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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Avron</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-07T09:32:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27849</id>
		<title>Gamehelpmiams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27849"/>
		<updated>2025-12-24T03:06:20Z</updated>

		<summary type="html">&lt;p&gt;Avron: clarity for main site display&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object ==&lt;br /&gt;
&lt;br /&gt;
Get the most points by rolling dice to mark off fruit skewers.&lt;br /&gt;
The game ends when someone fills 50 hearts by marking skewers.&lt;br /&gt;
Play until everyone has had the same number of turns, and then highest score wins.&lt;br /&gt;
&lt;br /&gt;
== Flow of Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn, go through these 3 phases:&lt;br /&gt;
&lt;br /&gt;
== Roll ==&lt;br /&gt;
Roll all 5 white dice to try and make&lt;br /&gt;
the best possible fruit skewer&lt;br /&gt;
(aka. dice combination)&lt;br /&gt;
If your roll would allow more than one skewer,&lt;br /&gt;
you get to choose which one to score.&lt;br /&gt;
&lt;br /&gt;
Possibilities are:&lt;br /&gt;
&lt;br /&gt;
;Pair&lt;br /&gt;
:  - 2 identical fruits&lt;br /&gt;
;Three of a kind&lt;br /&gt;
:  - 3 identical fruits&lt;br /&gt;
;Full house&lt;br /&gt;
:  - 3 identical fruits and 2 other identical fruits&lt;br /&gt;
;Four of a kind&lt;br /&gt;
:  - 4 identical fruits&lt;br /&gt;
;Straight&lt;br /&gt;
:  - 5 different fruits&lt;br /&gt;
;Yums&lt;br /&gt;
:  - 5 identical fruits&lt;br /&gt;
&lt;br /&gt;
You may reroll, ONCE,&lt;br /&gt;
as many dice as you&lt;br /&gt;
wish.&lt;br /&gt;
&lt;br /&gt;
== Score == &lt;br /&gt;
Circle the next free box for the skewer you made.&lt;br /&gt;
&lt;br /&gt;
Score Hearts (in other words points) and Bonus tokens&lt;br /&gt;
depending on the skewer you made. Be aware that the bonuses are different on each score sheet.&lt;br /&gt;
If the heart track is full, take the remainder in stars; the end of the game triggers.&lt;br /&gt;
&lt;br /&gt;
If no skewer scores, mark off a &amp;quot;catch-up&amp;quot; space - you&#039;ll get the associated bonus.&lt;br /&gt;
&lt;br /&gt;
For every cross rolled, the other players cross off a free scoring box of their choice. They get the bonuses but not the points.&lt;br /&gt;
&lt;br /&gt;
If you mark (either circle or cross out) all the scoring boxes in the first column, score 3 stars.&lt;br /&gt;
&lt;br /&gt;
Bonuses are:&lt;br /&gt;
&lt;br /&gt;
;Reroll token&lt;br /&gt;
:  - Spend a reroll token to reroll dice an extra time&lt;br /&gt;
;Stars&lt;br /&gt;
:  - Stars are spent in the buy round, or are each a point at the end of the game&lt;br /&gt;
;Red Die&lt;br /&gt;
:  - Spend before rolling to add the red die. The red die has a wild marshmallow face instead of a cross.&lt;br /&gt;
&lt;br /&gt;
== Buy ==&lt;br /&gt;
Buy a Yums card to obtain powerful&lt;br /&gt;
effects&lt;br /&gt;
&lt;br /&gt;
Choose a card from the display, paying stars based on it&#039;s position. Cards slide down to fill.&lt;br /&gt;
&lt;br /&gt;
Types of cards:&lt;br /&gt;
;Permanent cards&lt;br /&gt;
:  - ongoing abilities for the rest of the game&lt;br /&gt;
;One time use&lt;br /&gt;
:  - discard to get a benefit&lt;br /&gt;
;End of turn&lt;br /&gt;
:  - trigger after every scoring round&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchakra&amp;diff=25154</id>
		<title>Gamehelpchakra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchakra&amp;diff=25154"/>
		<updated>2025-05-28T12:05:01Z</updated>

		<summary type="html">&lt;p&gt;Avron: not strictly two player&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components &amp;amp; Setup == &lt;br /&gt;
* The common lotus board has 7 coloured karma spaces for the face down plenitude tokens.  Each token shows a value from 1 to 4, which indicates the number of plenitude points that a player wins when they have harmonized the corresponding Chakra. There are 8 tokens total (2 of each value) - each game, one is unused. &lt;br /&gt;
* The bottom half of the lotus board has three vertical streams of maya flow holding the energies.&lt;br /&gt;
* The universe bag has different energies, 3 of each colour per player.&lt;br /&gt;
* Each player has 5 inspiration tokens and a randomly allocated coloured meditation token which allows them to see the initial value of one plenitude token.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Get the most plenitude points by harmonizing (placing three energy of the right colour) chakras and alleviating negative energies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
During their turn, the player performs one of these 3 actions:&lt;br /&gt;
&lt;br /&gt;
=== Receive Energies ===&lt;br /&gt;
* The player takes 1, 2, or 3 energy of different colours from the same maya flow (vertical column).&lt;br /&gt;
* If a player wants to take energy from a flow that shows at least 1 negative energy (black), they must take it, with or without other energy gems of different colours. &lt;br /&gt;
* All the energy that a player has taken must be placed in the same location:&lt;br /&gt;
* Either on the bhagya bubbles above the purple Chakra (each bubble can hold only one energy).&lt;br /&gt;
* Or directly on a chakra, after having placed an inspiration token in the notch next to the chakra. &lt;br /&gt;
* Each chakra can hold up to 3 energies. If there is already an inspiration token in the notch, placing energy directly on this chakra is no longer allowed.&lt;br /&gt;
&lt;br /&gt;
=== Channel Energy ===&lt;br /&gt;
* The player places one of their Inspiration tokens on one of the 8 Inspiration spaces (movement) of their board, if there is no token on it yet.&lt;br /&gt;
* Then, they perform the corresponding action.&lt;br /&gt;
* All the moves indicated by the chosen action must be performed. If it is not possible, this action cannot be chosen.&lt;br /&gt;
* A move is allowed if there is a free space on each chakra that you cross and/or reach.&lt;br /&gt;
* The indicated moves are not simultaneous: the player chooses in which order they are performed. &lt;br /&gt;
* If a chakra is harmonized (entirely filled with energy of the same colour), energies can skip this chakra without counting towards the moves performed. &lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
* Move down three energies by one chakra.&lt;br /&gt;
* Move down one energy by two chakras, and another energy by one chakra.&lt;br /&gt;
* Move down one energy by three chakras.&lt;br /&gt;
* Move up one energy by two chakras.&lt;br /&gt;
* Move up two energy by one chakra.&lt;br /&gt;
* Move down one energy and move up another energy by one chakra.&lt;br /&gt;
* Move one energy up or down by one Chakra.&lt;br /&gt;
* Discard one alleviated energy (a black energy at the lowest position), and then choose one energy from the bag. You must place it in an available Bhagya bubble at the top.&lt;br /&gt;
&lt;br /&gt;
=== Meditate ===&lt;br /&gt;
When a player meditates, they perform these 2 actions:&lt;br /&gt;
&lt;br /&gt;
==== Take Inspiration ====&lt;br /&gt;
* They take back all their Inspiration tokens placed on Inspiration spaces.&lt;br /&gt;
* Meditating does not allow a player to take back the Inspiration tokens placed in the notches next to the Chakras.&lt;br /&gt;
* A player can meditate even when all their Inspiration tokens are not used.&lt;br /&gt;
&lt;br /&gt;
==== Look ====&lt;br /&gt;
* They choose a new coloured Meditation token and place it on their individual board next to the same-coloured Chakra. &lt;br /&gt;
* Then, secretly look at the corresponding Plenitude token.&lt;br /&gt;
&lt;br /&gt;
== Fine Points ==&lt;br /&gt;
=== Harmonizing a Chakra ===&lt;br /&gt;
* A Chakra is harmonized when a player has collected 3 energy of its colour on it.&lt;br /&gt;
* If an Inspiration token was placed in the notch next to the harmonized Chakra, the player immediately takes it back.&lt;br /&gt;
&lt;br /&gt;
=== Alleviating Negative Energies ===&lt;br /&gt;
* When a black energy reaches the earth (the area under the red Chakra), this energy is considered as alleviated. &lt;br /&gt;
* The number of alleviated energy that the earth can hold is unlimited.&lt;br /&gt;
* Each one is worth 1 point at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
* The end of the game is triggered when a player has at least five harmonized Chakras at the end of their turn.&lt;br /&gt;
* The current round is finished, allowing all players the same number of turns (check the First player token for a reminder).&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
* The 7 Plenitude tokens placed on the Lotus board are revealed, and each player counts their plenitude level.&lt;br /&gt;
* Players gain 1 to 4 plenitude points for each harmonized chakra.&lt;br /&gt;
* Players also gain 1 plenitude point for each alleviated energy. &lt;br /&gt;
* Any negative energy still on the player’s board do not count as negative points.&lt;br /&gt;
* Each player counts, on their board, the number of aligned harmonized Chakras, from the bottom to the top. The player(s) with the most Chakras thus aligned gain 2 plenitude points.&lt;br /&gt;
* Most plenitude points wins.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
[[File:Chakra harmonization bonus.png]]&lt;br /&gt;
&lt;br /&gt;
The first player scores:&lt;br /&gt;
* For the harmonized chakra - 12 points (blue - 4; light blue - 2; green - 1; yellow - 3; orange - 2)&lt;br /&gt;
* For alleviated energy - 2 points (1 point per each)&lt;br /&gt;
* Total: 14 points&lt;br /&gt;
&lt;br /&gt;
The second player scores:&lt;br /&gt;
* For the harmonized chakra - 10 points (blue - 4; yellow - 3; orange - 2, red - 1)&lt;br /&gt;
* For alleviated energy - 0 points&lt;br /&gt;
* Harmonization bonus: 2 points &lt;br /&gt;
* Total: 12 points&lt;br /&gt;
&lt;br /&gt;
First player wins.&lt;br /&gt;
&lt;br /&gt;
Harmonization explanation: to work out who will get the harmonization bonus, see whether either player has harmonized the red chakra.&lt;br /&gt;
* If no player has harmonized their red chakra, no-one gets the harmonization bonus.&lt;br /&gt;
* If only one player has harmonized their red chakra, that player will get the harmonization bonus•.&lt;br /&gt;
* If more than one player has harmonized their red chakra, those players check their orange chakra for completion, continuing upwards from red to see who has the longest unbroken sequence of harmonized chakras. This player will get the harmonization bonus.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Module A: Yin Yang ===&lt;br /&gt;
* There are 3 positive energies (white) per player in the universe bag.&lt;br /&gt;
* If a player wants to take energy from a flow with at least one positive energy (white), they must take it with other energies.&lt;br /&gt;
* White energies cannot be taken with black energies.&lt;br /&gt;
* A Chakra is considered temporarily harmonized when it contains 3 energies with at least one positive energy.&lt;br /&gt;
* However, inspiration tokens cannot be returned and it scores no points at the end of the game.&lt;br /&gt;
* When both a black and white energy are on the same chakra at the end of your turn, discard both energies and get a half yin-yang token.&lt;br /&gt;
* At the end of the game, each complete yin-yang scores 3 points while half a yin-yang scores 1.&lt;br /&gt;
* You can move a white energy onto the earth but it scores no points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Module D: Objectives ===&lt;br /&gt;
* Reveal 3 objectives in the centre of the table if there are 3 or more players, else 2. &lt;br /&gt;
* Place a token of 2 and a token of 1 points on each objective.&lt;br /&gt;
* The first player to achieve an objective takes the 2 value bonus, while the second player to achieve the same objective takes the 1 value bonus.&lt;br /&gt;
* A player cannot take both bonuses for the same objective, even if it can be achieved more than once during a game.&lt;br /&gt;
* At the end of the game, add the value of your bonuses to your total score.&lt;br /&gt;
&lt;br /&gt;
==== Objectives ====&lt;br /&gt;
* Harmonize the chakras shown (3 possibilities - blue and orange / light blue and yellow / purple and red).&lt;br /&gt;
* Have at least one energy in each chakra.&lt;br /&gt;
* Harmonize 3 successive chakras.&lt;br /&gt;
* Harmonize 2 pairs of different chakras touching each other. (3 successive does not qualify.)&lt;br /&gt;
* Collect all meditation tokens.&lt;br /&gt;
* Alleviate 3 black energies.&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpontour&amp;diff=25149</id>
		<title>Gamehelpontour</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpontour&amp;diff=25149"/>
		<updated>2025-05-28T01:47:28Z</updated>

		<summary type="html">&lt;p&gt;Avron: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’re living the dream! You are in a band and about to go on tour! It’s your job to schedule the band’s stops over the 100-day tour, visiting as many U.S. states or European countries as possible.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The dice are rolled and the results are combined to form two different 2-digit numbers (i.e. 1 &amp;amp; 4 combine to form 14 &amp;amp; 41). A card is drawn and the lower number of the 2 is written on that card&#039;s state (or country), on each player map. The number is then circled.&lt;br /&gt;
&lt;br /&gt;
That step is then repeated another time with the lower number, then two more time with the higher number.&lt;br /&gt;
&lt;br /&gt;
The 4 cards are removed from the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn, 3 cards are revealed for all players and the two dice are rolled, creating two 2-digit numbers.&lt;br /&gt;
&lt;br /&gt;
All players simultaneously write each of these numbers in two empty states on their board. When writing numbers, players choose two of the three cards. The numbers must be written in one of the regions on the displayed cards (North, Central...). If you write a number on the same state displayed on the card, it is circled. When writing numbers, a different card must be used for each number.&lt;br /&gt;
&lt;br /&gt;
If you are unable to place any number in a state, because the states in the regions provided on the cards are all full (normally near the end of the game), you must place an (X) within a state in one of the valid regions.&lt;br /&gt;
&lt;br /&gt;
If all three cards display the same region OR if doubles are rolled, each player draws one star in any one empty state on their board instead of writing numbers. The state must be in the same region as shown on the card. The star is circled.&lt;br /&gt;
&lt;br /&gt;
== End of the game and scoring ==&lt;br /&gt;
When only one or two empty states remain, cards aren&#039;t flipped. Instead, the dice are rolled and players may freely write numbers in any remaining states, following the usual rules.&lt;br /&gt;
&lt;br /&gt;
When all states are filled, the game ends. Beginning in any state, draw a continuous route for your tour. The line must continue to any adjacent state with a number equal to or greater than the previous state you started in. Stars are wild and count as any number. You can never return to a state that you have already visited.  Your route MAY NOT pass through any state that was filled with an (X).&lt;br /&gt;
&lt;br /&gt;
Score one point for each state you visit and an additional point for each encircled star or number on your route.&lt;br /&gt;
&lt;br /&gt;
The highest score is the winner!  If tied, the band manager with the most circled states is the winner.&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailroadink&amp;diff=25021</id>
		<title>Gamehelprailroadink</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailroadink&amp;diff=25021"/>
		<updated>2025-05-20T13:57:54Z</updated>

		<summary type="html">&lt;p&gt;Avron: &amp;quot;dice&amp;quot; is plural, &amp;quot;die&amp;quot; is singular, &amp;quot;dices&amp;quot; is to play with dice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each player draws route networks.&lt;br /&gt;
The more Exits you connect to the same Network, the more points it will be worth. Bonus points can be earned for your Longest Railway, your Longest Highway, and by drawing on the Central Spaces of your Board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Game==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, the Route dice are rolled once.&lt;br /&gt;
&lt;br /&gt;
The results of the roll will determine which Routes all players must draw that round.&lt;br /&gt;
&lt;br /&gt;
After the roll, all players play simultaneously, drawing the Routes rolled on their own boards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 7th round (6th round with expansions).&lt;br /&gt;
&lt;br /&gt;
===Drawing routes===&lt;br /&gt;
&lt;br /&gt;
* Each Route you draw &#039;&#039;&#039;must be connected&#039;&#039;&#039; by at least one side to either one of the Exits or a preexisting Route.&lt;br /&gt;
* You must draw all 4 Routes (only once) shown on the dice each round, if possible.&lt;br /&gt;
* You can’t draw Routes in a way that directly connects Railways to Highways or vice versa (you need a Station to do that).&lt;br /&gt;
&lt;br /&gt;
You can freely rotate and/or reverse the pattern you see on the die.&lt;br /&gt;
&lt;br /&gt;
====Route dice faces====&lt;br /&gt;
3 dice have:&lt;br /&gt;
* Curved Railway&lt;br /&gt;
* T-junction Railway&lt;br /&gt;
* Straight Railway&lt;br /&gt;
* Curved Highway&lt;br /&gt;
* T-junction Highway&lt;br /&gt;
* Straight Highway&lt;br /&gt;
&lt;br /&gt;
1 die has:&lt;br /&gt;
* 2 × Overpass (Straight Railway + Straight Highway, they are not connected)&lt;br /&gt;
* 2 × Straight Station (Railway and Highway are connected)&lt;br /&gt;
* 2 × Curved Station (Railway and Highway are connected)&lt;br /&gt;
&lt;br /&gt;
===Special Routes===&lt;br /&gt;
&lt;br /&gt;
* Each player can also use 6 Special Routes, displayed at the top part of the boards&lt;br /&gt;
* Each special route can be &#039;&#039;&#039;used only once&#039;&#039;&#039; per player.&lt;br /&gt;
* You may draw a Special Route &#039;&#039;&#039;1 per round&#039;&#039;&#039;, in addition to the Routes shown on the Route dice.&lt;br /&gt;
* You can only use &#039;&#039;&#039;up to 3&#039;&#039;&#039; Special Routes during the &#039;&#039;&#039;entire game&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===End of the round===&lt;br /&gt;
&lt;br /&gt;
The number of the round is added in each spaces where a route has been drawn.&lt;br /&gt;
&lt;br /&gt;
You can &#039;&#039;&#039;never erase&#039;&#039;&#039; the Routes you drew in a previous round.&lt;br /&gt;
&lt;br /&gt;
===Score===&lt;br /&gt;
====Networks====&lt;br /&gt;
For each networks, count the number of exits connected to it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Network Values&lt;br /&gt;
|-&lt;br /&gt;
|Number of Exits&lt;br /&gt;
|0&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;
|Points&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|16&lt;br /&gt;
|20&lt;br /&gt;
|24&lt;br /&gt;
|28&lt;br /&gt;
|32&lt;br /&gt;
|36&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the main way to score points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Longest Highway====&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;longest unbroken streak&#039;&#039;&#039; of adjacent and connected Highway routes.&lt;br /&gt;
Stations do not interrupt your Highway. A single space may be counted twice provided different routes are used.&lt;br /&gt;
&lt;br /&gt;
You score &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space that makes up your longest route.&lt;br /&gt;
&lt;br /&gt;
====Longest Railway====&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;longest unbroken streak&#039;&#039;&#039; of adjacent and connected Railway routes.&lt;br /&gt;
Stations do not interrupt your Railway. A single space may be counted twice provided different routes are used.&lt;br /&gt;
&lt;br /&gt;
You score &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space that makes up your longest route.&lt;br /&gt;
&lt;br /&gt;
====Central spaces====&lt;br /&gt;
&lt;br /&gt;
You score &#039;&#039;&#039;1 point&#039;&#039;&#039; for each Central Space you drew anything on.&lt;br /&gt;
Central Spaces are the 9 spaces in the middle of your board.&lt;br /&gt;
&lt;br /&gt;
====Error====&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;lose 1 point&#039;&#039;&#039; for each error.&lt;br /&gt;
&lt;br /&gt;
Each end of a Route (Highway or Railway) which is not connected to another Route or the outer edge (Exit or simple edge) counts as an Error.&lt;br /&gt;
&lt;br /&gt;
Expansions may add additional Error conditions.&lt;br /&gt;
&lt;br /&gt;
====Expansion points====&lt;br /&gt;
&lt;br /&gt;
Watch the related expansion score.&lt;br /&gt;
In the base game, there is no score for this part.&lt;br /&gt;
&lt;br /&gt;
====Total====&lt;br /&gt;
&lt;br /&gt;
Add up all the points from &#039;&#039;Networks&#039;&#039;, &#039;&#039;Longest Highway&#039;&#039;, &#039;&#039;Longest Railway&#039;&#039;, &#039;&#039;Central spaces&#039;&#039;, and &#039;&#039;Expansion points&#039;&#039; (if any), subtract points from &#039;&#039;Error&#039;, and you get your final score.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
In case of a tie, the winner is the player with fewest errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Deep Blue Edition: River Dice ===&lt;br /&gt;
&lt;br /&gt;
Rivers are a third kind of Route but they can&#039;t be used to connect Exits. They can be connected to each other to create a River.&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;6 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== River dice faces ====&lt;br /&gt;
2 River dice:&lt;br /&gt;
* 1 × Straight River&lt;br /&gt;
* 3 × Curved River&lt;br /&gt;
* Straight River with a Highway bridge&lt;br /&gt;
* Straight River with a Railway bridge&lt;br /&gt;
&lt;br /&gt;
==== Changing rules ====&lt;br /&gt;
Each round:&lt;br /&gt;
* You may draw 0, 1, or 2 River dice.&lt;br /&gt;
* Rivers you draw &#039;&#039;&#039;don&#039;t have to&#039;&#039;&#039; be connected to preexisting Routes and/or Rivers.&lt;br /&gt;
* Rivers can&#039;t connect to other kinds of Routes nor Exits.&lt;br /&gt;
&lt;br /&gt;
==== River score ====&lt;br /&gt;
* Each end of a River which is &#039;&#039;&#039;not connected&#039;&#039;&#039; to another River or the outer edge counts as &#039;&#039;&#039;1 Error&#039;&#039;&#039;.&lt;br /&gt;
* For 1 of your Rivers, you gain &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space of the river and an additional &#039;&#039;&#039;3 points&#039;&#039;&#039; if &#039;&#039;&#039;both ends&#039;&#039;&#039; are connected to the outer edge.&lt;br /&gt;
&lt;br /&gt;
=== Deep Blue Edition: Lake Dice ===&lt;br /&gt;
&lt;br /&gt;
Lakes allows you to create bigger Networks by connecting your Routes to a lake.&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;6 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Lake dices face ====&lt;br /&gt;
2 Lake dice:&lt;br /&gt;
* Half water (diagonal separation)&lt;br /&gt;
* 3/4 water&lt;br /&gt;
* 1/4 water&lt;br /&gt;
* Half water (diagonal separation) + pier connected to Highway and Railway&lt;br /&gt;
* 1/4 water + pier connected to Highway&lt;br /&gt;
* 1/4 water + pier connected to Railway&lt;br /&gt;
&lt;br /&gt;
==== Changing rules ====&lt;br /&gt;
Each round:&lt;br /&gt;
* You may draw 0, 1, or 2 Lake dice.&lt;br /&gt;
* Lake you draw &#039;&#039;&#039;don&#039;t have to&#039;&#039;&#039; be connected to preexisting Routes and/or Lake.&lt;br /&gt;
* If an empty space has &#039;&#039;&#039;3&#039;&#039;&#039; sides adjacent to open water, it must be &#039;&#039;&#039;filled with water&#039;&#039;&#039; immediately.&lt;br /&gt;
&lt;br /&gt;
==== Lake score ====&lt;br /&gt;
* Open water does not count as Error.&lt;br /&gt;
* Networks connected to the same lake (by Piers) are also &#039;&#039;&#039;connected to each other&#039;&#039;&#039;.&lt;br /&gt;
* You get &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space occupied by your &#039;&#039;&#039;smallest Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Blazing Red Edition: Meteor Dice ===&lt;br /&gt;
&lt;br /&gt;
Meteors will wreak havoc and destruction, but they also bring precious minerals and ores to Earth.&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;6 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Meteor dices face ====&lt;br /&gt;
1 Meteor die shows a distance:&lt;br /&gt;
* 2 × distance 1&lt;br /&gt;
* 2 × distance 2&lt;br /&gt;
* 2 × distance 3&lt;br /&gt;
&lt;br /&gt;
1 Meteor die shows a direction:&lt;br /&gt;
* To the left&lt;br /&gt;
* To the right&lt;br /&gt;
* To the top&lt;br /&gt;
* To the bottom&lt;br /&gt;
* 2 × To the direction of your choice&lt;br /&gt;
&lt;br /&gt;
==== Changing rules ====&lt;br /&gt;
Each round:&lt;br /&gt;
* At the beginning of the round draw a crater where the Meteor hits.&lt;br /&gt;
** At the beginning of the game the initial position is the central space, then the initial position is the last space where a Meteor hit.&lt;br /&gt;
** From the initial position, draw a crater in the direction shown by the dice and at a distance shown by the other dice.&lt;br /&gt;
** A Crater &#039;&#039;&#039;erases any previous Route&#039;&#039;&#039; in this space.&lt;br /&gt;
** If, while moving toward its next target, the Meteor &#039;&#039;&#039;reaches the edge&#039;&#039;&#039;, it bounces in the &#039;&#039;&#039;opposite direction&#039;&#039;&#039; to complete its movement.&lt;br /&gt;
** If the Meteor will hit a space that &#039;&#039;&#039;already contains a Crater&#039;&#039;&#039;, keeps moving in the same direction until it can hit a free space or it bounces.&lt;br /&gt;
* At the beginning of the round, you can &#039;&#039;&#039;mark an available Special Route to ignore&#039;&#039;&#039; the Meteor dice this round.&lt;br /&gt;
* You &#039;&#039;&#039;can erase a Crater&#039;&#039;&#039; to draw a new Route in its place.&lt;br /&gt;
&lt;br /&gt;
==== Meteor score ====&lt;br /&gt;
* You get &#039;&#039;&#039;2 points&#039;&#039;&#039; for each Route that has an &#039;&#039;&#039;open end connected&#039;&#039;&#039; to a Crater (these open ends don&#039;t count as Errors).&lt;br /&gt;
&lt;br /&gt;
=== Blazing Red Edition: Lava Dice ===&lt;br /&gt;
&lt;br /&gt;
Volcanoes start erupting, but the Route building must go on!&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;6 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Lava dices face ====&lt;br /&gt;
2 Lava dice:&lt;br /&gt;
* 2 × half lava (diagonal separation)&lt;br /&gt;
* half lava (opposite sides)&lt;br /&gt;
* 3/4 lava&lt;br /&gt;
* 1/4 lava + Straight Highway&lt;br /&gt;
* 1/4 lava + Straight Railway&lt;br /&gt;
&lt;br /&gt;
==== Changing rules ====&lt;br /&gt;
* At the beginning of the game, draw a Volcano (with 4 lava sides) in the central Space.&lt;br /&gt;
Each round:&lt;br /&gt;
* You have to draw 1 or 2 Lava dice.&lt;br /&gt;
* Lava you draw &#039;&#039;&#039;must be connected&#039;&#039;&#039; to preexisting Lava.&lt;br /&gt;
* You can &#039;&#039;&#039;draw a new Volcano&#039;&#039;&#039; in any space not adjacent to preexisting Lava.&lt;br /&gt;
* If there are no free spaces adjacent to open Lava, you must either open &#039;&#039;&#039;a new volcano&#039;&#039;&#039; or &#039;&#039;&#039;erase a Route&#039;&#039;&#039; to make space for it.&lt;br /&gt;
&lt;br /&gt;
==== Lava score ====&lt;br /&gt;
* Open Lava side count as &#039;&#039;&#039;1 Error&#039;&#039;&#039;.&lt;br /&gt;
* You get &#039;&#039;&#039;5 points&#039;&#039;&#039; for each Lava lake &#039;&#039;&#039;without open sides&#039;&#039;&#039;.&lt;br /&gt;
* You get &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space occupied by your &#039;&#039;&#039;largest Lava Lake&#039;&#039;&#039; (even if it is not closed).&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptexasholdem&amp;diff=20778</id>
		<title>Gamehelptexasholdem</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptexasholdem&amp;diff=20778"/>
		<updated>2024-04-14T02:52:12Z</updated>

		<summary type="html">&lt;p&gt;Avron: /* Hand rankings */ capitalise hands, + typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Texas Hold&#039;em is a card game played with a standard 52-card deck. In each hand, every player is dealt two cards, called the &amp;quot;hole cards&amp;quot;, and then several betting rounds commence, where five community cards are eventually dealt face-up on the table.&lt;br /&gt;
&lt;br /&gt;
In each betting round, players take turns adding chips to the pot. Each other player must meet or exceed the bet to remain in the hand and keep playing for the pot.&lt;br /&gt;
&lt;br /&gt;
A player wins a hand in two situations: A) every other player has given up (&amp;quot;folded&amp;quot;), or B) when the final community card is revealed, each remaning player reveals their hole cards (&amp;quot;showdown&amp;quot;). The player who makes the strongest &#039;&#039;&#039;five-card&#039;&#039;&#039; poker hand out of their &#039;&#039;&#039;seven&#039;&#039;&#039; cards (the five community cards plus their two hole cards) wins the hand.&lt;br /&gt;
&lt;br /&gt;
The player who wins the hand collects the pot. All cards are shuffled and a new hand is dealt.&lt;br /&gt;
&lt;br /&gt;
When a player runs out of chips, they are eliminated from the game. The winner is the last standing player, who has won all chips from all the other players!&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Hole cards: A player&#039;s two cards in hand, hidden from all other players.&lt;br /&gt;
&lt;br /&gt;
Community cards: The cards face-up on the table, that all players can use to make their Poker hands.&lt;br /&gt;
&lt;br /&gt;
Flop: The first three community cards (which are dealt all at once).&lt;br /&gt;
&lt;br /&gt;
Turn: The fourth community card.&lt;br /&gt;
&lt;br /&gt;
River: The fifth and final community card.&lt;br /&gt;
&lt;br /&gt;
Showdown: When hole cards are revealed at the end of a hand.&lt;br /&gt;
&lt;br /&gt;
Pot: The collective chips that have been bet by all players this hand. The winner of the hand will take those chips.&lt;br /&gt;
&lt;br /&gt;
Stack: An individual player&#039;s total amount of chips.&lt;br /&gt;
&lt;br /&gt;
Call: To increase your own bet so that it matches the highest current bet.&lt;br /&gt;
&lt;br /&gt;
Check: To pass without betting more, when your bet already matches the highest current bet.&lt;br /&gt;
&lt;br /&gt;
Raise: To increase the current bet.&lt;br /&gt;
&lt;br /&gt;
All-in: To bet all the chips you have left.&lt;br /&gt;
&lt;br /&gt;
Fold: To give up the hand. You are out of the hand and lose all chips you have already bet to the pot.&lt;br /&gt;
&lt;br /&gt;
== Betting ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-flop, and the structure of the betting round in general ===&lt;br /&gt;
At the start of the game, a random player is designated the &#039;&#039;dealer&#039;&#039; for the first hand. This is indicated with the &#039;&#039;dealer button&#039;&#039; in front of them. The dealer button rotates clockwise after every hand. The dealer position serves to show which players will be posting the &#039;&#039;blinds&#039;&#039;, and which players will be beginning the betting rounds.&lt;br /&gt;
&lt;br /&gt;
In the first (pre-flop) betting round, the player immediately clockwise from the dealer posts the &#039;&#039;small blind&#039;&#039;. The &#039;&#039;blinds&#039;&#039; are mandatory bets that always begin the pre-flop betting round. The next player clockwise posts the &#039;&#039;big blind&#039;&#039;, which is always twice as large as the small blind. You can see the current blinds level below the play area.&lt;br /&gt;
&lt;br /&gt;
Each player is dealt two cards, then pre-flop betting commences. The player clockwise from the big blind chooses whether to &#039;&#039;call&#039;&#039;, &#039;&#039;raise&#039;&#039;, or &#039;&#039;fold&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If your current bet is smaller than the &#039;&#039;highest&#039;&#039; bet someone has made this round, you must call or raise to meet or exceed that bet to stay in the hand. If you do not wish to do so, you must fold. The big blind is a bet, thus, if you are the first to act after the big blind, you must either call (bet equal to the big blind), raise (bet more than the big blind), or fold.&lt;br /&gt;
&lt;br /&gt;
Betting ends when each players has either bet the same amount, gone all-in, or folded. A pre-flop betting round example:&lt;br /&gt;
&lt;br /&gt;
* Alice is the small blind (1), Bob is the big blind (2), Charlie is the dealer.&lt;br /&gt;
* Charlie sits after the big blind and begins the betting round. Charlie chooses to &#039;&#039;call&#039;&#039; and puts 2 points worth of chips in front of him.&lt;br /&gt;
* Alice has a bet of 1 but needs to pay 2 total to stay in the hand. But she has a good feeling about this hand and chooses to &#039;&#039;raise&#039;&#039; instead, and adds 3 additional points to her bet, making the total &#039;&#039;&#039;4&#039;&#039;&#039; points.&lt;br /&gt;
* Bob has a bet of 2 but needs 4 to stay in the hand. Bob chooses to &#039;&#039;fold&#039;&#039;. He does not need to pay any more chips, but the 2 he already bet as the big blind are lost to the pot.&lt;br /&gt;
* Charlie has a bet of 2 but needs 4 to stay in the hand. He chooses to &#039;&#039;call&#039;&#039; again, increasing his bet by 2, to 4.&lt;br /&gt;
* Now every remaining player (Alice and Charlie) have a bet of 4 on the table. Since Charlie did not raise, Alice does not get a chance to act again - Charlie closes the action by calling. The betting round ends and all bet chips are placed in the pot.&lt;br /&gt;
&lt;br /&gt;
=== Flop ===&lt;br /&gt;
Three cards are dealt face-up on the table. Then a new betting round starts. &#039;&#039;&#039;There are no additional blinds.&#039;&#039;&#039; Those are only paid in the pre-flop round. Remember how the player clockwise after the big blind position began action in the pre-flop round? That was an exception - in all other betting rounds, &#039;&#039;&#039;the player after the &#039;&#039;dealer&#039;&#039; begins&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Since there are no blinds on the table now, the first player now has the option to &#039;&#039;check&#039;&#039; with a bet of zero if they wish. Or they can bet. (They can fold too, but this is inadvisable since staying in the hand is free at this point!)&lt;br /&gt;
&lt;br /&gt;
=== Turn ===&lt;br /&gt;
The fourth community card is dealt, followed by a new betting round.&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
The fifth and final community card is dealt, followed by a final betting round.&lt;br /&gt;
&lt;br /&gt;
If the final betting round closes out with more than one player still in the hand, each remaining player shows their hole cards and makes their hands (see below). The best hand wins the pot!&lt;br /&gt;
&lt;br /&gt;
== Hands ==&lt;br /&gt;
At showdown, you make the best five-card hand out of the seven cards available to you. Your hand can use &#039;&#039;&#039;both, one, or zero&#039;&#039;&#039; of your hole cards. That&#039;s right, your entire hand can consist of only the five community cards. BGA will automatically make you the best possible hand. Note that this means that multiple players can have the same card(s) &amp;quot;in their hand&amp;quot;. For example, if A♥ is a community card, perhaps every player uses A♥ in their showdown hand.&lt;br /&gt;
&lt;br /&gt;
=== Hand rankings ===&lt;br /&gt;
When determining which hand is &amp;quot;highest&amp;quot;, the Ace is highest, &#039;&#039;&#039;except&#039;&#039;&#039; when used in the A 2 3 4 5 straight.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Straight Flush&#039;&#039;&#039;: Five cards in a sequence, all in the same suit. Example: 4♥ 5♥ 6♥ 7♥ 8♥. If there are multiple straight flushes, the highest straight wins (A 2 3 4 5 is the lowest possible straight, and T J Q K A is the highest).&lt;br /&gt;
# &#039;&#039;&#039;Four of a Kind&#039;&#039;&#039;: All four cards of the same rank. J J J J. If there are multiple four-of-a-kind, the highest wins. On a tie, highest fifth card outside the four-of-a-kind wins.&lt;br /&gt;
# &#039;&#039;&#039;Full House&#039;&#039;&#039;: Three of a kind with a pair. J J J 9 9. If there are multiple full houses, the one with the highest three of a kind wins, followed by the highest pair if tied.&lt;br /&gt;
# &#039;&#039;&#039;Flush&#039;&#039;&#039;: Any five cards of the same suit, but not in a sequence. 4♥ J♥ 8♥ 2♥ 9♥. If there are multiple flushes, the one containing the highest card wins. If still tied, compare the next highest card, and so on.&lt;br /&gt;
# &#039;&#039;&#039;Straight&#039;&#039;&#039;: Five cards in a sequence, but not of the same suit. 9♥ 8♦ 7♦ 6♠ 5♣. If there are multiple straights, the highest wins.&lt;br /&gt;
# &#039;&#039;&#039;Three of a Kind&#039;&#039;&#039;: Three cards of the same rank. 7 7 7. If there are multiple three-of-a-kind, the highest wins. If tied, compare the highest card that is not part of the three-of-a-kind, then the next highest.&lt;br /&gt;
# &#039;&#039;&#039;Two Pair&#039;&#039;&#039;: Two different pairs. 4 4 3 3. If there are multiple two pairs, the one with the highest pair wins. If tied, compare the second pair. If still tied, compare the hands&#039; fifth cards which is not part of the pairs.&lt;br /&gt;
# &#039;&#039;&#039;Pair&#039;&#039;&#039;: Two cards of the same rank. A A. If there are multiple pairs, the highest wins. If tied, compare the highest card outside the pair, then the next highest, and so on.&lt;br /&gt;
# &#039;&#039;&#039;High Card&#039;&#039;&#039;: When you haven&#039;t made any of the hands above, the highest card plays. In the example below, the jack plays as the highest card. 3 J 8 4 2. If this occurs for multiple hands, you guessed it, the highest card wins, followed by the next, and so on.&lt;br /&gt;
&lt;br /&gt;
== Nitty-gritty rules ==&lt;br /&gt;
You definitely already know enough to play, but here are some explanation of additional rules.&lt;br /&gt;
&lt;br /&gt;
=== Blinds increases ===&lt;br /&gt;
The blinds double in value periodically after a set number of hands. This makes the stakes go higher and higher as the game goes on, and makes sure the game ends eventually.&lt;br /&gt;
&lt;br /&gt;
=== Folding ===&lt;br /&gt;
When you fold, nobody else gets to see what cards you had.&lt;br /&gt;
&lt;br /&gt;
If every player but one has folded, the remaining player wins the pot, obviously. The winning player does &#039;&#039;not&#039;&#039; have to reveal their hand.&lt;br /&gt;
&lt;br /&gt;
=== Raising and bet limits ===&lt;br /&gt;
The minimum raise is equal to the big blind - you cannot raise by a smaller amount, unless you go &#039;&#039;all-in&#039;&#039;. There is no upper limit to how big a bet you can make, you are allowed to go all-in and bet your entire stack at any time.&lt;br /&gt;
&lt;br /&gt;
=== All-in and side pots ===&lt;br /&gt;
So there&#039;s a minimum bet limit, but what if you have been unlucky enough to find yourself with less chips than the big blind? In this case, you are allowed an exception to the min-bet rule. You are &#039;&#039;always&#039;&#039; allowed to go all-in, even if you have less than the minimum bet. If you become the big blind while in this situation, you will simply automatically go all-in with what you have.&lt;br /&gt;
&lt;br /&gt;
If you have gone all-in, you &#039;&#039;&#039;will&#039;&#039;&#039; be allowed to remain in the hand even if you have not met or exceeded the others&#039; highest bet. Indeed, the other players can keep raising against &#039;&#039;one another&#039;&#039; while you don&#039;t have to pay another dime to the pot (since you don&#039;t have any to pay)! But, crucially, &#039;&#039;&#039;you can never win more from each opponent than you have bet&#039;&#039;&#039;. When other players have bet more than an all-in player, the pot will be split into &#039;&#039;side pots&#039;&#039;, where certain players are only able to win certain pots. An example will clarify:&lt;br /&gt;
&lt;br /&gt;
* Alice has 20 chips left, Bob has 100, and Charlie has 100.&lt;br /&gt;
* Alice goes all-in with her 20. Bob calls.&lt;br /&gt;
* Charlie, however, feels like he has a better hand than Bob. Charlie chooses to &#039;&#039;raise&#039;&#039; Bob&#039;s 20, up to 50.&lt;br /&gt;
* It would be Alice&#039;s turn, but she is already all-in and has no possible choices to make for the rest of the hand. She is just along for the ride!&lt;br /&gt;
* So it is Bob&#039;s turn, and he chooses to &#039;&#039;call&#039;&#039; Charlie&#039;s 50. The betting round ends.&lt;br /&gt;
&lt;br /&gt;
To recap, at this point, Alice has bet 20, Bob has bet 50, and Charlie has bet 50. Even though Alice does not meet the highest bet, she is still allowed to stay in the hand, because she is all-in!&lt;br /&gt;
&lt;br /&gt;
The pot is 120, &#039;&#039;&#039;but&#039;&#039;&#039;, this should be split into two side pots! Alice can only win back &#039;&#039;&#039;60&#039;&#039;&#039; points: her own 20 plus 20 from each other player. So &amp;quot;pot 1&amp;quot; should contain 60 points. The remaining 60 can be called &amp;quot;pot 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* If Bob or Charlie has the best hand at showdown, that winner gets both pots, for 120 points. Alice will be eliminated from the game.&lt;br /&gt;
* If Alice has the best hand, she wins pot 1 for 60 points. The best hand out of Bob&#039;s and Charlie&#039;s wins the remaining 60! Alice will remain in the game with 60 points left.&lt;br /&gt;
&lt;br /&gt;
=== Split pot ===&lt;br /&gt;
If at showdown two or more hands are exactly equal, the pot is split as equally as possible between the winners.&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_welcometo&amp;diff=18482</id>
		<title>Tips welcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_welcometo&amp;diff=18482"/>
		<updated>2023-10-20T05:21:50Z</updated>

		<summary type="html">&lt;p&gt;Avron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;The Basics&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:- When in doubt; build a fence. Estates larger than 6 don&#039;t give any points.&lt;br /&gt;
:- If you&#039;re not the first one to finish a plan, consider creating parks (up to 42 points) and pools (up to 36 points).&lt;br /&gt;
:- Estates whose value has been increased by real estate agents are often worth more than second-place points for a city plan.&lt;br /&gt;
:- The distribution of numbers is as follows:&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;(3)&#039;&#039;&#039;  1s, 2s, 14s, and 15s. &amp;lt;br&amp;gt;&#039;&#039;&#039;(4)&#039;&#039;&#039;  3s and 13s.&amp;lt;br&amp;gt; &#039;&#039;&#039;(5)&#039;&#039;&#039;  4s and 12s.&amp;lt;br&amp;gt; &#039;&#039;&#039;(6)&#039;&#039;&#039;  5s and 11s.&amp;lt;br&amp;gt; &#039;&#039;&#039;(7)&#039;&#039;&#039;  6s and 10s. &amp;lt;br&amp;gt;&#039;&#039;&#039;(8)&#039;&#039;&#039;  7s and 9s. &amp;lt;br&amp;gt;&#039;&#039;&#039;(9)&#039;&#039;&#039;  8s.&amp;lt;/p&amp;gt;&lt;br /&gt;
:- It&#039;s easier to work from &#039;&#039;outside in&#039;&#039;, i.e. play very high and very low numbers first to leave more opportunity to fill the middle spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;The Big Picture&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome To is like the games Lucky Numbers and Boomerang had a baby, who grew up to be a tract home architect.&#039;&#039;&#039; You&#039;re juggling 7 ways to get (and lose) points, while trying to fill up all the land parcels. Probably there&#039;s no single best strategy. BUT...&lt;br /&gt;
::&amp;lt;code&amp;gt;&#039;&#039;&#039;Experiment with a strategy framework and you will soon see what moves get what points.&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One strategy framework&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=Qh7S0d7go7w Win Games. 2020. YouTube. &amp;quot;How to win Welcome to Your Perfect Home&amp;quot; (Video).]&lt;br /&gt;
[[File:StrategyClear.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
:1. Pools (3 to 5, start early)&lt;br /&gt;
:2. Parks (10+, max out blocks)&lt;br /&gt;
:3. Fences (7-9) / Real Estate Agent (5-7) (balance)&lt;br /&gt;
:4. Temp Agency (if you have to)&lt;br /&gt;
:5. BIS (last 4 or 5 houses)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Numbers&#039;&#039;&#039;&lt;br /&gt;
:A) Less common numbers (1-4, 12-15)&lt;br /&gt;
:B) Sequential with a number in play&lt;br /&gt;
:C) Useable in the bottom block&lt;br /&gt;
:D) Does not lock out numbers (until 18-20 houses filled)&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpautomobiles&amp;diff=16670</id>
		<title>Gamehelpautomobiles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpautomobiles&amp;diff=16670"/>
		<updated>2023-04-21T11:45:21Z</updated>

		<summary type="html">&lt;p&gt;Avron: board spaces are not squares, other clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
Automobiles is a car racing deck management game, where each player&#039;s &amp;quot;deck&amp;quot; is actually a bag of different coloured cubes!&lt;br /&gt;
&lt;br /&gt;
== Cubes ==&lt;br /&gt;
&lt;br /&gt;
There are 10 types of cubes in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gear and Wear Cubes ===&lt;br /&gt;
&lt;br /&gt;
These cubes are the same every game.&lt;br /&gt;
&lt;br /&gt;
3rd Gear (White) - These allow you to move onto a white space on the board.&lt;br /&gt;
&lt;br /&gt;
4th Gear (Light Gray) - These allow you to move onto a light gray space on the board. The light gray spaces are typically longer than white spaces, so these are more powerful than 3rd Gear cubes.&lt;br /&gt;
&lt;br /&gt;
5th Gear (Dark Gray) - These allow you to move onto a dark gray space on the board. The dark gray spaces are typically longer than white and light gray spaces, so these are more powerful than 3rd and 4th Gear cubes.&lt;br /&gt;
&lt;br /&gt;
6th Gear (Black) - These allow you to move onto a black space on the board. The black spaces are the longest, so these are the most powerful cube.&lt;br /&gt;
&lt;br /&gt;
Wear (Brown) - These cubes are useless! They perform no function and every one that you draw is one less useful cube that you&#039;ve missed out on. Powerful cards and travelling at high speed will gain you wear, so you will need to take steps to keep removing it or you may become overwhelmed!&lt;br /&gt;
&lt;br /&gt;
=== Other Cubes ===&lt;br /&gt;
&lt;br /&gt;
The other 5 cubes may perform different actions each game. In each game a card is used to determine the function of each cube colour, and playing a cube will perform the action on the card of the same colour.&lt;br /&gt;
&lt;br /&gt;
The cards used in a game can come from a pre-chosen set or it can be random.&lt;br /&gt;
&lt;br /&gt;
Garage (Yellow) - Garage cards are generally used to manage your cube supply.&lt;br /&gt;
&lt;br /&gt;
Handling (Red) - Handling cards are generally used to give you movement bonuses,&lt;br /&gt;
&lt;br /&gt;
Pit (Purple) - Pit cards are generally used to remove cubes that you own, particularly wear cubes.&lt;br /&gt;
&lt;br /&gt;
Engine (Blue) - Engine cards will usually move your car forward a significant distance.&lt;br /&gt;
&lt;br /&gt;
Performance (Green) - Performance cards can have big impacts on the game, often favouring players at the back of the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
The game will randomly choose the starting order from amongst the players.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a small pool of five 3rd Gear (White), two 4th Gear (Light Gray) and five Garage (Yellow) cubes.&lt;br /&gt;
&lt;br /&gt;
Each player will have the opportunity to buy additional cubes before the game begins. Players towards the back of the starting grid will have slightly more money to spend on cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Summary of a Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Action Phase ===&lt;br /&gt;
&lt;br /&gt;
To start with, you will have drawn 7 cubes and these will form your Active pile.&lt;br /&gt;
&lt;br /&gt;
You can play as many cubes as you like from your Active pile, one at a time, to use the effect shown on their matching card.&lt;br /&gt;
&lt;br /&gt;
When you play a cube, it moves from your Active pile to your Used pile (or the board as described next).&lt;br /&gt;
&lt;br /&gt;
Your car never moves during the Action phase, but where playing a cube will move your car, you place the cube onto the board in the appropriate space, planning out your move. Your car will move along the planned route at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
If you wish, you can skip your entire turn and have a Pit Stop. If you take a Pit Stop, you will not perform the Action Phase, Buy Phase or Movement Phase, but you will remove all wear from your Active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buy Phase ===&lt;br /&gt;
&lt;br /&gt;
In the Buy phase, you add up the Value (the yellow dollar signs) of any cubes that you have not played and are still in your Active pile. You may then spend that money to buy any number of cubes.&lt;br /&gt;
&lt;br /&gt;
Any money unspent does not carry over until later turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Car Phase ===&lt;br /&gt;
&lt;br /&gt;
This is where you car actually moves. If you have placed any cubes on the board in the Action phase, your car will move to the last cube that you placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Decline Phase ===&lt;br /&gt;
&lt;br /&gt;
If your car moved this turn, you will gain wear cubes.&lt;br /&gt;
&lt;br /&gt;
The number that you get will be based on the color of the darkest space your car moved into or through this turn.&lt;br /&gt;
&lt;br /&gt;
White -&amp;gt; 1 Wear cube&lt;br /&gt;
Light Gray -&amp;gt; 2 Wear cubes&lt;br /&gt;
Dark Gray -&amp;gt; 3 Wear cubes&lt;br /&gt;
Black -&amp;gt; 4 Wear cubes&lt;br /&gt;
&lt;br /&gt;
BUT! Wear in the Decline phase can be avoided. If you finish your move immediately behind another car then you are drafting, and will receive no Wear from movement this turn. You will still receive Wear described on action cards whose cubes you played during the Action phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== End Phase ===&lt;br /&gt;
&lt;br /&gt;
This is the cleanup phase. All cubes on your board and on the track are moved into your Discard pile.&lt;br /&gt;
&lt;br /&gt;
You then draw 7 new cubes randomly from your bag and put them into your Active pile for next turn.&lt;br /&gt;
&lt;br /&gt;
If your bag is emptied before you have drawn 7 cubes, all cubes from your Discard pile are returned into your bag and you continue drawing until you have drawn 7 cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The End of the Game ==&lt;br /&gt;
&lt;br /&gt;
A race lasts a number of laps chosen at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
All players will have the same number of turns, so the game will end after the final player&#039;s turn if anyone has completed the required number of laps and crosses the finish line.&lt;br /&gt;
&lt;br /&gt;
Once at least someone has finished the race and all players have had the same number of turns, the winner is the car that has travelled the furthest, so even if you cross the finish line first it is worth travelling as far as you can before you turn ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced Rules ==&lt;br /&gt;
&lt;br /&gt;
Once you have played the basic game, there are additional rules you may choose to explore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaving ===&lt;br /&gt;
&lt;br /&gt;
Normally, cubes are simply placed on spaces during your Action phase, and if a space is made up of multiple segments then the cube is placed as far forward as is available.&lt;br /&gt;
&lt;br /&gt;
If you use the Weaving option, then cubes can be placed on any of the segments within a space. This allows you to &amp;quot;cut across&amp;quot; a space by landing on one of the segments further back in order to reach a space on the far side before it disappears.&lt;br /&gt;
&lt;br /&gt;
The result is movement where there a far more options for each move (making moves far less simple to plan) but providing for more sophisticated movement paths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Driver Cards ===&lt;br /&gt;
&lt;br /&gt;
If you play with Driver Cards, then before play begins, each player will be able to choose one driver who will grant them a unique ability they can use each turn throughout the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&lt;br /&gt;
A Season is a game made up of a series of 3 or more races, with points being awarded for each race.&lt;br /&gt;
&lt;br /&gt;
Between races, players may choose a Sponsor to give them a unique advantage that will modify their cube pool.&lt;br /&gt;
&lt;br /&gt;
The winner of a race has first choice from the pool of available Sponsors. A player may keep their Sponsor from the previous race if they have one, instead of taking a new one. If they do so, they must choose to discard one of the existing available Sponsors.&lt;br /&gt;
&lt;br /&gt;
The starting positions in the first race are random as usual, but from the second race onwards players will start based on their finishing position in the previous race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Action Card Clarifications ===&lt;br /&gt;
&lt;br /&gt;
==== 3rd Gear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 white space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place this white cube on a white space on the track. This white space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 4th Gear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 light gray space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place this light gray cube on a light gray space on the track. This light gray space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 5th Gear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 dark gray space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place this dark gray cube on a dark gray space on the track. This dark gray space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 6th Gear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 black space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place this black cube on a black space on the track. This black space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place this cube from your used pile into your discard pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, you do not want wear cubes in your bag. This effect gets you a step closer to removing it, by allowing you to place it directly into your discard pile. Keep in mind, only wear cubes originating from your active pile may use this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Car Chief (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove 1 gear cube from your discard pile. Gain 1 gear cube of 1 gear higher.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove any white, light gray, dark gray, or black gear cube from your discard pile. If you removed a white cube, then gain a light gray cube. If you removed a light gray cube, then gain a dark gray cube. If you removed a dark gray cube, then gain a black cube. If you removed a black cube, then you don’t gain anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Engineer (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place up to 3 cubes from your active pile into your discard pile. Then remove the same number of cubes from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose up to 3 cubes from your active pile. Place the chosen cubes into your discard pile. If you chose 1 cube, then remove 1 cube from your discard pile. If you chose 2 cubes, then remove 2 cubes from your discard pile. If you chose 3 cubes, then remove 3 cubes from your discard pile. Keep in mind, the removed cubes may be the very cubes you just placed in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Manager (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May remove 1 cube from your active pile AND/OR Put 1 cube from your active pile or discard pile back into your bag.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have the option of removing a cube from your active pile. Whether you opt to remove a cube or not, you may choose 1 cube from your active pile, or your discard pile, and place it back into your bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mechanic (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place 1 other cube from your active pile into your used pile. Then remove up to 2 cubes from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a cube from your active pile and place it in your used pile. This chosen cube’s effect will not be applied. Then remove up to 2 cubes from your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Factory Support (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw 1 cube. Remove 1 cube from your active pile or discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draw 1 cube from your bag. After this, you must remove 1 cube from your active pile or discard pile. Keep in mind, the 1 removed cube may be the cube you just drew out of your bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Staff (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove any number of cubes from your active pile. Then remove up to twice that amount from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose any number of cubes to remove from your active pile. These cubes can be any combination of cubes, including but not limited to, wear cubes. Then you may remove up to twice that amount of cubes from your discard pile. For example, if you removed 3 cubes from your active pile, you may remove up to 6 cubes from your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Performance Testing (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove this cube. Then draw up to 3 cubes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, you must remove this very cube. Then, you may draw up to 3 cubes from your bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Aerodynamics (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During your Decline Phase this turn, you are considered drafting and will not take any wear during that phase.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get to the Decline Phase of your turn you will not gain any wear despite what color spaces you moved on, because you are considered to be drafting. Note that this card does not prevent you from gaining wear cubes during your Action Phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Steering (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Discard 1 gear from your active pile. Move up to 3 spaces of the color 1 lower than the discarded gear.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Then choose 1 gear cube from your active pile to place into your discard pile. Move your red cube up to 3 spaces on the board matching the color 1 lower than the chosen gear cube. For example, if you chose to discard a black cube from your active pile, then you could move up to 3 consecutive dark gray spaces with your red cube. Note: the chosen gear cube stays in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Suspension (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move 1 space matching 1 gear in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Then place your red cube onto a space on the board matching the color of a gear cube in your discard pile. For example, if you have a dark gray cube in your discard pile, then you could move on a dark gray space with your red cube. Note, the matching gear cube stays in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tires (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Select 1 gear in your active pile. Move 1 space on any color lower than the selected gear.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place your red cube onto a space on the board matching any color lower than a gear cube in your active pile. For example, if you have a dark gray cube in your active pile, then you could move on a light gray space or a white space with your red cube. Note, the matching gear cube stays in your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Burnout (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Select 1 gear cube in your discard pile. Move up to 2 spaces of the color 1 lower than the selected gear.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Then choose 1 gear cube in your discard pile. Move your red cube up to 2 spaces on the board matching the color 1 lower than the chosen gear cube. For example, if you chose a black cube in your discard pile, then you could move up to 2 consecutive dark gray spaces with your red cube. Note, the chosen gear cube stays in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Camber &amp;amp; Toe (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discard 1 gear cube from your active pile. Move 1 space on any color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose 1 gear cube from your active pile to place into your discard pile. Then, move your red cube 1 space on any color on the board. For example, if you chose to discard a light gray cube from your active pile, then you could move on white, light gray, dark gray, or black with your red cube. Note, the chosen gear cube stays in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Redline (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During your Action Phase, you may use white gear cubes to move on any color space. Gain 1 wear for each white gear cube used this way.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Action Phase, you may use any number of white gear cubes that you have in your active pile as if they were any color gear cube. Place these white gear cubes onto the board on color(s) of your choice. Use 1 white gear cube per space. Gain 1 wear cube from the stock for each white cube that you used with this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Crew Chief (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw cubes until you draw 1 non-wear. Then remove all wear from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draw 1 cube from your bag. If you draw a wear cube, then draw again. Stop drawing cubes when you draw any cube other than a wear cube. After this, remove all wear cubes from your discard pile. Keep in mind any wear cubes that you drew during this card’s effect will not be able to be removed with this card’s effect, since those wear cubes are placed in your active pile, not your discard pile. It may also be possible to empty your bag, and need to put all discarded cubes into your bag, leaving none to be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pit Captain (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove up to 6 cubes from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose up to 6 cubes to remove from your discard pile. These cubes can be any combination of cubes including, but not limited to, wear cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pit Crew (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Either remove all wear from your discard pile, OR remove any 2 cubes from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose one of the following. You may either remove all of the wear cubes in your discard pile, or you may remove any 2 cubes of your choice from your discard pile including, but not limited to, wear cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pit Team (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove up to 3 cubes from your discard pile. Then gain 1 new cube costing less than, or equal to, the total cost of the removed cubes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose up to 3 cubes to remove from your discard pile. These cubes can be any combination of cubes including, but not limited to, wear cubes. Add the costs, not the value, of the removed cubes. Use that total cost as money to buy exactly 1 cube from the stock. After this, any leftover money gained from this card’s effect is lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Air Jacks (Pit) ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove as many cubes from your discard pile as you have unique colors in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Count how many unique colors of cubes you currently have in your discard pile. Then remove up to that many cubes from your discard pile. For example, if you had 1 yellow cube, 2 dark gray cubes, 3 blue cubes, 1 green cube, and 2 wear cubes in your discard pile, then you could remove up to 5 of those cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impact Wrench (Pit) ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove up to 4 cubes from your discard pile. Then remove all wear from your used pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose up to 4 cubes to remove from your discard pile. These cubes can be any combination of cubes, including but not limited to, wear cubes. Then, remove all wear cubes currently in your used pile. This means all wear cubes gained during your Action Phase up to this point, including those placed on the track, are removed. Keep in mind, this does not allow you to remove wear gained by any future action, nor does it allow you to ignore gaining wear during your Decline Phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pit Mechanic (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove up to 6 wear from your discard pile. Then, if you have fewer cubes in your discard pile than all other players&#039; discard piles, remove up to 2 more cubes of any color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove up to 6 wear cubes from your discard pile. After this, count how many cubes you currently have in your discard pile. Compare your total with each other player individually, not all other players as a group. If you have less cubes in your discard pile than each of the other players’ discard piles, you get to remove up to 2 additional cubes from your discard pile. These additional cubes can be any combination of cubes, including but not limited to, wear cubes. For example, if you had 5 cubes left in your discard pile after removing up to 6 wear cubes, then you could remove up to 2 more cubes as long as no other player had 5 or fewer cubes in their discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Diesel Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 2 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move up to as many dark gray spaces as you have dark gray cubes in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 2 wear cubes from the stock. Count how many dark gray cubes you currently have in your discard pile. Then move your blue cube up to that many consecutive dark gray spaces on the board. For example, if you had 3 dark gray cubes in your discard pile, then you could move up to 3 consecutive dark gray spaces with your blue cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hybrid Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;If you have more blue cubes on your player sheet than in any other player&#039;s discard pile, move up to 2 spaces in any 1 color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Count how many blue cubes you currently have in your active pile, used pile, and discard pile collectively. Compare that total against blue cubes found in each other player’s discard pile. Make this comparison with each other player individually, not all other players as a group. If you have more than any other player, then move your blue cube up to 2 consecutive spaces on the board. These 2 spaces must be the same color. For example, if you had 1 blue cube in your active pile, 1 on the track, and 2 blue cubes in your discard pile, then you could move 2 spaces of any color as long as no other player had 4 or more blue cubes in their discard pile.&lt;br /&gt;
&lt;br /&gt;
==== Rotary Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move up to as many white spaces as you have unique colors in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Count how many unique colors of cubes you currently have in your discard pile. Then move your blue cube up to that many consecutive white spaces on the board. For example, if you had 1 white cube, 3 light gray cubes, 1 blue cube, and 2 wear cubes in your discard pile, then you could move up to 4 consecutive white spaces with your blue cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Supercharged (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Place up to 2 cubes from your discard pile to your active pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Choose up to 2 cubes in your discard pile. Place these chosen cubes into your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Crate Motor (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move up to 3 spaces on any 1 color. Then after your End Phase, each other player in a lower position than you may move 1 space on any color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your blue cube up to 3 spaces on any 1 color on the board. Then, after your End Phase, determine what position in the race each player’s race car is currently in. Each player that is in a lower position in the race than you, may move 1 space on any color. This movement takes place in position order, not turn order, and those other players do not gain wear for their movement. Additionally, after each player moves, including you, momentum must be updated and positions may change due to this momentum. Keep in mind, if more than one of these blue cubes is used in a single turn, player positions are not determined until after your End Phase. In this situation, each player in a lower position moves all awarded spaces before moving onto the next player. For example, if you used 2 blues cubes this turn, and ended up in 1st position after your End Phase, the player in 2nd position would get to move up to 2 spaces on any color(s) without gaining any wear. After the 2nd position player moved, and momentum updated, then the 3rd position player would move up to 2 spaces on any color(s), and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fuel Injection Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 2 wear. During your Action Phase, each of your gear cubes moves twice as many spaces as they normally do.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 2 wear cubes from the stock. During your Action Phase this turn, each of your activated gear cubes may move twice as many spaces as they would normally move. This means that for each gear cube that you use this turn, you may move 2 spaces instead of 1 on its respective color. Keep in mind, this effect can combine with cards like Redline, but does not have any effect on cards like Camber &amp;amp; Toe. Furthermore, activating more than one of these blue cubes is superfluous, as it does not compound the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Internal Combustion Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discard 1 cube from your active pile. Then place up to 3 cubes from your discard pile into your active pile. Gain 1 wear for each cube placed this way.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose 1 cube from your active pile to place into your discard pile. Then choose up to 3 cubes from your discard pile. Place these chosen cubes into your active pile. Gain 1 wear cube from the stock for each cube that you brought from your discard pile to your active pile with this effect. Keep in mind, one of the cubes that you bring from your discard pile back to your active pile may be the very cube you just placed in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Boost (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw up to 3 cubes. Gain 1 wear for each cube drawn. All other players may draw 1 cube.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draw up to 3 cubes from your bag. You may draw these cubes one at a time and may stop when satisfied. Gain 1 wear cube from the stock for each cube that you drew. After this, all other players have the choice to draw 1 cube from their bag or not. The other players do not gain wear for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gearbox (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move up to as many light gray spaces as your current position in the race. If in last position, you may move 1 additional light gray space.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Remember, your position is always determined by where your race car is at the beginning of the Action Phase, not where it will be during your Car Phase. If tied for a position, the innermost lane is leading. Then move your green cube up to that many consecutive light gray spaces on the board. You may move 1 more light gray space, if you are currently in last place. For example, if your race car is currently in 3rd place of a 4 player game, then you could move up to 3 consecutive light gray spaces with your green cube. Alternatively, if you were in 4th place of a 4 player game, then you could move up to 5 consecutive light gray spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Nitro (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw 2 cubes. Place 1 in your active pile and the other in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must draw exactly 2 cubes from your bag. After drawing these 2 cubes, choose 1 to place in your active pile and 1 to place into your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turbo (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 2 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move up to 2 light gray spaces. Then move up to 1 light gray space for each green cube that every player collectively has in their discard piles.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 2 wear cubes from the stock. Move your green cube up to 2 consecutive light gray spaces on the board. Then you may continue moving up to 1 more light gray space for each green cube that every player, including you, has in their discard piles. For example, if you had 2 green cubes in your discard pile, and two other players had 1 green cube each in their discard piles, then you could move up to 6 consecutive light gray spaces with a green cube from your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 light gray space OR during your Car Phase move up to 2 light gray spaces per position you advanced this turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose one of the following. You may either move your green cube 1 light gray space OR during your Car Phase this turn, you may move up to 2 light gray spaces per position you advanced. In order to do the second option, take note of what position in the race your race car is in at the beginning of your Car Phase. Then note what position your race car ends up in at the end of your Car Phase. Finally, move up to 2 light gray spaces per position you advanced. For example, if you chose the second option and started your Car Phase in fourth position of a 5 player game, but ended your Car Phase by passing 2 other cars to move into second Position. Then you could move up to 4 light gray spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bump &amp;amp; Run (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;If not in first position, move up to 2 dark gray spaces. if in last position, you may move one additional dark gray space.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Then, as long as you are not in first position, move your green cube up to 2 dark gray spaces on the board. If you are currently in last place, you may move 1 more dark gray space. For example, if your race car is currently in 4th place of a 4 player game, then you could move up to 3 consecutive dark gray spaces with your green cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Overdrive (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;According to your current position in the race, move up to 3 spaces on the following color or lower:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;First = white,&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Last = dark gray&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Other = light gray&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Then, move your green cube up to 3 spaces according to your position. If you are in first place, move on white. If you are in last place, move on dark gray or lower. For all other positions in the race, move on light gray or lower. Keep in mind, you may move on more than 1 color with each green cube. For example, if your race car is currently in 2nd place of a 3 player game, you could move 1 white space and 2 light gray spaces with 1 green cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Driver Card Clarifications ===&lt;br /&gt;
&lt;br /&gt;
==== 01 - Josh Trin ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For each wear gained during your Decline Phase, move up to 1 light grey space.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Decline Phase, you may move your race car up to 1 light gray space for each wear you gained. Keep in mind, this is only for wear gained during your Decline Phase, not your Action Phase. For example, if you gained 3 wear during your Decline Phase, then you can move up to 3 light gray spaces. For another example, if you would have gained 2 wear during your Decline Phase, but ended up drafting, you will not get a benefit from this driver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 02 - David Bird ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place 1 cube from your discard pile into your active pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Action Phase, you may choose 1 cube from your discard pile. Place this chosen cube into your active pile. That cube may now be used like any other cube in your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 03 - Eileen Pi ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place up to 3 cubes from your discard pile into your bag.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Action Phase, you may choose up to 3 cubes from your discard pile. These chosen cubes can be any combination of colors. Place these chosen cubes back into your bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 04 - Mag Matthews ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw up to 3 cubes at once. For each cube drawn, choose one: remove it, place it in your active pile, or put it back into your bag.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Buy Phase, you may draw up to 3 cubes at once. After you have drawn all required cubes, decide to do one of the following options with each cube: remove it by putting it back in stock, place it in your active pile, OR put it back into your bag. You may decide to do any of the three options with each cube. Keep in mind, any cube added to your active pile may only be used for its value to buy new cubes, since you are in your Buy Phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 05 - Kali Farmer ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove any number of cubes from your discard pile. Pay \$1 for each cube removed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Buy Phase, you may remove any number of cubes from your discard pile. These removed cubes can be any combination of cubes, including but not limited to, wear cubes. For each cube that you decide to remove this way, you must pay $1. If you have no money during your Buy Phase, you will not get a benefit from this driver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 06 - Juan Goody ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At the end of the Car Phase, move 1 space on any color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Car Phase, after you finish your normal move with your race car, you may move 1 additional space on any color. Like normal, you could be subject to wear for this movement during your Decline Phase, if you don’t end up drafting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 07 - Mike Skipjack ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For each wear gained during your Decline phase, draw up to 1 additional cube during your End Phase.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Decline Phase, take note of how many wear cubes you gained. For each of those wear cubes, you may draw up to 1 additional cube during your End Phase. For example, if you gained 3 wear during your Decline Phase, then you will draw 10 cubes during your End Phase, instead of just 7. This means, you will start your next turn’s Action Phase with those 10 cubes. If you gained no wear during your Decline Phase, for instance if you ended up drafting, you will not get a benefit from this driver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 08 - Micah Conner ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before drawing, remove up to 3 wear from your player sheet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your End Phase, before drawing new cubes for your active pile, you may remove up to 3 wear cubes from your player board. Keep in mind, these wear cubes can be located in any pile on your player board or on the track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 09 - Nathan Emery ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After drawing, draw up to 2 more cubes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your End Phase, after drawing new cubes for your active pile, you may draw up to 2 additional cubes. Of course, these cubes may be used like any other cube in your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10 - Kaia Lin ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After drawing, discard any number of cubes. Draw cubes equal to the number you discarded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your End Phase, after drawing new cubes for your active pile, you may choose any number of those cubes to place in your discard pile. Then, draw cubes equal to the number that you chose to discard. You may only do this once. For example, after drawing 7 cubes for your active pile, you could decide to discard 4 cubes, so that you can draw 4 new cubes to add to your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sponsor Clarifications ===&lt;br /&gt;
&lt;br /&gt;
==== Sponsors A1-A3 ====&lt;br /&gt;
&lt;br /&gt;
Spend the specified amount of money to buy new cubes from the stock. Keep in mind, the stock does not replenish from race to race during the season, so some cubes may be in short supply. Any money not spent is lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sponsors B1-B3 ====&lt;br /&gt;
&lt;br /&gt;
Remove the specified amount of additional cubes from your bag and/or player board. These cubes can be any combination of cubes, including but not limited to, wear cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sponsors C1-C3 ====&lt;br /&gt;
&lt;br /&gt;
Remove the specified amount of wear cubes from your bag and/or player board. These cubes must be wear cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sponsors D1-D3 ====&lt;br /&gt;
&lt;br /&gt;
Gain the specific cubes stated from the stock for free. If the stock does not have adequate supply, then take as many as available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sponsors E1-E3 ====&lt;br /&gt;
&lt;br /&gt;
Take note of how many non-wear cubes you removed with your sponsor’s standard remove ability. Then, for each non-wear you removed, remove up to 4 wear cubes from your bag and/or player board. For example, if you had Sponsor E1, finished in first position, and decided to remove 2 white cubes and 1 wear cube, then you’d be allowed to remove up to 8 wear cubes from your bag and/or player board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; Sponsor E3’s last place effect does not have an ability beyond its standard remove ability.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Sponsors F1-F3 ====&lt;br /&gt;
&lt;br /&gt;
Remove the specified amount of additional cubes from your bag and/or player board. Then, for each additional cube removed, you may spend up to $2. For example, if you had Sponsor F2, and finished 3rd in a 4 player game, then using the middle place effect would let you remove up to 3 additional cubes. If you removed all 3 additional cubes, then you’d be able to spend $6. Any money not spent is lost.&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_thirteenclues&amp;diff=15926</id>
		<title>Tips thirteenclues</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_thirteenclues&amp;diff=15926"/>
		<updated>2023-02-04T01:14:39Z</updated>

		<summary type="html">&lt;p&gt;Avron: /* Main Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Strategy==&lt;br /&gt;
* If you rule out all of the cards removed during Setup and all the cards you can see, you will be left with 13 spaces. The solution to your mystery is among those 13 Clues.&lt;br /&gt;
* If a player’s answer to a question is &amp;quot;Zero!&amp;quot;, you can rule out all of the cards that were asked about—no matter who asked the question—since you now know that those cards can’t be on your screen.&lt;br /&gt;
* A player receiving additional Magnifying Glasses usually gains no information, but they will have more actions when it is their turn: Think twice before giving a player too many Magnifying Glasses!&lt;br /&gt;
* Be careful when making an accusation: each wrong accusation can give away clues to the other players!&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=15784</id>
		<title>Gamehelpeminentdomain</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=15784"/>
		<updated>2023-01-23T01:26:08Z</updated>

		<summary type="html">&lt;p&gt;Avron: /* Gameplay */ clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
Gain the most influence (victory points) by colonizing and conquering planets, trading goods, researching (building) and using &amp;quot;Technology&amp;quot; cards effectively.&lt;br /&gt;
&lt;br /&gt;
*Planets typically score between two (2) and five (5) influence a piece.&lt;br /&gt;
*Goods (and sometimes fighters) score typically one influence a piece and are renewable.&lt;br /&gt;
*Researched technologies scores two (2) or five (5) for intermediate and advanced cards.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the start of the game and the end of your turn, you are dealt a hand of cards from your deck.  You customize your deck as you go.  During other player&#039;s turn you may either &#039;&#039;&#039;Follow&#039;&#039;&#039; their role and perform the actions using cards in your hand or &#039;&#039;&#039;Dissent&#039;&#039;&#039; giving you an additional card to use later.  On your turn you may perform an &#039;&#039;&#039;Action&#039;&#039;&#039; and must perform a &#039;&#039;&#039;Role&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If at any time you get the message you have yet to do something, you probably have a passive ability that you may use at the time.  Review your cards in front of you to ensure you are getting the most of your turn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Action phase ===&lt;br /&gt;
&lt;br /&gt;
On your turn, you may first take an &#039;&#039;&#039;Action&#039;&#039;&#039;. &lt;br /&gt;
This is done by selecting a single card from your hand.  Only the &#039;&#039;&#039;Action&#039;&#039;&#039; listed on the card is performed and other players may not follow.&lt;br /&gt;
&lt;br /&gt;
=== Role phase ===&lt;br /&gt;
&lt;br /&gt;
After your action, you then take a &#039;&#039;&#039;Role&#039;&#039;&#039;.&lt;br /&gt;
You may always select any role, and this will usually give you a card from the relevant role stack which will be added to your deck.&lt;br /&gt;
When you play a role, its strength can be further boosted by also playing cards from your hand with the matching symbol.&lt;br /&gt;
&lt;br /&gt;
Once this is done, every other player may either &#039;&#039;&#039;follow&#039;&#039;&#039; your role or &#039;&#039;&#039;dissent&#039;&#039;&#039; in which case they are dealt one card from their deck into their hand.&lt;br /&gt;
&lt;br /&gt;
=== Cleanup phase ===&lt;br /&gt;
&lt;br /&gt;
After you have played a role, you must discard your hand down to your current card limit (starts at 5, may increase) or less.  Additional cards you will discard have an outline on them.  You will then draw new cards from your deck up to your card limit.&lt;br /&gt;
&lt;br /&gt;
=== Dissent/Follow phase - Inactive player(s) === &lt;br /&gt;
&lt;br /&gt;
During other players&#039; turns you are given the ability to follow the Role of the current player.  This allows you to perform an additional albeit limited version of the &#039;&#039;&#039;Role phase&#039;&#039;&#039;.  If you choose to Dissent instead you draw an additional card from your deck to your hand.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game ends in the round that follows the depletion of a number of role card stacks (1 stack for 2-3 player game, 2 stacks for 4-5 player game), &#039;&#039;or&#039;&#039; when the influence token supply is exhausted. All players get the same number of turns.&lt;br /&gt;
&lt;br /&gt;
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
Draw 2 cards from your deck to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
&lt;br /&gt;
Collect 1 fighter token &#039;&#039;or&#039;&#039; attack 1 planet (spend as many fighters as the planet fighter cost to flip it over).&lt;br /&gt;
&lt;br /&gt;
=== Colonize ===&lt;br /&gt;
&lt;br /&gt;
# Place the Colonize card on a planet &#039;&#039;or&#039;&#039;&lt;br /&gt;
# Settle one (1) planet see section under &#039;&#039;&#039;Roles&#039;&#039;&#039; for more details&lt;br /&gt;
&lt;br /&gt;
=== Produce/Trade ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only flipped planets with an available slot may Produce.  Only planets with a filled slot may Trade.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Produce a single good on an available slot, different slots represent different commodities &#039;&#039;or&#039;&#039;&lt;br /&gt;
# Trade a single good on a filled slot for one influence.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Remove up to two (2) cards in your hand from the game (and effectively your deck).&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
When you play a role you may also play cards with that symbol to give more strength to that role.&lt;br /&gt;
&lt;br /&gt;
When you choose a role you also get the &#039;&#039;leader bonus&#039;&#039;.&lt;br /&gt;
Any players that Follow just get the normal role.&lt;br /&gt;
&lt;br /&gt;
=== Roles as leader ===&lt;br /&gt;
&lt;br /&gt;
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.&lt;br /&gt;
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.&lt;br /&gt;
&lt;br /&gt;
==== Survey ====&lt;br /&gt;
&lt;br /&gt;
Look at one planet card per survey symbol played.&lt;br /&gt;
Choose one planet that will be added face-down to your empire.&lt;br /&gt;
&lt;br /&gt;
==== Warfare ====&lt;br /&gt;
&lt;br /&gt;
Collect one fighter per warfare symbol played &#039;&#039;or&#039;&#039; Attack one planet (in the same way as when done as an action).&lt;br /&gt;
&lt;br /&gt;
==== Colonize ====&lt;br /&gt;
&lt;br /&gt;
#Settle one (1) planet.  To settle a planet you must have the minimum amount of colonies minus the total planets/technologies you have with a &#039;&#039;&#039;Colonize&#039;&#039;&#039; power/symbol &#039;&#039;i.e. Your surveyed world requires four colonies to settle.  You have already colonized a world with colonize symbol and also have the &#039;&#039;&#039;Fertile Ground&#039;&#039;&#039; technology.  You need only have two colonies on the surveyed world in order to settle it.&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039;&lt;br /&gt;
#Select and place as many Colonize cards (these represent colonies) on a planet (or planets). These cards will not return to your deck until the world is colonized or conquered.  &#039;&#039;Note: if there are no Colonize in the Role deck you do not gain the +1 for selecting the role.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Produce/Trade ====&lt;br /&gt;
&lt;br /&gt;
Choose either &#039;&#039;Produce&#039;&#039; or &#039;&#039;Trade&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Produce&#039;&#039; - Add one resource token per production symbol played onto empty resource slots on your planets.&lt;br /&gt;
If the Produce/Trade resource stack is depleted get one extra resource token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trade&#039;&#039; - Remove one resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.&lt;br /&gt;
If the Produce/Trade resource stack is depleted remove one extra resource token.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
Buy a technology card with Research at minus one cost.  You must meet the &#039;&#039;&#039;world prerequisites&#039;&#039;&#039; and have enough research symbols to afford the cost of the technology which is either three, five or seven (3, 5 or 7).  &#039;&#039;When the Research stack is depleted you still get the reduced cost of one research symbol.&#039;&#039;&lt;br /&gt;
*The starting technologies (1 world) give an enhanced action or may act as either symbol (when performing a role).&lt;br /&gt;
*The intermediate technologies (2 matching type worlds) are worth two (2) influence. and tend to give an improved ability or power to your hand.  Those that have an action associated must be played during the &#039;&#039;&#039;Action phase&#039;&#039;&#039; to get their benefit.&lt;br /&gt;
*The advanced technologies (3 matching type worlds) tend to give significant game altering rules and are also worth five (5) influence.&lt;br /&gt;
&#039;&#039;Some Intermediate and Advanced Technologies are double-sided, once one side is taken the other side becomes unavailable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Roles for following players ===&lt;br /&gt;
&lt;br /&gt;
==== Survey ====&lt;br /&gt;
&lt;br /&gt;
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).&lt;br /&gt;
Choose one planet that will be added face-down to your empire.&lt;br /&gt;
&lt;br /&gt;
==== Warfare ====&lt;br /&gt;
&lt;br /&gt;
Collect one fighter per warfare symbol played.&lt;br /&gt;
&lt;br /&gt;
==== Colonize ====&lt;br /&gt;
&lt;br /&gt;
Place as many colonize cards as played on a planet.&lt;br /&gt;
&lt;br /&gt;
==== Produce/Trade ====&lt;br /&gt;
&lt;br /&gt;
You must follow the leaders choice of either &#039;&#039;Produce&#039;&#039; or &#039;&#039;Trade&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Produce&#039;&#039; - Add one resource token per production symbol played onto empty resource slots on your planets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trade&#039;&#039; - Remove a resource token per trade symbol in resource slots on your planets and get that many influence tokens in return.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
Buy a technology card.&lt;br /&gt;
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).&lt;br /&gt;
&lt;br /&gt;
== Planet cards ==&lt;br /&gt;
&lt;br /&gt;
Planet cards have a cost in colonies or warfare.&lt;br /&gt;
You can turn the planet over by paying &#039;&#039;either&#039;&#039; of these costs.&lt;br /&gt;
&lt;br /&gt;
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.&lt;br /&gt;
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.&lt;br /&gt;
Some planets have a +1 game effect which increases your end of turn hand size by 1 card.&lt;br /&gt;
&lt;br /&gt;
== Technology cards ==&lt;br /&gt;
&lt;br /&gt;
Technology cards have a cost which is paid with research symbols and require a certain amount of settled worlds of the same type.&lt;br /&gt;
&lt;br /&gt;
Some technology have an action which are played during the &#039;&#039;&#039;Action phase&#039;&#039;&#039; these cards also have symbols and can also be used during the &#039;&#039;&#039;Role phase&#039;&#039;&#039;. When used as an action they only provide the ability &#039;&#039;&#039;not the symbols listed&#039;&#039;&#039; on the card.&lt;br /&gt;
&lt;br /&gt;
Some technologies are permanent and are added to your empire&#039;s abilities.  If it provides symbols those add during the appropriate &#039;&#039;&#039;Role phase&#039;&#039;&#039; similar to planets.&lt;br /&gt;
&lt;br /&gt;
=== How to Use Technology Cards (User Interface) ===&lt;br /&gt;
&lt;br /&gt;
A Permanent Technology refers to a card that does not get shuffled into your deck but instead is placed face up and available during the appropriate phases.&lt;br /&gt;
&lt;br /&gt;
==== One World Type Cards ====&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Improved Colonize&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039; &lt;br /&gt;
: You may settle one world if it is colonized then you may place this card on another world that still needs to be colonized (as a Colonize) -or- You may settle a second world&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Improved Production&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039;&lt;br /&gt;
: You may immediately produce twice on your choice of planets with available slots or any planet with more than one slot or any combination thereof&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Improved Trade&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039; &lt;br /&gt;
: You immediately gain one influence - you do NOT need a good to trade to get this benefit. &#039;&#039;The card does NOT provide a Trade to the Leader role if you choose Trade during the Role phase&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Improved Warfare&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039;&lt;br /&gt;
: You may build two fighters or attack one planet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Two of a World Type ====&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Diverse Markets&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039; &lt;br /&gt;
: This will affect your Role phase. Trade different goods for more influence - you must use multiple Trade in &#039;&#039;&#039;your&#039;&#039;&#039; Role phase to get this benefit. &#039;&#039;The card does NOT provide an additional Trade to the Leader role only the additional scoring&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Data Network&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039; &lt;br /&gt;
: Immediately draw two more cards to your hand and choose to remove any cards in your hand and in front of you from the game (similar to Research action).  &#039;&#039;You will get information that you still have actions left just select the card you want to remove before continuing &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Specialization&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039; &lt;br /&gt;
: Plays like &#039;&#039;Diverse Markets&#039;&#039; this will affect your Role phase. Trade the same goods for more influence - you must use multiple Trade in your Role phase to get this benefit. &#039;&#039;The card does NOT provide the Trade to the Leader role only the additional scoring&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Weapons Emporium&#039;&#039;&#039; - &#039;&#039;Permanent Technology - Works during any Trade role&#039;&#039;&lt;br /&gt;
: You may use your Trade cards to sell fighters as well as goods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Streamlining&#039;&#039;&#039; - &#039;&#039;Permanent Technology - Occurs before your Cleanup Phase&#039;&#039;&lt;br /&gt;
: Select the Streamlining and then the card you wish to remove&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039; &lt;br /&gt;
: Select any Two Role Cards from the Role decks - if this causes the pile to exhaust it does affect the Game End.  &#039;&#039;If a Role is not available you may not take it&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Genetic Engineering&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039;&lt;br /&gt;
: You must choose Produce during YOUR role phase.  For each good you produce you get an influence. &#039;&#039;The card does NOT provide the Produce to the Leader role&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Terraforming&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039;&lt;br /&gt;
: Plays similar to the Colonize action.  If the world can be settled with the addition of up to two colonies it is automatically settled, otherwise it is played as if two Colonize have been provided to the planet  &#039;&#039;This card does NOT provide the Settle benefit if it is used during any Colonize Role phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Fertile Grounds&#039;&#039;&#039; - &#039;&#039;Permanent Technology - Works during any Production or Research role&#039;&#039;&lt;br /&gt;
: All your planets require one less to Settle and during any Production or Research roles this counts as those symbols&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Abundance&#039;&#039;&#039; - &#039;&#039;Permanent Technology - Works during any Settle or Attack Planet actions&#039;&#039;&lt;br /&gt;
: Upon taking this you immediately gain four resources. Whenever you settle a Planet or Attack a Planet you immediately produce two resources. &#039;&#039;Scenarios Variant:  If you start with this upon your first two worlds attacked or settled they have room for a second resource.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Mobilization&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039; ability occurs before Clean-Up phase&lt;br /&gt;
: You will get two fighters during your Action phase.  At the end of your Role phase select the Mobilization card then choose which planet you wish to attack.  &#039;&#039;You can still perform a Warfare role as normal for two attacks in the turn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Survey Team&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039;&lt;br /&gt;
: You immediately draw the next world in the deck and add it available worlds to attack or colonize&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;War Path&#039;&#039;&#039; - &#039;&#039;Play during your Action Phase&#039;&#039;&lt;br /&gt;
: You may attack two worlds immediately and still choose Warfare during your Role phase for a third attack this round if you desire. &#039;&#039;If you also have &#039;&#039;&#039;Scorched Earth policy&#039;&#039;&#039; the reduction applies only to one of the attacks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Imperialism&#039;&#039;&#039; - &#039;&#039;Permanent Technology - Works during any Survey, Trader or Warfare role&#039;&#039;&lt;br /&gt;
: You have an additional symbol in each of the above when you are Leader or follow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Scorched Earth Policy&#039;&#039;&#039; - &#039;&#039;Works during any Attack Planet action&#039;&#039;&lt;br /&gt;
: You use up to two less fighters to attack a Planet, planets attacked may not store any goods. &#039;&#039;If the planet has two slots only the first one will be unusable. The bonus applies only to each Warfare played not every attack.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Three of a World Type ====&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Logistics&#039;&#039;&#039; - &#039;&#039;Occurs during your turn&#039;&#039;&lt;br /&gt;
: You may chose which order you play Action and Role.  At the end of the game take one more turn. &#039;&#039;Other players may still follow the role you choose during this extra turn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Escalation Expansion ==&lt;br /&gt;
&lt;br /&gt;
There are a number of additions in Escalation including the ability to attack other players.  When another player&#039;s world is attacked a reparations of two influence is granted to the defender.&lt;br /&gt;
&lt;br /&gt;
=== Additional Actions ===&lt;br /&gt;
In addition to a card&#039;s action available each player has an additional action which affects their fleet&lt;br /&gt;
# A player may convert three fighters to a destroyer&lt;br /&gt;
# A player may convert two destroyers to a Battlecruiser&lt;br /&gt;
&#039;&#039;&#039;If the player has upgraded to the Improved Fleet&#039;&#039;&#039;&lt;br /&gt;
# The player may convert two fighters to a destroyer (multiple times)&lt;br /&gt;
# A player may convert two destroyers to a Battlecruiser&lt;br /&gt;
&lt;br /&gt;
Having a Battlecruiser in your fleet reduces the amount of fighters needed in an attack planet by two fighters, a Battlecruiser may also be used to attack and win against any planet, however to attack another player&#039;s world you will need the matching Action card&lt;br /&gt;
&lt;br /&gt;
=== Additional Worlds ===&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Hostile Planets&#039;&#039;&#039; - &#039;&#039;Show the Destroyer Symbol and NO Colonize symbol&#039;&#039;&lt;br /&gt;
: These worlds may be only taken over by the player using a Destroyer and may not be colonized.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Bustling Planets&#039;&#039;&#039; - &#039;&#039;Show the Destroyer Symbol and Colonize symbol&#039;&#039;&lt;br /&gt;
: These worlds may be only taken over by the player using a Destroyer and they may be colonized as per usual instructions.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Civilized Planets&#039;&#039;&#039; - &#039;&#039;Show the Battlecruiser and Colonize Symbol&#039;&#039;&lt;br /&gt;
: These worlds may be only taken over by the player using a Battlecruiser for warfare they may be colonized as per usual instructions.  They all have the Peace Treaty ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional Symbology ===&lt;br /&gt;
&lt;br /&gt;
Some technology cards shows the fighter symbol or a resource symbols, these cards may be used as additional fighters or the resource they represent by selecting them during the appropriate phase.&lt;br /&gt;
&lt;br /&gt;
=== New Technologies ===&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Peace Treaty&#039;&#039;&#039; - &#039;&#039;Permanent Technology&#039;&#039; ability occurs when Dissenting Warfare Phase&lt;br /&gt;
: You gain a single influence per Peace Treaty you have in play&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnovaluna&amp;diff=14135</id>
		<title>Gamehelpnovaluna</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnovaluna&amp;diff=14135"/>
		<updated>2022-07-24T09:24:42Z</updated>

		<summary type="html">&lt;p&gt;Avron: typos, fixing sexist language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the Game ==&lt;br /&gt;
The goal is to get tiles and place discs on them. The first player who placed all of their discs, wins.&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
When it&#039;s your turn you select one of the 3 tiles after the moon-meeple. Empty spaces are ignored.&lt;br /&gt;
You place this tile in your play area next to another tile and move your disc on the wheel by the number indicated on the top left corner of the chosen tile.&lt;br /&gt;
If that space is occupied, place your disc on top of the stack.&lt;br /&gt;
The next player will be the one whose disc is last (or on top if tied).&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
The other three corners of the tile show tasks, consisting of 1-4 dots. &lt;br /&gt;
In order to complete the task the tile must be adjacent to other tiles in the color of the dots (1 dot per color).&lt;br /&gt;
A tile can be used to fulfil multiple tasks (even of the same tile), but only once per tile.&lt;br /&gt;
If an adjacent tile has other adjacent tiles of the same color, they also count even if they are not directly adjacent to the task. This can be continued as desired.&lt;br /&gt;
Once a task is completed, place one disc from the supply on it.&lt;br /&gt;
&lt;br /&gt;
== Refill the wheel ==&lt;br /&gt;
If there are less than 3 tiles on the wheel at the begin of your turn you can refill the wheel.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
If one player has placed all their discs, they win.&lt;br /&gt;
If all the tiles are gone, the player with the most placed discs wins. In case of a tie, the one whose turn it would be next wins.&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_raceforthegalaxy&amp;diff=12911</id>
		<title>Tips raceforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_raceforthegalaxy&amp;diff=12911"/>
		<updated>2022-04-29T13:23:25Z</updated>

		<summary type="html">&lt;p&gt;Avron: /* == */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Game Only, 2 Player only variant.&lt;br /&gt;
======================================&lt;br /&gt;
The game is won through Victory Points (VP). The 2 possible ways to get VP are: &lt;br /&gt;
1. Playing developments &amp;amp; worlds. &lt;br /&gt;
2. Consuming goods to gain the additional VP chips.&lt;br /&gt;
&lt;br /&gt;
So strategy tips will be based one or both of these ways of gaining VP.&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, most common strategies go though 3 different phases.&lt;br /&gt;
&lt;br /&gt;
1. Start of the game:&lt;br /&gt;
Money (cards in hand) is more important than VP at this stage.&lt;br /&gt;
Gain cards in hand by trading goods, normally from cheap windfall worlds, or exploring.&lt;br /&gt;
You may also see some small trading improvement cards which aid this strategy like &#039;Export Duties&#039; or &#039;Spice World&#039;&lt;br /&gt;
&lt;br /&gt;
2. Middle game: &lt;br /&gt;
Develop a card drawing and/or goods producing engine by playing card cost saving and gaining cards. &lt;br /&gt;
Examples will be &#039;Drop Ships&#039;, &#039;Replicant Robots&#039;, &#039;Diverse Economy&#039;, &#039;Consumer Markets&#039;.&lt;br /&gt;
Not to be overlooked are lots of cards which aid free stuff in the produce phase.&lt;br /&gt;
&lt;br /&gt;
3. End game: &lt;br /&gt;
The game ends after a player reaches 12 developments &amp;amp; worlds or 24 VP chips (in 2-player games, the pool of VP chips is 12 per player) have been gained. These two ways of ending the game also broadly categorize the strategies for winning the game.&lt;br /&gt;
You either aim to out develop/settle your opponent with superior card drawing/discount engine, or aim to build a produce and consumeX2 engine that nets roughly 6 more VP chips per turn than your opponent. Expansion will struggle to keep up with 6 points per turn, but each strategy can diversify into the other to take advantage of the opponent&#039;s phases (see Drafting / Leeching).&lt;br /&gt;
&lt;br /&gt;
Recognize the turn the game will likely end, and build 6? point developments that gain lots of points in the final count. Build other high scoring worlds like alien worlds and military worlds.&lt;br /&gt;
Whatever you decide it should be to maximize your potential of hand and cards on the table, and looking to see how your position best plays against your opponents to secure victory.&lt;br /&gt;
Occasionally you may tell that the only way to victory could be to +5/0 explore to dig for that one final 6 point dev card that will earn you 14 points. Better to go down fighting than to simply concede.&lt;br /&gt;
&lt;br /&gt;
-Drafting / Leeching / Playing the opponent: &lt;br /&gt;
Whatever you want to call it, the strategy of your opponent should be considered at all times. This is not just a multiplayer solitaire game.&lt;br /&gt;
So at the &#039;choose actions&#039; initial part of the round, consider what benefits you the most, but also consider what benefits your opponent the least.&lt;br /&gt;
For example, if your opponent has very few cards in hand, their develop and settle options may be limited - especially if they have no develop/settle engine powers or military.&lt;br /&gt;
Alternatively, if their tableau has no produce powers, you might safely produce without gifting your opponent free goods and VP. It&#039;s even better if you have developments/worlds with production powers in hand, which guarantees that if they settle a production development/world, you get to develop/settle one too and remain ahead.&lt;br /&gt;
&lt;br /&gt;
Stay flexible. Take and keep cheap, easy to play filler cards to leech develops and settles.&lt;br /&gt;
Occasionally you get the &#039;zugzwang&#039; feeling, where both players would normally choose produce or settle (or any other action type) but neither do because insufficient advantage would be gained from calling it. An example of this would be two players with equal produce/consume engines - neither wishes to call produce when they could use another phase to try to outflank the opponent, so both players pivot to expansion until one player finds advantage in producing again.&lt;br /&gt;
&lt;br /&gt;
So the likelihood and the beauty of the game is that there is no one strategy to beat all others. You must be willing to be flexible at all times to maximize your position&#039;s dominance over your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
-Some small extra tips:&lt;br /&gt;
Yes, some games may only last 6 or 7 rounds and you&#039;ve just been beaten by a very rapid cheap blue or brown consumex2 and produce tactic.&lt;br /&gt;
Leaving 0 or few cards in the hand after a round can leave you exposed. If you do this then you need to have a plan, like a alien yellow windfall world ready to be traded or something.&lt;br /&gt;
It&#039;s a race; always question your position and the end of the game, try to finish on a high, 6 point development cards are often played in the final round to steal the win.&lt;br /&gt;
A non military strategy can still deploy a 7 point rebel world with the help of the &#039;Contact Specialist&#039;.&lt;br /&gt;
Don&#039;t blame the card draw, 95% of the time a credible alternative is available. It sucks to lose, play better next time!&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpkingoftokyo&amp;diff=9325</id>
		<title>Talk:Gamehelpkingoftokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpkingoftokyo&amp;diff=9325"/>
		<updated>2021-09-04T01:51:03Z</updated>

		<summary type="html">&lt;p&gt;Avron: Created page with &amp;quot;No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.  This should not be happening automatically but as I&amp;#039;ve not played the imp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.&lt;br /&gt;
&lt;br /&gt;
This should not be happening automatically but as I&#039;ve not played the implementation yet I don&#039;t know if it is. A player that doesn&#039;t roll the claws as the first game turn should not enter Tokyo.&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=9324</id>
		<title>Gamehelpkingoftokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=9324"/>
		<updated>2021-09-04T01:49:22Z</updated>

		<summary type="html">&lt;p&gt;Avron: /* Smash (hand die) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= For translators =&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Please don&#039;t touch the &amp;lt;strong&amp;gt;, &amp;lt;i&amp;gt;, and text between [] (brackets). &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For cards name, brackets contained hexa-decimal color of names. This will specify the color from this tag until the end, or until color is redefined. You probably don&#039;t need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code on HEX field here : https://www.google.com/search?q=color+picker&lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
You are a gigantic Monster willing to do anything to become King of Tokyo.&lt;br /&gt;
Your rampage brings you glory in the form of Victory Points (blue stars). To win, be the first Monster to gain 20 Victory Points.&lt;br /&gt;
Or, get your claws out and eliminate your enemies. The last one standing claims victory!&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
# Roll Dice&lt;br /&gt;
# Resolve Dice&lt;br /&gt;
# Enter Tokyo&lt;br /&gt;
# Buy Power cards&lt;br /&gt;
# End of turn&lt;br /&gt;
&lt;br /&gt;
=== Roll Dice ===&lt;br /&gt;
&#039;&#039;&#039;On your turn, you can roll the dice up to three times. You can stop rolling any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the first Roll, 6 dice are rolled. For your second Roll, if you like some of your results, you can set them aside (click on the to lock them) and only roll the ones you don’t like again.&lt;br /&gt;
&lt;br /&gt;
For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.&lt;br /&gt;
&lt;br /&gt;
After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.&lt;br /&gt;
&lt;br /&gt;
== Resolve Dice ==&lt;br /&gt;
Symbols rolled at the end of your last die Roll represent the actions of your turn.&lt;br /&gt;
&lt;br /&gt;
=== Victory points (dices 1, 2 and 3) ===&lt;br /&gt;
If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.&lt;br /&gt;
&lt;br /&gt;
Each additional die rolled with the same face gains you 1 additional point.&lt;br /&gt;
&lt;br /&gt;
=== Energy (lightning bolt die) ===&lt;br /&gt;
Gain 1 energy from the pool for each energy die.&lt;br /&gt;
&lt;br /&gt;
=== Heal (heart die) ===&lt;br /&gt;
If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.&lt;br /&gt;
&lt;br /&gt;
If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).&lt;br /&gt;
&lt;br /&gt;
=== Smash (hand die) ===&lt;br /&gt;
Monsters that are not in the same place as you lose 1 for each smash die rolled.&lt;br /&gt;
&lt;br /&gt;
If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll any smash dice, you wound all Monsters outside of Tokyo.&lt;br /&gt;
&lt;br /&gt;
If you are outside of Tokyo and you roll smash any dice, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay). &lt;br /&gt;
These Monsters can then decide to Yield and leave Tokyo or stay. Monsters who Yield Tokyo still lose hearts.&lt;br /&gt;
Each smash die results in losing one Life Point.&lt;br /&gt;
If a Monster loses their last Life Point, they are eliminated.&lt;br /&gt;
&lt;br /&gt;
If a Monster yields Tokyo, the attacker must enter Tokyo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dices.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Losing hearts from a Power card effect is different than being attacked with smash dice. A Monster can only yield Tokyo when losing hearts from smash dice.&lt;br /&gt;
&lt;br /&gt;
== Enter Tokyo ==&lt;br /&gt;
&lt;br /&gt;
If no one is in Tokyo, you must enter and place your Monster in Tokyo City.&lt;br /&gt;
You can only Yield when you lose heart from smashes rolled by a Monster.&lt;br /&gt;
&lt;br /&gt;
No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.&lt;br /&gt;
&lt;br /&gt;
=== 5/6 players ===&lt;br /&gt;
With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay. Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”. Tokyo Bay has the same effects as Tokyo City.&lt;br /&gt;
&lt;br /&gt;
Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).&lt;br /&gt;
&lt;br /&gt;
=== Being in Tokyo (Tokyo City or Tokyo Bay) ===&lt;br /&gt;
has some advantages and disadvantages:&lt;br /&gt;
* You gain 1 point when you enter Tokyo.&lt;br /&gt;
* You gain 2 points if you start your turn in Tokyo.&lt;br /&gt;
* Monsters in Tokyo cannot use heart dice to heal&lt;br /&gt;
&lt;br /&gt;
== Buy Power cards ==&lt;br /&gt;
&lt;br /&gt;
You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card. &lt;br /&gt;
&#039;&#039;&#039;Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can also spend 2 energy to sweep all three face-up cards to the discard. Then reveal three new Power cards from the deck. They are immediately available for purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As long as you have enough energy, you can continue to buy or sweep cards.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== End of turn ==&lt;br /&gt;
Certain Power card effects activate at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Once you’re done, pass the dice to the player on your left.&lt;br /&gt;
&lt;br /&gt;
== Power card clarifications ==&lt;br /&gt;
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win. If all Monsters are eliminated at the same time… everyone loses!&lt;br /&gt;
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist ===&lt;br /&gt;
If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.&lt;br /&gt;
&lt;br /&gt;
=== Fire Breathing ===&lt;br /&gt;
The Monsters of the players seated to your left and right each lose 1 heart. They lose this heart even if they are in the same place as you. If there are only 2 players, your opponent only loses 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Mimic ===&lt;br /&gt;
Mimic copies the effects of a card as if it had just been played (with tokens, for example). If the copied card is discarded, Mimic no longer has an effect and you take back the associated token. You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.&lt;br /&gt;
&lt;br /&gt;
=== Poison Spit &amp;amp; Shrink Ray ===&lt;br /&gt;
Poison and Shrink tokens stay even if their associated cards are discarded. You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.&lt;br /&gt;
&lt;br /&gt;
=== Metamorph ===&lt;br /&gt;
Discarding your Keep cards happens in the End of Turn step. You get back the full cost of the card as printed, even if you bought it at a discount.&lt;br /&gt;
&lt;br /&gt;
= 2 players variant =&lt;br /&gt;
&#039;&#039;This option is activated by default.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.&lt;br /&gt;
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.&lt;br /&gt;
&lt;br /&gt;
All other rules remain unchanged.&lt;br /&gt;
&lt;br /&gt;
= Cards combinations =&lt;br /&gt;
If you have a doubt about some cards combinations, you can check answers listed here : https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM.&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=9323</id>
		<title>Gamehelpkingoftokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=9323"/>
		<updated>2021-09-04T01:46:52Z</updated>

		<summary type="html">&lt;p&gt;Avron: /* Roll Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= For translators =&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Please don&#039;t touch the &amp;lt;strong&amp;gt;, &amp;lt;i&amp;gt;, and text between [] (brackets). &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For cards name, brackets contained hexa-decimal color of names. This will specify the color from this tag until the end, or until color is redefined. You probably don&#039;t need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code on HEX field here : https://www.google.com/search?q=color+picker&lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
You are a gigantic Monster willing to do anything to become King of Tokyo.&lt;br /&gt;
Your rampage brings you glory in the form of Victory Points (blue stars). To win, be the first Monster to gain 20 Victory Points.&lt;br /&gt;
Or, get your claws out and eliminate your enemies. The last one standing claims victory!&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
# Roll Dice&lt;br /&gt;
# Resolve Dice&lt;br /&gt;
# Enter Tokyo&lt;br /&gt;
# Buy Power cards&lt;br /&gt;
# End of turn&lt;br /&gt;
&lt;br /&gt;
=== Roll Dice ===&lt;br /&gt;
&#039;&#039;&#039;On your turn, you can roll the dice up to three times. You can stop rolling any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the first Roll, 6 dice are rolled. For your second Roll, if you like some of your results, you can set them aside (click on the to lock them) and only roll the ones you don’t like again.&lt;br /&gt;
&lt;br /&gt;
For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.&lt;br /&gt;
&lt;br /&gt;
After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.&lt;br /&gt;
&lt;br /&gt;
== Resolve Dice ==&lt;br /&gt;
Symbols rolled at the end of your last die Roll represent the actions of your turn.&lt;br /&gt;
&lt;br /&gt;
=== Victory points (dices 1, 2 and 3) ===&lt;br /&gt;
If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.&lt;br /&gt;
&lt;br /&gt;
Each additional die rolled with the same face gains you 1 additional point.&lt;br /&gt;
&lt;br /&gt;
=== Energy (lightning bolt die) ===&lt;br /&gt;
Gain 1 energy from the pool for each energy die.&lt;br /&gt;
&lt;br /&gt;
=== Heal (heart die) ===&lt;br /&gt;
If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.&lt;br /&gt;
&lt;br /&gt;
If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).&lt;br /&gt;
&lt;br /&gt;
=== Smash (hand die) ===&lt;br /&gt;
Monsters that are not in the same place as you lose 1 for each smash die rolled.&lt;br /&gt;
&lt;br /&gt;
If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll smash dices, you wound all Monsters outside of Tokyo.&lt;br /&gt;
&lt;br /&gt;
If you are outside of Tokyo and you roll smash dices, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay). &lt;br /&gt;
These Monsters can then decide to Yield and leave Tokyo or stay. Monsters who Yield Tokyo still lose hearts.&lt;br /&gt;
Each smash die results in losing one Life Point.&lt;br /&gt;
If a Monster loses his last Life Point, he is eliminated.&lt;br /&gt;
&lt;br /&gt;
If a Monster yields Tokyo, the attacker must enter Tokyo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dices.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note : Lost heart from a Power card effect is different than smash dices. A Monster can only yield Tokyo when losing hearts from smash dice.&lt;br /&gt;
&lt;br /&gt;
== Enter Tokyo ==&lt;br /&gt;
&lt;br /&gt;
If no one is in Tokyo, you must enter and place your Monster in Tokyo City.&lt;br /&gt;
You can only Yield when you lose heart from smashes rolled by a Monster.&lt;br /&gt;
&lt;br /&gt;
No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.&lt;br /&gt;
&lt;br /&gt;
=== 5/6 players ===&lt;br /&gt;
With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay. Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”. Tokyo Bay has the same effects as Tokyo City.&lt;br /&gt;
&lt;br /&gt;
Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).&lt;br /&gt;
&lt;br /&gt;
=== Being in Tokyo (Tokyo City or Tokyo Bay) ===&lt;br /&gt;
has some advantages and disadvantages:&lt;br /&gt;
* You gain 1 point when you enter Tokyo.&lt;br /&gt;
* You gain 2 points if you start your turn in Tokyo.&lt;br /&gt;
* Monsters in Tokyo cannot use heart dice to heal&lt;br /&gt;
&lt;br /&gt;
== Buy Power cards ==&lt;br /&gt;
&lt;br /&gt;
You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card. &lt;br /&gt;
&#039;&#039;&#039;Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can also spend 2 energy to sweep all three face-up cards to the discard. Then reveal three new Power cards from the deck. They are immediately available for purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As long as you have enough energy, you can continue to buy or sweep cards.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== End of turn ==&lt;br /&gt;
Certain Power card effects activate at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Once you’re done, pass the dice to the player on your left.&lt;br /&gt;
&lt;br /&gt;
== Power card clarifications ==&lt;br /&gt;
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win. If all Monsters are eliminated at the same time… everyone loses!&lt;br /&gt;
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist ===&lt;br /&gt;
If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.&lt;br /&gt;
&lt;br /&gt;
=== Fire Breathing ===&lt;br /&gt;
The Monsters of the players seated to your left and right each lose 1 heart. They lose this heart even if they are in the same place as you. If there are only 2 players, your opponent only loses 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Mimic ===&lt;br /&gt;
Mimic copies the effects of a card as if it had just been played (with tokens, for example). If the copied card is discarded, Mimic no longer has an effect and you take back the associated token. You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.&lt;br /&gt;
&lt;br /&gt;
=== Poison Spit &amp;amp; Shrink Ray ===&lt;br /&gt;
Poison and Shrink tokens stay even if their associated cards are discarded. You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.&lt;br /&gt;
&lt;br /&gt;
=== Metamorph ===&lt;br /&gt;
Discarding your Keep cards happens in the End of Turn step. You get back the full cost of the card as printed, even if you bought it at a discount.&lt;br /&gt;
&lt;br /&gt;
= 2 players variant =&lt;br /&gt;
&#039;&#039;This option is activated by default.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.&lt;br /&gt;
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.&lt;br /&gt;
&lt;br /&gt;
All other rules remain unchanged.&lt;br /&gt;
&lt;br /&gt;
= Cards combinations =&lt;br /&gt;
If you have a doubt about some cards combinations, you can check answers listed here : https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM.&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=87</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=87"/>
		<updated>2012-03-31T00:48:04Z</updated>

		<summary type="html">&lt;p&gt;Avron: /* 1) Play a clue card from his hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Get as many gold coins as you can by locating treasures on the Tobago island and sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from his hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map indicate where the treasure can be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or one space only when your ATV goes from one land type to another.&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, he can raise it, and then players have to share it. When a treasure is raised, the current move is finished, even if the player has not used all the legs to which he was entitled.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw his windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* play a clue card&lt;br /&gt;
* remove a treasure marker&lt;br /&gt;
* move his ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet)&lt;br /&gt;
* to exchange the clue cards from his hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
The game ends after sharing the treasure for which the deck of treasure cards has been exhausted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Avron</name></author>
	</entry>
</feed>