<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Baron+Frog</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Baron+Frog"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Baron_Frog"/>
	<updated>2026-11-14T07:22:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfruitpicking&amp;diff=27397</id>
		<title>Gamehelpfruitpicking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfruitpicking&amp;diff=27397"/>
		<updated>2025-11-22T11:17:18Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Collect a Market Card */ Separated the requirement from the clean up operation after collecting a card.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
The players become farmers who will plant and pick fruit on their Fruit Island and trade them with Market Island.&lt;br /&gt;
&lt;br /&gt;
The goal is to collect a set of Market Cards and claim a title from one of the 4 districts of Market Island.&lt;br /&gt;
&lt;br /&gt;
== Turn overview ==&lt;br /&gt;
&lt;br /&gt;
=== Planting Seeds ===&lt;br /&gt;
&lt;br /&gt;
Choose one Farm, pick up all the Seeds and, clockwise, redistribute 1 Seed onto each of the next spaces, until no more Seeds are left in your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There may be rare situation at the start of a player&#039;s turn, where the player has no Seeds left on any of their Farm Cards (all Seeds are on the Harvest House and Storage).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In that case, that player takes 3 Seeds from their Storage (or Harvest House if there are not enough seeds in the Storage).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, starting clockwise from the Farm right of the Harvest House, the player redistributes 1 Seed to each of the first 3 Farm Cards and ends their turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Active Farm ===&lt;br /&gt;
&lt;br /&gt;
The last Farm you put a Seed on becomes your Active Farm for this turn. Now choose either Water plants or Collect Market Card (automatically chooses to water plants if your harvest house doesn’t have enough seeds for the cost of the market card.)&lt;br /&gt;
&lt;br /&gt;
If the Harvest House is the Active Farm, they plant Seeds again. A player cannot pass their turn.&lt;br /&gt;
&lt;br /&gt;
=== Water plants or Collect a Market Card ===&lt;br /&gt;
&lt;br /&gt;
==== Water plants ====&lt;br /&gt;
&lt;br /&gt;
Take Seeds from your Storage equal to the number of fruit or Raindrops depicted on your Active Farm and add them to the Active Farm. (You must do this if you do not have enough seeds in your Harvest House to purchase the fruit in the market that matches your active farm.)  &lt;br /&gt;
&lt;br /&gt;
If there are not enough Seeds in the Storage, the player takes all remaining Seeds from the Storage and adds them to the Active Farm.  &lt;br /&gt;
&lt;br /&gt;
==== Collect a Market Card ====&lt;br /&gt;
&lt;br /&gt;
Collect a Market Card depicting the same fruit as your Active Farm if you have enough seeds in your Harvest House to do so.  The number required in your Harvest House is equal to the total price of the Market Card (the number of fruits shown on the card plus the number of seeds shown as the market premium (+3, +2, +1, 0) on the market board).&lt;br /&gt;
&lt;br /&gt;
The required number of seeds from the Harvest House and all of the seeds on the active farm are returned to your Storage.&lt;br /&gt;
&lt;br /&gt;
=== Next player&#039;s turn ===&lt;br /&gt;
&lt;br /&gt;
After a player&#039;s turn, The next player in order starts their turn.&lt;br /&gt;
&lt;br /&gt;
=== Game end ===&lt;br /&gt;
&lt;br /&gt;
Check if you have collected one of the 4 sets of Market Cards.&lt;br /&gt;
&lt;br /&gt;
If yes, the game ends after every player has had the same number of turns.&lt;br /&gt;
&lt;br /&gt;
==== Victory conditions ====&lt;br /&gt;
&lt;br /&gt;
* Family: A pair and three of a kind&lt;br /&gt;
&lt;br /&gt;
* Monopolists: Four of a kind&lt;br /&gt;
&lt;br /&gt;
* Lovers: Three distinct pairs&lt;br /&gt;
&lt;br /&gt;
* Merchants: All five different kinds&lt;br /&gt;
&lt;br /&gt;
If after game end trigger, multiple players complete sets, the tie breakers are:&lt;br /&gt;
&lt;br /&gt;
* Most fruits depicted on market cards, then&lt;br /&gt;
&lt;br /&gt;
* Most seeds on Farm Cards and Harvest House, then&lt;br /&gt;
&lt;br /&gt;
* If still equal, all tied players win.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Small children variation ===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the Market Island Board.&lt;br /&gt;
&lt;br /&gt;
From the Market Card deck, reveal the first three cards to be used as the Market. The price for each Market Card will simply be the number of fruit depicted on it.&lt;br /&gt;
&lt;br /&gt;
The game ends when any player buys 5 Market Cards.&lt;br /&gt;
&lt;br /&gt;
=== Random setup variation ===&lt;br /&gt;
&lt;br /&gt;
Instead of every player copying the same Farm Card configuration as the starting player, every player shuffles their Farm Cards and lays down the cards randomly on their Fruit Island Board.&lt;br /&gt;
&lt;br /&gt;
=== Solo mode ===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
&lt;br /&gt;
Make a Market Card deck with only 5 different Market Cards (one card from each fruit) in it. Draw the top card of the deck and lay it face up on the table.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
There is only one Market Card available for you to collect at any one time.&lt;br /&gt;
&lt;br /&gt;
In order to collect it, you must pay its price (number of fruit on the card) plus any remaining Seeds that may be in your Harvest House.&lt;br /&gt;
&lt;br /&gt;
All the Seeds from your Harvest House are never used again in the game.&lt;br /&gt;
&lt;br /&gt;
The seeds on the Active Farm still go back to the storage.&lt;br /&gt;
&lt;br /&gt;
Then, draw the next card from the top of the Market Card deck and the game continues.&lt;br /&gt;
&lt;br /&gt;
==== Game end ====&lt;br /&gt;
&lt;br /&gt;
The game ends with one of the following three conditions.&lt;br /&gt;
&lt;br /&gt;
* There are no Seeds left in the Storage.&lt;br /&gt;
&lt;br /&gt;
* There are no Seeds on your fruit Farms, only in the Harvest House.&lt;br /&gt;
&lt;br /&gt;
* You collected all five Market Cards.&lt;br /&gt;
&lt;br /&gt;
If you collected all five Market Cards, you&#039;ve won! If not, try again!&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfruitpicking&amp;diff=27396</id>
		<title>Gamehelpfruitpicking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfruitpicking&amp;diff=27396"/>
		<updated>2025-11-22T11:16:17Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Collect a Market Card */ Removed duplication.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
The players become farmers who will plant and pick fruit on their Fruit Island and trade them with Market Island.&lt;br /&gt;
&lt;br /&gt;
The goal is to collect a set of Market Cards and claim a title from one of the 4 districts of Market Island.&lt;br /&gt;
&lt;br /&gt;
== Turn overview ==&lt;br /&gt;
&lt;br /&gt;
=== Planting Seeds ===&lt;br /&gt;
&lt;br /&gt;
Choose one Farm, pick up all the Seeds and, clockwise, redistribute 1 Seed onto each of the next spaces, until no more Seeds are left in your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There may be rare situation at the start of a player&#039;s turn, where the player has no Seeds left on any of their Farm Cards (all Seeds are on the Harvest House and Storage).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In that case, that player takes 3 Seeds from their Storage (or Harvest House if there are not enough seeds in the Storage).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, starting clockwise from the Farm right of the Harvest House, the player redistributes 1 Seed to each of the first 3 Farm Cards and ends their turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Active Farm ===&lt;br /&gt;
&lt;br /&gt;
The last Farm you put a Seed on becomes your Active Farm for this turn. Now choose either Water plants or Collect Market Card (automatically chooses to water plants if your harvest house doesn’t have enough seeds for the cost of the market card.)&lt;br /&gt;
&lt;br /&gt;
If the Harvest House is the Active Farm, they plant Seeds again. A player cannot pass their turn.&lt;br /&gt;
&lt;br /&gt;
=== Water plants or Collect a Market Card ===&lt;br /&gt;
&lt;br /&gt;
==== Water plants ====&lt;br /&gt;
&lt;br /&gt;
Take Seeds from your Storage equal to the number of fruit or Raindrops depicted on your Active Farm and add them to the Active Farm. (You must do this if you do not have enough seeds in your Harvest House to purchase the fruit in the market that matches your active farm.)  &lt;br /&gt;
&lt;br /&gt;
If there are not enough Seeds in the Storage, the player takes all remaining Seeds from the Storage and adds them to the Active Farm.  &lt;br /&gt;
&lt;br /&gt;
==== Collect a Market Card ====&lt;br /&gt;
&lt;br /&gt;
Collect a Market Card depicting the same fruit as your Active Farm if you have enough seeds in your Harvest House to do so.  The number required in your Harvest House is equal to the total price of the Market Card (the number of fruits shown on the card plus the number of seeds shown as the market premium (+3, +2, +1, 0) on the market board). The required number of seeds from the Harvest House and all seeds on the active farm are returned to your Storage.&lt;br /&gt;
&lt;br /&gt;
=== Next player&#039;s turn ===&lt;br /&gt;
&lt;br /&gt;
After a player&#039;s turn, The next player in order starts their turn.&lt;br /&gt;
&lt;br /&gt;
=== Game end ===&lt;br /&gt;
&lt;br /&gt;
Check if you have collected one of the 4 sets of Market Cards.&lt;br /&gt;
&lt;br /&gt;
If yes, the game ends after every player has had the same number of turns.&lt;br /&gt;
&lt;br /&gt;
==== Victory conditions ====&lt;br /&gt;
&lt;br /&gt;
* Family: A pair and three of a kind&lt;br /&gt;
&lt;br /&gt;
* Monopolists: Four of a kind&lt;br /&gt;
&lt;br /&gt;
* Lovers: Three distinct pairs&lt;br /&gt;
&lt;br /&gt;
* Merchants: All five different kinds&lt;br /&gt;
&lt;br /&gt;
If after game end trigger, multiple players complete sets, the tie breakers are:&lt;br /&gt;
&lt;br /&gt;
* Most fruits depicted on market cards, then&lt;br /&gt;
&lt;br /&gt;
* Most seeds on Farm Cards and Harvest House, then&lt;br /&gt;
&lt;br /&gt;
* If still equal, all tied players win.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Small children variation ===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the Market Island Board.&lt;br /&gt;
&lt;br /&gt;
From the Market Card deck, reveal the first three cards to be used as the Market. The price for each Market Card will simply be the number of fruit depicted on it.&lt;br /&gt;
&lt;br /&gt;
The game ends when any player buys 5 Market Cards.&lt;br /&gt;
&lt;br /&gt;
=== Random setup variation ===&lt;br /&gt;
&lt;br /&gt;
Instead of every player copying the same Farm Card configuration as the starting player, every player shuffles their Farm Cards and lays down the cards randomly on their Fruit Island Board.&lt;br /&gt;
&lt;br /&gt;
=== Solo mode ===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
&lt;br /&gt;
Make a Market Card deck with only 5 different Market Cards (one card from each fruit) in it. Draw the top card of the deck and lay it face up on the table.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
There is only one Market Card available for you to collect at any one time.&lt;br /&gt;
&lt;br /&gt;
In order to collect it, you must pay its price (number of fruit on the card) plus any remaining Seeds that may be in your Harvest House.&lt;br /&gt;
&lt;br /&gt;
All the Seeds from your Harvest House are never used again in the game.&lt;br /&gt;
&lt;br /&gt;
The seeds on the Active Farm still go back to the storage.&lt;br /&gt;
&lt;br /&gt;
Then, draw the next card from the top of the Market Card deck and the game continues.&lt;br /&gt;
&lt;br /&gt;
==== Game end ====&lt;br /&gt;
&lt;br /&gt;
The game ends with one of the following three conditions.&lt;br /&gt;
&lt;br /&gt;
* There are no Seeds left in the Storage.&lt;br /&gt;
&lt;br /&gt;
* There are no Seeds on your fruit Farms, only in the Harvest House.&lt;br /&gt;
&lt;br /&gt;
* You collected all five Market Cards.&lt;br /&gt;
&lt;br /&gt;
If you collected all five Market Cards, you&#039;ve won! If not, try again!&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfruitpicking&amp;diff=27395</id>
		<title>Gamehelpfruitpicking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfruitpicking&amp;diff=27395"/>
		<updated>2025-11-22T11:15:37Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Water plants */ Added a note about running out of seeds in your storage.  Also edited the collect a market card to make it clearer (to me, at least) what you need to have to be able to collect a card.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
The players become farmers who will plant and pick fruit on their Fruit Island and trade them with Market Island.&lt;br /&gt;
&lt;br /&gt;
The goal is to collect a set of Market Cards and claim a title from one of the 4 districts of Market Island.&lt;br /&gt;
&lt;br /&gt;
== Turn overview ==&lt;br /&gt;
&lt;br /&gt;
=== Planting Seeds ===&lt;br /&gt;
&lt;br /&gt;
Choose one Farm, pick up all the Seeds and, clockwise, redistribute 1 Seed onto each of the next spaces, until no more Seeds are left in your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There may be rare situation at the start of a player&#039;s turn, where the player has no Seeds left on any of their Farm Cards (all Seeds are on the Harvest House and Storage).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In that case, that player takes 3 Seeds from their Storage (or Harvest House if there are not enough seeds in the Storage).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then, starting clockwise from the Farm right of the Harvest House, the player redistributes 1 Seed to each of the first 3 Farm Cards and ends their turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Active Farm ===&lt;br /&gt;
&lt;br /&gt;
The last Farm you put a Seed on becomes your Active Farm for this turn. Now choose either Water plants or Collect Market Card (automatically chooses to water plants if your harvest house doesn’t have enough seeds for the cost of the market card.)&lt;br /&gt;
&lt;br /&gt;
If the Harvest House is the Active Farm, they plant Seeds again. A player cannot pass their turn.&lt;br /&gt;
&lt;br /&gt;
=== Water plants or Collect a Market Card ===&lt;br /&gt;
&lt;br /&gt;
==== Water plants ====&lt;br /&gt;
&lt;br /&gt;
Take Seeds from your Storage equal to the number of fruit or Raindrops depicted on your Active Farm and add them to the Active Farm. (You must do this if you do not have enough seeds in your Harvest House to purchase the fruit in the market that matches your active farm.)  &lt;br /&gt;
&lt;br /&gt;
If there are not enough Seeds in the Storage, the player takes all remaining Seeds from the Storage and adds them to the Active Farm.  &lt;br /&gt;
&lt;br /&gt;
==== Collect a Market Card ====&lt;br /&gt;
&lt;br /&gt;
Collect a Market Card depicting the same fruit as your Active Farm if you have enough seeds in your Harvest House to do so.  The number required in your Harvest House is equal to the total price of the Market Card (the number of fruits shown on the card plus the number of seeds shown as the market premium (+3, +2, +1, 0) on the market board). The required number of seeds from the Harvest House and all seeds on the active farm are returned to your Storage.&lt;br /&gt;
&lt;br /&gt;
All Seeds on the Active Farm must be returned to the Storage as well.&lt;br /&gt;
&lt;br /&gt;
=== Next player&#039;s turn ===&lt;br /&gt;
&lt;br /&gt;
After a player&#039;s turn, The next player in order starts their turn.&lt;br /&gt;
&lt;br /&gt;
=== Game end ===&lt;br /&gt;
&lt;br /&gt;
Check if you have collected one of the 4 sets of Market Cards.&lt;br /&gt;
&lt;br /&gt;
If yes, the game ends after every player has had the same number of turns.&lt;br /&gt;
&lt;br /&gt;
==== Victory conditions ====&lt;br /&gt;
&lt;br /&gt;
* Family: A pair and three of a kind&lt;br /&gt;
&lt;br /&gt;
* Monopolists: Four of a kind&lt;br /&gt;
&lt;br /&gt;
* Lovers: Three distinct pairs&lt;br /&gt;
&lt;br /&gt;
* Merchants: All five different kinds&lt;br /&gt;
&lt;br /&gt;
If after game end trigger, multiple players complete sets, the tie breakers are:&lt;br /&gt;
&lt;br /&gt;
* Most fruits depicted on market cards, then&lt;br /&gt;
&lt;br /&gt;
* Most seeds on Farm Cards and Harvest House, then&lt;br /&gt;
&lt;br /&gt;
* If still equal, all tied players win.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Small children variation ===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the Market Island Board.&lt;br /&gt;
&lt;br /&gt;
From the Market Card deck, reveal the first three cards to be used as the Market. The price for each Market Card will simply be the number of fruit depicted on it.&lt;br /&gt;
&lt;br /&gt;
The game ends when any player buys 5 Market Cards.&lt;br /&gt;
&lt;br /&gt;
=== Random setup variation ===&lt;br /&gt;
&lt;br /&gt;
Instead of every player copying the same Farm Card configuration as the starting player, every player shuffles their Farm Cards and lays down the cards randomly on their Fruit Island Board.&lt;br /&gt;
&lt;br /&gt;
=== Solo mode ===&lt;br /&gt;
&lt;br /&gt;
==== Setup ====&lt;br /&gt;
&lt;br /&gt;
Make a Market Card deck with only 5 different Market Cards (one card from each fruit) in it. Draw the top card of the deck and lay it face up on the table.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
There is only one Market Card available for you to collect at any one time.&lt;br /&gt;
&lt;br /&gt;
In order to collect it, you must pay its price (number of fruit on the card) plus any remaining Seeds that may be in your Harvest House.&lt;br /&gt;
&lt;br /&gt;
All the Seeds from your Harvest House are never used again in the game.&lt;br /&gt;
&lt;br /&gt;
The seeds on the Active Farm still go back to the storage.&lt;br /&gt;
&lt;br /&gt;
Then, draw the next card from the top of the Market Card deck and the game continues.&lt;br /&gt;
&lt;br /&gt;
==== Game end ====&lt;br /&gt;
&lt;br /&gt;
The game ends with one of the following three conditions.&lt;br /&gt;
&lt;br /&gt;
* There are no Seeds left in the Storage.&lt;br /&gt;
&lt;br /&gt;
* There are no Seeds on your fruit Farms, only in the Harvest House.&lt;br /&gt;
&lt;br /&gt;
* You collected all five Market Cards.&lt;br /&gt;
&lt;br /&gt;
If you collected all five Market Cards, you&#039;ve won! If not, try again!&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinogenics&amp;diff=26862</id>
		<title>Gamehelpdinogenics</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinogenics&amp;diff=26862"/>
		<updated>2025-10-18T13:48:53Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Scoring/End of Game */ VPs are lower right corner, not left.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Compete with companies to build the best dinosaur park. Everything should go smoothly because, as we all know, nothing bad happens when humans try to control dinosaurs.&lt;br /&gt;
&lt;br /&gt;
DinoGenics is a worker placement game. Each player has their own dinosaur park to build and places workers on the mainland (central board) to improve it. Over 7 rounds, players compete to build park facilities and dinosaur habitats to gain reputation and money.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
The game takes place over 7 rounds. Each round has two phases: &#039;&#039;Open Season&#039;&#039; and &#039;&#039;Upkeep&#039;&#039;. During Open Season, players take turns placing workers at different locations on the Mainland Game Board. When all workers have been placed, the round ends and Upkeep begins.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Open Season&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Determine Order&#039;&#039;&#039;: In Season 1, first player is chosen randomly. In other seasons, the player with the highest reputation goes first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assign Visitors&#039;&#039;&#039;: The first player gets the visitors shown. (Not done in Season 1) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assign Bonus Visitors&#039;&#039;&#039;: The first player may take the first 2 visitors. Then each player, in turn order, selects one visitor to place in their park until no visitors or hotel spaces remain. (Not done in Season 1) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Receive Credits&#039;&#039;&#039;: 1 credit for each visitor. (Not done in Season 1) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breaking News&#039;&#039;&#039;: Discard the old Breaking News card, and put the upcoming one into play. (Not done in Season 1) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Facilities&#039;&#039;&#039;: New facilities are drawn for the City Center. (Not done in Season 1) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worker Placement&#039;&#039;&#039;: Players take turns placing workers on unoccupied locations on the Mainland Game Board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Upkeep&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feed All Carnivores&#039;&#039;&#039;: Feed goats to all carnivores in your park. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll for Rampage&#039;&#039;&#039;: Roll the Rampage die for each unfed carnivore and dinosaur in an improper habitat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Determine Visitor Points&#039;&#039;&#039;: Visitors leave the park and you receive 3 points for every two. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Determine Park Points&#039;&#039;&#039;: All players score points earned from dinosaurs and park facilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain Resources&#039;&#039;&#039;: Players receive 1 credit for each Stegosarus in their park. Other facilities may also provide resources. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers Return&#039;&#039;&#039;: Each player&#039;s workers are returned from the Mainland Game Board to their Park. Depending on the round, a new Worker may be gained. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&#039;&#039;&#039;Site A&#039;&#039;&#039;: Draw 2 DNA cards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Site B&#039;&#039;&#039;: Draw 3 DNA cards, discard 2 and keep 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agency&#039;&#039;&#039;: Draw 2 Manipulation cards and discard 1 Scandal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boneyard&#039;&#039;&#039;: Draw up to 2 DNA cards. Take 1 Scandal for each card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City Center&#039;&#039;&#039;: You may do two of the following actions: A) Purchase a facility B) Repair a damaged facility for 3 credits C) Purchase 3 fences then arrange park fences D) Buy or sell 1 DNA card at the market&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DinoGenics IOM&#039;&#039;&#039;: Exchange the required number of DNA cards to place that dinosaur in your park. Increase reputation and dinosaur value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farm&#039;&#039;&#039;: Gain 3 goats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ferry&#039;&#039;&#039;: Gain 4 credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outsource&#039;&#039;&#039;: Pay 2 credits to do the action at any occupied Action Space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time Share&#039;&#039;&#039;: Gain 1 credit and 1 visitor (if space available)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uplink&#039;&#039;&#039;: Play a Manipulation card&lt;br /&gt;
&lt;br /&gt;
== Rampage ==&lt;br /&gt;
The Rampage die is rolled when a dinosaur is placed in an improper habitat or during the Upkeep phase for each insufficiently fed carnivore and each dinosaur not in a proper habitat. Rampages may result in damage that causes another dinosaur to Rampage. But each dinosaur can only Rampage once during either phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Causes:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Pen is too small &lt;br /&gt;
* Pen not fully enclosed (exception: Brontosaurus).&lt;br /&gt;
* Pen holds 2+ species (exception: Ankylosaur).&lt;br /&gt;
* Brontosaurus in pen&lt;br /&gt;
* Non-Brontosaurus in open space&lt;br /&gt;
* Pterodactyl not in Biodome&lt;br /&gt;
* Carnivore not sufficiently fed during Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Possible results are:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rampage Fatality&#039;&#039;&#039; (dinosaur skull): Remove one visitor, gain one Scandal, damage one structure accessible to the dinosaur (33% chance)&lt;br /&gt;
* &#039;&#039;&#039;Rampage Slash&#039;&#039;&#039; (slash marks): Damage one structure accessible to the dinosaur (50% chance)&lt;br /&gt;
* &#039;&#039;&#039;Naive Visitor&#039;&#039;&#039; (happy face): Gain one credit if your park has at least 1 visitor. Otherwise, no effect. (16% chance)&lt;br /&gt;
&lt;br /&gt;
== Scoring/End of Game ==&lt;br /&gt;
After seven season are complete, final scores are tallied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Facility Points&#039;&#039;&#039;: Each undamaged facility scores the number of points shown in the lower right corner. The player scores additional points from the Carnivore Biome, Herbivore Biome, DNA Archive, and/or Stegosarus Monument.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dinosaur Variety&#039;&#039;&#039;: 3 points for each unique species in a valid habitat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remaining Credits&#039;&#039;&#039;: 1 point for every 3 credits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNA Cards&#039;&#039;&#039;: 1 point for every 2 DNA cards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scandals&#039;&#039;&#039;: -6 points for every Scandal&lt;br /&gt;
&lt;br /&gt;
After scores are calculated, the player with the most is the winner. On a tie, the player with the highest Reputation wins.&lt;br /&gt;
&lt;br /&gt;
== Errata and Variants ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Espionage/Corporate Bailout&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Corporate Espionage cards are Manipulation cards (denoted by a black hat) that negatively affect other players. The Corporate Bailout variant makes the following changes:&lt;br /&gt;
&lt;br /&gt;
* Corporate Espionage cards are removed from the deck. &lt;br /&gt;
* The first player receives 1 bonus visitor instead of 2.&lt;br /&gt;
* In Seasons 4, 5, 6, and 7, before drawing the next Breaking News card, the player with the least amount of points draws 1 DNA card. That player may pay 2 credits to keep it or gain 2 credits by selling it to the market.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corrupted Venues&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this variant, the Breaking News deck contains the card &amp;quot;Scientific Leaders Gather as Abomination Stalks the Night&amp;quot;. If drawn, this card has the potential to add Corrupted Tyrannosaurs to player&#039;s parks, which can be challenging. Recommended for experienced players only.&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24552</id>
		<title>Gamehelpmindcycling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24552"/>
		<updated>2025-04-02T15:38:37Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Medals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Goal =&lt;br /&gt;
The aim is to become the best Mind Cycling Manager by winning the most medals with your team.  Medals are awarded to the cyclist first across the finish line, first to finish the sprint section, first to finish the mountain section and to the best overall team based on finishing positions.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
The leader on the road is the cyclist who has advanced furthest on the course, with ties split in favour of the cyclist on the left.  Cyclists move in order from the leader back through the field to the last cyclist on the road, though this order can be amended if cyclists choose to use the wheel or relay strategy.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;sprinter&#039;&#039;&#039; (green helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;3&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;domestique&#039;&#039;&#039; (blue helmet) will advance a maximum of &#039;&#039;&#039;7&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;5&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section and &#039;&#039;&#039;5&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;climber&#039;&#039;&#039; (yellow helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;3&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
If a cyclist begins a round with no other cyclist directly in front of them then they are riding into the wind and their maximum movement is one less than it would otherwise be.&lt;br /&gt;
&lt;br /&gt;
== Train ==&lt;br /&gt;
Two or more cyclists, one behind the other with no gaps, are considered to be in a train.&lt;br /&gt;
&lt;br /&gt;
== Wheel ==&lt;br /&gt;
A cyclist in a train may follow the rider who starts the turn directly in front of them to finish immediately behind them again, so long as that space is clear for them to move into.  Note that sprinters cannot wheel if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Relay ==&lt;br /&gt;
A cyclist in a train may move to the front of the newly moved train so long as that space is clear for them to move into and also that they are in the front four cyclists in the train at the beginning of the turn.  Note that sprinters cannot relay if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
If a cyclist has a blue base then they are carrying a water bottle and they may use that bottle to launch an attack if they begin their movement in the right section (sprinter spring section, domestique plains, climber mountain).  The attack allows that cyclist to move an additional 3 steps, after which they throw the bottle away and change to a black base.  If a cyclist launches an attack then a cyclist who starts the turn immediately behind them may not wheel or relay, but must move normally when it is their turn to do so.&lt;br /&gt;
&lt;br /&gt;
== Water Bottles ==&lt;br /&gt;
A domestique can pass their water bottle to a teammate who is directly behind them a the start of a turn - this is a free action and results in the domestique changing to a black base whilst the other cyclist changes to a blue base.&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;br /&gt;
A domestique with a black base has no water bottle and will suffer from fatigue - his maximum movement is reduced by one and he may no longer wheel or relay.&lt;br /&gt;
&lt;br /&gt;
== Feed Zone ==&lt;br /&gt;
If the stage features one or more feed zones then if a domestique without a water bottle passes through such a space they immediately change to a blue base to indicate that they are carrying a bottle, before continuing with the rest of their movement for that turn.  From the next turn they will no longer be fatigued and can wheel or relay as normal.&lt;br /&gt;
&lt;br /&gt;
== Rocky Mountains ==&lt;br /&gt;
If the stage has any spaces marked as rocky mountains then those spaces are impassable and cyclists cannot move through them or end their turn in them.&lt;br /&gt;
&lt;br /&gt;
= End Of The Race =&lt;br /&gt;
The rider who crosses the finish line first wins the stage, the rider who crosses the line second will be in second place, and so on.  When a cyclist crosses the line they break the train that they were in and cyclists who started the turn behind them may not wheel or relay.&lt;br /&gt;
&lt;br /&gt;
= Medals =&lt;br /&gt;
Best Cyclist medal for the race winner.&lt;br /&gt;
&lt;br /&gt;
Best Sprinter medal for the cyclist who finishes the sprint section first.&lt;br /&gt;
&lt;br /&gt;
Best Climber medal for the cyclist who finishes the mountain section first.&lt;br /&gt;
&lt;br /&gt;
Best Team medal for the player who has earned the most points (race winner gets 12 points, second 11, third 10, then 9, 8, 7, 6, 5, 4, 3, 2, with 1 point for 12th).&lt;br /&gt;
&lt;br /&gt;
= Game Winner =&lt;br /&gt;
The person who wins the most medals wins the game.  In the case of a tie then the winner of the Best Team wins the game.&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24551</id>
		<title>Gamehelpmindcycling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24551"/>
		<updated>2025-04-02T15:37:45Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Fatigue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Goal =&lt;br /&gt;
The aim is to become the best Mind Cycling Manager by winning the most medals with your team.  Medals are awarded to the cyclist first across the finish line, first to finish the sprint section, first to finish the mountain section and to the best overall team based on finishing positions.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
The leader on the road is the cyclist who has advanced furthest on the course, with ties split in favour of the cyclist on the left.  Cyclists move in order from the leader back through the field to the last cyclist on the road, though this order can be amended if cyclists choose to use the wheel or relay strategy.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;sprinter&#039;&#039;&#039; (green helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;3&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;domestique&#039;&#039;&#039; (blue helmet) will advance a maximum of &#039;&#039;&#039;7&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;5&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section and &#039;&#039;&#039;5&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;climber&#039;&#039;&#039; (yellow helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;3&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
If a cyclist begins a round with no other cyclist directly in front of them then they are riding into the wind and their maximum movement is one less than it would otherwise be.&lt;br /&gt;
&lt;br /&gt;
== Train ==&lt;br /&gt;
Two or more cyclists, one behind the other with no gaps, are considered to be in a train.&lt;br /&gt;
&lt;br /&gt;
== Wheel ==&lt;br /&gt;
A cyclist in a train may follow the rider who starts the turn directly in front of them to finish immediately behind them again, so long as that space is clear for them to move into.  Note that sprinters cannot wheel if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Relay ==&lt;br /&gt;
A cyclist in a train may move to the front of the newly moved train so long as that space is clear for them to move into and also that they are in the front four cyclists in the train at the beginning of the turn.  Note that sprinters cannot relay if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
If a cyclist has a blue base then they are carrying a water bottle and they may use that bottle to launch an attack if they begin their movement in the right section (sprinter spring section, domestique plains, climber mountain).  The attack allows that cyclist to move an additional 3 steps, after which they throw the bottle away and change to a black base.  If a cyclist launches an attack then a cyclist who starts the turn immediately behind them may not wheel or relay, but must move normally when it is their turn to do so.&lt;br /&gt;
&lt;br /&gt;
== Water Bottles ==&lt;br /&gt;
A domestique can pass their water bottle to a teammate who is directly behind them a the start of a turn - this is a free action and results in the domestique changing to a black base whilst the other cyclist changes to a blue base.&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;br /&gt;
A domestique with a black base has no water bottle and will suffer from fatigue - his maximum movement is reduced by one and he may no longer wheel or relay.&lt;br /&gt;
&lt;br /&gt;
== Feed Zone ==&lt;br /&gt;
If the stage features one or more feed zones then if a domestique without a water bottle passes through such a space they immediately change to a blue base to indicate that they are carrying a bottle, before continuing with the rest of their movement for that turn.  From the next turn they will no longer be fatigued and can wheel or relay as normal.&lt;br /&gt;
&lt;br /&gt;
== Rocky Mountains ==&lt;br /&gt;
If the stage has any spaces marked as rocky mountains then those spaces are impassable and cyclists cannot move through them or end their turn in them.&lt;br /&gt;
&lt;br /&gt;
= End Of The Race =&lt;br /&gt;
The rider who crosses the finish line first wins the stage, the rider who crosses the line second will be in second place, and so on.  When a cyclist crosses the line they break the train that they were in and cyclists who started the turn behind them may not wheel or relay.&lt;br /&gt;
&lt;br /&gt;
= Medals =&lt;br /&gt;
Best Cyclist medal for the race winner.&lt;br /&gt;
Best Sprinter medal for the cyclist who finishes the sprint section first.&lt;br /&gt;
Best Climber medal for the cyclist who finishes the mountain section first.&lt;br /&gt;
Best Team medal for the player who has earned the most points (race winner gets 12 points, second 11, third 10, then 9, 8, 7, 6, 5, 4, 3, 2, with 1 point for 12th).&lt;br /&gt;
&lt;br /&gt;
= Game Winner =&lt;br /&gt;
The person who wins the most medals wins the game.  In the case of a tie then the winner of the Best Team wins the game.&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24550</id>
		<title>Gamehelpmindcycling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24550"/>
		<updated>2025-04-02T15:22:04Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: Continuing to create the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Goal =&lt;br /&gt;
The aim is to become the best Mind Cycling Manager by winning the most medals with your team.  Medals are awarded to the cyclist first across the finish line, first to finish the sprint section, first to finish the mountain section and to the best overall team based on finishing positions.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
The leader on the road is the cyclist who has advanced furthest on the course, with ties split in favour of the cyclist on the left.  Cyclists move in order from the leader back through the field to the last cyclist on the road, though this order can be amended if cyclists choose to use the wheel or relay strategy.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;sprinter&#039;&#039;&#039; (green helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;3&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;domestique&#039;&#039;&#039; (blue helmet) will advance a maximum of &#039;&#039;&#039;7&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;5&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section and &#039;&#039;&#039;5&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;climber&#039;&#039;&#039; (yellow helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;3&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
If a cyclist begins a round with no other cyclist directly in front of them then they are riding into the wind and their maximum movement is one less than it would otherwise be.&lt;br /&gt;
&lt;br /&gt;
== Train ==&lt;br /&gt;
Two or more cyclists, one behind the other with no gaps, are considered to be in a train.&lt;br /&gt;
&lt;br /&gt;
== Wheel ==&lt;br /&gt;
A cyclist in a train may follow the rider who starts the turn directly in front of them to finish immediately behind them again, so long as that space is clear for them to move into.  Note that sprinters cannot wheel if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Relay ==&lt;br /&gt;
A cyclist in a train may move to the front of the newly moved train so long as that space is clear for them to move into and also that they are in the front four cyclists in the train at the beginning of the turn.  Note that sprinters cannot relay if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
If a cyclist has a blue base then they are carrying a water bottle and they may use that bottle to launch an attack if they begin their movement in the right section (sprinter spring section, domestique plains, climber mountain).  The attack allows that cyclist to move an additional 3 steps, after which they throw the bottle away and change to a black base.  If a cyclist launches an attack then a cyclist who starts the turn immediately behind them may not wheel or relay, but must move normally when it is their turn to do so.&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24549</id>
		<title>Gamehelpmindcycling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24549"/>
		<updated>2025-04-02T15:17:37Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Wheel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Goal =&lt;br /&gt;
The aim is to become the best Mind Cycling Manager by winning the most medals with your team.  Medals are awarded to the cyclist first across the finish line, first to finish the sprint section, first to finish the mountain section and to the best overall team based on finishing positions.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
The leader on the road is the cyclist who has advanced furthest on the course, with ties split in favour of the cyclist on the left.  Cyclists move in order from the leader back through the field to the last cyclist on the road, though this order can be amended if cyclists choose to use the wheel or relay strategy.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;sprinter&#039;&#039;&#039; (green helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;7&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;3&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;domestique&#039;&#039;&#039; (blue helmet) will advance a maximum of &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section and &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;climber&#039;&#039;&#039; (yellow helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;3&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;7&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
If a cyclist begins a round with no other cyclist directly in front of them then they are riding into the wind and their maximum movement is one less than it would otherwise be.&lt;br /&gt;
&lt;br /&gt;
== Train ==&lt;br /&gt;
Two or more cyclists, one behind the other with no gaps, are considered to be in a train.&lt;br /&gt;
&lt;br /&gt;
== Wheel ==&lt;br /&gt;
A cyclist in a train may follow the rider who starts the turn directly in front of them to finish immediately behind them again, provided that that space is clear for them to move into.  Note that sprinters cannot relay if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Relay ==&lt;br /&gt;
A cyclist in a train may move to the front of the newly moved train provided that space is free for them to move into and also provided that they are in the front four cyclists in the train at the beginning of the turn.  Note that sprinters cannot relay if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
If a cyclist has a blue base then they are carrying a water bottle and they may use that bottle to launch an attack if they begin their movement in the right section (sprinter spring section, domestique plains, climber mountain).  The attack allows that cyclist to move an additional 3 steps, after which they throw the bottle away and change to a black base.  If a cyclist launches an attack then a cyclist who starts the turn immediately behind them may not wheel or relay, but must move normally when it is their turn to do so.&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24548</id>
		<title>Gamehelpmindcycling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24548"/>
		<updated>2025-04-02T15:17:17Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Relay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Goal =&lt;br /&gt;
The aim is to become the best Mind Cycling Manager by winning the most medals with your team.  Medals are awarded to the cyclist first across the finish line, first to finish the sprint section, first to finish the mountain section and to the best overall team based on finishing positions.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
The leader on the road is the cyclist who has advanced furthest on the course, with ties split in favour of the cyclist on the left.  Cyclists move in order from the leader back through the field to the last cyclist on the road, though this order can be amended if cyclists choose to use the wheel or relay strategy.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;sprinter&#039;&#039;&#039; (green helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;7&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;3&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;domestique&#039;&#039;&#039; (blue helmet) will advance a maximum of &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section and &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;climber&#039;&#039;&#039; (yellow helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;3&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;7&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
If a cyclist begins a round with no other cyclist directly in front of them then they are riding into the wind and their maximum movement is one less than it would otherwise be.&lt;br /&gt;
&lt;br /&gt;
== Train ==&lt;br /&gt;
Two or more cyclists, one behind the other with no gaps, are considered to be in a train.&lt;br /&gt;
&lt;br /&gt;
== Wheel ==&lt;br /&gt;
A cyclist in a train may follow the rider who starts the turn directly in front of them to finish immediately behind them again, provided that that space is clear for them to move into.&lt;br /&gt;
&lt;br /&gt;
== Relay ==&lt;br /&gt;
A cyclist in a train may move to the front of the newly moved train provided that space is free for them to move into and also provided that they are in the front four cyclists in the train at the beginning of the turn.  Note that sprinters cannot relay if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
If a cyclist has a blue base then they are carrying a water bottle and they may use that bottle to launch an attack if they begin their movement in the right section (sprinter spring section, domestique plains, climber mountain).  The attack allows that cyclist to move an additional 3 steps, after which they throw the bottle away and change to a black base.  If a cyclist launches an attack then a cyclist who starts the turn immediately behind them may not wheel or relay, but must move normally when it is their turn to do so.&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24547</id>
		<title>Gamehelpmindcycling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24547"/>
		<updated>2025-04-02T15:14:15Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Wheel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Goal =&lt;br /&gt;
The aim is to become the best Mind Cycling Manager by winning the most medals with your team.  Medals are awarded to the cyclist first across the finish line, first to finish the sprint section, first to finish the mountain section and to the best overall team based on finishing positions.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
The leader on the road is the cyclist who has advanced furthest on the course, with ties split in favour of the cyclist on the left.  Cyclists move in order from the leader back through the field to the last cyclist on the road, though this order can be amended if cyclists choose to use the wheel or relay strategy.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;sprinter&#039;&#039;&#039; (green helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;7&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;3&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;domestique&#039;&#039;&#039; (blue helmet) will advance a maximum of &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section and &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;climber&#039;&#039;&#039; (yellow helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;3&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;7&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
If a cyclist begins a round with no other cyclist directly in front of them then they are riding into the wind and their maximum movement is one less than it would otherwise be.&lt;br /&gt;
&lt;br /&gt;
== Train ==&lt;br /&gt;
Two or more cyclists, one behind the other with no gaps, are considered to be in a train.&lt;br /&gt;
&lt;br /&gt;
== Wheel ==&lt;br /&gt;
A cyclist in a train may follow the rider who starts the turn directly in front of them to finish immediately behind them again, provided that that space is clear for them to move into.&lt;br /&gt;
&lt;br /&gt;
== Relay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
If a cyclist has a blue base then they are carrying a water bottle and they may use that bottle to launch an attack if they begin their movement in the right section (sprinter spring section, domestique plains, climber mountain).  The attack allows that cyclist to move an additional 3 steps, after which they throw the bottle away and change to a black base.  If a cyclist launches an attack then a cyclist who starts the turn immediately behind them may not wheel or relay, but must move normally when it is their turn to do so.&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24546</id>
		<title>Gamehelpmindcycling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24546"/>
		<updated>2025-04-02T15:04:36Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: Created page with &amp;quot;= Goal = The aim is to become the best Mind Cycling Manager by winning the most medals with your team.  Medals are awarded to the cyclist first across the finish line, first to finish the sprint section, first to finish the mountain section and to the best overall team based on finishing positions.  = Movement = The leader on the road is the cyclist who has advanced furthest on the course, with ties split in favour of the cyclist on the left.  Cyclists move in order from...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Goal =&lt;br /&gt;
The aim is to become the best Mind Cycling Manager by winning the most medals with your team.  Medals are awarded to the cyclist first across the finish line, first to finish the sprint section, first to finish the mountain section and to the best overall team based on finishing positions.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
The leader on the road is the cyclist who has advanced furthest on the course, with ties split in favour of the cyclist on the left.  Cyclists move in order from the leader back through the field to the last cyclist on the road, though this order can be amended if cyclists choose to use the wheel or relay strategy.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;sprinter&#039;&#039;&#039; (green helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;7&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;3&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;domestique&#039;&#039;&#039; (blue helmet) will advance a maximum of &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section and &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;climber&#039;&#039;&#039; (yellow helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; steps in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;3&#039;&#039;&#039; steps in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;7&#039;&#039;&#039; steps in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
If a cyclist begins a round with no other cyclist directly in front of them then they are riding into the wind and their maximum movement is one less than it would otherwise be.&lt;br /&gt;
&lt;br /&gt;
== Wheel ==&lt;br /&gt;
&lt;br /&gt;
== Relay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
If a cyclist has a blue base then they are carrying a water bottle and they may use that bottle to launch an attack if they begin their movement in the right section (sprinter spring section, domestique plains, climber mountain).  The attack allows that cyclist to move an additional 3 steps, after which they throw the bottle away and change to a black base.  If a cyclist launches an attack then a cyclist who starts the turn immediately behind them may not wheel or relay, but must move normally when it is their turn to do so.&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstonks&amp;diff=24207</id>
		<title>Gamehelpstonks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstonks&amp;diff=24207"/>
		<updated>2025-02-26T12:06:03Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: Corrected the text concerning scoring, and added a few amendments to make things clearer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Have the most profitable stocks in your portfolio by game&#039;s end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
Each player starts by picking two cards to add to their portfolio, one visible and one hidden.&lt;br /&gt;
&lt;br /&gt;
Each of those cards gives the player one stock per suit icon in that company; these stocks will score the player points at the end of the round.&lt;br /&gt;
&lt;br /&gt;
The player with the lowest visible card will start the round, with ties being split in favour of the lowest starting share value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
This is a trick taking game.&lt;br /&gt;
&lt;br /&gt;
At the start of each trick the top card of the deck is revealed - this can be claimed by the person who wins the trick, it desired.&lt;br /&gt;
&lt;br /&gt;
The starting player (or whoever won the last trick) plays a card, and all subsequent players (clockwise) must play a card of the matching suit.&lt;br /&gt;
&lt;br /&gt;
If unable, they can play any card or a trump card - the trump suit is the current company with the lowest market value.&lt;br /&gt;
&lt;br /&gt;
If a player plays a card with the Stock Market symbol (a set of two arrows) then they also get to adjust the Stock Market as discussed below.&lt;br /&gt;
&lt;br /&gt;
The player with the highest value card in the starting suit wins the trick, unless a trump was played in which case the highest trump card wins.  (But see Speculation below.)&lt;br /&gt;
&lt;br /&gt;
The winner of the trick chooses one of the played cards or the face-up card which was flipped at the start of the trick, and adds it to their portfolio.  They then commence the next trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stock Market===&lt;br /&gt;
&lt;br /&gt;
If a player plays a card with the Stock Market symbol (a set of two arrows) then they also get to adjust a stock in the market by one level up or down at the time of playing (This could change Trump)&lt;br /&gt;
&lt;br /&gt;
Some cards have TWO Stock Market symbols, in which case both must be applied to the same company in the same direction, if this would push the company further than allowed (i.e. there is just one space left in that direction) the player has to move in the other direction or pick a different company&lt;br /&gt;
&lt;br /&gt;
Whatever company just got changed will gain the black mark, a company with the black mark cannot be adjusted at the next adjustment, at which point the adjusted company will instead gain the black mark (i.e. there will always be one company which cannot be affected, but this will always be changing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
&lt;br /&gt;
One Speculation card can be played per round, so the first player to play one blocks that option for the remaining players&lt;br /&gt;
&lt;br /&gt;
If the starting player plays the speculation, they also place a normal card face down, then card call any company to be the suit for the round&lt;br /&gt;
&lt;br /&gt;
At end of round, the facedown card is revealed and scored as normal i.e. if it were the suit called (but doesn&#039;t have to be) or perhaps it were the trump suit, it has a chance at winning through highest suit. Any market exchange symbols are forfeited&lt;br /&gt;
&lt;br /&gt;
If the facedown card was not from the lead suit, and no one played a suit or trump card, no one wins the trick, the cards are all discarded, and that player starts again&lt;br /&gt;
&lt;br /&gt;
If a follower wishes to play the Speculation, they have to have NO Lead suit cards in hand, if this is the case they can play Speculation along with a faceup other card and make it the Lead suit e.g. a Red is lead, a player can play a yellow 13 with a Speculation and call it a red 13&lt;br /&gt;
&lt;br /&gt;
A later player can counter a Follow Speculation by playing the real card, e.g. the real red 13 in the above example, which nullifies the Speculation and returns the card to its original form, a yellow 13 in the example&lt;br /&gt;
&lt;br /&gt;
Regardless of how a Speculation card is used, it is discarded at the end of the current trick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
The round ends when all players have 1 card left in hand, this card is discarded.&lt;br /&gt;
&lt;br /&gt;
Each player sorts their portfolio by company and, if they did not use their Speculation, adds it to the company with the lowest market value among the stocks they own.&lt;br /&gt;
&lt;br /&gt;
For each company, players multiply the number of suit icons by the market value of that company, e.g. 5 icons obtained for a company with a market value of 3 results in 15 points.&lt;br /&gt;
&lt;br /&gt;
After scores are logged, a new round begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends after the number of rounds determined, 3 for short or 5 for long.&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the least cards in their stock portfolio on the last round wins. If still tied, the player with the least stocks wins.&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppocketcats&amp;diff=23773</id>
		<title>Gamehelppocketcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppocketcats&amp;diff=23773"/>
		<updated>2025-01-18T12:10:10Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Turn */ Clarifying that you must swap a tile each turn.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Seed your cats strategically around the grid to capture prey and avoid dogs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
Start by choosing a clan, each clan has a special effect in general and an ability for your Chief (the Chief is indicated by a paw print next to their value)&lt;br /&gt;
&lt;br /&gt;
In Freedom mode, all clans are available and players pick in turn order&lt;br /&gt;
&lt;br /&gt;
In Limited mode, each player is dealt 3 clans and picks one&lt;br /&gt;
&lt;br /&gt;
In Expert mode, one player draws 3 and picks 1, then passes the remaining 2 to their opponent who picks 1 from the remaining 2. This mode should be played twice to make it fair and then create an overall score of the two games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, pick any face down tile and flip it face up&lt;br /&gt;
&lt;br /&gt;
You must then exchange it with another tile, in a way which depends on the tile that you turned over:&lt;br /&gt;
&lt;br /&gt;
Prey tiles are swapped with any of the 8 adjacent tiles (that is orthogonal OR diagonal)&lt;br /&gt;
&lt;br /&gt;
Cat tiles are swapped with a tile 1 or 2 spaces away orthogonally in a straight line&lt;br /&gt;
&lt;br /&gt;
Dog tiles are swapped with any tile in its row or column&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when the final tile is revealed&lt;br /&gt;
&lt;br /&gt;
Any cats which are adjacent to a dog AND pointed to by its dog arrows are flipped face down&lt;br /&gt;
&lt;br /&gt;
For each Prey, calculate the Cat values of each clan which is orthogonally adjacent, the clan with the highest value wins the prey&lt;br /&gt;
&lt;br /&gt;
For Pigeons and Flies, if one player has won both Pigeons or both Flies, the victory points on these tiles are multiplied together. (Pigeons will be 10 victory points and Flies will be 12)&lt;br /&gt;
&lt;br /&gt;
If clans have end of game effects, the clan with the combined highest value cats applies their effect first&lt;br /&gt;
&lt;br /&gt;
Whoever has the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most prey tiles wins!&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpriverofgold&amp;diff=22449</id>
		<title>Gamehelpriverofgold</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpriverofgold&amp;diff=22449"/>
		<updated>2024-09-06T11:03:45Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: Added description of the Trade function.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Move your boat, please customers, and construct buildings to have the most points over 2 Eras&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
At the start of your turn, you may choose to spend Divine Favor in order to change your dice value by 1 up or down, your sun value is how much divine favor you have whilst your moon value is the maximum you can currently hold&lt;br /&gt;
&lt;br /&gt;
After which, you can take an action between: Build, Sail, or Deliver&lt;br /&gt;
&lt;br /&gt;
Thirdly, if able you&#039;re allowed to claim Masteries, these are shared goals with the first person to complete them gaining more points than later claimants. You can claim as many Masteries as you currently satisfy, but can only claim each unique Mastery once.&lt;br /&gt;
&lt;br /&gt;
Finally, roll your dice in preparation for next turn&lt;br /&gt;
&lt;br /&gt;
Note: You can only hold 25 Koku and 6 copies of each trade good at any one point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
Pick an empty shore space which matches the icon on the dice&lt;br /&gt;
&lt;br /&gt;
Pay the Koku cost displayed there, if you cannot pay it then you cannot build there&lt;br /&gt;
&lt;br /&gt;
Take a building tile of your choice and add it to the space, if you take the tile at the end of the row then you get a bonus of 1 Divine Favor&lt;br /&gt;
&lt;br /&gt;
Place one of your Clan Markers on it and move your Influence marker for the corresponding region the number of spaces depicted on the building bonus&lt;br /&gt;
&lt;br /&gt;
Gain any rewards from the influence track if you pass or land on them&lt;br /&gt;
&lt;br /&gt;
Add a new tile into the building row and slide all the others along, if this was the last tile from Era 1 then it will trigger Emperor&#039;s Visit (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sail===&lt;br /&gt;
&lt;br /&gt;
Pick a single ship of yours and move it downriver by the value of your dice&lt;br /&gt;
&lt;br /&gt;
Each river space is connected to 4 building spaces&lt;br /&gt;
&lt;br /&gt;
Gain the rewards shown of the point, an empty space always gives 1 Koku, whilst the built structures have various rewards&lt;br /&gt;
&lt;br /&gt;
The owners of any buildings you just gathered from also gain the reward shown on the flat end of the tile, furthest from the river, if you own a building you gathered from you gain both rewards&lt;br /&gt;
&lt;br /&gt;
If the owner reward is Influence, it is the track associated with the region the building is based at&lt;br /&gt;
&lt;br /&gt;
If your ship just reached the end of the river, gain either 3 Koku or 1 Trade Good, discard the building tile at the end of the building row (This may cause an Emperor&#039;s Visit), then put the ship back at the start of the river and complete any further movement points you still have&lt;br /&gt;
&lt;br /&gt;
===Deliver===&lt;br /&gt;
&lt;br /&gt;
Pick a card in your hand which has a dice symbol matching the dice you hold&lt;br /&gt;
&lt;br /&gt;
Discard the Trade Goods in its request area (Dark banner under name)&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t satisfy either of these first two steps, then you cannot take this action&lt;br /&gt;
&lt;br /&gt;
Place the card in your playing area&lt;br /&gt;
&lt;br /&gt;
A Tick reward is gained immediately&lt;br /&gt;
&lt;br /&gt;
A cycled reward is an ongoing benefit&lt;br /&gt;
&lt;br /&gt;
A cup reward is an end game effect&lt;br /&gt;
&lt;br /&gt;
Draw 2 new cards, then discard 1 from your hand (which can be an old one or one just drawn)&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
At any time you may Trade:&lt;br /&gt;
&lt;br /&gt;
Exchange two of the same Trade Good for one of any other Trade Good.&lt;br /&gt;
&lt;br /&gt;
Exchange five Koku to gain one Divine Favor.&lt;br /&gt;
&lt;br /&gt;
===Emperor&#039;s Visit===&lt;br /&gt;
&lt;br /&gt;
When the last building tile from Era I is moved into the available supply for the first time, this triggers a Visit after the current player has finished their turn&lt;br /&gt;
&lt;br /&gt;
All players gain the ownership reward of their buildings the same way as if a ship had visited&lt;br /&gt;
&lt;br /&gt;
After which, place the Era 2 deck into play and continue&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
This is triggered similar to the Emperor&#039;s Visit, but when Era 2 deck is depleted&lt;br /&gt;
&lt;br /&gt;
The player who triggered it scores 5 points, then each other player gets a bonus turn&lt;br /&gt;
&lt;br /&gt;
Score each Influence region by rank, 1st ahead, 2nd ahead, and 3rd ahead where applicable, if you are not on a track you cannot score a rank. If tied, the tied players add their ranks together and divide evenly, with the excess points ignored.&lt;br /&gt;
&lt;br /&gt;
Customers have two scoring parts&lt;br /&gt;
&lt;br /&gt;
First, score customers simply by how many you obtained&lt;br /&gt;
&lt;br /&gt;
Secondly, score customers with any end game scoring conditions&lt;br /&gt;
&lt;br /&gt;
Add to this any Mastery rewards obtained during the game&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most remaining Divine Favor wins!&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwelvechips&amp;diff=18863</id>
		<title>Gamehelptwelvechips</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwelvechips&amp;diff=18863"/>
		<updated>2023-11-12T23:13:06Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Play and gather Chips whilst trying not to exceed a total Chip value of 21&lt;br /&gt;
&lt;br /&gt;
The chips in the game are:&lt;br /&gt;
{{card|=&amp;amp;thinsp;1&amp;amp;thinsp;|colour=#fade98|background=#105862}} {{card|=&amp;amp;thinsp;2&amp;amp;thinsp;|colour=#fade98|background=#105862}} {{card|=&amp;amp;thinsp;3&amp;amp;thinsp;|colour=#fade98|background=#105862}} {{card|=&amp;amp;thinsp;4&amp;amp;thinsp;|colour=#fade98|background=#c54837}} {{card|=&amp;amp;thinsp;5&amp;amp;thinsp;|colour=#fade98|background=#c54837}} {{card|=&amp;amp;thinsp;6&amp;amp;thinsp;|colour=#fade98|background=#c54837}} {{card|=&amp;amp;thinsp;7&amp;amp;thinsp;|colour=#fade98|background=#c54837}} {{card|=&amp;amp;thinsp;8&amp;amp;thinsp;|colour=#fade98|background=#c54837}} {{card|=&amp;amp;thinsp;9&amp;amp;thinsp;|colour=#fade98|background=#c54837}} {{card|=10|colour=#fade98|background=#105862}} {{card|=11|colour=#fade98|background=#105862}} {{card|=12|colour=#fade98|background=#105862}}&lt;br /&gt;
&lt;br /&gt;
In a four-player game there are four extra chips: {{card|=&amp;amp;thinsp;3&amp;amp;thinsp;|colour=#fade98|background=#105862}} {{card|=&amp;amp;thinsp;4&amp;amp;thinsp;|colour=#fade98|background=#c54837}} {{card|=&amp;amp;thinsp;9&amp;amp;thinsp;|colour=#fade98|background=#c54837}} {{card|=10|colour=#fade98|background=#105862}}&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, pick a chip to play. (The chip chosen does &#039;&#039;not&#039;&#039; have to relate to the previous chip.)&lt;br /&gt;
&lt;br /&gt;
Once all players have played, the player with the highest chip (or highest chip played earliest if a tie) gets first choice on which viewable chip to take, then in clockwise from them everyone else takes a chip of their choice&lt;br /&gt;
&lt;br /&gt;
Two rules on collection:&lt;br /&gt;
&lt;br /&gt;
1) The player who collected first (i.e. played highest earliest) puts their collected chip in a display area in front of them whilst everyone else takes their new chips into their hands&lt;br /&gt;
&lt;br /&gt;
2) Red chips must always be taken before any other colour&lt;br /&gt;
&lt;br /&gt;
After this, the player who took first is now the player to play first in the new round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
If the player who is now supposed to start the round has no chips in hand (i.e. they are all in that player&#039;s display area) the round ends&lt;br /&gt;
&lt;br /&gt;
All remaining players transfer their hand chips to their display area&lt;br /&gt;
&lt;br /&gt;
All players whose chips total over 21 are eliminated for the round&lt;br /&gt;
&lt;br /&gt;
The remaining player with the highest total gains a Score Tile to show they won the round&lt;br /&gt;
&lt;br /&gt;
If everyone was eliminated, the player with the highest total out of those eliminated gains the Score Tile&lt;br /&gt;
&lt;br /&gt;
In either case, if there is a tie for highest, all tied players win a Score Tile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The first player to collect 3 Score Tiles wins&lt;br /&gt;
&lt;br /&gt;
If there is a tie, all players who tied win together&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplox&amp;diff=4851</id>
		<title>Gamehelplox</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplox&amp;diff=4851"/>
		<updated>2020-07-03T10:02:28Z</updated>

		<summary type="html">&lt;p&gt;Baron Frog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lords Of Xidit Rules (EN): [[https://boardgamegeek.com/filepage/104981/lords-xidit-english-rules]]&lt;br /&gt;
&lt;br /&gt;
This a hidden move programming game, similar to RoboRally.&lt;br /&gt;
&lt;br /&gt;
The goal is to gather all kinds of fighter classes on &amp;quot;recruiting&amp;quot; cities (grey background disk) and defeat monsters threatening the towns (white background disk).  To defeat a monster you need to have all classes of fighters shown at the bottom of the disk.&lt;br /&gt;
&lt;br /&gt;
When a round (year) starts, each player programs his move board with either :&lt;br /&gt;
 - a colour of path to follow&lt;br /&gt;
 - a white and green symbol to action at the location&lt;br /&gt;
 - a yellow x to wait at the location &lt;br /&gt;
&lt;br /&gt;
They then submit their choices.&lt;br /&gt;
&lt;br /&gt;
When all players have submitted their orders for the round (year), then beginning with the start player and proceeding clockwise, each player in turn executes their first programmed order.&lt;br /&gt;
&lt;br /&gt;
Each player then carries out the remaining five orders, again beginning with the start player, followed by the player on their left and so on until the last player has played their sixth order.&lt;br /&gt;
&lt;br /&gt;
At the end of the round (year) the start player token moves one to the left.&lt;br /&gt;
&lt;br /&gt;
All orders must be followed if possible.&lt;br /&gt;
&lt;br /&gt;
If a player programs a move then they must move if that colour path leads into/out of the city they are in.&lt;br /&gt;
&lt;br /&gt;
If a player programs a white and green action symbol at the location and there is a grey recruiting disk at that city, they take the weakest unit left on the disk (orange &amp;lt; green &amp;lt; grey &amp;lt; white &amp;lt; purple).  However, a player can only recruit one unit from each city in a round (year).&lt;br /&gt;
&lt;br /&gt;
Units are peasant militia (orange), archers (green), infantry (grey), clerics (white) and battle mages (purple).&lt;br /&gt;
&lt;br /&gt;
If a player programs a white and green action symbol at the location and there is a white monsters disk at that city, they must defeat the monster if they have the units necessary to fight it (shown at the bottom of the tile) and return those units to the barracks.  They then take two of the three rewards on offer - Wealth (gold tokens), Reputation (placing bard tokens in neighbouring areas) or Influence (placing pieces on sorcerers&#039; towers).&lt;br /&gt;
&lt;br /&gt;
If a player programs a yellow x to wait at the location they do nothing when that order is resolved.&lt;br /&gt;
&lt;br /&gt;
Empty grey recruiting disks and defeated white monster tiles are replaced immediately by the next in line, which can be seen to the right of the board, thus allowing players to plan ahead.&lt;br /&gt;
&lt;br /&gt;
At the end of Game Years 4, 8 and 12 there is a military census and players can reveal units that they currently have, with the player(s) who reveal the most of each type of unit gaining a reward.  This is resolved one unit type at a time, from weakest to strongest (orange &amp;lt; green &amp;lt; grey &amp;lt; white &amp;lt; purple).&lt;br /&gt;
&lt;br /&gt;
The game ends after the military census at the end of game year 12.&lt;br /&gt;
&lt;br /&gt;
There are now three assessments carried out to determine the winner of the game.  The order of these assessments is determined randomly at the start of the game and can be seen to the right of the board (there are three tracks, each of which will have one of the blue, yellow or pink tokens at the bottom of it).&lt;br /&gt;
&lt;br /&gt;
For the first assessment, the person with the least is eliminated from contention (two players are eliminated in a 5-player game).&lt;br /&gt;
&lt;br /&gt;
For the second and third assessments, the person with the least is eliminated from contention, meaning only one player will remain at the end of the third assessment and they have won the game.&lt;br /&gt;
&lt;br /&gt;
Wealth assessment (yellow token) - add up gold tokens held in hand.&lt;br /&gt;
&lt;br /&gt;
Influence assessment (blue token) - count the number of pieces for each player in the sorcerers&#039; towers on the board.&lt;br /&gt;
&lt;br /&gt;
Reputation assessment (pink token) - resolve each area of the board and the central bastion, awarding points to the player with the most and the second most bard tokens in that area.  Add up all of the points that each player earns in this way.&lt;/div&gt;</summary>
		<author><name>Baron Frog</name></author>
	</entry>
</feed>