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	<updated>2026-10-28T23:30:50Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=20546</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=20546"/>
		<updated>2024-03-23T14:17:12Z</updated>

		<summary type="html">&lt;p&gt;Awfullbored: /* Check Corner */ previously this claimed that checking corners only summed the values of speed cards, but other bonus cards with numeric values also count against that limit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing a Round ==&lt;br /&gt;
&#039;&#039;Heat: Pedal to the Metal&#039;&#039; is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.&lt;br /&gt;
&lt;br /&gt;
All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shift Gears || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Play Cards || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Reveal and Move || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adrenaline || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || React || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Slipstream ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Check Corner || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Discard || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Replenish Hand || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the &amp;quot;+ Symbol&amp;quot; section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
==== Paying Heat ====&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
==== Shifting up/down 2 positions ====&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Basic Upgrade Cards ====&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
* • &#039;&#039;&#039;Heat&#039;&#039;&#039;: Works just like other Heat cards, though it starts shuffled in your deck.&lt;br /&gt;
* • &#039;&#039;&#039;0&#039;&#039;&#039;: Zero speed movement card.&lt;br /&gt;
* • &#039;&#039;&#039;5&#039;&#039;&#039;: 5 speed movement card.&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Upgrade Cards ====&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Scrap&#039;&#039;&#039;: (Mandatory) Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
* • &#039;&#039;&#039;Adjust Speed Limit&#039;&#039;&#039;: (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
* • &#039;&#039;&#039;Slipstream boost&#039;&#039;&#039;: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
* • &#039;&#039;&#039;Reduce Stress&#039;&#039;&#039;: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
* • &#039;&#039;&#039;Refresh&#039;&#039;&#039;: You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
* • &#039;&#039;&#039;Salvage&#039;&#039;&#039;: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
* • &#039;&#039;&#039;Direct Play&#039;&#039;&#039;: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
* • &#039;&#039;&#039;Accelerate&#039;&#039;&#039;: You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner checks (step 7).&lt;br /&gt;
&lt;br /&gt;
== Championship Mode ==&lt;br /&gt;
Key differences in Championship mode are that &lt;br /&gt;
&lt;br /&gt;
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course&#039;s event.&lt;br /&gt;
* you will get one new garage upgrade per race. You don&#039;t get to find out the weather or track condition until AFTER you&#039;ve chosen upgrades.&lt;br /&gt;
* You can get single use &amp;quot;upgrades&amp;quot; during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Corner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won&#039;t get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.&lt;/div&gt;</summary>
		<author><name>Awfullbored</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=20029</id>
		<title>Gamehelpstoneage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=20029"/>
		<updated>2024-02-13T19:33:29Z</updated>

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