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	<updated>2026-10-27T23:20:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgipf&amp;diff=28627</id>
		<title>Gamehelpgipf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgipf&amp;diff=28627"/>
		<updated>2026-02-18T22:05:16Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: condensed and partly rewritten from the wikipedia article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Standard Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You start with 3 GIPF pieces (double-stacked pieces) on the board in the starting position, as well as a reserve of 12 single pieces. Each turn, you place a piece from your reserve onto one of the dots surrounding the main hexagonal board. Then you must push the new piece into the playing area along a line connected to the dot, stopping at the first intersection of the board proper. Any pieces ahead of it are pushed ahead along the same line as well, if they are displaced by pieces pushed into them. You cannot push pieces off of the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forming a continuous line of four pieces in the player&#039;s color results in three actions:&lt;br /&gt;
&lt;br /&gt;
1) All of the normal pieces (friendly and opposing) in the line contiguous with the 4-in-a-row are removed from the board. For GIPF pieces, the player with the completed line may choose to keep them on the board instead.&lt;br /&gt;
&lt;br /&gt;
2) The friendly pieces in the contiguous line are returned to the player&#039;s reserves.&lt;br /&gt;
&lt;br /&gt;
3) Any opposing pieces in the contiguous line are captured and no longer available to the opposing player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When two groups of four in a row are created simultaneously:&lt;br /&gt;
&lt;br /&gt;
1) If the groups do not intersect, both are captured.&lt;br /&gt;
&lt;br /&gt;
2) If the groups do intersect, the player of that color may choose which group to take. If a GIPF piece is at the point of intersection, the player may choose to remove one or both lines. In either case, the player also may choose to keep the GIPF piece on the board or remove it with either line.&lt;br /&gt;
&lt;br /&gt;
3) If both players must take pieces, the player who placed and pushed chooses first.&lt;br /&gt;
&lt;br /&gt;
All GIPF pieces removed from the board are turned into two single pieces in reserve or capture. No new GIPF piece can be created during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two victory conditions:&lt;br /&gt;
&lt;br /&gt;
1) The opponent has to move but has no pieces in their reserve&lt;br /&gt;
&lt;br /&gt;
2) The opponent loses their last GIPF piece&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tournament Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The board is started without any pieces. On your first move, you place and push a GIPF piece onto the board. You can follow this up with any number of additional GIPF pieces on your subsequent turns. Once you place your first single piece, you may no longer create any more GIPF pieces.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=28437</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=28437"/>
		<updated>2026-02-09T14:32:46Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: /* Garage Module Upgrade Cards */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Hand ==&lt;br /&gt;
Players start with 12 Basic Cards (3 x 1s, 3 x 2s, 3 x 3s, 3 x 4s), Stress and Heat cards based on the current track, and Upgrade Cards determined by the play options (Basic Game, Garage Mode, etc).  See Upgrade Cards below. For the base game, players will get a speed 0 and a speed 5 card.&lt;br /&gt;
&lt;br /&gt;
== Playing a Round ==&lt;br /&gt;
&#039;&#039;Heat: Pedal to the Metal&#039;&#039; is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.&lt;br /&gt;
&lt;br /&gt;
All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shift Gears || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Play Cards || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Reveal and Move || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adrenaline || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || React || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Slipstream ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Check Corner || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Discard || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Replenish Hand || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the &amp;quot;+ Symbol&amp;quot; section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and drawn into your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
==== Paying Heat ====&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
==== Shifting up/down 2 positions ====&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Basic Upgrade Cards ====&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
* • &#039;&#039;&#039;Heat&#039;&#039;&#039;: Works just like other Heat cards, though it starts shuffled in your deck.&lt;br /&gt;
* • &#039;&#039;&#039;0&#039;&#039;&#039;: Zero speed movement card.&lt;br /&gt;
* • &#039;&#039;&#039;5&#039;&#039;&#039;: 5 speed movement card.&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Upgrade Cards ====&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Accelerate&#039;&#039;&#039;: You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner &lt;br /&gt;
* • &#039;&#039;&#039;Adjust Speed Limit&#039;&#039;&#039;: &#039;&#039;(Mandatory)&#039;&#039; If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
* • &#039;&#039;&#039;Direct Play&#039;&#039;&#039;: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Draft&#039;&#039;&#039;: &#039;&#039;(Tunnel Vision expansion)&#039;&#039; During the react phase (step 5), you may move your car forward on the race track up to # spaces. All spaces you move into/through thanks to this symbol must be completely free of other cars and the final landing space must have at least one car in either spot of the space in front of it. This extra movement does not count as speed. You can use Draft values from several cards separately or add up their values as a single drafting action. Drafting is not Slipstreaming. It can be used to cross the Finish Line or after the Finish Line at the end of a race.&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Reduce Stress&#039;&#039;&#039;: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
* • &#039;&#039;&#039;Refresh&#039;&#039;&#039;: You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
* • &#039;&#039;&#039;Salvage&#039;&#039;&#039;: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
* • &#039;&#039;&#039;Scrap&#039;&#039;&#039;: &#039;&#039;(Mandatory)&#039;&#039; Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
* • &#039;&#039;&#039;Slipstream boost&#039;&#039;&#039;: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
* • &#039;&#039;&#039;Super Cool&#039;&#039;&#039;: &#039;&#039;(Heavy Rain expansion)&#039;&#039; This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. &amp;lt;i&amp;gt;Note, this can be used in a section of the track where no Cooldown is allowed. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Legends ==&lt;br /&gt;
Besides human-controlled race cars you can also race against &amp;quot;legends&amp;quot;. It is recommended to play with at least 6 cards (humans and/or legends) and an option lets you automatically fill up all spots up to a certain number of cars. Legends are controlled by a single legend card, which is turned over each round to indicate how far all the legends should go (each colour has a different number in order to make them individual). Like human players, legends have to slow down for corners. If a legend is between the legend line (with the smiley face) and the corner, it will try to go around the corner, if it can, and go more slowly than it otherwise would. Legends do not use any heat.&lt;br /&gt;
&lt;br /&gt;
If the legends seem too slow for your player group, you can increase their speed over straights by a modifier in the game options. You can also activate &amp;quot;aggressive legends&amp;quot;, which gives them the opportunity to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra corner line this Round. &amp;lt;i&amp;gt;Note: There are no chevrons on the US, France and Italy tracks.&amp;lt;/i&amp;gt; If there is a double chevron, the legend can even cross three corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Championship Mode ==&lt;br /&gt;
Key differences in Championship mode are that &lt;br /&gt;
&lt;br /&gt;
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course&#039;s event.&lt;br /&gt;
* you will get one new garage upgrade per race. You don&#039;t get to find out the weather or track condition until AFTER you&#039;ve chosen upgrades.&lt;br /&gt;
* You can get single use &amp;quot;upgrades&amp;quot; during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Corner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won&#039;t get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Expansion Maps ==&lt;br /&gt;
&#039;&#039;&#039;Chicanes&#039;&#039;&#039;&lt;br /&gt;
Chicanes are a new feature that can be found on most expansion tracks. They are composed of 2 consecutive corner lines with the same speed limit and 1 or more spaces between them. Blue curbs are featured on both sides of the track to help recognize them. If you play with the weather and road conditions module, the sector symbol modifies the sector after the chicane&#039;s second line. Otherwise, it modifies both corner lines. In championship mode, the press corner is placed at the second chicane corner line (when exiting the chicane).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flooded Spaces (Japan)&#039;&#039;&#039;&lt;br /&gt;
In various places of the Japan track, water is flowing onto the track. If you start the round on a flooded space, shifting down a gear in step 1 costs 1 extra heat. This means that shifting down a single gear will cost a total of 1 heat, shifting down two gears will cost 2 heat. This heat must be paid when you shift (i.e. before any card effects).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tunnels (Spain)&#039;&#039;&#039;&lt;br /&gt;
In various places of the Spain Track, the track will pass through tunnels. As long as your car is on a tunnel space, you cannot discard any cards from your hand. This rule takes precedence over any effect that would allow you to discard (Event, Upgrade, Road Condition…). Scrapping and cooling heat do not count as discarding and can therefore be done within tunnels.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=28436</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=28436"/>
		<updated>2026-02-09T14:25:58Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: added tunnel vision and rearranged&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Hand ==&lt;br /&gt;
Players start with 12 Basic Cards (3 x 1s, 3 x 2s, 3 x 3s, 3 x 4s), Stress and Heat cards based on the current track, and Upgrade Cards determined by the play options (Basic Game, Garage Mode, etc).  See Upgrade Cards below. For the base game, players will get a speed 0 and a speed 5 card.&lt;br /&gt;
&lt;br /&gt;
== Playing a Round ==&lt;br /&gt;
&#039;&#039;Heat: Pedal to the Metal&#039;&#039; is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.&lt;br /&gt;
&lt;br /&gt;
All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shift Gears || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Play Cards || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Reveal and Move || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adrenaline || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || React || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Slipstream ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Check Corner || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Discard || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Replenish Hand || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the &amp;quot;+ Symbol&amp;quot; section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and drawn into your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
==== Paying Heat ====&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
==== Shifting up/down 2 positions ====&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Basic Upgrade Cards ====&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
* • &#039;&#039;&#039;Heat&#039;&#039;&#039;: Works just like other Heat cards, though it starts shuffled in your deck.&lt;br /&gt;
* • &#039;&#039;&#039;0&#039;&#039;&#039;: Zero speed movement card.&lt;br /&gt;
* • &#039;&#039;&#039;5&#039;&#039;&#039;: 5 speed movement card.&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Upgrade Cards ====&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Accelerate&#039;&#039;&#039;: You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner &lt;br /&gt;
* • &#039;&#039;&#039;Adjust Speed Limit&#039;&#039;&#039;: (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
* • &#039;&#039;&#039;Direct Play&#039;&#039;&#039;: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
checks (step 7).&lt;br /&gt;
* • &#039;&#039;&#039;Draft&#039;&#039;&#039; (Tunnel Vision expansion): During the react phase (step 5), you may move your car forward on the race track up to # spaces. All spaces you move into/through thanks to this symbol must be completely free of other cars and the final landing space must have at least one car in either spot of the space in front of it. This extra movement does not count as speed.&lt;br /&gt;
You can use Draft values from several cards separately or add up their values as a single drafting action. Drafting is not Slipstreaming. It can be used to cross the Finish Line or after the Finish Line at the end of a race.&lt;br /&gt;
* • &#039;&#039;&#039;Reduce Stress&#039;&#039;&#039;: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
* • &#039;&#039;&#039;Refresh&#039;&#039;&#039;: You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
* • &#039;&#039;&#039;Salvage&#039;&#039;&#039;: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
* • &#039;&#039;&#039;Scrap&#039;&#039;&#039;: (Mandatory) Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
* • &#039;&#039;&#039;Slipstream boost&#039;&#039;&#039;: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
* • &#039;&#039;&#039;Super Cool&#039;&#039;&#039; (Heavy Rain expansion): This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. &amp;lt;i&amp;gt;Note, this can be used in a section of the track where no Cooldown is allowed. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Legends ==&lt;br /&gt;
Besides human-controlled race cars you can also race against &amp;quot;legends&amp;quot;. It is recommended to play with at least 6 cards (humans and/or legends) and an option lets you automatically fill up all spots up to a certain number of cars. Legends are controlled by a single legend card, which is turned over each round to indicate how far all the legends should go (each colour has a different number in order to make them individual). Like human players, legends have to slow down for corners. If a legend is between the legend line (with the smiley face) and the corner, it will try to go around the corner, if it can, and go more slowly than it otherwise would. Legends do not use any heat.&lt;br /&gt;
&lt;br /&gt;
If the legends seem too slow for your player group, you can increase their speed over straights by a modifier in the game options. You can also activate &amp;quot;aggressive legends&amp;quot;, which gives them the opportunity to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra corner line this Round. &amp;lt;i&amp;gt;Note: There are no chevrons on the US, France and Italy tracks.&amp;lt;/i&amp;gt; If there is a double chevron, the legend can even cross three corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Championship Mode ==&lt;br /&gt;
Key differences in Championship mode are that &lt;br /&gt;
&lt;br /&gt;
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course&#039;s event.&lt;br /&gt;
* you will get one new garage upgrade per race. You don&#039;t get to find out the weather or track condition until AFTER you&#039;ve chosen upgrades.&lt;br /&gt;
* You can get single use &amp;quot;upgrades&amp;quot; during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Corner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won&#039;t get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Expansion Maps ==&lt;br /&gt;
&#039;&#039;&#039;Chicanes&#039;&#039;&#039;&lt;br /&gt;
Chicanes are a new feature that can be found on most expansion tracks. They are composed of 2 consecutive corner lines with the same speed limit and 1 or more spaces between them. Blue curbs are featured on both sides of the track to help recognize them. If you play with the weather and road conditions module, the sector symbol modifies the sector after the chicane&#039;s second line. Otherwise, it modifies both corner lines. In championship mode, the press corner is placed at the second chicane corner line (when exiting the chicane).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flooded Spaces (Japan)&#039;&#039;&#039;&lt;br /&gt;
In various places of the Japan track, water is flowing onto the track. If you start the round on a flooded space, shifting down a gear in step 1 costs 1 extra heat. This means that shifting down a single gear will cost a total of 1 heat, shifting down two gears will cost 2 heat. This heat must be paid when you shift (i.e. before any card effects).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tunnels (Spain)&#039;&#039;&#039;&lt;br /&gt;
In various places of the Spain Track, the track will pass through tunnels. As long as your car is on a tunnel space, you cannot discard any cards from your hand. This rule takes precedence over any effect that would allow you to discard (Event, Upgrade, Road Condition…). Scrapping and cooling heat do not count as discarding and can therefore be done within tunnels.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=28212</id>
		<title>Gamehelppaxpamir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=28212"/>
		<updated>2026-01-22T13:05:46Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use Central Asia as a theater for their own rivalries&lt;br /&gt;
&lt;br /&gt;
To win the game, have the most victory points after the final Dominance Check is resolved, or have a lead of at least 4 points after any Dominance Check is resolved.&lt;br /&gt;
&lt;br /&gt;
If players are tied for victory points after the final Dominance Check, the player with the most red stars in their court among the tied players wins. If there is still a tie, the player with the most rupees among the tied players wins. If there is still a tie, whoever can cook the best chopan kebab wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Starting Loyalty===&lt;br /&gt;
&lt;br /&gt;
During setup, starting with a random player, each player chooses their starting loyalty to any of the three coalitions (Afghan, British and Russian). (See &amp;quot;Loyalty and Influence&amp;quot; below.)&lt;br /&gt;
&lt;br /&gt;
After the last player has chosen their starting loyalty, that player will take the first turn. The game is now ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you may take 0-2 actions (plus any free bonus actions) then perform Cleanup.&lt;br /&gt;
&lt;br /&gt;
The three action types are: Purchase, Play, and Card Action:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Purchase&lt;br /&gt;
| Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. (If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first.)&lt;br /&gt;
&lt;br /&gt;
If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.&lt;br /&gt;
|-&lt;br /&gt;
! Play&lt;br /&gt;
| To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, they may require you to pay them rupees equal to the number of tribes they have in that region in order to play the card. You may offer any number of rupees up to their number of tribes, including 0. The ruler will then accept or reject the offer. If the full cost is paid, it is automatically accepted. (Depending on the game state, players may wish to help each other out by waiving some or all of the bribe.)&lt;br /&gt;
&lt;br /&gt;
If the criteria to play is met, you must play the card to either the far left or far right of your current Court row.&lt;br /&gt;
&lt;br /&gt;
If the card is a &#039;&#039;&#039;Patriot&#039;&#039;&#039; which doesn&#039;t match your &#039;&#039;&#039;Loyalty&#039;&#039;&#039;, you must change loyalty. See &amp;quot;Loyalty and Influence&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
Finally, resolve all &#039;&#039;&#039;Impact Symbols&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! Card Action&lt;br /&gt;
| After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn.&lt;br /&gt;
&lt;br /&gt;
Some actions are free, only taking an action point, whilst others have additional costs such as rupees.&lt;br /&gt;
&lt;br /&gt;
When a card has spies on it, the owner must pay a bribe of rupees to the player with the most spies on the card to use that card&#039;s action(s). (i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.) If there is a tie for most spies, you do not have to pay a bribe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Impact Symbols===&lt;br /&gt;
&lt;br /&gt;
A Camel has you place a road coalition block on a border of the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Jezail has you place an army coalition block on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see &amp;quot;Cards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A Cylinder on Card has you place a Spy Cylinder on a matching region card in any player&#039;s court&lt;br /&gt;
&lt;br /&gt;
A Crown has you place a Tribe Cylinder on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
All the Suits have you to change the Favoured Suit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Card Actions===&lt;br /&gt;
&lt;br /&gt;
There are 6 main action types cards may provide&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tax &lt;br /&gt;
| Take Rupees equal to the card&#039;s rank from a player who has cards in their court from a region you rule (Economic Stars can counter this). If you can&#039;t or don&#039;t want to tax another player, you can tax the market.&lt;br /&gt;
|-&lt;br /&gt;
! Gift&lt;br /&gt;
| Place a cylinder on a gift space at a cost of 2, 4 or 6 Rupees&lt;br /&gt;
|-&lt;br /&gt;
! Build&lt;br /&gt;
| In regions you rule, place up to three armies or roads or combination of, at a cost of 2 rupees each.&lt;br /&gt;
|-&lt;br /&gt;
! Move &lt;br /&gt;
| Based on the card&#039;s rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player&#039;s court and even jumping to the next player&#039;s court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.&lt;br /&gt;
|-&lt;br /&gt;
! Betray&lt;br /&gt;
| For 2 Rupees, discard a card from your or an opponent&#039;s court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see &amp;quot;Loyalty and Influence&amp;quot;). This may also trigger the Leverage icon for the original owner.&lt;br /&gt;
|-&lt;br /&gt;
! Battle &lt;br /&gt;
| Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleanup===&lt;br /&gt;
&lt;br /&gt;
Check you aren&#039;t over Hand or Court Limit (see below)&lt;br /&gt;
&lt;br /&gt;
If there are any Event cards in the left-most spot in the Market, discard them and resolve their &amp;quot;when discarded&amp;quot; event for all Players&lt;br /&gt;
&lt;br /&gt;
If there were any rupees on these cards, they stay lingering in the empty spaces&lt;br /&gt;
&lt;br /&gt;
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces, even if they already had rupees of their own&lt;br /&gt;
&lt;br /&gt;
Draw new Market cards into the now-empty rightmost spots in the Market&lt;br /&gt;
&lt;br /&gt;
If one of the new cards was a Dominance, check to see if it&#039;s the only Dominance.&lt;br /&gt;
&lt;br /&gt;
If there is another Dominance, complete a single Dominance Check immediately, discard all Dominance cards, and move remaining cards to the left and draw new cards to fill the spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dominance Check===&lt;br /&gt;
&lt;br /&gt;
To be successful, a single coalition must have the most blocks in play and four more than any other coalition.&lt;br /&gt;
&lt;br /&gt;
If unsuccessful, the player with the most cylinders in play scores 3 points and the player with second most scores 1 point.&lt;br /&gt;
&lt;br /&gt;
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.&lt;br /&gt;
&lt;br /&gt;
The fourth and final dominance check awards double points for every player involved.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, tied players add up the victory points for the tied places and then divide that number by the number of tied players (rounding down). For example, in a dominance check where there is a winning coalition, if two players both have the second most amount of loyalty, they would each get 2 points (3 + 1 divided by 2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Court &amp;amp; Hand Limits===&lt;br /&gt;
&lt;br /&gt;
During your turn, your court can contain any number of cards&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, your hand can contain any number of cards during the turn&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#ce7c18&amp;quot;&amp;gt;★ Economic Stars&amp;lt;/b&amp;gt; limit taxation (you cannot be taxed to fewer coins than your number of economic stars)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#c91b2f&amp;quot;&amp;gt;★ Military Stars&amp;lt;/b&amp;gt; provide a tie-breaker for end game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;★ Political Stars&amp;lt;/b&amp;gt; increase size of Court&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#1075b7&amp;quot;&amp;gt;★ Intelligence Stars&amp;lt;/b&amp;gt; increase size of Hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Influence===&lt;br /&gt;
&lt;br /&gt;
Each player is always loyal to one of the three coalitions: {{pill|British|#755466}}, {{pill|Russian|#7a783d}} or {{pill|Afghan|#2c6154}}. This affects which cards you may want to play into your court. Consider carefully if and when you want to change loyalty, to take advantage of the game state and earn the most victory points.&lt;br /&gt;
&lt;br /&gt;
Your loyalty is important in gaining victory points from Dominance Checks. If you are loyal to the Dominant Coalition when a Dominance Check is resolved, you are eligible to score victory points depending on your amount of influence compared to other players of the same loyalty. (You&#039;ll want to be loyal to the right coalition at the right time, which may require changing loyalties during the game.)&lt;br /&gt;
&lt;br /&gt;
You change loyalty whenever you play a Patriot, or gain a prize, of a &#039;&#039;&#039;different&#039;&#039;&#039; loyalty. The loyalty of a Patriot is determined by the colour and symbol on the banner containing the card&#039;s name, or at the bottom of the card when gaining it as a prize. You may reject a prize in order to maintain your current loyalty. When you change loyalty, you lose all patriots, gifts, and prizes you currently have, before gaining the new patriot or prize which caused you to change.&lt;br /&gt;
&lt;br /&gt;
Your influence to your coalition is calculated as 1, plus the number of patriots, prizes, and gifts you have. If you have the most influence in the Dominant Coalition when a Dominance Check is resolved, you will score the most points. (See &amp;quot;Dominance Check&amp;quot; above.)&lt;br /&gt;
&lt;br /&gt;
===Ruling a Region===&lt;br /&gt;
&lt;br /&gt;
To rule a region, you must have at least one tribe there and more ruling pieces (tribes + armies of your coalition) than any other player&lt;br /&gt;
&lt;br /&gt;
Once a ruler, you have the following bonuses&lt;br /&gt;
&lt;br /&gt;
• You may take the Build action in that region&lt;br /&gt;
&lt;br /&gt;
• You may Tax players with cards from that region&lt;br /&gt;
&lt;br /&gt;
• You can Extract Bribes from players who want to play cards from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overthrow Rule ===&lt;br /&gt;
If you lose your last tribe in a region, all &amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;&#039;&#039;Political&#039;&#039;&amp;lt;/b&amp;gt; cards you own from that region must be immediately discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, if you lose your last &amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;&#039;&#039;Political&#039;&#039;&amp;lt;/b&amp;gt; card from a region, you must immediately remove all of your tribes from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Cards may have multiple actions on them, but only one of these actions may be taken per turn&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with a spy, this is returned to its owner&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too &lt;br /&gt;
&lt;br /&gt;
If you lose the last tribe in a region, all &amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;&#039;&#039;Political&#039;&#039;&amp;lt;/b&amp;gt; cards associated with that region are also discarded&lt;br /&gt;
&lt;br /&gt;
If you lose the last &amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;&#039;&#039;Political&#039;&#039;&amp;lt;/b&amp;gt; card associated with a region, all tribes in that region are also discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Suits===&lt;br /&gt;
&lt;br /&gt;
There are four suits in the game, and one suit is always shown as favoured, starting with {{pill|Political|#91278f}} but this will change throughout the game&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ce7c18; color:white&amp;quot; |  Economic&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(gold)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Protect against taxation, manipulate rupees and piece movement&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#c91b2f; color:white&amp;quot; | Military&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(red)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage armies and form coalitions&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#91278f; color:white&amp;quot; | Political&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(purple)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Consolidate power and determine card playability&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#1075b7; color:white&amp;quot; | Intelligence&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(blue)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage diplomacy and compromise enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actions on a card of the currently Favoured suit may be used as free actions, while still following the one action from each card per turn rule.&lt;br /&gt;
&lt;br /&gt;
When {{pill|Military|#c91b2f}} is Favoured, purchasing cost of cards is doubled&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
After a Dominance Check, if a player is at least 4 points ahead of everyone else, that player immediately wins&lt;br /&gt;
&lt;br /&gt;
After the fourth Dominance Check card is resolved, the player with the most points wins. For the last Dominance Check, all points are doubled.&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the tie-breakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=28211</id>
		<title>Gamehelppaxpamir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=28211"/>
		<updated>2026-01-22T13:01:19Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: various corrections and specifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use Central Asia as a theater for their own rivalries&lt;br /&gt;
&lt;br /&gt;
To win the game, have the most victory points after the final Dominance Check is resolved, or have a lead of at least 4 points after any Dominance Check is resolved.&lt;br /&gt;
&lt;br /&gt;
If players are tied for victory points after the final Dominance Check, the player with the most red stars in their court among the tied players wins. If there is still a tie, the player with the most rupees among the tied players wins. If there is still a tie, whoever can cook the best chopan kebab wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Starting Loyalty===&lt;br /&gt;
&lt;br /&gt;
During setup, starting with a random player, each player chooses their starting loyalty to any of the three coalitions (Afghan, British and Russian). (See &amp;quot;Loyalty and Influence&amp;quot; below.)&lt;br /&gt;
&lt;br /&gt;
After the last player has chosen their starting loyalty, that player will take the first turn. The game is now ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you may take 0-2 actions (plus any free bonus actions) then perform Cleanup.&lt;br /&gt;
&lt;br /&gt;
The three action types are: Purchase, Play, and Card Action:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Purchase&lt;br /&gt;
| Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. (If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first.)&lt;br /&gt;
&lt;br /&gt;
If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.&lt;br /&gt;
|-&lt;br /&gt;
! Play&lt;br /&gt;
| To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, they may require you to pay them rupees equal to the number of tribes they have in that region in order to play the card. You may offer any number of rupees up to their number of tribes, including 0. The ruler will then accept or reject the offer. If the full cost is paid, it is automatically accepted. (Depending on the game state, players may wish to help each other out by waiving some or all of the bribe.)&lt;br /&gt;
&lt;br /&gt;
If the criteria to play is met, you must play the card to either the far left or far right of your current Court row.&lt;br /&gt;
&lt;br /&gt;
If the card is a &#039;&#039;&#039;Patriot&#039;&#039;&#039; which doesn&#039;t match your &#039;&#039;&#039;Loyalty&#039;&#039;&#039;, you must change loyalty. See &amp;quot;Loyalty and Influence&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
Finally, resolve all &#039;&#039;&#039;Impact Symbols&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! Card Action&lt;br /&gt;
| After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn.&lt;br /&gt;
&lt;br /&gt;
Some actions are free, only taking an action point, whilst others have additional costs such as rupees.&lt;br /&gt;
&lt;br /&gt;
When a card has spies on it, the owner must pay a bribe of rupees to the player with the most spies on the card to use that card&#039;s action(s). (i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.) If there is a tie for most spies, you do not have to pay a bribe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Impact Symbols===&lt;br /&gt;
&lt;br /&gt;
A Camel has you place a road coalition block on a border of the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Jezail has you place an army coalition block on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see &amp;quot;Cards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A Cylinder on Card has you place a Spy Cylinder on a matching region card in any player&#039;s court&lt;br /&gt;
&lt;br /&gt;
A Crown has you place a Tribe Cylinder on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
All the Suits have you to change the Favoured Suit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Card Actions===&lt;br /&gt;
&lt;br /&gt;
There are 6 main action types cards may provide&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tax &lt;br /&gt;
| Take Rupees equal to the card&#039;s rank from a player who has cards in their court from a region you rule (Economic Stars can counter this). If you can&#039;t or don&#039;t want to tax another player, you can tax the market.&lt;br /&gt;
|-&lt;br /&gt;
! Gift&lt;br /&gt;
| Place a cylinder on a gift space at a cost of 2, 4 or 6 Rupees&lt;br /&gt;
|-&lt;br /&gt;
! Build&lt;br /&gt;
| In regions you rule, place up to three armies or roads or combination of, at a cost of 2 rupees each.&lt;br /&gt;
|-&lt;br /&gt;
! Move &lt;br /&gt;
| Based on the card&#039;s rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player&#039;s court and even jumping to the next player&#039;s court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.&lt;br /&gt;
|-&lt;br /&gt;
! Betray&lt;br /&gt;
| For 2 Rupees, discard a card from your or an opponent&#039;s court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see &amp;quot;Loyalty and Influence&amp;quot;). This may also trigger the Leverage icon for the original owner.&lt;br /&gt;
|-&lt;br /&gt;
! Battle &lt;br /&gt;
| Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleanup===&lt;br /&gt;
&lt;br /&gt;
Check you aren&#039;t over Hand or Court Limit (see below)&lt;br /&gt;
&lt;br /&gt;
If there are any Event cards in the left-most spot in the Market, discard them and resolve their &amp;quot;when discarded&amp;quot; event for all Players&lt;br /&gt;
&lt;br /&gt;
If there were any rupees on these cards, they stay lingering in the empty spaces&lt;br /&gt;
&lt;br /&gt;
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces, even if they already had rupees of their own&lt;br /&gt;
&lt;br /&gt;
Draw new Market cards into the now-empty rightmost spots in the Market&lt;br /&gt;
&lt;br /&gt;
If one of the new cards was a Dominance, check to see if it&#039;s the only Dominance.&lt;br /&gt;
&lt;br /&gt;
If there is another Dominance, complete a single Dominance Check immediately, discard all Dominance cards, and move remaining cards to the left and draw new cards to fill the spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dominance Check===&lt;br /&gt;
&lt;br /&gt;
To be successful, a single coalition must have the most blocks in play and four more than any other coalition.&lt;br /&gt;
&lt;br /&gt;
If unsuccessful, the player with the most cylinders in play scores 3 points and the player with second most scores 1 point.&lt;br /&gt;
&lt;br /&gt;
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.&lt;br /&gt;
&lt;br /&gt;
The fourth and final dominance check awards double points for every player involved.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, tied players add up the victory points for the tied places and then divide that number by the number of tied players (rounding down). For example, in a dominance check where there is a winning coalition, if two players both have the second most amount of loyalty, they would each get 2 points (3 + 1 divided by 2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Court &amp;amp; Hand Limits===&lt;br /&gt;
&lt;br /&gt;
During your turn, your court can contain any number of cards&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, your hand can contain any number of cards during the turn&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#ce7c18&amp;quot;&amp;gt;★ Economic Stars&amp;lt;/b&amp;gt; limit taxation (you cannot be taxed to fewer coins than your number of yellows stars)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#c91b2f&amp;quot;&amp;gt;★ Military Stars&amp;lt;/b&amp;gt; provide a tie-breaker for end game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;★ Political Stars&amp;lt;/b&amp;gt; increase size of Court&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#1075b7&amp;quot;&amp;gt;★ Intelligence Stars&amp;lt;/b&amp;gt; increase size of Hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Influence===&lt;br /&gt;
&lt;br /&gt;
Each player is always loyal to one of the three coalitions: {{pill|British|#755466}}, {{pill|Russian|#7a783d}} or {{pill|Afghan|#2c6154}}. This affects which cards you may want to play into your court. Consider carefully if and when you want to change loyalty, to take advantage of the game state and earn the most victory points.&lt;br /&gt;
&lt;br /&gt;
Your loyalty is important in gaining victory points from Dominance Checks. If you are loyal to the Dominant Coalition when a Dominance Check is resolved, you are eligible to score victory points depending on your amount of influence compared to other players of the same loyalty. (You&#039;ll want to be loyal to the right coalition at the right time, which may require changing loyalties during the game.)&lt;br /&gt;
&lt;br /&gt;
You change loyalty whenever you play a Patriot, or gain a prize, of a &#039;&#039;&#039;different&#039;&#039;&#039; loyalty. The loyalty of a Patriot is determined by the colour and symbol on the banner containing the card&#039;s name, or at the bottom of the card when gaining it as a prize. You may reject a prize in order to maintain your current loyalty. When you change loyalty, you lose all patriots, gifts, and prizes you currently have, before gaining the new patriot or prize which caused you to change.&lt;br /&gt;
&lt;br /&gt;
Your influence to your coalition is calculated as 1, plus the number of patriots, prizes, and gifts you have. If you have the most influence in the Dominant Coalition when a Dominance Check is resolved, you will score the most points. (See &amp;quot;Dominance Check&amp;quot; above.)&lt;br /&gt;
&lt;br /&gt;
===Ruling a Region===&lt;br /&gt;
&lt;br /&gt;
To rule a region, you must have at least one tribe there and more ruling pieces (tribes + armies of your coalition) than any other player&lt;br /&gt;
&lt;br /&gt;
Once a ruler, you have the following bonuses&lt;br /&gt;
&lt;br /&gt;
• You may take the Build action in that region&lt;br /&gt;
&lt;br /&gt;
• You may Tax players with cards from that region&lt;br /&gt;
&lt;br /&gt;
• You can Extract Bribes from players who want to play cards from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overthrow Rule ===&lt;br /&gt;
If you lose your last tribe in a region, all &amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;&#039;&#039;Political&#039;&#039;&amp;lt;/b&amp;gt; cards you own from that region must be immediately discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, if you lose your last &amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;&#039;&#039;Political&#039;&#039;&amp;lt;/b&amp;gt; card from a region, you must immediately remove all of your tribes from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Cards may have multiple actions on them, but only one of these actions may be taken per turn&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with a spy, this is returned to its owner&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too &lt;br /&gt;
&lt;br /&gt;
If you lose the last tribe in a region, all &amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;&#039;&#039;Political&#039;&#039;&amp;lt;/b&amp;gt; cards associated with that region are also discarded&lt;br /&gt;
&lt;br /&gt;
If you lose the last &amp;lt;b style=&amp;quot;color:#91278f&amp;quot;&amp;gt;&#039;&#039;Political&#039;&#039;&amp;lt;/b&amp;gt; card associated with a region, all tribes in that region are also discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Suits===&lt;br /&gt;
&lt;br /&gt;
There are four suits in the game, and one suit is always shown as favoured, starting with {{pill|Political|#91278f}} but this will change throughout the game&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ce7c18; color:white&amp;quot; |  Economic&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(gold)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Protect against taxation, manipulate rupees and piece movement&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#c91b2f; color:white&amp;quot; | Military&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(red)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage armies and form coalitions&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#91278f; color:white&amp;quot; | Political&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(purple)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Consolidate power and determine card playability&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#1075b7; color:white&amp;quot; | Intelligence&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(blue)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage diplomacy and compromise enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actions on a card of the currently Favoured suit may be used as free actions, while still following the one action from each card per turn rule.&lt;br /&gt;
&lt;br /&gt;
When {{pill|Military|#c91b2f}} is Favoured, purchasing cost of cards is doubled&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
After a Dominance Check, if a player is at least 4 points ahead of everyone else, that player immediately wins&lt;br /&gt;
&lt;br /&gt;
After the fourth Dominance Check card is resolved, the player with the most points wins. For the last Dominance Check, all points are doubled.&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the tie-breakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=28017</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=28017"/>
		<updated>2026-01-09T18:22:55Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: added some clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Ponte del Diavolo, see &amp;lt;b&amp;gt;[[Tips_pontedeldiavolo|Tips_PonteDelDiavolo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://tesera.ru/images/items/178377/Ponte%20del%20Diavolo.pdf Rules]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges.&lt;br /&gt;
&lt;br /&gt;
=== Definitions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Island&#039;&#039;&#039;: 4 orthogonally adjacent tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandbank&#039;&#039;&#039;: Fewer than 4 orthogonally adjacent tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bridge&#039;&#039;&#039;: Game piece that connects 2 tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039;: Empty space on the board.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
# The first player places 2 light tiles anywhere on the board.&lt;br /&gt;
# The second player chooses to play as the light tile or the dark tile player &#039;&#039;(pie rule)&#039;&#039;.&lt;br /&gt;
# Play resumes with the dark tile player.&lt;br /&gt;
&lt;br /&gt;
== Game Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either:&lt;br /&gt;
* 2 tiles of their own colour, &#039;&#039;&#039;or&#039;&#039;&#039;&lt;br /&gt;
* 1 bridge.&lt;br /&gt;
&lt;br /&gt;
=== Place 2 Tiles ===&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board except:&lt;br /&gt;
* Under bridges (including either of the tiles underneath a knight&#039;s move bridge), or&lt;br /&gt;
* Where a tile becomes adjacent to an &#039;&#039;&#039;island&#039;&#039;&#039; of the same colour, even diagonally. You also cannot complete an island if it would touch any other tile of the same colour diagonally.&lt;br /&gt;
&lt;br /&gt;
=== Place 1 Bridge ===&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between 2 tiles of the player&#039;s colour that are 2 spaces from each other in any direction orthogonally or diagonally, or at a &#039;&#039;&#039;[[Gamehelpchess#The_moves_of_the_pieces|knight&#039;s move]]&#039;&#039;&#039;.&lt;br /&gt;
* The centre of a bridge must be over an empty (water) space (knight&#039;s bridge needs both water spaces), not a tile&lt;br /&gt;
* Each tile can have a maximum of one bridge connection.&lt;br /&gt;
* Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player:&lt;br /&gt;
# Is unable to place 2 tiles, and&lt;br /&gt;
# Chooses not to (or is unable to) place a bridge.&lt;br /&gt;
&lt;br /&gt;
The dark tile player can always take an equal number of turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; unlike the printed rules, in the BGA implementation there is an infinite supply of tiles and bridges.&lt;br /&gt;
Thus, the game will only end when a player has fewer than 2 valid squares available for tiles.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via &#039;&#039;&#039;sandbanks&#039;&#039;&#039;) according to a rule of triangular numbers:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!# connected islands&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Score&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|28&lt;br /&gt;
|36&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|66&lt;br /&gt;
|78&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tiebreaks ===&lt;br /&gt;
&lt;br /&gt;
# Most islands.&lt;br /&gt;
# Most bridges.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=28009</id>
		<title>Gamehelpalchemists</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=28009"/>
		<updated>2026-01-09T17:07:31Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: added reputation sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overviews =&lt;br /&gt;
&lt;br /&gt;
==  Overview of Favour Cards ==&lt;br /&gt;
&#039;&#039;&#039;Assistant (4x)&#039;&#039;&#039;: Play when you declare actions. For this round, you have 1 extra action cube.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associate (3x)&#039;&#039;&#039;: Play when you declare actions. Choose one action space. On that space, your cubes go in the top row.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barmaid (2x)&#039;&#039;&#039;: Play when it is your turn to sell a potion. If you mix an exact match, you gain 1 point of reputation. If not, count the potion as one level better than it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custodian (3x)&#039;&#039;&#039;: Play when you declare actions. Place one cube on this card. For this round, that cube is a special Drink Potion action that you may use before the Sell Potions action space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herbalist (4x)&#039;&#039;&#039;: Play immediately. Draw 3 ingredients. Then discard 2 ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant (2x)&#039;&#039;&#039;: Play when it is your turn to sell a potion. If you sell first, gain 1 gold piece. If not, you may sell any of the three potions, as though you were first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher (2x, promo card)&#039;&#039;&#039;: Play instead of your Debunk Theory action. On one theory, exchange your seal with one of your unused seals. If yours is the only seal, you may (instead or in addition) exchange the alchemical with an unused alchemical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sage (2x)&#039;&#039;&#039;: Play when you transmute an ingredient. Gain 1 extra gold piece during transmutation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shopkeeper (2x)&#039;&#039;&#039;: Play when you buy an artifact. The selected artifact costs you one gold piece less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring Overview ==&lt;br /&gt;
&lt;br /&gt;
You gain VP for:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Reputation&#039;&#039;&#039; points (1:1)&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Grants&#039;&#039;&#039; (1 or 2 VP)&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Gold&#039;&#039;&#039; coins and &#039;&#039;&#039;favour cards&#039;&#039;&#039; (favour cards are converted into 2 gold, for every 3 gold you then gain 1 VP)&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Gold&#039;&#039;&#039;- and &#039;&#039;&#039;silver&#039;&#039;&#039;-starred seals on &#039;&#039;&#039;correct theories&#039;&#039;&#039; (5 and 3 VP respectively)&lt;br /&gt;
&lt;br /&gt;
- Any seal not properly hedged on a &#039;&#039;&#039;wrong theory&#039;&#039;&#039; (-4 VP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apprentice and Master Variant ==&lt;br /&gt;
&lt;br /&gt;
1. Apprentices gain one more ingredient at the beginning (A 3 ingredients vs. M 2 ingredients)&lt;br /&gt;
&lt;br /&gt;
2. Apprentices have lower conference thresholds (1st conference A: 1 theory → +1 rep, 0 theories → -1 rep, M: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, 2nd conference A: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, M: 3 theories → +1 rep, 2 theories → -1 rep, 1 theory → -2 rep, 0 theories → -3 rep)&lt;br /&gt;
&lt;br /&gt;
3. Debunking works differently (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
In this worker placement deduction game you need to discover the properties of eight ingredients and which potions you can concoct by mixing them. And if you can&#039;t, you must at least act like you do, because in this hard science game it&#039;s all about your reputation as a genius scientist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Deduction ==&lt;br /&gt;
&lt;br /&gt;
There is a system to this madness though, because each ingredient corresponds to a certain alchemical. Each alchemical has a red, a green and a blue aspect and these aspects can be positive or negative (sign) and large or small (size). Mixing two alchemicals, you create the potion associated with the unique aspect in which they share the same sign but different size (e.g. the red large +, blue small -, green small + alchemical mixed with the red small +, blue small -, green big - alchemical yields a red + potion).&lt;br /&gt;
&lt;br /&gt;
Each alchemical also has an opposite, with which it creates a neutral potion. The neutralising alchemicals are listed as pairs on your deduction board (lower right on your screen).&lt;br /&gt;
&lt;br /&gt;
As you discover which pairs of ingredients result in which potion, you can exclude ever more possibilities on your deduction board to determine which ingredient corresponds to which alchemical. You need this in order to sell better potions to adventurers and publish good science in academic journals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Round Overview ==&lt;br /&gt;
&lt;br /&gt;
The game goes for six rounds. In each round, each player, starting with that round&#039;s starting player, places their flask on an order space and immediately receives the bonus (favour cards and/or ingredients) or has to pay 1 coin for the uppermost space.&lt;br /&gt;
&lt;br /&gt;
Then players declare which actions they will take this round by placing their action cubes at the various actions. In round 1, you have 3 action cubes available. Subsequently, you have 6/5/4 cubes with 2/3/4 players. The players declare in the order &#039;&#039;&#039;bottom to top&#039;&#039;&#039; of the order track.&lt;br /&gt;
&lt;br /&gt;
Now, all the different action spaces are handled clockwise, starting with the bottom right (gather ingredients). For each action, the cubes get their turn one column at a time and from top to bottom in each column. You can always choose not to use the action with your cube(s) and place it/them in the unused cube box instead.&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the player with the most seals on the theory board receives 1 reputation. All cubes in the unused cube box are returned and you gain a favour card for every two you had there. All cubes from the hospital are now placed in the unused cube box for next round. A new adventurer is placed on the sell potion space that you can now sell potions to. Starting player moves down one player.&lt;br /&gt;
&lt;br /&gt;
At the ends of rounds 3 and 5 there is a conference. Players with a sufficient number of seals on the theory board gain 1 reputation, others lose 1 or more (cf. Apprentice and Master variant). Subsequently, new artifacts are placed in the market, replacing any remaining old ones.&lt;br /&gt;
&lt;br /&gt;
At the end of round 6, the game ends with round 6&#039;s special action, the exhibition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Gather ingredients ===&lt;br /&gt;
Take an ingredient from the market or the topmost card from the pile.&lt;br /&gt;
&lt;br /&gt;
=== Transmute ingredient ===&lt;br /&gt;
Turn one ingredient into one gold piece.&lt;br /&gt;
&lt;br /&gt;
=== Sell potion ===&lt;br /&gt;
(only from round 2) Sell a potion to an adventurer. You must give a quality guarantee (4 coins: exact potion requested, 3 coins: sign correct but colour may be wrong, 2 coins: may be correct sign or neutral, 1 coin: any potion). You brew the potion with 2 ingredients from your hand and are given information as to its quality level (but not necessarily which exact potion it is). If you have matched or outperformed the guarantee, you get paid as many coins as your guarantee specified. If your potion was neutral or of the wrong sign, you always lose 1 rep. Prior to the sell potion action, you can offer a refund to get higher in player order for this action.&lt;br /&gt;
&lt;br /&gt;
=== Buy artifact ===&lt;br /&gt;
Buy one of the artifacts on the board, paying its cost in coins (upper left of card). These give special abilities and/or VP at the end (upper right of card).&lt;br /&gt;
&lt;br /&gt;
=== Debunk theory ===&lt;br /&gt;
(only from round 2): Attempt to debunk a theory. Apprentice variant: Specify an aspect of an ingredient (not from your hand). If this does not match the alchemical published for this ingredient, you have successfully debunked. Master variant: You must conduct a test with two ingredients (not from your hand) that shows that one or more theories must be wrong. To successfully debunk, either explicitly refute one or more theories or determine a conflict between two theories that then receive conflict tokens. Theories with conflict tokens no longer count at round&#039;s end and cannot be signed by other players until the conflict is resolved (by refuting one of the two theories). In any case: Successful debunking earns you 2 rep, failure loses you 1 rep. Any seals on refuted theories that were not hedged against the colour you used to refute the theory make the owner lose 5 rep. The alchemical token is returned, the seals are not. You can immediately republish, if you have a cube on the &#039;&#039;publish theory&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
=== Publish theory ===&lt;br /&gt;
(only from round 2): Pay 1 gold. Either publish a new theory, placing an alchemical token on the theory board (lower left on your screen) in the box of an ingredient that does not already have an alchemical. Place a seal there (gold or silver seal give 5/3 VP at game&#039;s end, other seals hedge against being wrong about the sign (+/-) of one of the aspects) and gain 1 rep. Or endorse an existing theory, paying 1 gold to each player that has already placed a seal there. If you qualify for any of the grants lying on the theory board, take it. Your first grant requires having signed theories of 2 of the 3/4 ingredients shown. Further grants require 3. Each grant gives you 2 gold and 1 or 2 VP.&lt;br /&gt;
&lt;br /&gt;
=== Test on student ===&lt;br /&gt;
Mix 2 ingredients from your hand and feed the concoction to the anxious student. The result is displayed on your theory board and every other player finds out which result you obtained (but not which ingredients you used). If the student has already drunk a negative potion earlier this round, you must pay them 1 gold to conduct the experiment, no matter the result of your own potion.&lt;br /&gt;
&lt;br /&gt;
=== Drink potion ===&lt;br /&gt;
The same but you test the potion on yourself. If you drink a positive or neutral potion, nothing happens. If you drink red-, place one cube in the hospital. You won&#039;t be able to use it next round. If you drink green-, you are paralysed and will move to the lowest space on the order track in the next round. If you drink blue-, lose 1 rep.&lt;br /&gt;
&lt;br /&gt;
=== Exhibition ===&lt;br /&gt;
(6th round only, replaces the two testing actions as the last action of the game): Select a potion you want to exhibit. Select two ingredients from your hand. If they make the correct potion, place your cube in the respective column and, if you are the first to exhibit that potion, gain 1 rep. If you fail, lose 1 rep. If you successfully exhibit both signs of the same colour, gain 2 rep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
=== Reputation Board ===&lt;br /&gt;
The reputation board contains four sections:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red section&#039;&#039;&#039; (1-6 reputation): When you lose reputation, you immediately gain 1 back. You receive one gold coin less from selling potions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow section&#039;&#039;&#039; (7-13 reputation): Nothing special. You start the game at 10 reputation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green section&#039;&#039;&#039; (14-17 reputation): When you lose reputation, you lose 1 more. When offering a refund, you must offer one coin less to get the same refund level for playing order at this action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue section&#039;&#039;&#039; (18+ reputation): When you lose reputation, you lose 2 more. When offering a refund, you must offer one coin less to get the same refund level for playing order at this action. You receive one gold coin more from selling potions.&lt;br /&gt;
&lt;br /&gt;
If there are several functions making you lose and gain reputation at the same time, add all losses and gains together. If the sum is negative, apply the additional loss or gain &#039;&#039;&#039;once&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=28008</id>
		<title>Gamehelpalchemists</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=28008"/>
		<updated>2026-01-09T16:55:18Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overviews =&lt;br /&gt;
&lt;br /&gt;
==  Overview of Favour Cards ==&lt;br /&gt;
&#039;&#039;&#039;Assistant (4x)&#039;&#039;&#039;: Play when you declare actions. For this round, you have 1 extra action cube.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associate (3x)&#039;&#039;&#039;: Play when you declare actions. Choose one action space. On that space, your cubes go in the top row.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barmaid (2x)&#039;&#039;&#039;: Play when it is your turn to sell a potion. If you mix an exact match, you gain 1 point of reputation. If not, count the potion as one level better than it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custodian (3x)&#039;&#039;&#039;: Play when you declare actions. Place one cube on this card. For this round, that cube is a special Drink Potion action that you may use before the Sell Potions action space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herbalist (4x)&#039;&#039;&#039;: Play immediately. Draw 3 ingredients. Then discard 2 ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant (2x)&#039;&#039;&#039;: Play when it is your turn to sell a potion. If you sell first, gain 1 gold piece. If not, you may sell any of the three potions, as though you were first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publisher (2x, promo card)&#039;&#039;&#039;: Play instead of your Debunk Theory action. On one theory, exchange your seal with one of your unused seals. If yours is the only seal, you may (instead or in addition) exchange the alchemical with an unused alchemical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sage (2x)&#039;&#039;&#039;: Play when you transmute an ingredient. Gain 1 extra gold piece during transmutation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shopkeeper (2x)&#039;&#039;&#039;: Play when you buy an artifact. The selected artifact costs you one gold piece less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring Overview ==&lt;br /&gt;
&lt;br /&gt;
You gain VP for:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Reputation&#039;&#039;&#039; points (1:1)&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Grants&#039;&#039;&#039; (1 or 2 VP)&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Gold&#039;&#039;&#039; coins and &#039;&#039;&#039;favour cards&#039;&#039;&#039; (favour cards are converted into 2 gold, for every 3 gold you then gain 1 VP)&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Gold&#039;&#039;&#039;- and &#039;&#039;&#039;silver&#039;&#039;&#039;-starred seals on &#039;&#039;&#039;correct theories&#039;&#039;&#039; (5 and 3 VP respectively)&lt;br /&gt;
&lt;br /&gt;
- Any seal not properly hedged on a &#039;&#039;&#039;wrong theory&#039;&#039;&#039; (-4 VP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apprentice and Master Variant ==&lt;br /&gt;
&lt;br /&gt;
1. Apprentices gain one more ingredient at the beginning (A 3 ingredients vs. M 2 ingredients)&lt;br /&gt;
&lt;br /&gt;
2. Apprentices have lower conference thresholds (1st conference A: 1 theory → +1 rep, 0 theories → -1 rep, M: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, 2nd conference A: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, M: 3 theories → +1 rep, 2 theories → -1 rep, 1 theory → -2 rep, 0 theories → -3 rep)&lt;br /&gt;
&lt;br /&gt;
3. Debunking works differently (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
In this worker placement deduction game you need to discover the properties of eight ingredients and which potions you can concoct by mixing them. And if you can&#039;t, you must at least act like you do, because in this hard science game it&#039;s all about your reputation as a genius scientist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Deduction ==&lt;br /&gt;
&lt;br /&gt;
There is a system to this madness though, because each ingredient corresponds to a certain alchemical. Each alchemical has a red, a green and a blue aspect and these aspects can be positive or negative (sign) and large or small (size). Mixing two alchemicals, you create the potion associated with the unique aspect in which they share the same sign but different size (e.g. the red large +, blue small -, green small + alchemical mixed with the red small +, blue small -, green big - alchemical yields a red + potion).&lt;br /&gt;
&lt;br /&gt;
Each alchemical also has an opposite, with which it creates a neutral potion. The neutralising alchemicals are listed as pairs on your deduction board (lower right on your screen).&lt;br /&gt;
&lt;br /&gt;
As you discover which pairs of ingredients result in which potion, you can exclude ever more possibilities on your deduction board to determine which ingredient corresponds to which alchemical. You need this in order to sell better potions to adventurers and publish good science in academic journals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Round Overview ==&lt;br /&gt;
&lt;br /&gt;
The game goes for six rounds. In each round, each player, starting with that round&#039;s starting player, places their flask on an order space and immediately receives the bonus (favour cards and/or ingredients) or has to pay 1 coin for the uppermost space.&lt;br /&gt;
&lt;br /&gt;
Then players declare which actions they will take this round by placing their action cubes at the various actions. In round 1, you have 3 action cubes available. Subsequently, you have 6/5/4 cubes with 2/3/4 players. The players declare in the order &#039;&#039;&#039;bottom to top&#039;&#039;&#039; of the order track.&lt;br /&gt;
&lt;br /&gt;
Now, all the different action spaces are handled clockwise, starting with the bottom right (gather ingredients). For each action, the cubes get their turn one column at a time and from top to bottom in each column. You can always choose not to use the action with your cube(s) and place it/them in the unused cube box instead.&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the player with the most seals on the theory board receives 1 reputation. All cubes in the unused cube box are returned and you gain a favour card for every two you had there. All cubes from the hospital are now placed in the unused cube box for next round. A new adventurer is placed on the sell potion space that you can now sell potions to. Starting player moves down one player.&lt;br /&gt;
&lt;br /&gt;
At the ends of rounds 3 and 5 there is a conference. Players with a sufficient number of seals on the theory board gain 1 reputation, others lose 1 or more (cf. Apprentice and Master variant). Subsequently, new artifacts are placed in the market, replacing any remaining old ones.&lt;br /&gt;
&lt;br /&gt;
At the end of round 6, the game ends with round 6&#039;s special action, the exhibition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Gather ingredients ===&lt;br /&gt;
Take an ingredient from the market or the topmost card from the pile.&lt;br /&gt;
&lt;br /&gt;
=== Transmute ingredient ===&lt;br /&gt;
Turn one ingredient into one gold piece.&lt;br /&gt;
&lt;br /&gt;
=== Sell potion ===&lt;br /&gt;
(only from round 2) Sell a potion to an adventurer. You must give a quality guarantee (4 coins: exact potion requested, 3 coins: sign correct but colour may be wrong, 2 coins: may be correct sign or neutral, 1 coin: any potion). You brew the potion with 2 ingredients from your hand and are given information as to its quality level (but not necessarily which exact potion it is). If you have matched or outperformed the guarantee, you get paid as many coins as your guarantee specified. If your potion was neutral or of the wrong sign, you always lose 1 rep. Prior to the sell potion action, you can offer a refund to get higher in player order for this action.&lt;br /&gt;
&lt;br /&gt;
=== Buy artifact ===&lt;br /&gt;
Buy one of the artifacts on the board, paying its cost in coins (upper left of card). These give special abilities and/or VP at the end (upper right of card).&lt;br /&gt;
&lt;br /&gt;
=== Debunk theory ===&lt;br /&gt;
(only from round 2): Attempt to debunk a theory. Apprentice variant: Specify an aspect of an ingredient (not from your hand). If this does not match the alchemical published for this ingredient, you have successfully debunked. Master variant: You must conduct a test with two ingredients (not from your hand) that shows that one or more theories must be wrong. To successfully debunk, either explicitly refute one or more theories or determine a conflict between two theories that then receive conflict tokens. Theories with conflict tokens no longer count at round&#039;s end and cannot be signed by other players until the conflict is resolved (by refuting one of the two theories). In any case: Successful debunking earns you 2 rep, failure loses you 1 rep. Any seals on refuted theories that were not hedged against the colour you used to refute the theory make the owner lose 5 rep. The alchemical token is returned, the seals are not. You can immediately republish, if you have a cube on the &#039;&#039;publish theory&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
=== Publish theory ===&lt;br /&gt;
(only from round 2): Pay 1 gold. Either publish a new theory, placing an alchemical token on the theory board (lower left on your screen) in the box of an ingredient that does not already have an alchemical. Place a seal there (gold or silver seal give 5/3 VP at game&#039;s end, other seals hedge against being wrong about the sign (+/-) of one of the aspects) and gain 1 rep. Or endorse an existing theory, paying 1 gold to each player that has already placed a seal there. If you qualify for any of the grants lying on the theory board, take it. Your first grant requires having signed theories of 2 of the 3/4 ingredients shown. Further grants require 3. Each grant gives you 2 gold and 1 or 2 VP.&lt;br /&gt;
&lt;br /&gt;
=== Test on student ===&lt;br /&gt;
Mix 2 ingredients from your hand and feed the concoction to the anxious student. The result is displayed on your theory board and every other player finds out which result you obtained (but not which ingredients you used). If the student has already drunk a negative potion earlier this round, you must pay them 1 gold to conduct the experiment, no matter the result of your own potion.&lt;br /&gt;
&lt;br /&gt;
=== Drink potion ===&lt;br /&gt;
The same but you test the potion on yourself. If you drink a positive or neutral potion, nothing happens. If you drink red-, place one cube in the hospital. You won&#039;t be able to use it next round. If you drink green-, you are paralysed and will move to the lowest space on the order track in the next round. If you drink blue-, lose 1 rep.&lt;br /&gt;
&lt;br /&gt;
=== Exhibition ===&lt;br /&gt;
(6th round only, replaces the two testing actions as the last action of the game): Select a potion you want to exhibit. Select two ingredients from your hand. If they make the correct potion, place your cube in the respective column and, if you are the first to exhibit that potion, gain 1 rep. If you fail, lose 1 rep. If you successfully exhibit both signs of the same colour, gain 2 rep.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=27983</id>
		<title>Gamehelpalchemists</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=27983"/>
		<updated>2026-01-08T01:04:53Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: frequencies of favour cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules overview below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview of Favour Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assistant (4x)&#039;&#039;: Play when you declare actions. For this round, you have 1 extra action cube.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Associate (3x)&#039;&#039;: Play when you declare actions. Choose one action space. On that space, your cubes go in the top row.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barmaid (2x)&#039;&#039;: Play when it is your turn to sell a potion. If you mix an exact match, you gain 1 point of reputation. If not, count the potion as one level better than it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Custodian (3x)&#039;&#039;: Play when you declare actions. Place one cube on this card. For this round, that cube is a special Drink Potion action that you may use before the Sell Potions action space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Herbalist&#039;&#039; (4x): Play immediately. Draw 3 ingredients. Then discard 2 ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Merchant&#039;&#039; (2x): Play when it is your turn to sell a potion. If you sell first, gain 1 gold piece. If not, you may sell any of the three potions, as though you were first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Publisher (2x, promo card)&#039;&#039;: Play instead of your Debunk Theory action. On one theory, exchange your seal with one of your unused seals. If yours is the only seal, you may (instead or in addition) exchange the alchemical with an unused alchemical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sage&#039;&#039; (2x): Play when you transmute an ingredient. Gain 1 extra gold piece during transmutation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shopkeeper&#039;&#039; (2x): Play when you buy an artifact. The selected artifact costs you one gold piece less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain VP for:&lt;br /&gt;
&lt;br /&gt;
- Reputation points (1:1)&lt;br /&gt;
&lt;br /&gt;
- Artifacts&lt;br /&gt;
&lt;br /&gt;
- Grants (1 or 2 VP)&lt;br /&gt;
&lt;br /&gt;
- Coins and favour cards (favour cards are converted into 2 gold, for every 3 gold you then gain 1 VP)&lt;br /&gt;
&lt;br /&gt;
- Gold- and silver-starred seals on correct theories (5 and 3 VP respectively)&lt;br /&gt;
&lt;br /&gt;
- Any seal not properly hedged on a wrong theory (-4 VP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprentice and Master Variant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. Apprentices gain one more ingredient at the beginning (A 3 ingredients vs. M 2 ingredients)&lt;br /&gt;
&lt;br /&gt;
2. Apprentices have lower conference thresholds (1st conference A: 1 theory → +1 rep, 0 theories → -1 rep, M: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, 2nd conference A: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, M: 3 theories → +1 rep, 2 theories → -1 rep, 1 theory → -2 rep, 0 theories → -3 rep)&lt;br /&gt;
&lt;br /&gt;
3. Debunking works differently (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this worker placement deduction game you need to discover the properties of eight ingredients and which potions you can concoct by mixing them. And if you can&#039;t, you must at least act like you do, because in this hard science game it&#039;s all about your reputation as a genius scientist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a system to this madness though, because each ingredient corresponds to a certain alchemical. Each alchemical has a red, a green and a blue aspect and these aspects can be positive or negative (sign) and large or small (size). Mixing two alchemicals, you create the potion associated with the unique aspect in which they share the same sign but different size (e.g. the red large +, blue small -, green small + alchemical mixed with the red small +, blue small -, green big - alchemical yields a red + potion).&lt;br /&gt;
&lt;br /&gt;
Each alchemical also has an opposite, with which it creates a neutral potion. The neutralising alchemicals are listed as pairs on your deduction board (lower right on your screen).&lt;br /&gt;
&lt;br /&gt;
As you discover which pairs of ingredients result in which potion, you can exclude ever more possibilities on your deduction board to determine which ingredient corresponds to which alchemical. You need this in order to sell better potions to adventurers and publish good science in academic journals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Round Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game goes for six rounds. In each round, each player, starting with that round&#039;s starting player, places their flask on an order space and immediately receives the bonus (favour cards and/or ingredients) or has to pay 1 coin for the uppermost space.&lt;br /&gt;
&lt;br /&gt;
Then players declare which actions they will take this round by placing their action cubes at the various actions. In round 1, you have 3 action cubes available. Subsequently, you have 6/5/4 cubes with 2/3/4 players. The players declare in the order bottom to top of the order track.&lt;br /&gt;
&lt;br /&gt;
Now, all the different action spaces are handled clockwise, starting with the bottom right (gather ingredients). For each action, the cubes get their turn one column at a time and from top to bottom in each column. You can always choose not to use the action with your cube(s) and place it/them in the unused cube box instead.&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the player with the most seals on the theory board receives 1 reputation. All cubes in the unused cube box are returned and you gain a favour card for every two you had there. All cubes from the hospital are now placed in the unused cube box for next round. A new adventurer is placed on the sell potion space that you can now sell potions to. Starting player moves down one player.&lt;br /&gt;
&lt;br /&gt;
At the ends of rounds 3 and 5 there is a conference. Players with a sufficient number of seals on the theory board gain 1 reputation, others lose 1 or more (cf. Apprentice and Master variant). Subsequently, new artifacts are placed in the market, replacing any remaining old ones.&lt;br /&gt;
&lt;br /&gt;
At the end of round 6, the game ends with round 6&#039;s special action, the exhibition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gather ingredients&#039;&#039;: Take an ingredient from the market or the topmost card from the pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transmute ingredient&#039;&#039;: Turn one ingredient into one gold piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sell potion&#039;&#039; (only from round 2): Sell a potion to an adventurer. You must give a quality guarantee (4 coins: exact potion requested, 3 coins: sign correct but colour may be wrong, 2 coins: may be correct sign or neutral, 1 coin: any potion). You brew the potion with 2 ingredients from your hand and are given information as to its quality level (but not necessarily which exact potion it is). If you have matched or outperformed the guarantee, you get paid as many coins as your guarantee specified. If your potion was neutral or of the wrong sign, you always lose 1 rep. Prior to the sell potion action, you can offer a refund to get higher in player order for this action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Buy artifact&#039;&#039;: Buy one of the artifacts on the board, paying its cost in coins (upper left of card). These give special abilities and/or VP at the end (upper right of card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debunk theory&#039;&#039; (only from round 2): Attempt to debunk a theory. Apprentice variant: Specify an aspect of an ingredient (not from your hand). If this does not match the alchemical published for this ingredient, you have successfully debunked. Master variant: You must conduct a test with two ingredients (not from your hand) that shows that one or more theories must be wrong. To successfully debunk, either explicitly refute one or more theories or determine a conflict between two theories that then receive conflict tokens. Theories with conflict tokens no longer count at round&#039;s end and cannot be signed by other players until the conflict is resolved (by refuting one of the two theories). In any case: Successful debunking earns you 2 rep, failure loses you 1 rep. Any seals on refuted theories that were not hedged against the colour you used to refute the theory make the owner lose 5 rep. The alchemical token is returned, the seals are not. You can immediately republish, if you have a cube on the &#039;&#039;publish theory&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Publish theory&#039;&#039; (only from round 2): Pay 1 gold. Either publish a new theory, placing an alchemical token on the theory board (lower left on your screen) in the box of an ingredient that does not already have an alchemical. Place a seal there (gold or silver seal give 5/3 VP at game&#039;s end, other seals hedge against being wrong about the sign (+/-) of one of the aspects) and gain 1 rep. Or endorse an existing theory, paying 1 gold to each player that has already placed a seal there. If you qualify for any of the grants lying on the theory board, take it. Your first grant requires having signed theories of 2 of the 3/4 ingredients shown. Further grants require 3. Each grant gives you 2 gold and 1 or 2 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Test on student&#039;&#039;: Mix 2 ingredients from your hand and feed the concoction to the anxious student. The result is displayed on your theory board and every other player finds out which result you obtained (but not which ingredients you used). If the student has already drunk a negative potion earlier this round, you must pay them 1 gold to conduct the experiment, no matter the result of your own potion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Drink potion&#039;&#039;: The same but you test the potion on yourself. If you drink a positive or neutral potion, nothing happens. If you drink red-, place one cube in the hospital. You won&#039;t be able to use it next round. If you drink green-, you are paralysed and will move to the lowest space on the order track in the next round. If you drink blue-, lose 1 rep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exhibition&#039;&#039; (6th round only, replaces the two testing actions as the last action of the game): Select a potion you want to exhibit. Select two ingredients from your hand. If they make the correct potion, place your cube in the respective column and, if you are the first to exhibit that potion, gain 1 rep. If you fail, lose 1 rep. If you successfully exhibit both signs of the same colour, gain 2 rep.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=27968</id>
		<title>Gamehelpalchemists</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=27968"/>
		<updated>2026-01-07T12:29:40Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules overview below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview of Favour Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assistant&#039;&#039;: Play when you declare actions. For this round, you have 1 extra action cube.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Associate&#039;&#039;: Play when you declare actions. Choose one action space. On that space, your cubes go in the top row.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barmaid&#039;&#039;: Play when it is your turn to sell a potion. If you mix an exact match, you gain 1 point of reputation. If not, count the potion as one level better than it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Custodian&#039;&#039;: Play when you declare actions. Place one cube on this card. For this round, that cube is a special Drink Potion action that you may use before the Sell Potions action space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Herbalist&#039;&#039;: Play immediately. Draw 3 ingredients. Then discard 2 ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Merchant&#039;&#039;: Play when it is your turn to sell a potion. If you sell first, gain 1 gold piece. If not, you may sell any of the three potions, as though you were first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Publisher (promo card)&#039;&#039;: Play instead of your Debunk Theory action. On one theory, exchange your seal with one of your unused seals. If yours is the only seal, you may (instead or in addition) exchange the alchemical with an unused alchemical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sage&#039;&#039;: Play when you transmute an ingredient. Gain 1 extra gold piece during transmutation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shopkeeper&#039;&#039;: Play when you buy an artifact. The selected artifact costs you one gold piece less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain VP for:&lt;br /&gt;
&lt;br /&gt;
- Reputation points (1:1)&lt;br /&gt;
&lt;br /&gt;
- Artifacts&lt;br /&gt;
&lt;br /&gt;
- Grants (1 or 2 VP)&lt;br /&gt;
&lt;br /&gt;
- Coins and favour cards (favour cards are converted into 2 gold, for every 3 gold you then gain 1 VP)&lt;br /&gt;
&lt;br /&gt;
- Gold- and silver-starred seals on correct theories (5 and 3 VP respectively)&lt;br /&gt;
&lt;br /&gt;
- Any seal not properly hedged on a wrong theory (-4 VP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprentice and Master Variant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. Apprentices gain one more ingredient at the beginning (A 3 ingredients vs. M 2 ingredients)&lt;br /&gt;
&lt;br /&gt;
2. Apprentices have lower conference thresholds (1st conference A: 1 theory → +1 rep, 0 theories → -1 rep, M: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, 2nd conference A: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, M: 3 theories → +1 rep, 2 theories → -1 rep, 1 theory → -2 rep, 0 theories → -3 rep)&lt;br /&gt;
&lt;br /&gt;
3. Debunking works differently (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this worker placement deduction game you need to discover the properties of eight ingredients and which potions you can concoct by mixing them. And if you can&#039;t, you must at least act like you do, because in this hard science game it&#039;s all about your reputation as a genius scientist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a system to this madness though, because each ingredient corresponds to a certain alchemical. Each alchemical has a red, a green and a blue aspect and these aspects can be positive or negative (sign) and large or small (size). Mixing two alchemicals, you create the potion associated with the unique aspect in which they share the same sign but different size (e.g. the red large +, blue small -, green small + alchemical mixed with the red small +, blue small -, green big - alchemical yields a red + potion).&lt;br /&gt;
&lt;br /&gt;
Each alchemical also has an opposite, with which it creates a neutral potion. The neutralising alchemicals are listed as pairs on your deduction board (lower right on your screen).&lt;br /&gt;
&lt;br /&gt;
As you discover which pairs of ingredients result in which potion, you can exclude ever more possibilities on your deduction board to determine which ingredient corresponds to which alchemical. You need this in order to sell better potions to adventurers and publish good science in academic journals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Round Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game goes for six rounds. In each round, each player, starting with that round&#039;s starting player, places their flask on an order space and immediately receives the bonus (favour cards and/or ingredients) or has to pay 1 coin for the uppermost space.&lt;br /&gt;
&lt;br /&gt;
Then players declare which actions they will take this round by placing their action cubes at the various actions. In round 1, you have 3 action cubes available. Subsequently, you have 6/5/4 cubes with 2/3/4 players. The players declare in the order bottom to top of the order track.&lt;br /&gt;
&lt;br /&gt;
Now, all the different action spaces are handled clockwise, starting with the bottom right (gather ingredients). For each action, the cubes get their turn one column at a time and from top to bottom in each column. You can always choose not to use the action with your cube(s) and place it/them in the unused cube box instead.&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the player with the most seals on the theory board receives 1 reputation. All cubes in the unused cube box are returned and you gain a favour card for every two you had there. All cubes from the hospital are now placed in the unused cube box for next round. A new adventurer is placed on the sell potion space that you can now sell potions to. Starting player moves down one player.&lt;br /&gt;
&lt;br /&gt;
At the ends of rounds 3 and 5 there is a conference. Players with a sufficient number of seals on the theory board gain 1 reputation, others lose 1 or more (cf. Apprentice and Master variant). Subsequently, new artifacts are placed in the market, replacing any remaining old ones.&lt;br /&gt;
&lt;br /&gt;
At the end of round 6, the game ends with round 6&#039;s special action, the exhibition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gather ingredients&#039;&#039;: Take an ingredient from the market or the topmost card from the pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transmute ingredient&#039;&#039;: Turn one ingredient into one gold piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sell potion&#039;&#039; (only from round 2): Sell a potion to an adventurer. You must give a quality guarantee (4 coins: exact potion requested, 3 coins: sign correct but colour may be wrong, 2 coins: may be correct sign or neutral, 1 coin: any potion). You brew the potion with 2 ingredients from your hand and are given information as to its quality level (but not necessarily which exact potion it is). If you have matched or outperformed the guarantee, you get paid as many coins as your guarantee specified. If your potion was neutral or of the wrong sign, you always lose 1 rep. Prior to the sell potion action, you can offer a refund to get higher in player order for this action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Buy artifact&#039;&#039;: Buy one of the artifacts on the board, paying its cost in coins (upper left of card). These give special abilities and/or VP at the end (upper right of card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debunk theory&#039;&#039; (only from round 2): Attempt to debunk a theory. Apprentice variant: Specify an aspect of an ingredient (not from your hand). If this does not match the alchemical published for this ingredient, you have successfully debunked. Master variant: You must conduct a test with two ingredients (not from your hand) that shows that one or more theories must be wrong. To successfully debunk, either explicitly refute one or more theories or determine a conflict between two theories that then receive conflict tokens. Theories with conflict tokens no longer count at round&#039;s end and cannot be signed by other players until the conflict is resolved (by refuting one of the two theories). In any case: Successful debunking earns you 2 rep, failure loses you 1 rep. Any seals on refuted theories that were not hedged against the colour you used to refute the theory make the owner lose 5 rep. The alchemical token is returned, the seals are not. You can immediately republish, if you have a cube on the &#039;&#039;publish theory&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Publish theory&#039;&#039; (only from round 2): Pay 1 gold. Either publish a new theory, placing an alchemical token on the theory board (lower left on your screen) in the box of an ingredient that does not already have an alchemical. Place a seal there (gold or silver seal give 5/3 VP at game&#039;s end, other seals hedge against being wrong about the sign (+/-) of one of the aspects) and gain 1 rep. Or endorse an existing theory, paying 1 gold to each player that has already placed a seal there. If you qualify for any of the grants lying on the theory board, take it. Your first grant requires having signed theories of 2 of the 3/4 ingredients shown. Further grants require 3. Each grant gives you 2 gold and 1 or 2 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Test on student&#039;&#039;: Mix 2 ingredients from your hand and feed the concoction to the anxious student. The result is displayed on your theory board and every other player finds out which result you obtained (but not which ingredients you used). If the student has already drunk a negative potion earlier this round, you must pay them 1 gold to conduct the experiment, no matter the result of your own potion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Drink potion&#039;&#039;: The same but you test the potion on yourself. If you drink a positive or neutral potion, nothing happens. If you drink red-, place one cube in the hospital. You won&#039;t be able to use it next round. If you drink green-, you are paralysed and will move to the lowest space on the order track in the next round. If you drink blue-, lose 1 rep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exhibition&#039;&#039; (6th round only, replaces the two testing actions as the last action of the game): Select a potion you want to exhibit. Select two ingredients from your hand. If they make the correct potion, place your cube in the respective column and, if you are the first to exhibit that potion, gain 1 rep. If you fail, lose 1 rep. If you successfully exhibit both signs of the same colour, gain 2 rep.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=27927</id>
		<title>Gamehelpalchemists</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalchemists&amp;diff=27927"/>
		<updated>2026-01-02T11:21:35Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: wrote a first version of guide to the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules overview below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview of Favour Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assistant&#039;&#039;: Play when you declare actions. For this round, you have 1 extra action cube.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Associate&#039;&#039;: Play when you declare actions. Choose one action space. On that space, your cubes go in the top row.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barmaid&#039;&#039;: Play when it is your turn to sell a potion. If you mix an exact match, you gain 1 point of reputation. If not, count the potion as one level better than it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Custodian&#039;&#039;: Play when you declare actions. Place one cube on this card. For this round, that cube is a special Drink Potion action that you may use before the Sell Potions action space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Herbalist&#039;&#039;: Play immediately. Draw 3 ingredients. Then discard 2 ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Merchant&#039;&#039;: Play when it is your turn to sell a potion. If you sell first, gain 1 gold piece. If not, you may sell any of the three potions, as though you were first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Publisher (promo card)&#039;&#039;: Play instead of your Debunk Theory action. On one theory, exchange your seal with one of your unused seals. If yours is the only seal, you may (instead or in addition) exchange the alchemical with an unused alchemical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sage&#039;&#039;: Play when you transmute an ingredient. Gain 1 extra gold piece during transmutation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shopkeeper&#039;&#039;: Play when you buy an artifact. The selected artifact costs you one gold piece less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain VP for:&lt;br /&gt;
&lt;br /&gt;
- Reputation points (1:1)&lt;br /&gt;
&lt;br /&gt;
- Artifacts&lt;br /&gt;
&lt;br /&gt;
- Grants (1 or 2 VP)&lt;br /&gt;
&lt;br /&gt;
- Coins and favour cards (favour cards are converted into 2 gold, for every 3 gold you then gain 1 VP)&lt;br /&gt;
&lt;br /&gt;
- Gold- and silver-starred seals on correct theories (5 and 3 VP respectively)&lt;br /&gt;
&lt;br /&gt;
- Any seal not properly hedged on a wrong theory (-4 VP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprentice and Master Variant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. Apprentices gain one more ingredient at the beginning (A 3 ingredients vs. M 2 ingredients)&lt;br /&gt;
&lt;br /&gt;
2. Apprentices have lower conference thresholds (1st conference A: 1 theory → +1 rep, 0 theories → -1 rep, M: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, 2nd conference A: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, M: 3 theories → +1 rep, 2 theories → -1 rep, 1 theory → -2 rep, 0 theories → -3 rep)&lt;br /&gt;
&lt;br /&gt;
3. Debunking works differently (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this worker placement deduction game you need to discover the properties of eight ingredients and which potions you can concoct by mixing them. And if you can&#039;t, you must at least act like you do, because in this hard science game it&#039;s all about your reputation as a genius scientist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a system to this madness though, because each ingredient corresponds to a certain alchemical. Each alchemical has a red, a green and a blue aspect and these aspects can be positive or negative (sign) and large or small (size). Mixing two alchemicals, you create the potion associated with the unique aspect in which they share the same sign but different size (e.g. the red large +, blue small -, green small + alchemical mixed with the red small +, blue small -, green big - alchemical yields a red + potion).&lt;br /&gt;
&lt;br /&gt;
Each alchemical also has an opposite, with which it creates a neutral potion. The neutralising alchemicals are listed as pairs on your deduction board (lower right on your screen).&lt;br /&gt;
&lt;br /&gt;
As you discover which pairs of ingredients result in which potion, you can exclude ever more possibilities on your deduction board to determine which ingredient corresponds to which alchemical. You need this in order to sell better potions to adventurers and publish good science in academic journals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Round Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game goes for six rounds. In each round, each player, starting with that round&#039;s starting player, places their flask on an order space and immediately receives the bonus (favour cards and/or ingredients) or has to pay 1 coin for the uppermost space.&lt;br /&gt;
&lt;br /&gt;
Then players declare which actions they will take this round by placing their action cubes at the various actions. In round 1, you have 3 action cubes available. Subsequently, you have 6/5/4 cubes with 2/3/4 players. The players declare in the order bottom to top of the order track.&lt;br /&gt;
&lt;br /&gt;
Now, all the different action spaces are handled clockwise, starting with the bottom right (gather ingredients). For each action, the cubes get their turn one column at a time and from top to bottom in each column. You can always choose not to use the action with your cube(s) and place it/them in the unused cube box instead.&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the player with the most seals on the theory board receives 1 reputation. All cubes in the unused cube box are returned and you gain a favour card for every two you had there. All cubes from the hospital are now placed in the unused cube box for next round. A new adventurer is placed on the sell potion space that you can now sell potions to. Starting player moves down one player.&lt;br /&gt;
&lt;br /&gt;
At the ends of rounds 3 and 5 there is a conference. Players with a sufficient number of seals on the theory board gain 1 reputation, others lose 1 or more (cf. Apprentice and Master variant). Subsequently, new artifacts are placed in the market, replacing any remaining old ones.&lt;br /&gt;
&lt;br /&gt;
At the end of round 6, the game ends with round 6&#039;s special action, the exhibition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gather ingredients&#039;&#039;: Take an ingredient from the market or the topmost card from the pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transmute ingredient&#039;&#039;: Turn one ingredient into one gold piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sell potion&#039;&#039; (only from round 2): Sell a potion to an adventurer. You must give a quality guarantee (4 coins: exact potion requested, 3 coins: sign correct but colour may be wrong, 2 coins: may be correct sign or neutral, 1 coin: any potion). You brew the potion with 2 ingredients from your hand and are given information as to its quality level (but not necessarily which exact potion it is). If you have matched or outperformed the guarantee, you get paid as many coins as your guarantee specified. If your potion was neutral or of the wrong sign, you always lose 1 rep. Prior to the sell potion action, you can offer a refund to get higher in player order for this action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Buy artifact&#039;&#039;: Buy one of the artifacts on the board, paying its cost in coins (upper left of card). These give special abilities and/or VP at the end (upper right of card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debunk theory&#039;&#039; (only from round 2): Attempt to debunk a theory. Apprentice variant: Specify an aspect of an ingredient (not from your hand). If this does not match the alchemical published for this ingredient, you have successfully debunked. Master variant: You must conduct a test with two ingredients (not from your hand) that shows that one or more theories must be wrong. To successfully debunk, either explicitly refute one or more theories or determine a conflict between two theories that then receive conflict tokens. Theories with conflict tokens no longer count at round&#039;s end and cannot be signed by other players until the conflict is resolved (by refuting one of the two theories). In any case: Successful debunking earns you 2 rep, failure loses you 1 rep. Any seals on refuted theories that were not hedged against the colour you used to refute the theory make the owner lose 5 rep. The alchemical token is returned, the seals are not. You can immediately republish, if you have a cube on the &#039;&#039;publish theory&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Publish theory&#039;&#039; (only from round 2): Pay 1 gold. Either publish a new theory, placing an alchemical token on the theory board (lower left on your screen) in the box of an ingredient that does not already have an alchemical. Place a seal there (gold or silver seal give 5/3 VP at game&#039;s end, other seals hedge against being wrong about the sign (+/-) of one of the aspects). Or endorse an existing theory, paying 1 gold to each player that has already placed a seal there. If you qualify for any of the grants lying on the theory board, take it. Your first grant requires having signed theories of 2 of the 3/4 ingredients shown. Further grants require 3. Each grant gives you 2 gold and 1 or 2 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Test on student&#039;&#039;: Mix 2 ingredients from your hand and feed the concoction to the anxious student. The result is displayed on your theory board and every other player finds out which result you obtained (but not which ingredients you used). If the student has already drunk a negative potion earlier this round, you must pay them 1 gold to conduct the experiment, no matter the result of your own potion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Drink potion&#039;&#039;: The same but you test the potion on yourself. If you drink a positive or neutral potion, nothing happens. If you drink red-, place one cube in the hospital. You won&#039;t be able to use it next round. If you drink green-, you are paralysed and will move to the lowest space on the order track in the next round. If you drink blue-, lose 1 rep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exhibition&#039;&#039; (6th round only, replaces the two testing actions as the last action of the game): Select a potion you want to exhibit. Select two ingredients from your hand. If they make the correct potion, place your cube in the respective column and, if you are the first to exhibit that potion, gain 1 rep. If you fail, lose 1 rep. If you successfully exhibit both signs of the same colour, gain 2 rep.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonpetz&amp;diff=25420</id>
		<title>Gamehelpdungeonpetz</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonpetz&amp;diff=25420"/>
		<updated>2025-06-13T07:26:47Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: /* Evaluating Needs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
==Objective==&lt;br /&gt;
Run your pet shop, join exhibitions and sell pets to become the player with the highest reputation after 6 rounds.&lt;br /&gt;
&lt;br /&gt;
==Gameplay (4 players)==&lt;br /&gt;
===Phase 1: Setup===&lt;br /&gt;
* All players get income. The starting player and the player on their left get 1 gold. The other two players get 2 gold.&lt;br /&gt;
* Add food in the food stands according to the exhibition tile.&lt;br /&gt;
* Put 2 new artifacts, 2 new cages, 1 addon and 3 new baby pets.&lt;br /&gt;
* If there are remaining size 2 pets, they grow up to size 3. If there are remaining size 3 pets, they are discarded and 1 meat is added.&lt;br /&gt;
* Reveal the next exhibition tiles and customers.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Shopping===&lt;br /&gt;
* All players simultaneously and secretly divide their imps and gold into groups.&lt;br /&gt;
* A group must have at least 1 imp, but can have any number of gold.&lt;br /&gt;
* You can have at most 6 groups. You don&#039;t need to assign all imps or all gold.&lt;br /&gt;
* When everyone are finished, reveal all groups.&lt;br /&gt;
* Send the groups starting with the largest size (imp+gold). If multiple players are tied, start with the starting player.&lt;br /&gt;
* If a group is sent, all gold with it goes to the bank. If you decide to keep it home, you take back the gold.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Need Cards===&lt;br /&gt;
* Place new cages and addons, which cannot be moved later, but can be removed or replaced.&lt;br /&gt;
* Put all pets in cages (1 pet in 1 cage), they can be moved later with any suffering and mutations on it.&lt;br /&gt;
* If you cannot put all pets in cages, you must release the remaining pets and lose reputation for it.&lt;br /&gt;
* Each player has 1 card of each colour in hand at any time except phase 3.&lt;br /&gt;
* Draw 1 card of the same color for each revealed color bar and assign one card for each matching colour bar.&lt;br /&gt;
* You can assign potions, which needs nothing, instead of a need card.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Showing Off===&lt;br /&gt;
====Evaluating Needs====&lt;br /&gt;
* For each hunger need, spend a food token corresponding to the type of pet or put a suffering token on it.&lt;br /&gt;
* For each poop need, put a manure token in the cage.&lt;br /&gt;
* For each play need, hire an imp to entertain it or put a suffering token on it. An imp can play with two adjacent pets at once.&lt;br /&gt;
* If a pet’s anger needs exceed its cage’s strength, use one available imp for every anger need that is not handled by the cage or its addon, or it escapes and you lost it. All used imps for angry needs go to the hospital.&lt;br /&gt;
* If a pet’s magic needs exceed its cage’s antimagic, the pet mutates. Put 1 mutation token on the pet for each magic need that is not handled by the cage or its addon. If a pet has 2 or more mutations, it disappears and you lost it.&lt;br /&gt;
* If the total of manures and disease needs are larger than 2, put one suffering token on the pet for getting sick. Then place an additional suffering token for each point greater than 2.&lt;br /&gt;
* Discard need cards until you have 1 card of each colour, or 2-3 with related artifacts.&lt;br /&gt;
* If the number of suffering tokens on the pet is equal to or larger than its size, you lost it.&lt;br /&gt;
&lt;br /&gt;
====Scoring an Exhibition====&lt;br /&gt;
* Choose 1 of your pet to enter the exhibition or score your entire display.&lt;br /&gt;
* The symbols in the light frame count positively, while the symbols in the dark frame count negatively.&lt;br /&gt;
* If your exhibition score is 0 or less, you don&#039;t take part in the competition.&lt;br /&gt;
* The player with the highest score scores 8 reputation, then 6, 4 and 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Business===&lt;br /&gt;
====Selling Pets====&lt;br /&gt;
* Starting from round 3, there are customers. They will buy 1 pet from each player if they like it.&lt;br /&gt;
* You can only sell pets that are at least size 4.&lt;br /&gt;
* The symbols in the light frame count positively, while the symbols in the dark frame count negatively.&lt;br /&gt;
* You can only sell that pet when the match score is higher than 0.&lt;br /&gt;
* If there are rainbow colours, only different colours counts.&lt;br /&gt;
* If you sell on the black market, score reputation points equal to twice the match score.&lt;br /&gt;
* If you sell on the platform, you need an imp on the platform. You score reputation points equal to thrice the match score.&lt;br /&gt;
* Only 1 pet can be sold on the platform each round. The others must be sold on the black market.&lt;br /&gt;
* You receive the amount of gold depend on the size, and you receive 2 gold less if it has a mutation token.&lt;br /&gt;
&lt;br /&gt;
====Using Unused Imps====&lt;br /&gt;
* Discard all used need cards and potions.&lt;br /&gt;
* You can use an imp to clean 2 manures from an empty cage.&lt;br /&gt;
* After that, take 1 gold for each unused imp.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Aging===&lt;br /&gt;
* All pets grow. Pets with size 2 or 3 grow 2 sizes, pets with size 4-6 grow 1 size and pets with size 7 don&#039;t grow.&lt;br /&gt;
* Move all food one space to the right. Food in the rightmost space are discarded.&lt;br /&gt;
* Take back all your imps on the action spaces and display board. Imps on the platform stay there.&lt;br /&gt;
* Pass the starting token clockwise, unless it is the last round, in which the player with the lowest reputation takes it.&lt;br /&gt;
&lt;br /&gt;
==Final Scoring==&lt;br /&gt;
* The final scoring has 2 exhibitions: Business Acumen and Pet Display.&lt;br /&gt;
* Score normally like an exhibition, but if your exhibition score is negative, you lose 1 reputation point for every exhibition point below 0.&lt;br /&gt;
* The player with the highest reputation wins. In case of a tie, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
==Losing a Pet==&lt;br /&gt;
* If you lose a pet, remove the pet from the game.&lt;br /&gt;
* Discard all needs, suffering tokens and mutation tokens.&lt;br /&gt;
* All manure tokens remain in the cage.&lt;br /&gt;
* You lose 1 reputation point for each 10 reputation you have, rounding down.&lt;br /&gt;
&lt;br /&gt;
==Action Spaces==&lt;br /&gt;
* Food Stand: Take all the food from the stand (vegetables, meat or mixed).&lt;br /&gt;
* Artifacts: Take both artifacts. They are yours until the end of the game.&lt;br /&gt;
* Cage: Choose a cage. You can&#039;t take this action if your group has only 1 imp.&lt;br /&gt;
* Addon: Choose an addon and take it.&lt;br /&gt;
* Buying a Pet: The lower space allows you to choose a size 2 pet. The upper space allows you to take a size 3 pet. You can&#039;t take this action if you don&#039;t have gold.&lt;br /&gt;
* Inviting New Imps: Take back all your imps from this round and previous rounds.&lt;br /&gt;
* Visiting the Hospital: Draw a potion. Also take all injured imps back.&lt;br /&gt;
* Volunteering for Judging: Move your minion to space 2 in the exhibition tent.&lt;br /&gt;
* Booking Time on the Platform: At the end of the round, imps on this action space do not return to your Burrow Board. Instead, they will move over to the right side of the platform. When you sell a pet, you may use 1 of your imps on the platform.&lt;br /&gt;
&lt;br /&gt;
==2/3 Player Variant==&lt;br /&gt;
* After each round, pass the starting player token to the right.&lt;br /&gt;
* The starting player gets 1 gold and others get 2.&lt;br /&gt;
* There will be neutral imps that block spaces. They move following the arrows each round.&lt;br /&gt;
* For 2 players, the player with the higher score scores 6 reputation and the other score 2.&lt;br /&gt;
* For 3 players, the player with the highest score scores 7 reputation, then 4 and 2.&lt;br /&gt;
&lt;br /&gt;
==Double Symbol Variant==&lt;br /&gt;
* In this variant, you can choose to play a double symboled card as though it were 2 needs by turning it upside down. &lt;br /&gt;
* If you play it with the single symbol on top, it works in the usual way.&lt;br /&gt;
* If you play it with the double symbol on top, it gives the pet both depicted needs.&lt;br /&gt;
&lt;br /&gt;
==Forsight Variant==&lt;br /&gt;
* Regular forsight: Only reveal an exhibition and a customer at the start of the game.&lt;br /&gt;
* More forsight: Reveal two exhibitions and two customers at the start of the game.&lt;br /&gt;
* Full forsight: Reveal all information at the start.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemic&amp;diff=23688</id>
		<title>Gamehelppandemic</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemic&amp;diff=23688"/>
		<updated>2025-01-11T12:12:48Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play pandemic, see &amp;lt;b&amp;gt;[[Tips_pandemic]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
* Select from the actions listed below, up to 4 actions per turn.&lt;br /&gt;
* Role special abilities may change how an action works.&lt;br /&gt;
* Some actions involve discarding a card from your hand.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
==== Drive / Ferry ====&lt;br /&gt;
&lt;br /&gt;
* Move to a city connected to the one you are in.&lt;br /&gt;
&lt;br /&gt;
==== Direct Flight ====&lt;br /&gt;
&lt;br /&gt;
* Discard a City card to move to the city named on the card.&lt;br /&gt;
&lt;br /&gt;
==== Charter Flight ====&lt;br /&gt;
&lt;br /&gt;
* Discard the City card that matches the city you are in to move to any city.&lt;br /&gt;
&lt;br /&gt;
==== Shuttle Flight ====&lt;br /&gt;
&lt;br /&gt;
* Move from a city with a research station to any other city that has a research station.&lt;br /&gt;
&lt;br /&gt;
=== Build a Research Station ===&lt;br /&gt;
&lt;br /&gt;
* Discard the City card that matches the city you are in to place a research station there.&lt;br /&gt;
* 6 research stations may be built.&lt;br /&gt;
&lt;br /&gt;
=== Treat Disease ===&lt;br /&gt;
&lt;br /&gt;
* Remove 1 disease cube from the city you are in.&lt;br /&gt;
** If this disease colour has been cured, remove all cubes of that colour from the city you are in.&lt;br /&gt;
* If the last cube of a cured disease is removed from the board, this disease is eradicated. &lt;br /&gt;
&lt;br /&gt;
=== Share Knowledge ===&lt;br /&gt;
&lt;br /&gt;
* You can do this action in two ways:&lt;br /&gt;
*# give the City card that matches the city you are in to another player, or&lt;br /&gt;
*# take the City card that matches the city you are in from another player.&lt;br /&gt;
* The other player must also be in the city with you.&lt;br /&gt;
** Both of you need to agree to do this.&lt;br /&gt;
* If the player who gets the card now has more than 7 cards, that player must immediately discard a card or play an Event card.&lt;br /&gt;
&lt;br /&gt;
=== Discover a Cure ===&lt;br /&gt;
&lt;br /&gt;
* At any research station, discard 5 City cards of the same colour from your hand to cure the disease of that colour.&lt;br /&gt;
* Move the disease’s cure marker to its Cure Indicator.&lt;br /&gt;
* If no cubes of this colour are on the board, this disease is now eradicated.&lt;br /&gt;
&lt;br /&gt;
== After Your Actions ==&lt;br /&gt;
&lt;br /&gt;
* Draw two cards from the city draw pile to your hand.&lt;br /&gt;
** This pile includes city cards (1 per city), 5 event cards and 4-6 epidemic cards.&lt;br /&gt;
** There is a hand limit of 7 (city + event) cards enforced at all times.&lt;br /&gt;
* Draw 2-4 cards (according to infection rate) from the top of the infection draw pile and place 1 disease cube on each city shown.&lt;br /&gt;
** If the disease of that colour has been eradicated, no cube is placed there.&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Event Cards ===&lt;br /&gt;
* Event cards you draw may be used at any time (including during other players&#039; moves) except just when a card is about to be resolved.&lt;br /&gt;
* Playing an event card does not count as one of your four actions.&lt;br /&gt;
&lt;br /&gt;
=== Epidemics ===&lt;br /&gt;
If you draw an epidemic from the city deck (4 epidemics in Introductory Mode, 5 in Standard, 6 in Heroic):&lt;br /&gt;
* Move infection rate marker to the right.&lt;br /&gt;
* Draw infection card from bottom of deck and place 3 disease cubes on the city shown.&lt;br /&gt;
* Reshuffle the infection discard pile (including the new card) and place on top of the infection draw pile.&lt;br /&gt;
* Do all this twice if you happened to draw two epidemic cards.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
If you would have to place a 4th disease cube of the same colour in a city, an outbreak occurs instead.&lt;br /&gt;
* The outbreak marker is moved forward 1 step.&lt;br /&gt;
* All cities connected to the one where the outbreak occurs gain 1 disease cube of the colour of the outbreak city.&lt;br /&gt;
** Cities can therefore gain cubes of different colour.&lt;br /&gt;
* This can lead to chain reaction outbreaks.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
Each player has one of these roles assigned at the beginning of the game:&lt;br /&gt;
&lt;br /&gt;
=== Contingency Planner ===&lt;br /&gt;
&lt;br /&gt;
* Take an Event Card from the Discard pile and place it on the Role Card.&lt;br /&gt;
* It doesn&#039;t count against the limit of 7 hand cards.&lt;br /&gt;
&lt;br /&gt;
=== Dispatcher ===&lt;br /&gt;
&lt;br /&gt;
* Move any pawn to a city containing another pawn OR Move another player&#039;s pawn as if it were their own.&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
&lt;br /&gt;
* Remove all cubes of a colour when treating a city.&lt;br /&gt;
* For any cured disease:&lt;br /&gt;
** Treats for free when entering city, and&lt;br /&gt;
** prevents cubes/Outbreaks in their location.&lt;br /&gt;
&lt;br /&gt;
=== Operations Expert ===&lt;br /&gt;
&lt;br /&gt;
* Build a Research Station in their location without discarding a city card.&lt;br /&gt;
* Once per turn, move to any city from a Research Station, using any city card.&lt;br /&gt;
&lt;br /&gt;
=== Quarantine Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Prevents Outbreaks and placement of disease cubes in their location plus all connecting cities.&lt;br /&gt;
&lt;br /&gt;
=== Researcher ===&lt;br /&gt;
&lt;br /&gt;
* May give any card to a player in same location (during either player&#039;s turn).&lt;br /&gt;
&lt;br /&gt;
=== Scientist ===&lt;br /&gt;
&lt;br /&gt;
* Can cure a disease by using only 4, not 5, cards of the same colour.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
There is one way to win the game: &lt;br /&gt;
* Cure all 4 diseases.&lt;br /&gt;
&lt;br /&gt;
There are three ways to lose the game:&lt;br /&gt;
* Having an eighth outbreak;&lt;br /&gt;
* Needing to place a disease cube on the board and there are no more cubes available;&lt;br /&gt;
* Needing to draw a city card and there are no more city cards available.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemic&amp;diff=23672</id>
		<title>Gamehelppandemic</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemic&amp;diff=23672"/>
		<updated>2025-01-09T08:25:50Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play pandemic, see &amp;lt;b&amp;gt;[[Tips_pandemic]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
* Select from the actions listed below, up to 4 actions per turn.&lt;br /&gt;
* Role special abilities may change how an action works.&lt;br /&gt;
* Some actions involve discarding a card from your hand.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
==== Drive / Ferry ====&lt;br /&gt;
&lt;br /&gt;
* Move to a city connected to the one you are in.&lt;br /&gt;
&lt;br /&gt;
==== Direct Flight ====&lt;br /&gt;
&lt;br /&gt;
* Discard a City card to move to the city named on the card.&lt;br /&gt;
&lt;br /&gt;
==== Charter Flight ====&lt;br /&gt;
&lt;br /&gt;
* Discard the City card that matches the city you are in to move to any city.&lt;br /&gt;
&lt;br /&gt;
==== Shuttle Flight ====&lt;br /&gt;
&lt;br /&gt;
* Move from a city with a research station to any other city that has a research station.&lt;br /&gt;
&lt;br /&gt;
=== Build a Research Station ===&lt;br /&gt;
&lt;br /&gt;
* Discard the City card that matches the city you are in to place a research station there.&lt;br /&gt;
* 6 research stations may be built.&lt;br /&gt;
&lt;br /&gt;
=== Treat Disease ===&lt;br /&gt;
&lt;br /&gt;
* Remove 1 disease cube from the city you are in.&lt;br /&gt;
** If this disease colour has been cured, remove all cubes of that colour from the city you are in.&lt;br /&gt;
* If the last cube of a cured disease is removed from the board, this disease is eradicated. &lt;br /&gt;
&lt;br /&gt;
=== Share Knowledge ===&lt;br /&gt;
&lt;br /&gt;
* You can do this action in two ways:&lt;br /&gt;
*# give the City card that matches the city you are in to another player, or&lt;br /&gt;
*# take the City card that matches the city you are in from another player.&lt;br /&gt;
* The other player must also be in the city with you.&lt;br /&gt;
** Both of you need to agree to do this.&lt;br /&gt;
* If the player who gets the card now has more than 7 cards, that player must immediately discard a card or play an Event card.&lt;br /&gt;
&lt;br /&gt;
=== Discover a Cure ===&lt;br /&gt;
&lt;br /&gt;
* At any research station, discard 5 City cards of the same colour from your hand to cure the disease of that colour.&lt;br /&gt;
* Move the disease’s cure marker to its Cure Indicator.&lt;br /&gt;
* If no cubes of this colour are on the board, this disease is now eradicated.&lt;br /&gt;
&lt;br /&gt;
== After Your Actions ==&lt;br /&gt;
&lt;br /&gt;
* Draw two cards from the city draw pile to your hand.&lt;br /&gt;
** This pile includes city cards (1 per city), 5 event cards and 4-6 epidemic cards.&lt;br /&gt;
** There is a hand limit of 7 (city + event) cards enforced at all times.&lt;br /&gt;
* Draw 2-4 cards (according to infection rate) from the top of the disease draw pile and place 1 disease cube on each city shown.&lt;br /&gt;
** If the disease of that colour has been eradicated, no cube is placed there.&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Event Cards ===&lt;br /&gt;
* Event cards you draw may be used at any time (including during other players&#039; moves) except just when a card is about to be resolved.&lt;br /&gt;
* Playing an event card does not count as one of your four actions.&lt;br /&gt;
&lt;br /&gt;
=== Epidemics ===&lt;br /&gt;
If you draw an epidemic from the city deck (4 epidemics in Introductory Mode, 5 in Standard, 6 in Heroic):&lt;br /&gt;
* Move infection rate marker to the right.&lt;br /&gt;
* Draw infection card from bottom of deck and place 3 disease cubes on the city shown.&lt;br /&gt;
* Reshuffle the infection discard pile (including the new card) and place on top of the infection draw pile.&lt;br /&gt;
* Do all this twice if you happened to draw two epidemic cards.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
If you would have to place a 4th disease cube of the same colour in a city, an outbreak occurs instead.&lt;br /&gt;
* The outbreak marker is moved forward 1 step.&lt;br /&gt;
* All cities connected to the one where the outbreak occurs gain 1 disease cube of the colour of the outbreak city.&lt;br /&gt;
** Cities can therefore gain cubes of different colour.&lt;br /&gt;
* This can lead to chain reaction outbreaks.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
Each player has one of these roles assigned at the beginning of the game:&lt;br /&gt;
&lt;br /&gt;
=== Contingency Planner ===&lt;br /&gt;
&lt;br /&gt;
* Take an Event Card from the Discard pile and place it on the Role Card.&lt;br /&gt;
* It doesn&#039;t count against the limit of 7 hand cards.&lt;br /&gt;
&lt;br /&gt;
=== Dispatcher ===&lt;br /&gt;
&lt;br /&gt;
* Move any pawn to a city containing another pawn OR Move another player&#039;s pawn as if it were their own.&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
&lt;br /&gt;
* Remove all cubes of a colour when treating a city.&lt;br /&gt;
* For any cured disease:&lt;br /&gt;
** Treats for free when entering city, and&lt;br /&gt;
** prevents cubes/Outbreaks in their location.&lt;br /&gt;
&lt;br /&gt;
=== Operations Expert ===&lt;br /&gt;
&lt;br /&gt;
* Build a Research Station in their location without discarding a city card.&lt;br /&gt;
* Once per turn, move to any city from a Research Station, using any city card.&lt;br /&gt;
&lt;br /&gt;
=== Quarantine Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Prevents Outbreaks and placement of disease cubes in their location plus all connecting cities.&lt;br /&gt;
&lt;br /&gt;
=== Researcher ===&lt;br /&gt;
&lt;br /&gt;
* May give any card to a player in same location (during either player&#039;s turn).&lt;br /&gt;
&lt;br /&gt;
=== Scientist ===&lt;br /&gt;
&lt;br /&gt;
* Can cure a disease by using only 4, not 5, cards of the same colour.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
There is one way to win the game: &lt;br /&gt;
* Cure all 4 diseases.&lt;br /&gt;
&lt;br /&gt;
There are three ways to lose the game:&lt;br /&gt;
* Having an eighth outbreak;&lt;br /&gt;
* Needing to place a disease cube on the board and there are no more cubes available;&lt;br /&gt;
* Needing to draw a city card and there are no more city cards available.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemic&amp;diff=23671</id>
		<title>Gamehelppandemic</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemic&amp;diff=23671"/>
		<updated>2025-01-09T08:10:33Z</updated>

		<summary type="html">&lt;p&gt;Arjuna92: added missing rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play pandemic, see &amp;lt;b&amp;gt;[[Tips_pandemic]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
* Select from the actions listed below, up to 4 actions per turn.&lt;br /&gt;
* Role special abilities may change how an action works.&lt;br /&gt;
* Some actions involve discarding a card from your hand.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
==== Drive / Ferry ====&lt;br /&gt;
&lt;br /&gt;
* Move to a city connected to the one you are in.&lt;br /&gt;
&lt;br /&gt;
==== Direct Flight ====&lt;br /&gt;
&lt;br /&gt;
* Discard a City card to move to the city named on the card.&lt;br /&gt;
&lt;br /&gt;
==== Charter Flight ====&lt;br /&gt;
&lt;br /&gt;
* Discard the City card that matches the city you are in to move to any city.&lt;br /&gt;
&lt;br /&gt;
==== Shuttle Flight ====&lt;br /&gt;
&lt;br /&gt;
* Move from a city with a research station to any other city that has a research station.&lt;br /&gt;
&lt;br /&gt;
=== Build a Research Station ===&lt;br /&gt;
&lt;br /&gt;
* Discard the City card that matches the city you are in to place a research station there.&lt;br /&gt;
* 6 research stations may be built.&lt;br /&gt;
&lt;br /&gt;
=== Treat Disease ===&lt;br /&gt;
&lt;br /&gt;
* Remove 1 disease cube from the city you are in.&lt;br /&gt;
** If this disease colour has been cured, remove all cubes of that colour from the city you are in.&lt;br /&gt;
* If the last cube of a cured disease is removed from the board, this disease is eradicated. &lt;br /&gt;
&lt;br /&gt;
=== Share Knowledge ===&lt;br /&gt;
&lt;br /&gt;
* You can do this action in two ways:&lt;br /&gt;
*# give the City card that matches the city you are in to another player, or&lt;br /&gt;
*# take the City card that matches the city you are in from another player.&lt;br /&gt;
* The other player must also be in the city with you.&lt;br /&gt;
** Both of you need to agree to do this.&lt;br /&gt;
* If the player who gets the card now has more than 7 cards, that player must immediately discard a card or play an Event card.&lt;br /&gt;
&lt;br /&gt;
=== Discover a Cure ===&lt;br /&gt;
&lt;br /&gt;
* At any research station, discard 5 City cards of the same colour from your hand to cure the disease of that colour.&lt;br /&gt;
* Move the disease’s cure marker to its Cure Indicator.&lt;br /&gt;
* If no cubes of this colour are on the board, this disease is now eradicated.&lt;br /&gt;
&lt;br /&gt;
== After Your Actions ==&lt;br /&gt;
&lt;br /&gt;
* Draw two city cards to your hand. There is a hand limit of 7 enforced at all times.&lt;br /&gt;
* Draw 2-4 cards (according to infection rate) from the top of the disease draw pile and place 1 disease cube on each city shown.&lt;br /&gt;
** If the disease of that colour has been eradicated, no cube is placed there.&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Event Cards ===&lt;br /&gt;
* Event cards you draw may be used at any time (including in opponents&#039; moves) except just when a card is about to be resolved.&lt;br /&gt;
* Playing an event card does not count as one of your four actions.&lt;br /&gt;
&lt;br /&gt;
=== Epidemics ===&lt;br /&gt;
If you draw an epidemic from the city deck (4 epidemics in Introductory Mode, 5 in Standard, 6 in Heroic):&lt;br /&gt;
* Move infection rate marker to the right.&lt;br /&gt;
* Draw infection card from bottom of deck and place 3 disease cubes on the city shown.&lt;br /&gt;
* Reshuffle the infection discard pile (including the new card) and place on top of the infection draw pile.&lt;br /&gt;
* Do all this twice if you happened to draw two epidemic cards.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
If you would have to place a 4th disease cube of the same colour in a city, an outbreak occurs instead.&lt;br /&gt;
* The outbreak marker is moved forward 1 step.&lt;br /&gt;
* All cities connected to the one where the outbreak occurs gain 1 disease cube of the colour of the outbreak city.&lt;br /&gt;
** Cities can therefore gain cubes of different colour.&lt;br /&gt;
* This can lead to chain reaction outbreaks.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
Each player has one of these roles assigned at the beginning of the game:&lt;br /&gt;
&lt;br /&gt;
=== Contingency Planner ===&lt;br /&gt;
&lt;br /&gt;
* Take an Event Card from the Discard pile and place it on the Role Card.&lt;br /&gt;
* It doesn&#039;t count against the limit of 7 hand cards.&lt;br /&gt;
&lt;br /&gt;
=== Dispatcher ===&lt;br /&gt;
&lt;br /&gt;
* Move any pawn to a city containing another pawn OR Move another player&#039;s pawn as if it were their own.&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
&lt;br /&gt;
* Remove all cubes of a colour when treating a city.&lt;br /&gt;
* For any cured disease:&lt;br /&gt;
** Treats for free when entering city, and&lt;br /&gt;
** prevents cubes/Outbreaks in their location.&lt;br /&gt;
&lt;br /&gt;
=== Operations Expert ===&lt;br /&gt;
&lt;br /&gt;
* Build a Research Station in their location without discarding a city card.&lt;br /&gt;
* Once per turn, move to any city from a Research Station, using any city card.&lt;br /&gt;
&lt;br /&gt;
=== Quarantine Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Prevents Outbreaks and placement of disease cubes in their location plus all connecting cities.&lt;br /&gt;
&lt;br /&gt;
=== Researcher ===&lt;br /&gt;
&lt;br /&gt;
* May give any card to a player in same location (during either player&#039;s turn).&lt;br /&gt;
&lt;br /&gt;
=== Scientist ===&lt;br /&gt;
&lt;br /&gt;
* Can cure a disease by using only 4, not 5, cards of the same colour.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
There is one way to win the game: &lt;br /&gt;
* Cure all 4 diseases.&lt;br /&gt;
&lt;br /&gt;
There are three ways to lose the game:&lt;br /&gt;
* Having an eighth outbreak;&lt;br /&gt;
* Needing to place a disease cube on the board and there are no more cubes available;&lt;br /&gt;
* Needing to draw a city card and there are no more city cards available.&lt;/div&gt;</summary>
		<author><name>Arjuna92</name></author>
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