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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BayconFred</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=BayconFred"/>
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	<updated>2026-10-16T17:43:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdigitcode&amp;diff=26129</id>
		<title>Gamehelpdigitcode</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdigitcode&amp;diff=26129"/>
		<updated>2025-08-07T14:35:39Z</updated>

		<summary type="html">&lt;p&gt;BayconFred: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== House rules ==&lt;br /&gt;
&lt;br /&gt;
In this implementation, all 2-player rules have been excluded. All games follow the rules for 3+ players. This means, for example, players don&#039;t have to ask the 4 types of questions before continuing with normal play.&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
Digit Code is a deduction game with the goal of establishing the identity of 6 numbers selecting from 0 to 9.&lt;br /&gt;
The game board mimics classic LED readouts with each number placement represented by 7 &amp;quot;LEDs&amp;quot;. The game begins with no LED activated/lit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each turn consists of gathering clues as to each numbers identity by learning:&lt;br /&gt;
&lt;br /&gt;
* Number of LEDs used for the final solution in columns or rows&lt;br /&gt;
&lt;br /&gt;
* If a number is an odd or even number&lt;br /&gt;
&lt;br /&gt;
* If a number is greater than or less than the number to its left&lt;br /&gt;
&lt;br /&gt;
* If a space/LED is empty or filled&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Players can see the answers to each others questions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The question mark button in the far bottom left of the screen illustrates the pattern of LEDs used for each number&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Numbers adjacent either horizontally or vertically cannot be identical.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each number can appear a maximum of 2 times&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The winner is the first player to correctly identify the code, and the game ends immediately.&lt;br /&gt;
If a player makes two wrong guesses, they are eliminated.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Notes can be taken, be sure to save your notes after each turn or they will be lost.&lt;br /&gt;
&lt;br /&gt;
Notes are taken by either:&lt;br /&gt;
&lt;br /&gt;
* Clicking on numbers listed to the right of each number position to indicate elimination&lt;br /&gt;
&lt;br /&gt;
* Clicking on individual LEDs to either indicate inclusion or exclusion within the final solution.&lt;br /&gt;
&lt;br /&gt;
The seven-segment digits are represented as the following LED patterns:&lt;br /&gt;
[[File:7seg Digits.png|alt=seven segment digits|left|thumb]]&lt;/div&gt;</summary>
		<author><name>BayconFred</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdicedveggies&amp;diff=24169</id>
		<title>Gamehelpdicedveggies</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdicedveggies&amp;diff=24169"/>
		<updated>2025-02-23T10:56:18Z</updated>

		<summary type="html">&lt;p&gt;BayconFred: Added missing rule about cutting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You must use the cleaver to make one cut that separates &lt;br /&gt;
one or more dice from the block. Lower it carefully into &lt;br /&gt;
the seam beside the dice you want to cut away, then push &lt;br /&gt;
the blade gently sideways to separate the dice from the &lt;br /&gt;
block. Do not disturb the dice numbers when you cut. &lt;br /&gt;
If the block gets messy, tidy it up.&lt;br /&gt;
Gather your dice, without disturbing their numbers…&lt;br /&gt;
it’s best to slide them instead of picking them up!&lt;br /&gt;
&lt;br /&gt;
* The numbers on the dice you push must have a combined total of 10 or lower.&lt;br /&gt;
* If all dice in the block have a combined pip total of 10 or lower, simply take them all without cutting.&lt;br /&gt;
* The block must be in one piece when you are done; no portions disconnected or touching only by a corner.&lt;br /&gt;
&lt;br /&gt;
If you have all of the ingredients displayed on any of &lt;br /&gt;
your Recipes, you can cook! Each die counts as one&lt;br /&gt;
ingredient of its type.&lt;br /&gt;
•You may cook more than one Recipe per turn.&lt;br /&gt;
•You don’t have to cook, even if you could.&lt;br /&gt;
To cook, show everyone that you’ve got the right dice, &lt;br /&gt;
then discard them into the frame. Flip your cooked &lt;br /&gt;
Recipes face down. Don’t stack them; everyone needs &lt;br /&gt;
to know how many Recipes you have completed.&lt;br /&gt;
&lt;br /&gt;
HYPE CARDS&lt;br /&gt;
When you cook a Recipe, you may also play a &lt;br /&gt;
Hype from your hand (one per Recipe). Each &lt;br /&gt;
Hype describes its requirements for playing it. &lt;br /&gt;
Keep your Hypes in mind when cutting!&lt;br /&gt;
Read it aloud to confirm that you have met its &lt;br /&gt;
requirements before discarding your dice.&lt;br /&gt;
Keep your scored Hypes paired face down with &lt;br /&gt;
their Recipes; sometimes during scoring you need &lt;br /&gt;
to know which one goes with which.&lt;br /&gt;
&lt;br /&gt;
CHEF TOKEN&lt;br /&gt;
Before you cook, you may discard your Chef &lt;br /&gt;
token to change either the type or the number of &lt;br /&gt;
one of your dice.&lt;br /&gt;
You’ll get your Chef token back whenever anyone &lt;br /&gt;
Restocks (see Restocking, below), so don’t be too &lt;br /&gt;
cautious about using it!&lt;br /&gt;
&lt;br /&gt;
Step 3 : Card&lt;br /&gt;
Draw one card; a Hype from the deck, or a Recipe &lt;br /&gt;
(from the deck or from the display). &lt;br /&gt;
•If you draw a Recipe from the display, fill the &lt;br /&gt;
gap with a new one drawn from the deck.&lt;br /&gt;
&lt;br /&gt;
Ending turn&lt;br /&gt;
At the end of your turn, you may keep (at most) &lt;br /&gt;
eight dice, two Recipes and two Hypes. If you are &lt;br /&gt;
over limit in any category, you must discard &lt;br /&gt;
items of your choice until you are within the limits.&lt;br /&gt;
Discarded dice go into the frame. Discarded cards go &lt;br /&gt;
into separate discard piles; if either deck ever runs &lt;br /&gt;
out, shuffle the discards to form a new deck.&lt;br /&gt;
&lt;br /&gt;
Restocking&lt;br /&gt;
&lt;br /&gt;
When your turn starts if there is at least one ingredient type missing from the block, you may choose to Restock. If there are &lt;br /&gt;
no dice left in the block, you must Restock. To Restock:&lt;br /&gt;
Place the frame back in the middle of the table.&lt;br /&gt;
Return all spent Chef tokens to their owners.&lt;br /&gt;
Gather all spent dice, and all leftover dice from the block (players &lt;br /&gt;
keep all of their unspent dice). Roll them loosely into the frame.&lt;br /&gt;
Drag the frame diagonally so that all of the dice settle into a &lt;br /&gt;
corner, forming a partially-complete block that is still neatly &lt;br /&gt;
aligned in rows and columns. The particular shape of the block &lt;br /&gt;
doesn’t matter; it usually won’t be a perfect rectangle.&lt;br /&gt;
Take the rest of your turn as normal.&lt;br /&gt;
&lt;br /&gt;
ENDING&lt;br /&gt;
Endgame triggers when any player &lt;br /&gt;
cooks their sixth recipe. They finish &lt;br /&gt;
their turn, then each other player gets &lt;br /&gt;
one more turn. Then the game is over.&lt;br /&gt;
First, all players get one final turn to &lt;br /&gt;
cook, using all of the normal rules. &lt;br /&gt;
Then everyone tallies their own &lt;br /&gt;
final score by adding the value &lt;br /&gt;
of their completed Recipes and any &lt;br /&gt;
accompanying Hypes.&lt;br /&gt;
• Many Hypes are worth a set amount &lt;br /&gt;
of points, but some of them score based &lt;br /&gt;
on other criteria as described.&lt;br /&gt;
Whoever has the highest score wins!&lt;br /&gt;
If there’s a tie, the victory is shared!&lt;br /&gt;
&lt;br /&gt;
SOLO SCORE CHART&lt;br /&gt;
&lt;br /&gt;
0-30 Technique needs some sharpening&lt;br /&gt;
&lt;br /&gt;
31-40 Now you&#039;re cooking!&lt;br /&gt;
&lt;br /&gt;
41-50 Impressive cleaver work&lt;br /&gt;
&lt;br /&gt;
51-60 Expert-level knife skills&lt;br /&gt;
&lt;br /&gt;
61-70 Now you&#039;re just showing off&lt;br /&gt;
&lt;br /&gt;
81+    How?!?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DDP&lt;/div&gt;</summary>
		<author><name>BayconFred</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfromage&amp;diff=20862</id>
		<title>Gamehelpfromage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfromage&amp;diff=20862"/>
		<updated>2024-04-23T06:27:07Z</updated>

		<summary type="html">&lt;p&gt;BayconFred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fromage&amp;quot; is &amp;quot;Cheese&amp;quot; in French. In this game you are a small-town French cheesemaker in the early 20th century making, aging and selling your artisanal cheese. Your journey is a symphony of passion and dedication as your strive to create the most prestigious creamery with the most sought-after cheeses in all of France. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fromage&#039;&#039;&#039; is a simultaneous worker-placement game where you make cheese and gather resources by placing workers onto the board quadrant that is facing you. Once all players have finished their actions, the board rotates, aging the cheese, and presenting everyone with a new quadrant. At the end of the game, you score points for your cheese and for effectively managing your creamery. The player with the most points wins. &lt;br /&gt;
&lt;br /&gt;
==== Game Board ====&lt;br /&gt;
The game board has 4 quadrants. Each quadrant includes a &amp;quot;Gather Resources&amp;quot; part (upper) and a &amp;quot;Make Cheese&amp;quot; part (lower), corresponding to the two actions you can take in a turn. &lt;br /&gt;
&lt;br /&gt;
Each player has their own player board. The player board includes 4 rows of resources: &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Structures&#039;&#039;&#039;, which are stored to the left of your &#039;&#039;&#039;Structure Abilities&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Livestock&#039;&#039;&#039;, which are placed in your pasture. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Fruit&#039;&#039;&#039;, which goes in your basket. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Orders&#039;&#039;&#039;, which are placed on the side of your board&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
All players &#039;&#039;&#039;retrieve workers&#039;&#039;&#039; at the start of each turn. Then all players &#039;&#039;&#039;simultaneously&#039;&#039;&#039; take actions in the quadrant that is facing them currently (the bottom one in BGA). Use your available workers to perform ONE &#039;&#039;&#039;Gather Resources&#039;&#039;&#039; and/or ONE &#039;&#039;&#039;Make Cheese&#039;&#039;&#039; action in either order. After everyone finishes their actions, rotate the board clockwise to the next quadrant at the end of the turn. &lt;br /&gt;
&lt;br /&gt;
==== Retrieve Workers ====&lt;br /&gt;
Retrieve any of your workers that are now pointed at you.&lt;br /&gt;
&lt;br /&gt;
==== Gather Resources ====&lt;br /&gt;
Place a worker in this section of your quadrant to gain 1, 2, or 3 of the depicted resource.  The type of worker used does not affect this action.  The more of a resource you take, the longer the worker remains on the board.&lt;br /&gt;
&lt;br /&gt;
==== Make Cheese ====&lt;br /&gt;
Place a worker in this section of your quadrant to make cheese.  The type of worker you use must match the type of cheese.  When placing the worker, you also place one of your cheese tokens.  (Reminder: When a player runs out of cheese tokens, this triggers the end of the game!)  &lt;br /&gt;
&lt;br /&gt;
If the space has a fruit or jam symbol, you must have a fruit in your fruit basket to make this cheese.  You then move one fruit from your basket to the fruited cheese or jam space on your board, as matches the cheese you&#039;re making.   At the end of the game, fruit you&#039;ve used to make cheese will score (your fruited cheese pile multiplied by your jam pile).&lt;br /&gt;
&lt;br /&gt;
Your worker will return to you at the end of 1, 2, or 3 turns based on if it was placed on a bronze, silver, or gold spot.  Your cheese token will remain on the board for the rest of the game, blocking all players from using that space again. &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Venues: Festival&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Venues: Fromagerie&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Venues: Bistro&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Venues: Villes&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
End of the game is triggered when a player places their final Cheese Token. When all players finish the current turn, the game ends.  Players will then score from a variety of sources:  &lt;br /&gt;
&lt;br /&gt;
The four different venues each score differently.  &lt;br /&gt;
&lt;br /&gt;
Your used fruit will score the number of fruited cheese multiplied by the number of jams you&#039;ve made. &lt;br /&gt;
&lt;br /&gt;
Your completed order cards will score based on the chart on the bottom right of your board. &lt;br /&gt;
&lt;br /&gt;
Some structure tiles will give you additional points.  &lt;br /&gt;
&lt;br /&gt;
And finally, every 2 unused resources on your player board scores 1 point. &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If tied, the player that made more cheese wins. If still tied, victory is shared.&lt;/div&gt;</summary>
		<author><name>BayconFred</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpplanetunknown&amp;diff=20335</id>
		<title>Gamehelpplanetunknown</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpplanetunknown&amp;diff=20335"/>
		<updated>2024-03-06T16:49:44Z</updated>

		<summary type="html">&lt;p&gt;BayconFred: Added clarification for Tartarus movement restriction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game continues until the tiles run out or a player can&#039;t place a tile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The start player may rotate the space station as much as they desire until one of the depots is facing them and likewise a depot is facing each of the other players&lt;br /&gt;
&lt;br /&gt;
Each player now drafts 1 tile from the depot which faces them&lt;br /&gt;
&lt;br /&gt;
All players place their tile according to placement rules (and add a meteorite token if the corresponding symbol is present)&lt;br /&gt;
&lt;br /&gt;
All players advance the corresponding resource trackers based on the tile selected. Trackers may be advanced in whatever order the player prefers.&lt;br /&gt;
&lt;br /&gt;
Pass the start player marker and start a new round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tile Placement===&lt;br /&gt;
&lt;br /&gt;
The first tile of the game must be placed so an edge touches a border.&lt;br /&gt;
&lt;br /&gt;
Additional tiles must be orthogonally adjacent to pre-existing tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap other tiles and neither can they fully cover/replace each other.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot hang over the edge of the grid.&lt;br /&gt;
&lt;br /&gt;
Tiles have to sit so they are aligned with the printed grid, but can be rotated or flipped prior to placement.&lt;br /&gt;
&lt;br /&gt;
Lifepods and Rovers CAN have tiles placed on them, but the object is then removed permanently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resource Tracks===&lt;br /&gt;
&lt;br /&gt;
Each resource tracks provides a unique benefit. You claim the benefit once your resource marker reaches an icon on the track. Two icons are shared by all tracks:&lt;br /&gt;
&lt;br /&gt;
.Victory Points (gold medals) - Players receive points at the end of the game for the highest victory point medal reached on each track.&lt;br /&gt;
&lt;br /&gt;
.Synergy Boosts (multi-color swirls) - Immediately move the resource marker up one step on any resource track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Civ Track (black)===&lt;br /&gt;
&lt;br /&gt;
.Civ Milestone (dome) - Take all the Civ Cards of the depicted level, look through them, and pick one to keep.&lt;br /&gt;
&lt;br /&gt;
If the card states IMMEDIATE, you get these bonuses straight away, otherwise you&#039;ll get them later.&lt;br /&gt;
&lt;br /&gt;
If the card states END GAME, it is kept secret and revealed at end game.&lt;br /&gt;
&lt;br /&gt;
If more than one player reaches the same milestone in the same round, they should select them in clockwise order from the current start player.&lt;br /&gt;
&lt;br /&gt;
If playing with modules, there is a chance that when you reach a milestone there are no cards to claim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Water Track (blue)===&lt;br /&gt;
&lt;br /&gt;
If a square of the tile with water resource is placed on planetary ice, the track advances, otherwise no advancement is made.&lt;br /&gt;
&lt;br /&gt;
===Biomass Track (green)===&lt;br /&gt;
&lt;br /&gt;
.Biomass Milestone (tree) - Gain a Biomass Patch to place immediately following normal placement rules.&lt;br /&gt;
&lt;br /&gt;
Biomass Patches do NOT advance the track, but do help to fill in spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rover Track (red)===&lt;br /&gt;
&lt;br /&gt;
.Rover Milestone (vehicle) - Place a rover token onto the tile which triggered it. It may be placed on a meteorite if desired. It does not need to be placed on the red portion of the tile.&lt;br /&gt;
&lt;br /&gt;
.Movement Space (number) - Move your rover(s) a combined amount equal to the space&#039;s number (so a 3 could move 1 rover 3 spaces or 2 rovers 2 and 1 spaces respectively). Rovers move orthogonally and can move on both tile spaces and empty spaces. When a Rover shares a space with either a Lifepod or Meteor, the component is collected.&lt;br /&gt;
&lt;br /&gt;
If something is placed onto the rover, the rover is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tech Track (gray)===&lt;br /&gt;
&lt;br /&gt;
This track unlocks permanent abilities for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Level 1: Adjacency placement restrictions no longer apply.&lt;br /&gt;
&lt;br /&gt;
Level 2: Store Biomass Patches to be placed at End Game.&lt;br /&gt;
&lt;br /&gt;
Level 3: +1 for Rover Movement.&lt;br /&gt;
&lt;br /&gt;
Level 4: Double Water advancement. Water must still be placed on ice to trigger the advancement. Double advancement only applies if triggered by tile placement.&lt;br /&gt;
&lt;br /&gt;
Level 5: Immune against Meteors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Energy (tan)===&lt;br /&gt;
&lt;br /&gt;
There is no track for Energy, instead pick any other track to advance, with the following limitations:&lt;br /&gt;
&lt;br /&gt;
You may pick the other resource shared on the energy resource&#039;s tile (Remember this track still advances naturally, so in effect gets to advance twice).&lt;br /&gt;
&lt;br /&gt;
You may pick a resource bordering the energy terrain (tan area spanning 1 or more tile) that includes the tile just placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;End Game&#039;&#039;&#039; ===&lt;br /&gt;
The final round is triggered when either the last tile is removed from any of the depots or a player cannot place a tile.&lt;br /&gt;
&lt;br /&gt;
If a tile cannot be placed, the player still chooses a tile from the depot and advances the trackers as normal, without adding the tile to their planet.&lt;br /&gt;
&lt;br /&gt;
After all players have advanced their trackers, any biomass patches should be placed and any end game bonuses should be activated.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
Score each row and column based on the medal number attached to it if it is complete, so all spaces have a terrain tile in them and no spaces have a Meteor token on them. Complete rows &amp;amp; columns are worth 1-3 points.&lt;br /&gt;
&lt;br /&gt;
Score the highest medal passed or reached on each track.&lt;br /&gt;
&lt;br /&gt;
Score 1 point per Lifepod collected and 1 point per 3 Meteor token collected. Lifepods destroyed by tile placement are not scored.&lt;br /&gt;
&lt;br /&gt;
Score End Game Civ cards.&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 empty spaces wins!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Asymmetric Planets&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tartarus ====&lt;br /&gt;
Be warned: Not only can a rover not cross the chasm orthogonally, it can only cross diagonally at two specific corners (the chasm is faded a little).&lt;/div&gt;</summary>
		<author><name>BayconFred</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbahamataxi&amp;diff=14194</id>
		<title>Gamehelpbahamataxi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbahamataxi&amp;diff=14194"/>
		<updated>2022-07-28T12:19:50Z</updated>

		<summary type="html">&lt;p&gt;BayconFred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Bahama Taxi is played by 2 to 4 players, who become taxi drivers in some city. They compete to gather the highest income by carrying passengers.&lt;br /&gt;
&lt;br /&gt;
== Required stuff ==&lt;br /&gt;
&lt;br /&gt;
* the board&lt;br /&gt;
* standard 52-card deck&lt;br /&gt;
* distinguishable pieces (one for each player)&lt;br /&gt;
* a paper and a pencil&lt;br /&gt;
&lt;br /&gt;
== Board ==&lt;br /&gt;
&lt;br /&gt;
[[File:BahamaBoard.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The board depicts a scheme of road connections in a city. It consists of 52 areas, enumerated with card symbols.&lt;br /&gt;
&lt;br /&gt;
On each of four parts of the board there are areas for distinct card suit (♠, ♥, ♣, ♦).&lt;br /&gt;
&lt;br /&gt;
Congested city core, called Downtown, is reflected by areas in the middle of the board, enumerated with ranks (A, K, Q, J).&lt;br /&gt;
&lt;br /&gt;
Two given areas are adjacent, whenever they are connected with a line or touch each other.&lt;br /&gt;
&lt;br /&gt;
; Example pairs of adjacent areas:&lt;br /&gt;
&lt;br /&gt;
: 5♦, 2♠&lt;br /&gt;
: Q♠, A♠&lt;br /&gt;
: A♣, K♣&lt;br /&gt;
&lt;br /&gt;
; Example pairs of areas, that are not adjacent:&lt;br /&gt;
&lt;br /&gt;
: 3♥, 5♥&lt;br /&gt;
: A♠, A♣&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: BGA implementation uses 4-color playing cards and 4-color game board to enhance visibility.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Taxi movement ==&lt;br /&gt;
&lt;br /&gt;
Each player controls one taxi. A taxi is represented by a piece placed on a board area. Only a single piece is allowed to occupy a given area.&lt;br /&gt;
&lt;br /&gt;
Players take turns. On their turn, a player must move their taxi to any unoccupied adjacent area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In BGA implementation, taxi movement is obligatory to make the game more dynamic and to prevent players from stalling the game, especially during late game phases.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Passengers ==&lt;br /&gt;
&lt;br /&gt;
Citizens nature has nothing to do with hurry.&lt;br /&gt;
Whenever one of them wants to get from area X to area Y, they take their time waiting on X for any taxi to pick them up.&lt;br /&gt;
Then they travel until dropped off at their destination Y. Passengers give no suggestions about taxi route and leave it all to the driver.&lt;br /&gt;
&lt;br /&gt;
A player receive fares for getting a passenger to their final destination, proportional to the distance between areas X and Y.&lt;br /&gt;
The distance is measured as a number of taxi movements needed to get from X to Y via the shortest route.&lt;br /&gt;
Neither actual route nor driving time affects fares at all.&lt;br /&gt;
&lt;br /&gt;
Any citizen, who is trying to catch a taxi or travel as a passenger, is represented by a pair of cards, lying face up one on another.&lt;br /&gt;
The bottom card stands for area X, while the top one for area Y.&lt;br /&gt;
A pair of cards for citizen waiting on area X is placed by the board, on the X color side.&lt;br /&gt;
A pair of cards for citizen being a passenger of given player taxi is placed in front of the player.&lt;br /&gt;
A pair of cards for citizen who has been dropped off at final destination is discarded on the discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In BGA implementation, meeples are placed on the lower right corner of corresponding spaces, and highlights/tooltips are added, instead of placing cards on corresponding color sides.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A taxi can carry up to 3 passengers at one time.&lt;br /&gt;
A player can pick up a citizen with their taxi on the end of their turn, if the taxi is placed on the same area the citizen is waiting.&lt;br /&gt;
A player can drop off a citizen on the end of their turn, if the taxi is placed on the same area the citizen is travelling to.&lt;br /&gt;
&lt;br /&gt;
== Ingame situation example ==&lt;br /&gt;
&lt;br /&gt;
[[File:Bahama_example.png]]&lt;br /&gt;
&lt;br /&gt;
; Comments:&lt;br /&gt;
&lt;br /&gt;
: Player A can move their taxi to area 6♦ and pick up the citizen waiting there as a third passenger.&lt;br /&gt;
: Player A can move their taxi to area 9♠ and drop off one of passengers.&lt;br /&gt;
: Player B can move their taxi to area 2♦. They can’t pick up the waiting citizen, because they are already carrying three passengers.&lt;br /&gt;
: Player C can’t move their taxi to area 10♦, because it is occupied by another taxi.&lt;br /&gt;
: &amp;lt;s&amp;gt;Player C can wait on area 8♠ and pick up waiting citizen as a third passenger.&amp;lt;/s&amp;gt;&lt;br /&gt;
: &#039;&#039;As the note from Taxi Movement, Player C must move in BGA implementation, thus cannot pick up waiting citizen on 8♠.&#039;&#039;&lt;br /&gt;
: Player D can’t move taxi to area A♣, because it is not adjacent to area A♠.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! area, where a citizen is waiting for taxi&lt;br /&gt;
! destination area&lt;br /&gt;
! fare&lt;br /&gt;
|-&lt;br /&gt;
| 8♠&lt;br /&gt;
| 8♥&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 10♠&lt;br /&gt;
| 10♣&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| K♣&lt;br /&gt;
| 10♥&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3♣&lt;br /&gt;
| A♦&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| K♦&lt;br /&gt;
| 9♣&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 5♦&lt;br /&gt;
| 2♠&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 2♦&lt;br /&gt;
| 2♥&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 6♦&lt;br /&gt;
| 8♦&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random element in game ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, the whole deck is shuffled and placed face down by the board, becoming the draw pile.&lt;br /&gt;
&lt;br /&gt;
Each player discovers the initial position for their taxi, drawing a card from draw pile. Used cards are discarded face up on the discard pile.&lt;br /&gt;
&lt;br /&gt;
A citizen waiting for a taxi is added by drawing a pair of cards from the draw pile and placing it properly by the board. This way 8 citizens are added initially.&lt;br /&gt;
Whenever any citizen is picked up by a taxi, a new random citizen is added, but only if there are enough cards in the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In BGA implementation, a card is discarded in 3-player game during setup to make the number of cards in the deck even.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Final phase of game ==&lt;br /&gt;
&lt;br /&gt;
Once the draw pile runs out of cards, a player is not permitted to pick up a third passenger. They can still carry three passengers if they have been picked up already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: BGA implementation marks drawn cards by gray border around corresponding spaces of the game board. If all spaces are gray-bordered, the deck is exhausted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once there are no more than 4 citizens waiting for a taxi, a player is not permitted to pick up a second passenger. They can still carry two passengers if they have been picked up already.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no citizens waiting for a taxi, the game is over and players’ income is compared. A player does not receive any income for passengers left in their taxi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The game also ends automatically when all players drop off all passengers while there is only a single passenger waiting a taxi.&#039;&#039;&lt;br /&gt;
&#039;&#039;Since the last passenger cannot be dropped off, this game end does not change the end game result.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Variant rules ==&lt;br /&gt;
&lt;br /&gt;
BGA implementation supports variant rules which are not included in original rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default options are bolded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Shift change ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No&#039;&#039;&#039;: Players start the game with an empty taxi.&lt;br /&gt;
&lt;br /&gt;
* Yes: Players start the game with a full taxi.&lt;br /&gt;
&lt;br /&gt;
=== Pickup before movement ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No&#039;&#039;&#039;: Players cannot pick up a passenger on the same space before taxi movement.&lt;br /&gt;
&lt;br /&gt;
* Yes: Players can pick up a passenger on the same space before taxi movement. This rule is not applied when the deck is exhausted.&lt;br /&gt;
&lt;br /&gt;
=== Faster movement ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No&#039;&#039;&#039;: A taxi may move only once per turn. Taxi movement is mandatory.&lt;br /&gt;
&lt;br /&gt;
* Fast: A taxi may move up to twice per turn. During 1st/2nd deadline all taxis gain 1/2 extra movements.&lt;br /&gt;
&lt;br /&gt;
* Faster: A taxi may move up to three times per turn. During 1st/2nd deadline all taxis gain 2/4 extra movements.&lt;br /&gt;
&lt;br /&gt;
Players may undo taxi movements up to 5 times per turn.&lt;br /&gt;
&lt;br /&gt;
In all variants, a taxi must move at least once and cannot return to (or stay in) its starting space.&lt;br /&gt;
&lt;br /&gt;
A taxi must stop movement first to pick up or drop off a passenger (unless &#039;Pickup before movement&#039; variant is on). No further movement is allowed.&lt;br /&gt;
&lt;br /&gt;
=== 5-8 player variant ===&lt;br /&gt;
&lt;br /&gt;
5-8 player games use two decks of playing cards.&lt;br /&gt;
&lt;br /&gt;
* &#039;Pickup before movement&#039; variant must be enabled first.&lt;br /&gt;
&lt;br /&gt;
* If a starting card identical to another player&#039;s starting card is drawn during setup, set aside the card and draw another card until a unique card is drawn, then shuffle cards set aside in the deck.&lt;br /&gt;
&lt;br /&gt;
* When a player has a legal space in their cab and there are two passengers at the origin point, the player can pick up 0, 1, or 2 passengers (to a maximum of 3 passengers in the taxi).&lt;br /&gt;
&lt;br /&gt;
* When a player has two passengers in their cab with the same exact destination spot, the player drops off both passengers simultaneously and scores both.&lt;br /&gt;
&lt;br /&gt;
* When a pair of identical cards are drawn while generating a passenger, the pair is discarded immediately and a new pair of cards is drawn until a passenger is generated or the draw deck is exhausted.&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&lt;br /&gt;
[https://boardgamearena.com/gamepanel?game=bahamataxi BGA implementation of Bahama Taxi and variant rules] are derivatives of [https://bsulkowski.pl/bahama-taxi/ &amp;quot;Bahama Taxi&amp;quot;] by [https://bsulkowski.pl/contact/ Bartosz Sułkowski], used under [https://creativecommons.org/licenses/by/4.0/deed.en CC BY 4.0].&lt;/div&gt;</summary>
		<author><name>BayconFred</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbahamataxi&amp;diff=14189</id>
		<title>Gamehelpbahamataxi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbahamataxi&amp;diff=14189"/>
		<updated>2022-07-28T11:28:57Z</updated>

		<summary type="html">&lt;p&gt;BayconFred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Bahama Taxi is played by 2 to 4 players, who become taxi drivers in some city. They compete to gather the highest income by carrying passengers.&lt;br /&gt;
&lt;br /&gt;
== Required stuff ==&lt;br /&gt;
&lt;br /&gt;
* the board&lt;br /&gt;
* standard 52-card deck&lt;br /&gt;
* distinguishable pieces (one for each player)&lt;br /&gt;
* a paper and a pencil&lt;br /&gt;
&lt;br /&gt;
== Board ==&lt;br /&gt;
&lt;br /&gt;
[[File:BahamaBoard.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The board depicts a scheme of road connections in a city. It consists of 52 areas, enumerated with card symbols.&lt;br /&gt;
&lt;br /&gt;
On each of four parts of the board there are areas for distinct card suit (♠, ♥, ♣, ♦).&lt;br /&gt;
&lt;br /&gt;
Congested city core, called Downtown, is reflected by areas in the middle of the board, enumerated with ranks (A, K, Q, J).&lt;br /&gt;
&lt;br /&gt;
Two given areas are adjacent, whenever they are connected with a line or touch each other.&lt;br /&gt;
&lt;br /&gt;
; Example pairs of adjacent areas:&lt;br /&gt;
&lt;br /&gt;
: 5♦, 2♠&lt;br /&gt;
: Q♠, A♠&lt;br /&gt;
: A♣, K♣&lt;br /&gt;
&lt;br /&gt;
; Example pairs of areas, that are not adjacent:&lt;br /&gt;
&lt;br /&gt;
: 3♥, 5♥&lt;br /&gt;
: A♠, A♣&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: BGA implementation uses 4-color playing cards and 4-color game board to enhance visibility.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Taxi movement ==&lt;br /&gt;
&lt;br /&gt;
Each player controls one taxi. A taxi is represented by a piece placed on a board area. Only a single piece is allowed to occupy a given area.&lt;br /&gt;
&lt;br /&gt;
Players take turns. On their turn, a player must move their taxi to any unoccupied adjacent area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In BGA implementation, taxi movement is obligatory to make the game more dynamic and to prevent players from stalling the game, especially during late game phases.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Passengers ==&lt;br /&gt;
&lt;br /&gt;
Citizens nature has nothing to do with hurry.&lt;br /&gt;
Whenever one of them wants to get from area X to area Y, they take their time waiting on X for any taxi to pick them up.&lt;br /&gt;
Then they travel until dropped off at their destination Y. Passengers give no suggestions about taxi route and leave it all to the driver.&lt;br /&gt;
&lt;br /&gt;
A player receive fares for getting a passenger to their final destination, proportional to the distance between areas X and Y.&lt;br /&gt;
The distance is measured as a number of taxi movements needed to get from X to Y via the shortest route.&lt;br /&gt;
Neither actual route nor driving time affects fares at all.&lt;br /&gt;
&lt;br /&gt;
Any citizen, who is trying to catch a taxi or travel as a passenger, is represented by a pair of cards, lying face up one on another.&lt;br /&gt;
The bottom card stands for area X, while the top one for area Y.&lt;br /&gt;
A pair of cards for citizen waiting on area X is placed by the board, on the X color side.&lt;br /&gt;
A pair of cards for citizen being a passenger of given player taxi is placed in front of the player.&lt;br /&gt;
A pair of cards for citizen who has been dropped off at final destination is discarded on the discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In BGA implementation, meeples are placed on the lower right corner of corresponding spaces, and highlights/tooltips are added, instead of placing cards on corresponding color sides.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A taxi can carry up to 3 passengers at one time.&lt;br /&gt;
A player can pick up a citizen with their taxi on the end of their turn, if the taxi is placed on the same area the citizen is waiting.&lt;br /&gt;
A player can drop off a citizen on the end of their turn, if the taxi is placed on the same area the citizen is travelling to.&lt;br /&gt;
&lt;br /&gt;
== Ingame situation example ==&lt;br /&gt;
&lt;br /&gt;
[[File:Bahama_example.png]]&lt;br /&gt;
&lt;br /&gt;
; Comments:&lt;br /&gt;
&lt;br /&gt;
: Player A can move their taxi to area 6♦ and pick up the citizen waiting there as a third passenger.&lt;br /&gt;
: Player A can move their taxi to area 9♠ and drop off one of passengers.&lt;br /&gt;
: Player B can move their taxi to area 2♦. They can’t pick up the waiting citizen, because they are already carrying three passengers.&lt;br /&gt;
: Player C can’t move taxi to area 10♦, because it is occupied by another taxi.&lt;br /&gt;
: &amp;lt;s&amp;gt;Player C can wait on area 8♠ and pick up waiting citizen as a third passenger.&amp;lt;/s&amp;gt;&lt;br /&gt;
: &#039;&#039;As the note from Taxi Movement, Player C must move in BGA implementation, thus cannot pick up waiting citizen on 8♠.&#039;&#039;&lt;br /&gt;
: Player D can’t move taxi to area A♣, because it is not adjacent to area A♠.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! area, where a citizen is waiting for taxi&lt;br /&gt;
! destination area&lt;br /&gt;
! fare&lt;br /&gt;
|-&lt;br /&gt;
| 8♠&lt;br /&gt;
| 8♥&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 10♠&lt;br /&gt;
| 10♣&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| K♣&lt;br /&gt;
| 10♥&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3♣&lt;br /&gt;
| A♦&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| K♦&lt;br /&gt;
| 9♣&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 5♦&lt;br /&gt;
| 2♠&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 2♦&lt;br /&gt;
| 2♥&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 6♦&lt;br /&gt;
| 8♦&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random element in game ==&lt;br /&gt;
&lt;br /&gt;
At the begining of a play, whole deck is shuffled and placed face down by the board, becoming the draw pile.&lt;br /&gt;
&lt;br /&gt;
Each player discover initial position for their taxi, drawing a card from draw pile. Used cards are discarded face up on the discard pile.&lt;br /&gt;
&lt;br /&gt;
A citizen waiting for a taxi is added by drawing a pair of cards from the draw pile and placing it properly by the board. This way 8 citizens are added initially.&lt;br /&gt;
Whenever any citizen is picked up by a taxi, next random citizen is added, if only there are enough cards at the draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In BGA implementation, a card is discarded in 3-player game during setup to make the number of cards in the deck even.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Final phase of game ==&lt;br /&gt;
&lt;br /&gt;
Since the draw pile runs out of cards, a player is not permitted to pick up third passenger. They can still carry three passengers if they have been picked up already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: BGA implementation marks drawn cards by gray border around corresponding spaces of the game board. If all spaces are gray-bordered, the deck is exhausted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since there are no more than 4 citizens waiting for a taxi, a player is not permitted to pick up second passenger. They can still carry two passengers if they have been picked up already.&lt;br /&gt;
&lt;br /&gt;
At the moment there are no citizens waiting for a taxi, the game is over and players’ income is compared. A player do not receive any income for passengers left in their taxi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The game also ends automatically when all players drop off all passengers while there is only a single passenger waiting a taxi.&#039;&#039;&lt;br /&gt;
&#039;&#039;Since the last passenger cannot be dropped off, this game end does not change the end game result.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Variant rules ==&lt;br /&gt;
&lt;br /&gt;
BGA implementation supports variant rules which are not included in original rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default options are bolded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Shift change ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No&#039;&#039;&#039;: Players start the game with an empty taxi.&lt;br /&gt;
&lt;br /&gt;
* Yes: Players start the game with a full taxi.&lt;br /&gt;
&lt;br /&gt;
=== Pickup before movement ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No&#039;&#039;&#039;: Players cannot pick up a passenger on the same space before taxi movement.&lt;br /&gt;
&lt;br /&gt;
* Yes: Players can pick up a passenger on the same space before taxi movement. This rule is not applied when the deck is exhausted.&lt;br /&gt;
&lt;br /&gt;
=== Faster movement ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No&#039;&#039;&#039;: A taxi may move only once per turn. Taxi movement is mandatory.&lt;br /&gt;
&lt;br /&gt;
* Fast: A taxi may move up to twice per turn. During 1st/2nd deadline all taxis gain 1/2 extra movements.&lt;br /&gt;
&lt;br /&gt;
* Faster: A taxi may move up to three times per turn. During 1st/2nd deadline all taxis gain 2/4 extra movements.&lt;br /&gt;
&lt;br /&gt;
Players may undo taxi movements up to 5 times per turn.&lt;br /&gt;
&lt;br /&gt;
In all variants, a taxi must move at least once and cannot return to (or stay in) its starting space.&lt;br /&gt;
&lt;br /&gt;
A taxi must stop movement first to pick up or drop off a passenger (unless &#039;Pickup before movement&#039; variant is on).&lt;br /&gt;
&lt;br /&gt;
=== 5-8 player variant ===&lt;br /&gt;
&lt;br /&gt;
5-8 player games use two decks of playing cards.&lt;br /&gt;
&lt;br /&gt;
* &#039;Pickup before movement&#039; variant must be enabled first.&lt;br /&gt;
&lt;br /&gt;
* If a starting card identical to another player&#039;s starting card is drawn during setup, set aside the card and draw another card until a unique card is drawn, then shuffle cards set aside in the deck.&lt;br /&gt;
&lt;br /&gt;
* When a player has the legal space in their cab and there are two passengers at the origin point, the player can pick up 0, 1, or 2 passengers.&lt;br /&gt;
&lt;br /&gt;
* When a player has two passengers in their cab with the same exact destination spot, the player drops off both passengers simultaneously and scores both.&lt;br /&gt;
&lt;br /&gt;
* When a pair of identical cards are drawn while generating a passenger, the pair is discarded immediately and a new pair of cards is drawn until a passenger is generated or the draw deck is exhausted.&lt;br /&gt;
&lt;br /&gt;
== Attribution ==&lt;br /&gt;
&lt;br /&gt;
[https://boardgamearena.com/gamepanel?game=bahamataxi BGA implementation of Bahama Taxi and variant rules] are derivatives of [https://bsulkowski.pl/bahama-taxi/ &amp;quot;Bahama Taxi&amp;quot;] by [https://bsulkowski.pl/contact/ Bartosz Sułkowski], used under [https://creativecommons.org/licenses/by/4.0/deed.en CC BY 4.0].&lt;/div&gt;</summary>
		<author><name>BayconFred</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=9975</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=9975"/>
		<updated>2021-10-29T15:42:48Z</updated>

		<summary type="html">&lt;p&gt;BayconFred: Added 12-token limit to rules.&lt;/p&gt;
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&lt;div&gt;==Goal==&lt;br /&gt;
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Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
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==Taking turns==&lt;br /&gt;
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The player with the First Hiker Marker takes the first turn of the Season. On a turn, a player selects either one of their Hikers and moves the Hiker to a Site of their choice down Trail—anywhere to the right of that Hiker’s current location. When the Hiker lands on the new Site, the player performs the Site’s action. After taking the action, the next player takes a turn. Turns continue until the Season ends. If another Hiker—even your own—is already occupying a Site, then it cannot be visited unless you use your Campfire.&lt;br /&gt;
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If you gain [RAIN] on your turn, you can place it in an empty Canteen to gain the benefit shown on the card.&lt;br /&gt;
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[WILDLIFE], like their name implies, are &amp;quot;wild&amp;quot; and can be used in place of another token (except for filling a Canteen and 1-to-1 token exchange Canteen effect).&lt;br /&gt;
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Note that you are not allowed to hold more than 12 tokens. If you gain more, you have to discard down to 12.&lt;br /&gt;
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==Basic Sites==&lt;br /&gt;
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These Sites will appear every season.&lt;br /&gt;
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* &#039;&#039;&#039;Forest:&#039;&#039;&#039; Gain [FOREST].&lt;br /&gt;
* &#039;&#039;&#039;Mountain:&#039;&#039;&#039; Gain [MTN].&lt;br /&gt;
* &#039;&#039;&#039;Ocean:&#039;&#039;&#039; Gain [RAIN2].&lt;br /&gt;
* &#039;&#039;&#039;Valley:&#039;&#039;&#039; Gain [SUN2].&lt;br /&gt;
* &#039;&#039;&#039;Vista:&#039;&#039;&#039; Draw a Canteen OR turn in 2 tokens to take a Photo and gain the Camera. (A player who holds the Camera can take a Photo for 1 token instead of 2.)&lt;br /&gt;
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In a game with 4 or more players, one additional basic Site is added:&lt;br /&gt;
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* &#039;&#039;&#039;Waterfall:&#039;&#039;&#039; Gain [SUN][RAIN].&lt;br /&gt;
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==Advanced Sites==&lt;br /&gt;
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Before the start of each Season, one of these Sites is added to the Trail. The fourth and final Season will have all of these Sites.&lt;br /&gt;
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* &#039;&#039;&#039;Lodge:&#039;&#039;&#039; Turn in one token and gain any one token (excluding wildlife). You may do this a second time.&lt;br /&gt;
* &#039;&#039;&#039;Lookout:&#039;&#039;&#039; Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
* &#039;&#039;&#039;Wildlife:&#039;&#039;&#039; Turn in any one token to gain a [WILD].&lt;br /&gt;
* &#039;&#039;&#039;River:&#039;&#039;&#039; Turn in a [WATER] to copy the action from another Site occupied by a Hiker. (Note: The Trailhead and the Trail End are not Sites.)&lt;br /&gt;
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==Trail End==&lt;br /&gt;
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The Trail End has three locations:&lt;br /&gt;
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# &#039;&#039;&#039;Reserve a Park.&#039;&#039;&#039; You take a face-up Park or a Park from the top of the deck. You don&#039;t pay resources or score points. You may later Visit that Park. The first player who uses this space each season takes the First Hiker Marker.&lt;br /&gt;
# &#039;&#039;&#039;Buy Gear.&#039;&#039;&#039; The first player (or, in a game with 4 or more players, the first two players) can buy Gear for [SUN] less.&lt;br /&gt;
# &#039;&#039;&#039;Visit a Park.&#039;&#039;&#039; Pay the cost shown on the Park to gain the indicated number of points.&lt;br /&gt;
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When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished.&lt;br /&gt;
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==End of a Season==&lt;br /&gt;
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Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End and choose an action there. This marks the end of the Season. At the end of a Season:&lt;br /&gt;
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* The player with the Camera may pay 1 token to take a Photo.&lt;br /&gt;
* All Canteens are emptied, and their [RAIN] is returned to the supply.&lt;br /&gt;
* All Hikers return to the Trailhead.&lt;br /&gt;
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After the fourth Season, the game is over. All players reveal their Year cards and score points based on their Personal Bonus. The player with the First Hiker Marker gains 1 additional point.&lt;br /&gt;
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&#039;&#039;The player with the most points at the end is the winner!&#039;&#039; If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;/div&gt;</summary>
		<author><name>BayconFred</name></author>
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