
* [[Gamehelpkingdomino|Kingdomino]]&lt;br /&gt;
* [[Gamehelpklaverjassen|Klaverjassen]]&lt;br /&gt;
* [[Gamehelpkoikoi|Koi-Koi]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpkoryo|Koryŏ]]&lt;br /&gt;
* [[Gamehelpkqj|KQJ]]&lt;br /&gt;
* [[Gamehelpkrakenup|Kraken Up]]&lt;br /&gt;
* [[Gamehelpkrosmasterarena|Krosmaster Arena]]&lt;br /&gt;
* [[Gamehelpkrosmasterblast|Krosmaster Blast]]&lt;br /&gt;
* [[Gamehelplagranja|La Granja]]&lt;br /&gt;
* [[Gamehelplamarcheducrabe|La Marche Du Crabe]]&lt;br /&gt;
* [[Gamehelpladyandthetiger|Lady and the Tiger]]&lt;br /&gt;
* [[Gamehelplasvegan|Las Vegan]]&lt;br /&gt;
* [[Gamehelpledernierpeuple|Le Dernier Peuple]]&lt;br /&gt;
* [[Gamehelpinventors|Legendary Inventors]]&lt;br /&gt;
* [[Gamehelpheroesofhellas|Legends of Hellas]]&lt;br /&gt;
* [[Gamehelplettertycoon|Letter Tycoon]]&lt;br /&gt;
* [[Gamehelplewisclark|Lewis &amp;amp; Clark]]&lt;br /&gt;
* [[Gamehelplibertalia|Libertalia]]&lt;br /&gt;
* [[Gamehelplifeline|Lifeline]]&lt;br /&gt;
* [[Gamehelplineit|Line-it]]&lt;br /&gt;
* [[Gamehelplinesofaction|Lines of Action]]&lt;br /&gt;
* [[Gamehelplinkage|Linkage]]&lt;br /&gt;
* [[Gamehelplittlefactory|Little Factory]]&lt;br /&gt;
* [[Gamehelplivingforest|Living Forest]]&lt;br /&gt;
* [[Gamehelplama|LLAMA]]&lt;br /&gt;
* [[Gamehelplocomomo|Loco Momo]]&lt;br /&gt;
* [[Gamehelplogger|Logger]]&lt;br /&gt;
* [[Gamehelplookatthestars|Look at the Stars]]&lt;br /&gt;
* [[Gamehelplox|Lords of Xidit]]&lt;br /&gt;
* [[Gamehelplostcities|Lost Cities]]&lt;br /&gt;
* [[Gamehelplostexplorers|Lost Explorers]]&lt;br /&gt;
* [[Gamehelparnak|Lost Ruins of Arnak]]&lt;br /&gt;
* [[Gamehelplostseas|Lost Seas]]&lt;br /&gt;
* [[Gamehelploveletter|Love Letter]]&lt;br /&gt;
* [[Gamehelpluckynumbers|Lucky Numbers]]&lt;br /&gt;
* [[Gamehelplumen|Lumen: The Lost World]]&lt;br /&gt;
* [[Gamehelpluxor|Luxor]]&lt;br /&gt;
* [[Gamehelpmachiavelli|Machiavelli]]&lt;br /&gt;
* [[Gamehelpmadeira|Madeira]]&lt;br /&gt;
* [[Gamehelpmammalath|Mammalath]]&lt;br /&gt;
* [[Gamehelpmapmaker|Mapmaker: The Gerrymandering Game]]&lt;br /&gt;
* [[Gamehelpmarcopolotwo|Marco Polo II: In the Service of the Khan]]&lt;br /&gt;
* [[Gamehelpmarrakech|Marrakech]]&lt;br /&gt;
* [[Gamehelpmarram|Marram]]&lt;br /&gt;
* [[Gamehelpmartiandice|Martian Dice]]&lt;br /&gt;
* [[Gamehelpmascarade|Mascarade]]&lt;br /&gt;
* [[Gamehelpmattock|Mattock]]&lt;br /&gt;
* [[Gamehelpmechadream|Mech A Dream]]&lt;br /&gt;
* [[Gamehelpmedina|Medina]]&lt;br /&gt;
* [[Gamehelpmeadow|Medo]]&lt;br /&gt;
* [[Gamehelpmemoir|Memoir ’44]]&lt;br /&gt;
* [[Gamehelpmercadodelisboaste|Mercado de Lisboa]]&lt;br /&gt;
* [[Gamehelpmetromania|Metromania]]&lt;br /&gt;
* [[Gamehelpmijnlieff|Mijnlieff]]&lt;br /&gt;
* [[Gamehelpmindup|Mind Up!]]&lt;br /&gt;
* [[Gamehelpminhwatu|Minhwatu]]&lt;br /&gt;
* [[Gamehelpmodten|Mod Ten]]&lt;br /&gt;
* [[Gamehelpmonsterfactory|Monster Factory]]&lt;br /&gt;
* [[Gamehelpmow|MOW]]&lt;br /&gt;
* [[Gamehelpmrjack|Mr. Jack]]&lt;br /&gt;
* [[Gamehelpmurusgallicus|Murus Gallicus]]&lt;br /&gt;
* [[Gamehelpmycity|My City]]&lt;br /&gt;
* [[Gamehelpmyfirstcastlepanic|My First Castle Panic]]&lt;br /&gt;
* [[Gamehelpmyshelfie|My Shelfie]]&lt;br /&gt;
* [[Gamehelpnangaparbat|Nanga Parbat]]&lt;br /&gt;
* [[Gamehelpnarabi|Narabi]]&lt;br /&gt;
* [[Gamehelpnautilus|Nautilus]]&lt;br /&gt;
* [[Gamehelpneutreeko|Neutreeko]]&lt;br /&gt;
* [[Gamehelpnewfrontiers|New Frontiers]]&lt;br /&gt;
* [[Gamehelpnextstation|Next Station: London]]&lt;br /&gt;
* [[Gamehelpnextstationtokyo|Next Station: Tokyo]]&lt;br /&gt;
* [[Gamehelpniagara|Niagara]]&lt;br /&gt;
* [[Gamehelpnicodemus|Nicodemus]]&lt;br /&gt;
* [[Gamehelpnidavellir|Nidavellir]]&lt;br /&gt;
* [[Gamehelpaknile|Nile]]&lt;br /&gt;
* [[Gamehelpninemensmorris|Nine Men&#039;s Morris]]&lt;br /&gt;
* [[Gamehelpnippon|Nippon]]&lt;br /&gt;
* [[Gamehelpnothanks|No Thanks!]]&lt;br /&gt;
* [[Gamehelpnoah|Noah]]&lt;br /&gt;
* [[Gamehelpnoirkvi|Noir: Killer versus Inspector]]&lt;br /&gt;
* [[Gamehelpnoneshallpass|None Shall Pass!]]&lt;br /&gt;
* [[Gamehelpnotalone|Not Alone]]&lt;br /&gt;
* [[Gamehelpnovaluna|Nova Luna]]&lt;br /&gt;
* [[Gamehelpnumberdrop|Number Drop]]&lt;br /&gt;
* [[Gamehelpnxs|NXS]]&lt;br /&gt;
* [[Gamehelpobsessiion|Obsession]]&lt;br /&gt;
* [[Gamehelpofftherails|Off the Rails]]&lt;br /&gt;
* [[Gamehelpohhell|Oh Hell!]]&lt;br /&gt;
* [[Gamehelpohseven|Oh-Seven]]&lt;br /&gt;
* [[Gamehelponceuponaforest|Once Upon A Forest]]&lt;br /&gt;
* [[Gamehelpone|ONE]]&lt;br /&gt;
* [[Gamehelponitama|Onitama]]&lt;br /&gt;
* [[Gamehelporiflamme|Oriflamme]]&lt;br /&gt;
* [[Gamehelporigin|Origin]]&lt;br /&gt;
* [[Gamehelpoust|Oust]]&lt;br /&gt;
* [[Gamehelpoutlaws|Outlaws: Last Man Standing]]&lt;br /&gt;
* [[Gamehelppi|P.I.]]&lt;br /&gt;
* [[Gamehelppainttheroses|Paint the Roses]]&lt;br /&gt;
* [[Gamehelppalace|Palace]]&lt;br /&gt;
* [[Gamehelppandemic|Pandemic]]&lt;br /&gt;
* [[Gamehelppapayoo|Papayoo]]&lt;br /&gt;
* [[Gamehelpparisconnection|Paris Connection]]&lt;br /&gt;
* [[Gamehelpparks|PARKS]]&lt;br /&gt;
* [[Gamehelppatchwork|Patchwork]]&lt;br /&gt;
* [[Gamehelppedro|Pedro]]&lt;br /&gt;
* [[Gamehelppenaltychallenge|Penalty Challenge]]&lt;br /&gt;
* [[Gamehelppennypress|Penny Press]]&lt;br /&gt;
* [[Gamehelppente|Pente]]&lt;br /&gt;
* [[Gamehelpdudo|Perudo]]&lt;br /&gt;
* [[Gamehelpphat|Phat]]&lt;br /&gt;
* [[Gamehelpphotosynthesis|Photosynthesis]]&lt;br /&gt;
* [[Gamehelppiereighteen|Pier 18]]&lt;br /&gt;
* [[Gamehelppingimus|Pingimus]]&lt;br /&gt;
* [[Gamehelppiratenkapern|Piraten kapern]]&lt;br /&gt;
* [[Gamehelppolis|Polis: Fight for Hegemony]]&lt;br /&gt;
* [[Gamehelppontedeldiavolo|Ponte del Diavolo]]&lt;br /&gt;
* [[Gamehelppotionexplosion|Potion Explosion]]&lt;br /&gt;
* [[Gamehelppuertorico|Puerto Rico]]&lt;br /&gt;
* [[Gamehelppylos|Pylos]]&lt;br /&gt;
* [[Gamehelppyramidpoker|Pyramid Poker]]&lt;br /&gt;
* [[Gamehelppyrga|Pyrga]]&lt;br /&gt;
* [[Gamehelpquantik|Quantik]]&lt;br /&gt;
* [[Gamehelpquantum|Quantum]]&lt;br /&gt;
* [[Gamehelpquarto|Quarto]]&lt;br /&gt;
* [[Gamehelpqueenskings|Queens and Kings... A Checkers Game]]&lt;br /&gt;
* [[Gamehelpquetzal|Quetzal]]&lt;br /&gt;
* [[Gamehelpquinque|Quinque]]&lt;br /&gt;
* [[Gamehelpquoridor|Quoridor]]&lt;br /&gt;
* [[Gamehelpraceforthegalaxy|Race for the Galaxy]]&lt;br /&gt;
* [[Gamehelprage|Rage]]&lt;br /&gt;
* [[Gamehelprailroadink|Railroad Ink]]&lt;br /&gt;
* [[Gamehelprailwaysoftheworld|Railways of the World]]&lt;br /&gt;
* [[Gamehelprainbow|Rainbow]]&lt;br /&gt;
* [[Gamehelprallymangt|Rallyman: GT]]&lt;br /&gt;
* [[Gamehelpredseven|Red7]]&lt;br /&gt;
* [[Gamehelpredstone|Redstone]]&lt;br /&gt;
* [[Gamehelpreflection|Reflection]]&lt;br /&gt;
* [[Gamehelpregicide|Regicide]]&lt;br /&gt;
* [[Gamehelpregidice|Regidice]]&lt;br /&gt;
* [[Gamehelprememberwhen|Remember When]]&lt;br /&gt;
* [[Gamehelpresarcana|Res Arcana]]&lt;br /&gt;
* [[Gamehelprestinpeace|Rest In Peace]]&lt;br /&gt;
* [[Gamehelpreversi|Reversi]]&lt;br /&gt;
* [[Gamehelprive|Rive]]&lt;br /&gt;
* [[Gamehelprollforthegalaxy|Roll for the Galaxy]]&lt;br /&gt;
* [[Gamehelprolledwest|Rolled West]]&lt;br /&gt;
* [[Gamehelprollandbump|Roll’n Bump]]&lt;br /&gt;
* [[Gamehelproppyakken|Roppyakken]]&lt;br /&gt;
* [[Gamehelprussianrailroads|Russian Railroads]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpsaboteur|Saboteur]]&lt;br /&gt;
* [[Gamehelpsaintpetersburg|Saint Petersburg]]&lt;br /&gt;
* [[Gamehelpsaintpoker|Saint Poker]]&lt;br /&gt;
* [[Gamehelpsantorini|Santorini]]&lt;br /&gt;
* [[Gamehelpsapiens|Sapiens]]&lt;br /&gt;
* [[Gamehelpschroedingerscats|Schrodinger&#039;s Cats]]&lt;br /&gt;
* [[Gamehelpscopa|Scopa]]&lt;br /&gt;
* [[Gamehelpseasaltpaper|Sea Salt &amp;amp; Paper]]&lt;br /&gt;
* [[Gamehelpseasons|Seasons]]&lt;br /&gt;
* [[Gamehelpsecretmoon|Secret Moon]]&lt;br /&gt;
* [[Gamehelpseikatsu|Seikatsu]]&lt;br /&gt;
* [[Gamehelpsenet|Senet]]&lt;br /&gt;
* [[Gamehelpsensei|Sensei]]&lt;br /&gt;
* [[Gamehelpsenshi|Senshi]]&lt;br /&gt;
* [[Gamehelpshiftingstones|Shifting Stones]]&lt;br /&gt;
* [[Gamehelpsiam|Siam]]&lt;br /&gt;
* [[Gamehelpsignorie|Signorie]]&lt;br /&gt;
* [[Gamehelpsilo|Silo]]&lt;br /&gt;
* [[Gamehelpsimilo|Similo]]&lt;br /&gt;
* [[Gamehelpsimplicity|Simplicity]]&lt;br /&gt;
* [[Gamehelpskat|Skat]]&lt;br /&gt;
* [[Gamehelpskull|Skull]]&lt;br /&gt;
* [[Gamehelpsmallislands|Small Islands]]&lt;br /&gt;
* [[Gamehelpsobek|Sobek]]&lt;br /&gt;
* [[Gamehelpsobektwoplayers|Sobek 2 players]]&lt;br /&gt;
* [[Gamehelpsolarstorm|Solar Storm]]&lt;br /&gt;
* [[Gamehelpsolo|Solo]]&lt;br /&gt;
* [[Gamehelpsolowhist|Solo Whist]]&lt;br /&gt;
* [[Gamehelpsoluna|Soluna]]&lt;br /&gt;
* [[Gamehelpsoulaween|Soulaween]]&lt;br /&gt;
* [[Gamehelpspacebase|Space Base]]&lt;br /&gt;
* [[Gamehelpspaceempires|Space Empires: 4X]]&lt;br /&gt;
* [[Gamehelpspacestationphoenix|Space Station Phoenix]]&lt;br /&gt;
* [[Gamehelpspades|Spades]]&lt;br /&gt;
* [[Gamehelpsparts|Sparts]]&lt;br /&gt;
* [[Gamehelpsplendor|Splendor]]&lt;br /&gt;
* [[Gamehelpsplito|Splito]]&lt;br /&gt;
* [[Gamehelpspotit|Spot It (or Dobble)]]&lt;br /&gt;
* [[Gamehelpspots|Spots]]&lt;br /&gt;
* [[Gamehelpspyrium|Spyrium]]&lt;br /&gt;
* [[Gamehelpsquadro|Squadro]]&lt;br /&gt;
* [[Gamehelpstarfluxx|Star Fluxx]]&lt;br /&gt;
* [[Gamehelpsteamrollers|SteamRollers]]&lt;br /&gt;
* [[Gamehelpsteamworks|Steam Works]]&lt;br /&gt;
* [[Gamehelpstella|Stella: Dixit Universe]]&lt;br /&gt;
* [[Gamehelpstirfryeighteen|Stir Fry Eighteen]]&lt;br /&gt;
* [[Gamehelpstoneage|Stone Age]]&lt;br /&gt;
* [[Gamehelpstreets|Streets]]&lt;br /&gt;
* [[Gamehelpsuperfantasybrawl|Super Fantasy Brawl]]&lt;br /&gt;
* [[Gamehelpsushigo|Sushi Go!]]&lt;br /&gt;
* [[Gamehelpsushigoparty|Sushi Go Party]]&lt;br /&gt;
* [[Gamehelptablut|Tablut]]&lt;br /&gt;
* [[Gamehelptakaraisland|Takara Island]]&lt;br /&gt;
* [[Gamehelptakenoko|Takenoko]]&lt;br /&gt;
* [[Gamehelptaluva|Taluva]]&lt;br /&gt;
* [[Gamehelptapestry|Tapestry]]&lt;br /&gt;
* [[Gamehelptargi|Targi]]&lt;br /&gt;
* [[Gamehelptashkalar|Tash-Kalar]]&lt;br /&gt;
* [[Gamehelpteatime|Tea Time]]&lt;br /&gt;
* [[Gamehelpteotihuacan|Teotihuacan: City of Gods]]&lt;br /&gt;
* [[Gamehelpterramystica|Terra Mystica]]&lt;br /&gt;
* [[Gamehelpthatslife|That&#039;s Life (or Verflixxt!)]]&lt;br /&gt;
* [[Gamehelpbattleforhill|The Battle for Hill 218]]&lt;br /&gt;
* [[Gamehelptheboss|The Boss]]&lt;br /&gt;
* [[Gamehelpthebuildersantiquity|The Builders: Antiquity]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders: Middle Ages]]&lt;br /&gt;
* [[Gamehelpcastlesofburgundy|The Castles of Burgundy]]&lt;br /&gt;
* [[Gamehelpthecrew|The Crew]]&lt;br /&gt;
* [[Gamehelpthecrewdeepsea|The Crew: Mission Deep Sea]]&lt;br /&gt;
* [[Gamehelptheisleofcats|The Isle of Cats]]&lt;br /&gt;
* [[Gamehelpthejellymonsterlab|The Jelly Monster Lab]]&lt;br /&gt;
* [[Gamehelpkingsguild|The King&#039;s Guild]]&lt;br /&gt;
* [[Gamehelpcarrara|The Palaces of Carrara]]&lt;br /&gt;
* [[Gamehelpruhr|The Ruhr: A Story of Coal Trade]]&lt;br /&gt;
* [[Gamehelpmarcopolo|The Voyages of Marco Polo]]&lt;br /&gt;
* [[Gamehelpwerewolves|The Werewolves of Miller&#039;s Hollow]]&lt;br /&gt;
* [[Gamehelpthermopyles|Thermopyles]]&lt;br /&gt;
* [[Gamehelpthrive|Thrive]]&lt;br /&gt;
* [[Gamehelpthroughtheages|Through the Ages]]&lt;br /&gt;
* [[Gamehelpthroughtheagesnewstory|Through the Ages: A new Story of Civilization]]&lt;br /&gt;
* [[Gamehelpthurnandtaxis|Thurn and Taxis]]&lt;br /&gt;
* [[Gamehelptichu|Tichu]]&lt;br /&gt;
* [[Gamehelptickettoride|Ticket to Ride]]&lt;br /&gt;
* [[Gamehelptictacmatch|Tic-Tac Matc#]]&lt;br /&gt;
* [[Gamehelptigriseuphrates|Tigris Euphrates]]&lt;br /&gt;
* [[Gamehelptiki|Tiki]]&lt;br /&gt;
* [[Gamehelptimemasters|Time Masters]]&lt;br /&gt;
* [[Gamehelptinnerstrail|Tinner&#039;s Trail]]&lt;br /&gt;
* [[Gamehelptinyfarms|Tiny Farms]]&lt;br /&gt;
* [[Gamehelptobago|Tobago]]&lt;br /&gt;
* [[Gamehelptock|Tock]]&lt;br /&gt;
* [[Gamehelptoeshambo|ToeShamBo]]&lt;br /&gt;
* [[Gamehelptokaido|Tokaido]]&lt;br /&gt;
* [[Gamehelptournay|Tournay]]&lt;br /&gt;
* [[Gamehelptranquility|Tranquility]]&lt;br /&gt;
* [[Gamehelptranquilitytheascent|Tranquility: The Ascent]]&lt;br /&gt;
* [[Gamehelptrektwelve|Trek 12]]&lt;br /&gt;
* [[Gamehelptrekkingtheworld|Trekking the World]]&lt;br /&gt;
* [[Gamehelptrickoftherails|Trick of the Rails]]&lt;br /&gt;
* [[Gamehelptrio|Trio]]&lt;br /&gt;
* [[Gamehelptroyes|Troyes]]&lt;br /&gt;
* [[Gamehelptroyesdice|Troyes Dice]]&lt;br /&gt;
* [[Gamehelptrusis|Trusis]]&lt;br /&gt;
* [[Gamehelptucano|Tucano]]&lt;br /&gt;
* [[Gamehelptumbleweed|Tumbleweed]]&lt;br /&gt;
* [[Gamehelpturnthetide|Turn the tide]]&lt;br /&gt;
* [[Gamehelptwintinbots|Twin Tin Bots]]&lt;br /&gt;
* [[Gamehelptwinpalms|Twin Palms]]&lt;br /&gt;
* [[Gamehelptzolkin|Tzolk&#039;in]]&lt;br /&gt;
* [[Gamehelpultimaterailroads|Ultimate Railroads]]&lt;br /&gt;
* [[Gamehelpunclechestnuttablegype|Uncle Chestnut&#039;s Table Gype]]&lt;br /&gt;
* [[Gamehelpunconditionalsurrender|Unconditional Surrender! World War 2 in Europe]]&lt;br /&gt;
* [[Gamehelpunitedsquare|United Square]]&lt;br /&gt;
* [[Gamehelpuptown|Uptown]]&lt;br /&gt;
* [[Gamehelpvaalbara|Vaalbara]]&lt;br /&gt;
* [[Gamehelpvegetables|VEGEtables]]&lt;br /&gt;
* [[Gamehelpveggiegarden|Veggie Garden]]&lt;br /&gt;
* [[Gamehelpvektorace|VektoRace]]&lt;br /&gt;
* [[Gamehelpveletas|Veletas]]&lt;br /&gt;
* [[Gamehelpveronatwist|Verona Twist]]&lt;br /&gt;
* [[Gamehelpviamagica|Via Magica]]&lt;br /&gt;
* [[Gamehelpvillagers|Villagers]]&lt;br /&gt;
* [[Gamehelpviticulture|Viticulture]]&lt;br /&gt;
* [[Gamehelpvultureculture|Vulture Culture]]&lt;br /&gt;
* [[Gamehelpwarchest|War Chest]]&lt;br /&gt;
* [[Gamehelpwelcometo|Welcome To]]&lt;br /&gt;
* [[Gamehelpwelcometonewlasvegas|Welcome To New Las Vegas]]&lt;br /&gt;
* [[Gamehelpwhisttwentytwo|Whist 22]]&lt;br /&gt;
* [[Gamehelpwingspan|Wingspan]]&lt;br /&gt;
* [[Gamehelpwizard|Wizard]]&lt;br /&gt;
* [[Gamehelpworldwidetennis|Worldwide Tennis]]&lt;br /&gt;
* [[Gamehelpxiangqi|Xiangqi]]&lt;br /&gt;
* [[Gamehelpyatzy|Yahtzee]]&lt;br /&gt;
* [[Gamehelpyinyang|Yin Yang]]&lt;br /&gt;
* [[Gamehelpyokai|Yokai]]&lt;br /&gt;
* [[Gamehelpyokohama|Yokohama]]&lt;br /&gt;
* [[Gamehelpyoxii|Yoxii]]&lt;br /&gt;
* [[Gamehelpzener|Zener]]&lt;br /&gt;
* [[Gamehelpzola|Zola]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpfifteendays|15 Days]]&lt;br /&gt;
* [[Gamehelptwentyfourseven|24/7: The Game]]&lt;br /&gt;
* [[Gamehelpthirtyone|31]]&lt;br /&gt;
* [[Gamehelpsixtyone|61 Autumn Leaves]]&lt;br /&gt;
* [[Gamehelpanachrony|Anachrony]]&lt;br /&gt;
* [[Gamehelpbigtwo|Big Two]]&lt;br /&gt;
* [[Gamehelpblackjack|Blackjack]]&lt;br /&gt;
* [[Gamehelpblockarena|Block Arena]]&lt;br /&gt;
* [[Gamehelpbunnykingdom|Bunny Kingdom]]&lt;br /&gt;
* [[Gamehelpbuyword|BuyWord]]&lt;br /&gt;
* [[Gamehelpcastlesofcaleira|Castles of Caleira]]&lt;br /&gt;
* [[Gamehelpchallengers|Challengers!]]&lt;br /&gt;
* [[Gamehelpchimerastation|Chimera Station]]&lt;br /&gt;
* [[Gamehelpcolourflush|Colour Flush]]&lt;br /&gt;
* [[Gamehelpcommanderchess|Commander Chess]]&lt;br /&gt;
* [[Gamehelpcosmosempires|Cosmos: Empires]]&lt;br /&gt;
* [[Gamehelpcoupell|Coupell]]&lt;br /&gt;
* [[Gamehelpcrazyeights|Crazy Eights]]&lt;br /&gt;
* [[Gamehelpcucumber|Cucumber]]&lt;br /&gt;
* [[Gamehelpdecrypto|Decrypto]]&lt;br /&gt;
* [[Gamehelpdiceathlon|Diceathion]]&lt;br /&gt;
* [[Gamehelpdicehospitaler|Dice Hospital ER: Emergency Roll]]&lt;br /&gt;
* [[Gamehelpdontgointhere|Don&#039;t Go In There]]&lt;br /&gt;
* [[Gamehelpdotsandboxes|Dots and Boxes]]&lt;br /&gt;
* [[Gamehelpdragonbridge|Dragon Bridge]]&lt;br /&gt;
* [[Gamehelpdronesvsseagulls|Drones VS Seagulls]]&lt;br /&gt;
* [[Gamehelpdoglover|Dog Lover]]&lt;br /&gt;
* [[Gamehelpfightthelandlord|Dou Dizhu (Fight the Landlord)]]&lt;br /&gt;
* [[Gamehelpexpeditions|Expeditions: Around the World]]&lt;br /&gt;
* [[Gamehelpfarkle|Farkle]]&lt;br /&gt;
* [[Gamehelpflume|Flume]]&lt;br /&gt;
* [[Gamehelpfortheking|For the King (and Me)]]&lt;br /&gt;
* [[Gamehelpgangofdice|Gang of Dice]]&lt;br /&gt;
* [[Gamehelpgangsta|Gangsta!]]&lt;br /&gt;
* [[Gamehelpgeekoutmasters|Geek Out! Masters]]&lt;br /&gt;
* [[Gamehelpgetonboardparisrome|Get on Board: Paris &amp;amp; Rome]]&lt;br /&gt;
* [[Gamehelpghostathome|Ghost at Home]]&lt;br /&gt;
* [[Gamehelpginkgopolis|Ginkgopolis]]&lt;br /&gt;
* [[Gamehelpgiftoftulips|Gift of Tulips]]&lt;br /&gt;
* [[Gamehelpgofish|Go Fish]]&lt;br /&gt;
* [[Gamehelpgolf|Golf]]&lt;br /&gt;
* [[Gamehelpgoodcopbadcop|Good Cop Bad Cop]]&lt;br /&gt;
* [[Gamehelphanamikoji|Hanamikoji]]&lt;br /&gt;
* [[Gamehelphawaiianhanafuda|Hawaiian Hanafuda]]&lt;br /&gt;
* [[Gamehelphoola|Hoola]]&lt;br /&gt;
* [[Gamehelpimtheboss|I&#039;m the Boss]]&lt;br /&gt;
* [[Gamehelpriichimahjong|Japanese (Riichi) Mahjong]]&lt;br /&gt;
* [[Gamehelpkmakici|Kmakici Family&#039;s Greatest Teatime]]&lt;br /&gt;
* [[Gamehelpknockoutwhist|Knockout Whist]]&lt;br /&gt;
* [[Gamehelpkonane|Konane]]&lt;br /&gt;
* [[Gamehelpkulami|Kulami]]&lt;br /&gt;
* [[Gamehelpladyschoice|Lady’s Choice]]&lt;br /&gt;
* [[Gamehelplegendraiders|Legend Raiders]]&lt;br /&gt;
* [[Gamehelplielow|Lielow]]&lt;br /&gt;
* [[Gamehelplineae|Lineae]]&lt;br /&gt;
* [[Gamehelpliverpoolrummy|Liverpool (Cozy Oaks) Rummy]]&lt;br /&gt;
* [[Gamehelpmegalomania|Megalomania]]&lt;br /&gt;
* [[Gamehelpmeridians|Meridians]]&lt;br /&gt;
* [[Gamehelpmia|Mia]]&lt;br /&gt;
* [[Gamehelpmicrodojo|Micro Dojo]]&lt;br /&gt;
* [[Gamehelpmorocco|Morocco]]&lt;br /&gt;
* [[Gamehelpmue|Mu]]&lt;br /&gt;
* [[Gamehelpnainjaune|Nain Jaune]]&lt;br /&gt;
* [[Gamehelpnylonppong|Nylon-ppong]]&lt;br /&gt;
* [[Gamehelpoasis|Oasis: New Hope]]&lt;br /&gt;
* [[Gamehelppaniclab|Panic Lab]]&lt;br /&gt;
* [[Gamehelppokerdice|Poker Dice]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelppugsinmugs|Pugs in Mugs]]&lt;br /&gt;
* [[Gamehelpqawale|Qawale]]&lt;br /&gt;
* [[Gamehelprainforest|Rainforest]]&lt;br /&gt;
* [[Gamehelpraubbau|Raubbau]]&lt;br /&gt;
* [[Gamehelprauha|Rauha]]&lt;br /&gt;
* [[Gamehelpreflectionsinthelookingglass|Reflections in the Looking Glass]]&lt;br /&gt;
* [[Gamehelpriftvalleyreserve|Rift Valley Reserve]]&lt;br /&gt;
* [[Gamehelprobotsateourpizza|Robots Ate Our Pizza]]&lt;br /&gt;
* [[Gamehelprollingpins|Rolling Pins]]&lt;br /&gt;
* [[Gamehelprollintotown|Roll Into Town]]&lt;br /&gt;
* [[Gamehelprolltothetopjourneys|Roll to the Top: Journeys]]&lt;br /&gt;
* [[Gamehelproomtwentyfive|Room 25]]&lt;br /&gt;
* [[Gamehelpsagani|Sagani]]&lt;br /&gt;
* [[Gamehelpsamarkand|Samarkand]]&lt;br /&gt;
* [[Gamehelpsasaki|Sasaki]]&lt;br /&gt;
* [[Gamehelpseotda|Seotda]]&lt;br /&gt;
* [[Gamehelpsetup|SETUP]]&lt;br /&gt;
* [[Gamehelpsevens|Sevens]]&lt;br /&gt;
* [[Gamehelpsheepboombah|Sheep Boom Bah]]&lt;br /&gt;
* [[Gamehelpspiritsoftheforest|Spirits of the Forest]]&lt;br /&gt;
* [[Gamehelpspiteandmalice|Spite and Malice]]&lt;br /&gt;
* [[Gamehelpsplashdown|Splash Down]]&lt;br /&gt;
* [[Gamehelpstockpile|Stockpile]]&lt;br /&gt;
* [[Gamehelpstrands|Strands]]&lt;br /&gt;
* [[Gamehelptalon|Talon]]&lt;br /&gt;
* [[Gamehelptanghulu|Tang Hu Lu]]&lt;br /&gt;
* [[Gamehelpthegnomesofzavandor|The Gnomes of Zavandor]]&lt;br /&gt;
* [[Gamehelpthemotherroad|The Mother Road: Route 66]]&lt;br /&gt;
* [[Gamehelptheninedomains|The Nine Domains]]&lt;br /&gt;
* [https://en.doc.boardgamearena.com/Gamehelptiwanaku Tiwanaku]&lt;br /&gt;
* [[Gamehelptriatri|TriATri]]&lt;br /&gt;
* [[Gamehelptroggu|Troggu]]&lt;br /&gt;
* [[Gamehelpturncoats|Turncoats]]&lt;br /&gt;
* [[Gamehelpultimatetictactoe|Ultimate Tic Tac Toe]]&lt;br /&gt;
* [[Gamehelpvidrasso|Vidrasso]]&lt;br /&gt;
* [[Gamehelpvolfyirion|Volfyirion Guilds]]&lt;br /&gt;
* [[Gamehelpvolto|Volto]]&lt;br /&gt;
* [[Gamehelpyaniv|Yaniv]]&lt;br /&gt;
* [[Gamehelpzefiria|Zefiria]]&lt;br /&gt;
* [[Gamehelpzooloretto|Zooloretto]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpaves|Aves]]&lt;br /&gt;
* [[Gamehelpbohnanza|Bohnanza]]&lt;br /&gt;
* [[Gamehelpboomeranglm|Boomerang]]&lt;br /&gt;
* [[Gamehelpcalypso|Calypso]]&lt;br /&gt;
* [[Gamehelpchampionsofmidgard|Champions of Midgard]]&lt;br /&gt;
* [[Gamehelpcicerabigia|Cicera Bigia]]&lt;br /&gt;
* [[Gamehelpcitadels|Citadels]]&lt;br /&gt;
* [[Gamehelpcoinage|Coin Age]]&lt;br /&gt;
* [[Gamehelpdaihasamishogi|Dai Hasami Shogi]]&lt;br /&gt;
* [[Gamehelpdurak|Durak]]&lt;br /&gt;
* Envelopes of Cash&lt;br /&gt;
* [[Gamehelpginkgopolis|Ginkgopolis]]&lt;br /&gt;
* [[Gamehelpgravitysuperstar|Gravity Superstar]]&lt;br /&gt;
* [[Gamehelpguibole|Guibole]]&lt;br /&gt;
* [[Gamehelphats|Hats]]&lt;br /&gt;
* [[Gamehelpindianchief|Indian Chief]]&lt;br /&gt;
* [[Gamehelpmagicmaze|Magic Maze]]&lt;br /&gt;
* [[Gamehelpmahjong|Mahjong]]&lt;br /&gt;
* [[Gamehelpmanhattannewgame|Manhattan]]&lt;br /&gt;
* [[Gamehelpmantisfalls|Mantis Falls]]&lt;br /&gt;
* [[Gamehelpmartianchess|Martian Chess]]&lt;br /&gt;
* [[Gamehelpminnesotawhist|Minnesota Whist]]&lt;br /&gt;
* [[Gamehelppinochle|Pinochle]]&lt;br /&gt;
* [[Gamehelpfixtheteleporter|Please Fix the Teleporter]]&lt;br /&gt;
* [[Gamehelptexasholdem|Poker Texas Hold&#039;em]]&lt;br /&gt;
* [[Gamehelppointsalad|Point Salad]]&lt;br /&gt;
* [[Gamehelpriftforce|Riftforce]]&lt;br /&gt;
* [[Gamehelpristiseiska|Ristiseiska]]&lt;br /&gt;
* [[Gamehelpschwimmen|Schwimmen]]&lt;br /&gt;
* [[Gamehelpninefivetwo|Sergeant Major]]&lt;br /&gt;
* [[Gamehelpsnekagon|Snekagon]]&lt;br /&gt;
* [[Gamehelpsnowtime|Snow Time]]&lt;br /&gt;
* [[Gamehelptemplari|Templari]]&lt;br /&gt;
* [[Gamehelpthreespot|Three Spot]]&lt;br /&gt;
* [[Gamehelptrasteroslocoscrazyauctions|Trasteros Locos: Crazy Auctions]]&lt;br /&gt;
* [[Gamehelpwatergate|Watergate]]&lt;br /&gt;
* [[Gamehelpwazabi|Wazabi]]&lt;br /&gt;
* [[Gamehelpxanadu|Xanadu]]&lt;br /&gt;
* [[Gamehelpyspahan|Yspahan]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdominion|Dominion]]&lt;br /&gt;
* [[Gamehelpinjawara|INJAWARA]]&lt;br /&gt;
* [[Gamehelpharbour|Harbour]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About available games and their content ==&lt;br /&gt;
&lt;br /&gt;
Games are games and it&#039;s all up to publishers to make them relevant or accurate to history, or not.&lt;br /&gt;
&lt;br /&gt;
We&#039;re focusing on gameplay and rules. We&#039;re not history books, nor an accurate source for anything related to real things.&lt;br /&gt;
&lt;br /&gt;
BGA is against any bad behaviors on real people, and will never EVER join, talk or expose about anything about themes, history or politics.&lt;br /&gt;
&lt;br /&gt;
Also please note that they&#039;re also a source to motivate talks, reflexion, exchange and viewpoints about history and education anywhere else.&lt;br /&gt;
&lt;br /&gt;
We&#039;re a gaming platform, we welcome everyone and do efforts daily to make this place a nice place to play nice games with nice people.&lt;/div&gt;</summary>
		<author><name>Andyhre</name></author>
	</entry>
</feed>