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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BillFraser</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-05T19:05:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpipso&amp;diff=31197</id>
		<title>Gamehelpipso</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpipso&amp;diff=31197"/>
		<updated>2026-08-26T06:33:34Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* IPSO */ Added details for the cards in the deck.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=IPSO=&lt;br /&gt;
There are 90 cards numbered 1 to 90 of which:&lt;br /&gt;
&lt;br /&gt;
18 are magenta (those ending in 1 or 6)&lt;br /&gt;
&lt;br /&gt;
18 are yellow (those ending in 2 or 7)&lt;br /&gt;
&lt;br /&gt;
18 are green (those ending in 3 or 8)&lt;br /&gt;
&lt;br /&gt;
18 are blue (those ending in 4 or 9)&lt;br /&gt;
&lt;br /&gt;
18 are orange (those ending in 0 or 5)&lt;br /&gt;
&lt;br /&gt;
These cards may have a number of stars on them that give bonus points.&lt;br /&gt;
&lt;br /&gt;
1 star for each card in (6, 7, 8, 9, 10, 26, 27, 28, 29, 30, 61, 62, 63, 64, 65, 81, 82, 83, 84, 85)&lt;br /&gt;
&lt;br /&gt;
2 stars for each card in (16, 17, 18, 19, 20, 36, 37, 38, 39, 40, 51, 52, 53, 54, 55, 71, 72, 73, 74, 75)&lt;br /&gt;
&lt;br /&gt;
Goal of the game:&lt;br /&gt;
&lt;br /&gt;
Build rows of ascending numbers to score the most points possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
&lt;br /&gt;
You start with 14 face down cards forming a pyramid with a Star card at the top.&lt;br /&gt;
&lt;br /&gt;
Two cards are taken from the draw pile and placed face up in the centre. Choose one of the cards and place on your pyramid, swapping it with a face down card.&lt;br /&gt;
&lt;br /&gt;
The face down card is now flipped, replacing the selected card in the centre.&lt;br /&gt;
&lt;br /&gt;
A row must be in ascending order to score. Not the entire pyramid, but each row separately.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
For each valid row (cards are in ascending order):&lt;br /&gt;
* 1 point per card&lt;br /&gt;
* 1 additional point per card if all cards in the row are also the same color &lt;br /&gt;
* 1 point for each star in the row (remember the row must be valid for stars to count)&lt;br /&gt;
Plus the 3 point star bonus if the star card is unused.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the winner is the player with the most stars on their number cards.&lt;br /&gt;
&lt;br /&gt;
==At the end==&lt;br /&gt;
You have 2 options:&lt;br /&gt;
&lt;br /&gt;
* You can either choose to keep your Star card and gain 3 points&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
* You can choose to discard your Star card and take another turn. The two face up centre cards are placed on the bottom of the draw pile and a card is drawn from the draw pile. You may then use it to replace any card already placed or discard it. This may useful when only one card is non-ascendant.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkamon&amp;diff=30524</id>
		<title>Gamehelpkamon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkamon&amp;diff=30524"/>
		<updated>2026-07-03T19:17:24Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* End of the game */ Added the conditions for a tie to occur.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kamon=&lt;br /&gt;
==Goal==&lt;br /&gt;
In Kamon, your goal is to connect two opposite edges of the board (green-green, yellow-yellow or blue-blue) or to surround at least one space that you don&#039;t control (i.e. the space is empty or contains your opponent&#039;s piece). The board layout is rearranged for each game, and the blank hexagon functions as a barrier.&lt;br /&gt;
==Your turn==&lt;br /&gt;
The first player must place their first hexagon on an edge of the board but not a corner. On subsequent turns, you must place a hexagon on a space with the same color or the same symbol as the hexagon placed by the opponent. &lt;br /&gt;
==End of the game==&lt;br /&gt;
The end of the game is triggered when a player achieves either of the two victory conditions or when a player cannot place a hexagon.&lt;br /&gt;
&lt;br /&gt;
If a player cannot place a hexagon because all the tiles have been placed without triggering either victory condition, the game is a tie.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the player who cannot move loses.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthedwarfking&amp;diff=30033</id>
		<title>Gamehelpthedwarfking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthedwarfking&amp;diff=30033"/>
		<updated>2026-05-30T01:23:35Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* 3. Playing the Round (Tricks) */ Fixing Dwarves to Green.  Also, pointing out that no suit has higher or lower cards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Dwarf King ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dwarf King&#039;&#039;&#039; is a trick-taking card game played over 7 rounds. In each round, the scoring rules change depending on unique contracts and special cards.&lt;br /&gt;
&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
Collect the most points over 7 rounds. Since contracts can also award negative points, the player with the highest total sum at the end wins.&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
The game consists of 7 rounds. Each round follows this sequence:&lt;br /&gt;
&lt;br /&gt;
==== 1. Preparation &amp;amp; Special Card ====&lt;br /&gt;
* The dealer shuffles the deck and randomly draws one &#039;&#039;&#039;Special Card&#039;&#039;&#039; (blue back) to be shuffled into the deck.&lt;br /&gt;
* All cards are dealt equally among the players.&lt;br /&gt;
&lt;br /&gt;
==== 2. The Contract ====&lt;br /&gt;
* The player who received the &#039;&#039;&#039;5 of Knights&#039;&#039;&#039; &#039;&#039;&#039;(blue 💙🛡️shield)&#039;&#039;&#039; reveals the top card from the Contract deck.&lt;br /&gt;
* They choose one of the two &#039;&#039;&#039;challenges&#039;&#039;&#039; described on the card (e.g., &amp;quot;Each trick is worth 2 points&amp;quot; or &amp;quot;Each Dwarf is worth -1 point&amp;quot;).&lt;br /&gt;
* This contract applies to the entire current round.&lt;br /&gt;
&lt;br /&gt;
==== 3. Playing the Round (Tricks) ====&lt;br /&gt;
* The player who received the &#039;&#039;&#039;5 of Dwarves (Green 🟢 circles)&#039;&#039;&#039; leads the first trick.&lt;br /&gt;
* &#039;&#039;&#039;Following Suit:&#039;&#039;&#039; Players must follow the suit played (Dwarves, Goblins, or Knights).&lt;br /&gt;
* If a player cannot follow suit, they may discard any other card.&lt;br /&gt;
* The player with the highest card of the suit led wins the trick and leads the next one.&lt;br /&gt;
* &#039;&#039;&#039;Special Cards:&#039;&#039;&#039; These cards often modify the rules of the trick (e.g., changing the suit or the value of a card). Their effect triggers immediately when played or during scoring.&lt;br /&gt;
&lt;br /&gt;
==== 4. End of Round &amp;amp; Scoring ====&lt;br /&gt;
* Once all cards have been played, players calculate their points based on the chosen &#039;&#039;&#039;Contract&#039;&#039;&#039;.&lt;br /&gt;
* Points are recorded on the score pad. The special card is removed from the game, and a new round begins.&lt;br /&gt;
&lt;br /&gt;
=== Card Categories &amp;amp; Symbols ===&lt;br /&gt;
* &#039;&#039;&#039;Goblins (Red 🟥 squares):&#039;&#039;&#039; Often the target of contracts (positive or negative).&lt;br /&gt;
* &#039;&#039;&#039;Dwarves (Green 🟢 circles):&#039;&#039;&#039; Usually low values, often &amp;quot;trouble&amp;quot; cards.  (I&#039;m not sure what this means, all all suits have the same cards)&lt;br /&gt;
* &#039;&#039;&#039;Knights (Blue 💙🛡️shields):&#039;&#039;&#039; High values, crucial for winning tricks.&lt;br /&gt;
* &#039;&#039;&#039;Special Cards:&#039;&#039;&#039; Unique effects that vary each round.&lt;br /&gt;
* &#039;&#039;&#039;Contract Cards:&#039;&#039;&#039; Determine which cards are &amp;quot;good&amp;quot; or &amp;quot;bad&amp;quot; for the current round.&lt;br /&gt;
&lt;br /&gt;
=== End of Game ===&lt;br /&gt;
The game ends after the &#039;&#039;&#039;7th round&#039;&#039;&#039;. The player with the highest total score is crowned the new Dwarf King.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmyshelfiedice&amp;diff=26238</id>
		<title>Gamehelpmyshelfiedice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmyshelfiedice&amp;diff=26238"/>
		<updated>2025-08-18T02:45:45Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* OVERVIEW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
Roll dice to collect items to show off on your 5x5 bookshelf...and as many points as possible! You must collect at least 3 items, or you won&#039;t score points for that row or column at all. If another player collects all 5 items in a row or column, though, no one else can claim anything in that row or column for the rest of the game. When any player has 2 rows filled - with treasures and/or X&#039;s - the game ends. &lt;br /&gt;
&lt;br /&gt;
== GAME PLAY ==&lt;br /&gt;
&lt;br /&gt;
On your turn, roll all 6 dice. You may re-roll any number of dice twice after that. &lt;br /&gt;
&lt;br /&gt;
5 sides of the die match a color/symbol on your bookshelf, and 1 side is a wild joker. Dice are turned in to collect (circle) items on your bookshelf based on color/symbol and number. &lt;br /&gt;
&lt;br /&gt;
EXAMPLE: 3 pink dice can be used together to circle the 3rd item in your pink row &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; 1 pink die can be used to circle the 1st item in the pink row and the remaining 2 pink dice used together to circle the 2nd item in the pink row.&lt;br /&gt;
&lt;br /&gt;
You can circle up to 3 items on your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;UNABLE TO CIRCLE&amp;lt;/b&amp;gt; ~ If you can&#039;t circle anything on your bookshelf, you must cross out an entire row of your choice! You cannot place anything else there for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROW OR COLUMN COMPLETED&amp;lt;/b&amp;gt; ~If you circle all 5 items in a row or column, everyone else must X out everything that isn&#039;t already circled in that row or column. They can&#039;t circle anything more in that row or column for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOKERS&amp;lt;/b&amp;gt; ~ The joker side of the die can never be used on its own. It must be combined with at least 1 other die. However, you can only use 1 joker per dice combo. &lt;br /&gt;
&lt;br /&gt;
EXAMPLE: You roll 2 jokers, 2 pink and 2 yellow. You can use 1 of the jokers with the 2 pink and 1 jokers with the 2 yellow. You CAN&#039;T use the 2 jokers and the 2 pink together. Nor can you use just the 2 jokers on their own.&lt;br /&gt;
&lt;br /&gt;
If you roll ALL JOKERS, congratulations! Circle any item on your bookshelf :-)&lt;br /&gt;
&lt;br /&gt;
== GAME END and SCORING ==&lt;br /&gt;
&lt;br /&gt;
When a player has no more items available in 2 rows (because they are circled and/or X&#039;ed out), complete the round, then the game ends. Final scores are compared.&lt;br /&gt;
&lt;br /&gt;
IF you circled at AT LEAST 3 items in a row, score the points (the value shown in their top right corner) for all items circled in that row. IF you circled at AT LEAST 3 items in a column, score the points for all items circled in that column. &lt;br /&gt;
&lt;br /&gt;
Columns/rows with only 1 or 2 items circled earn no points!&lt;br /&gt;
&lt;br /&gt;
TIES: There is no tiebreaker ~ tied players share the victory.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmyshelfiedice&amp;diff=26237</id>
		<title>Gamehelpmyshelfiedice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmyshelfiedice&amp;diff=26237"/>
		<updated>2025-08-18T02:45:04Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* GAME PLAY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
Roll dice to collect items to show off on your 5x5 bookshelf...and as many points as possible! You must collect at least 3 items, or you won&#039;t score points for that row or column at all. If another player collects all 5 items in a column, though, no one else can claim anything in that column for the rest of the game. When 2 rows are filled - with treasures and/or X&#039;s - the game ends. &lt;br /&gt;
&lt;br /&gt;
== GAME PLAY ==&lt;br /&gt;
&lt;br /&gt;
On your turn, roll all 6 dice. You may re-roll any number of dice twice after that. &lt;br /&gt;
&lt;br /&gt;
5 sides of the die match a color/symbol on your bookshelf, and 1 side is a wild joker. Dice are turned in to collect (circle) items on your bookshelf based on color/symbol and number. &lt;br /&gt;
&lt;br /&gt;
EXAMPLE: 3 pink dice can be used together to circle the 3rd item in your pink row &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; 1 pink die can be used to circle the 1st item in the pink row and the remaining 2 pink dice used together to circle the 2nd item in the pink row.&lt;br /&gt;
&lt;br /&gt;
You can circle up to 3 items on your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;UNABLE TO CIRCLE&amp;lt;/b&amp;gt; ~ If you can&#039;t circle anything on your bookshelf, you must cross out an entire row of your choice! You cannot place anything else there for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROW OR COLUMN COMPLETED&amp;lt;/b&amp;gt; ~If you circle all 5 items in a row or column, everyone else must X out everything that isn&#039;t already circled in that row or column. They can&#039;t circle anything more in that row or column for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOKERS&amp;lt;/b&amp;gt; ~ The joker side of the die can never be used on its own. It must be combined with at least 1 other die. However, you can only use 1 joker per dice combo. &lt;br /&gt;
&lt;br /&gt;
EXAMPLE: You roll 2 jokers, 2 pink and 2 yellow. You can use 1 of the jokers with the 2 pink and 1 jokers with the 2 yellow. You CAN&#039;T use the 2 jokers and the 2 pink together. Nor can you use just the 2 jokers on their own.&lt;br /&gt;
&lt;br /&gt;
If you roll ALL JOKERS, congratulations! Circle any item on your bookshelf :-)&lt;br /&gt;
&lt;br /&gt;
== GAME END and SCORING ==&lt;br /&gt;
&lt;br /&gt;
When a player has no more items available in 2 rows (because they are circled and/or X&#039;ed out), complete the round, then the game ends. Final scores are compared.&lt;br /&gt;
&lt;br /&gt;
IF you circled at AT LEAST 3 items in a row, score the points (the value shown in their top right corner) for all items circled in that row. IF you circled at AT LEAST 3 items in a column, score the points for all items circled in that column. &lt;br /&gt;
&lt;br /&gt;
Columns/rows with only 1 or 2 items circled earn no points!&lt;br /&gt;
&lt;br /&gt;
TIES: There is no tiebreaker ~ tied players share the victory.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&amp;diff=24944</id>
		<title>Tips rainbow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&amp;diff=24944"/>
		<updated>2025-05-12T20:34:18Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While remembering the colors and finding ways to play your cards are both important. At it&#039;s core, this is actually a disguised game of [https://en.wikipedia.org/wiki/Nim Nim].&lt;br /&gt;
&lt;br /&gt;
When you start a fresh rainbow, always make sure to play exactly 2 cards. That way, since your opponent has 4 open spots, they will always have to leave 1, 2, or 3 spots open for your next turn. Allowing you to complete the row. &lt;br /&gt;
&lt;br /&gt;
Playing only 1 card would allow your opponent to take back the advantage by also playing a single card, leaving you with 4 open spots. Playing 3 cards on a fresh board would leave your opponent free to try to finish the rainbow on their next turn.&lt;br /&gt;
&lt;br /&gt;
If there are already 2 cards on the table only add one as you would be unable to finish in one go.&lt;br /&gt;
&lt;br /&gt;
If there are already 3 cards on the table attempt to finish in one go.&lt;br /&gt;
&lt;br /&gt;
Take into account what colors are revealed to each player.&lt;br /&gt;
&lt;br /&gt;
* If you play a card flipped, you risk an error or a shadow as you don&#039;t know what is on its back, but you gain the advantage of having seen both sides while your opponent has only seen one.&lt;br /&gt;
&lt;br /&gt;
* If you play a card without flipping, you play it safe, but reveal both sides to your opponent while you have only seen one side.&lt;br /&gt;
&lt;br /&gt;
Taking risks at the beginning (I.e. when few cards are on the table) is better than later as you risk loosing fewer cards. The information you thus gain might help you complete a rainbow and the information you hide might lead your opponent to an error.&lt;br /&gt;
&lt;br /&gt;
Specificaly playing colors that correspond to those you see in your opponent&#039;s hand increases their chance to make an error when they later flip those cards.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24694</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24694"/>
		<updated>2025-04-20T06:10:06Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Action cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
There are twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s... until you get to one 1; there is even one 0. There are also a few Action and Modifier cards: Flip Three (3), Freeze (3), Second Chance (3), and Score Modifiers (one each of +2, +4, +6, +8, +10, and X2). &lt;br /&gt;
&lt;br /&gt;
At the end of the round when at least one person hits 200 points, the person with the most points win. You score points based on the total number value of the cards in front of you. The more valuable a card is, the more copies of that card there are in the deck. &lt;br /&gt;
&lt;br /&gt;
If you flipped 7 unique number cards into your line, you automatically end the round and score 15 bonus points. However if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing. &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player.  Then, each player in turn announce to &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;. If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, put the number cards in a single row with score modifier cards above them. &lt;br /&gt;
&lt;br /&gt;
The round continues until either: &lt;br /&gt;
&lt;br /&gt;
* there are no active players because all players have either busted or chosen to stay. &lt;br /&gt;
&lt;br /&gt;
* One player can Flip 7 unique number cards ending the round immediately.&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; scores the player their current cards and blocks them from playing in the remaining round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces the player to draw three cards. Action cards drawn this way are resolved after all three have been drawn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting once. It is discarded once used. (A player may hold only one Second Chance card.  If they draw another, it must be given to another player.)&lt;br /&gt;
&lt;br /&gt;
=== Modifier cards ===&lt;br /&gt;
&lt;br /&gt;
Modifier cards increase the score by their value. For example, a hand of 3, 4, 12 and a modifier of +10 gives the player 29 points. Note that the x2 multiplier applies only to the base score, not the score after modification.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24665</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24665"/>
		<updated>2025-04-15T15:59:46Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Overview */ Added card count.  Corrected typo and made added a few words for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
There are twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s... until you get to one 1; there is even one 0. There are also a few Action and Modifier cards: Flip Three (3), Freeze (3), Second Chance (3), and Score Modifiers (one each of +2, +4, +6, +8, +10, and X2). &lt;br /&gt;
&lt;br /&gt;
At the end of the round when at least one person hits 200 points, the person with the most points win. You score points based on the total number value of the cards in front of you. The more valuable a card is, the more copies of that card there are in the deck. &lt;br /&gt;
&lt;br /&gt;
If you flipped 7 unique number cards into your line, you automatically end the round and score 15 bonus points. However if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing. &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player.  Then, each player in turn announce to &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;. If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, put the number cards in a single row with score modifier cards above them. &lt;br /&gt;
&lt;br /&gt;
The round continues until either: &lt;br /&gt;
&lt;br /&gt;
* there are no active players because all players have either busted or chosen to stay. &lt;br /&gt;
&lt;br /&gt;
* One player can Flip 7 unique number cards ending the round immediately.&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; scores the player their current cards and blocks them from playing in the remaining round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces the player to draw three cards. Action cards drawn this way are resolved after all three have been drawn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting once. It is discarded once used. (A player may hold only one Second Chance card.  If they can another, it must be given to another player.)&lt;br /&gt;
&lt;br /&gt;
=== Modifier cards ===&lt;br /&gt;
&lt;br /&gt;
Modifier cards increase the score by their value. For example, a hand of 3, 4, 12 and a modifier of +10 gives the player 29 points. Note that the x2 multiplier applies only to the base score, not the score after modification.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=24612</id>
		<title>Gamehelppentaquest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=24612"/>
		<updated>2025-04-08T15:41:27Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Solo Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Quest: Defeat a deck of foes with your 5 dice in this yahtzee/dice manipulation D&amp;amp;D inspired adventure. Once defeated, you gain the cards&#039; special dice modification abilities. You must use them judiciously, as your final score is the number of cards captured that you DIDN&#039;T  use...but if you fail to defeat a monster each turn, you lose the game. &lt;br /&gt;
&lt;br /&gt;
== Solo Play ==&lt;br /&gt;
Play the following phases:&lt;br /&gt;
&lt;br /&gt;
[1] The quest area is replenished to 5 creature cards.&lt;br /&gt;
&lt;br /&gt;
[2] Roll 5d6 - If you roll a combination matching the dice shown at the bottom of a card, you can declare that you beat it and put it in your army area. &lt;br /&gt;
&lt;br /&gt;
If you can beat more than one card, choose one.&lt;br /&gt;
&lt;br /&gt;
[3] Free reroll - Once per turn you can try to get better dice results by rerolling any number of dice, keeping the new results. &lt;br /&gt;
&lt;br /&gt;
Note that the very first roll of a game you get 2 free rerolls.&lt;br /&gt;
&lt;br /&gt;
[4] Modify roll - You can use any number of cards in your army to modify your dice roll. Discard each army card after you use it. &lt;br /&gt;
&lt;br /&gt;
The effect of an army card is depicted by the symbol in its upper right corner: &lt;br /&gt;
&lt;br /&gt;
* {{Pentaquest add}} add 1 to a die [max is {{whiteDie|6}}]; &lt;br /&gt;
* {{Pentaquest sub}} subtract 1 from a die [min is {{whiteDie|1}}];&lt;br /&gt;
* {{Pentaquest addsub}} add or subtract 1 to a die [as above];&lt;br /&gt;
* {{Pentaquest reroll}} reroll any number of dice; keep results;&lt;br /&gt;
* {{Pentaquest mirror}} mirror a die to its opposite: {{whiteDie|1}} to {{whiteDie|6}}, {{whiteDie|2}} to {{whiteDie|5}}, {{whiteDie|3}} to {{whiteDie|4}}, {{whiteDie|4}} to {{whiteDie|3}}, etc.&lt;br /&gt;
&lt;br /&gt;
[5] Check for game end conditions - If you beat a card and there are more monster cards to beat, start over from phase [1]. If you didn&#039;t defeat a monster, you lose the game. If the deck AND the quest area have no cards left, you won. Your SCORE is the number of cards left in your army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dice Requirement Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cards showing a value of dice like, {{whiteDie|2}} {{whiteDie|2}} are beaten by a roll of those same numbers in at least that quantity, so a roll of {{whiteDie|1}}{{whiteDie|4}}{{whiteDie|2}}{{whiteDie|3}}{{whiteDie|2}} would succeed because it contains the required pair of 2s.&lt;br /&gt;
&lt;br /&gt;
if you roll had rolled {{whiteDie|1}} {{whiteDie|2}}{{whiteDie|2}}{{whiteDie|2}}{{whiteDie|4}}, you would still succeed because you had rolled the required pair of 2s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest moon}} symbols represent any number, making the requirement only that you have a certain number of a single value.  For example:&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any pair of numbers&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any value three of a kind, and so on.&lt;br /&gt;
&lt;br /&gt;
If a card has both Suns and Moons, they may represent the same or different numbers.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} would require two pairs of numbers OR a four of a kind.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} {{Pentaquest moon}} would require a pair of one value and a three of a kind of another OR a five of a kind.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
Players take turns clockwise, using the same rules of solo play. The quest area is shared by all the players, while army tableaus are private. Whether or not a player beats a monster  card during their turn, the game continues until there are no cards left in the deck and quest area. Compare the sum of army and discarded cards of each player: the highest score wins.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
The maximum attainable score is 42, although it&#039;s unlikely to beat all the cards without using any of them. A score over 20 is good, and reaching 30 is great.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=24611</id>
		<title>Gamehelppentaquest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=24611"/>
		<updated>2025-04-08T15:40:28Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Solo Play */ Updated Sun/Moon section to match rules from publisher (Sun and Moon do not have to reflect different values).  While the original published rules were ambiguous, the Heroes expansion lists a four of a kind as matching the two pairs requirement.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Quest: Defeat a deck of foes with your 5 dice in this yahtzee/dice manipulation D&amp;amp;D inspired adventure. Once defeated, you gain the cards&#039; special dice modification abilities. You must use them judiciously, as your final score is the number of cards captured that you DIDN&#039;T  use...but if you fail to defeat a monster each turn, you lose the game. &lt;br /&gt;
&lt;br /&gt;
== Solo Play ==&lt;br /&gt;
Play the following phases:&lt;br /&gt;
&lt;br /&gt;
[1] The quest area is replenished to 5 creature cards.&lt;br /&gt;
&lt;br /&gt;
[2] Roll 5d6 - If you roll a combination matching the dice shown at the bottom of a card, you can declare that you beat it and put it in your army area. &lt;br /&gt;
&lt;br /&gt;
If you can beat more than one card, choose one.&lt;br /&gt;
&lt;br /&gt;
[3] Free reroll - Once per turn you can try to get better dice results by rerolling any number of dice, keeping the new results. &lt;br /&gt;
&lt;br /&gt;
Note that the very first roll of a game you get 2 free rerolls.&lt;br /&gt;
&lt;br /&gt;
[4] Modify roll - You can use any number of cards in your army to modify your dice roll. Discard each army card after you use it. &lt;br /&gt;
&lt;br /&gt;
The effect of an army card is depicted by the symbol in its upper right corner: &lt;br /&gt;
&lt;br /&gt;
* {{Pentaquest add}} add 1 to a die [max is {{whiteDie|6}}]; &lt;br /&gt;
* {{Pentaquest sub}} subtract 1 from a die [min is {{whiteDie|1}}];&lt;br /&gt;
* {{Pentaquest addsub}} add or subtract 1 to a die [as above];&lt;br /&gt;
* {{Pentaquest reroll}} reroll any number of dice; keep results;&lt;br /&gt;
* {{Pentaquest mirror}} mirror a die to its opposite: {{whiteDie|1}} to {{whiteDie|6}}, {{whiteDie|2}} to {{whiteDie|5}}, {{whiteDie|3}} to {{whiteDie|4}}, {{whiteDie|4}} to {{whiteDie|3}}, etc.&lt;br /&gt;
&lt;br /&gt;
[5] Check for game end conditions - If you beat a card and there are more monster cards to beat, start over from phase [1]. If you didn&#039;t defeat a monster, you lose the game. If the deck AND the quest area have no cards left, you won. Your SCORE is the number of cards left in your army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dice Requirement Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cards showing a value of dice like, {{whiteDie|2}} {{whiteDie|2}} are beaten by a roll of those same numbers in at least that quantity, so a roll of {{whiteDie|1}}{{whiteDie|4}}{{whiteDie|2}}{{whiteDie|3}}{{whiteDie|2}} would succeed because it contains the required pair of 2s.&lt;br /&gt;
&lt;br /&gt;
if you roll had rolled {{whiteDie|1}} {{whiteDie|2}}{{whiteDie|2}}{{whiteDie|2}}{{whiteDie|4}}, you would still succeed because you had rolled the required pair of 2s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest moon}} symbols represent any number, making the requirement only that you have a certain number of a single value.  For example:&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any pair of numbers&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any value three of a kind, and so on.&lt;br /&gt;
&lt;br /&gt;
If a card has Suns and Moons, they may represent the same or different numbers.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} would require two pairs of numbers OR a four of a kind.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} {{Pentaquest moon}} would require a pair of one value and a three of a kind of another OR a five of a kind.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
Players take turns clockwise, using the same rules of solo play. The quest area is shared by all the players, while army tableaus are private. Whether or not a player beats a monster  card during their turn, the game continues until there are no cards left in the deck and quest area. Compare the sum of army and discarded cards of each player: the highest score wins.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
The maximum attainable score is 42, although it&#039;s unlikely to beat all the cards without using any of them. A score over 20 is good, and reaching 30 is great.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdicedveggies&amp;diff=24378</id>
		<title>Gamehelpdicedveggies</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdicedveggies&amp;diff=24378"/>
		<updated>2025-03-15T01:54:16Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &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;
* Note that the dice do not have ones and are instead 2-2-3-4-5-6.&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>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgolems&amp;diff=24335</id>
		<title>Gamehelpgolems</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgolems&amp;diff=24335"/>
		<updated>2025-03-09T17:13:43Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Card Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Collect the most points from Golems, Runes, and Gems by game&#039;s end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you have two options&lt;br /&gt;
&lt;br /&gt;
If you have 1 or fewer gems, you may take 2 more gems, then your turn ends&lt;br /&gt;
&lt;br /&gt;
Alternatively, take a card from the display which has an effect depending on how many other cards still remain in the same row&lt;br /&gt;
&lt;br /&gt;
If before taking a card, that row has 3 cards (i.e. it was full) you must place a gem on each other card in that row&lt;br /&gt;
&lt;br /&gt;
If before taking a card, that row has 2 cards, transfer the gem from the card you took onto the card you did not take&lt;br /&gt;
&lt;br /&gt;
If the card you wish to take is the last in the row, as well as taking the card you gain all the gems on it&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve paid for and taken the card, trigger its ability&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Card Types===&lt;br /&gt;
&lt;br /&gt;
There are 3 card types, each with 2 abilities&lt;br /&gt;
&lt;br /&gt;
When you take a card, you can trigger only ONE of its possible abilities&lt;br /&gt;
&lt;br /&gt;
The types in short are:&lt;br /&gt;
&lt;br /&gt;
Golem - Resource &amp;amp; Summon&lt;br /&gt;
&lt;br /&gt;
Rune - Resource &amp;amp; Reserve&lt;br /&gt;
&lt;br /&gt;
Gem - Reward &amp;amp; Dust&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Golems can be turned into a Resource, by turning the card upsidedown to show the resource symbol, then place it in a staggered column of the resource type to show how many you have&lt;br /&gt;
&lt;br /&gt;
Golems can be Summoned by meeting, but not paying, the resource requirements shown. After which, you must tuck 1-3 resource cards matching the golem requirements underneath, scoring a point for each&lt;br /&gt;
&lt;br /&gt;
Runes can be turned into a Resource, similar to golems, except they cannot start a new column, they must be played into pre-existing columns of their resource type (some Runes have wild resource icon, that can be any type)&lt;br /&gt;
&lt;br /&gt;
Runes can be Reserved, if you have at least 3 gems, spend 1 gem, and take it into your hand for potential scoring opportunities&lt;br /&gt;
&lt;br /&gt;
Gems can give a Reward, collect all gems showing, first from the supply, then from your opponent if not enough, before keeping the card in your hand&lt;br /&gt;
&lt;br /&gt;
Gems can be turned to Dust, by turning the card upsidedown to show the quantity of dust supplied, place this in a staggered column of dust for potential scoring opportunities&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If at the end of a player&#039;s turn, you try to fill a row back to 3 cards and there are not enough to fill it, this triggers the end game&lt;br /&gt;
&lt;br /&gt;
Make sure everyone has had an equal number of turns, then proceed to scoring&lt;br /&gt;
&lt;br /&gt;
2VP per Summoned Golem&lt;br /&gt;
&lt;br /&gt;
1VP per tucked card under Golems&lt;br /&gt;
&lt;br /&gt;
1/3/6/10VP for 1/2/3/4 Dust (one set only, no points for 5+ Dust)&lt;br /&gt;
&lt;br /&gt;
Hand Gems score their depicted VP&lt;br /&gt;
&lt;br /&gt;
Hand Runes score their depicted VP&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 Golems, wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the player with the most Tucked Cards, wins!&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppyramidoft&amp;diff=24275</id>
		<title>Gamehelppyramidoft</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppyramidoft&amp;diff=24275"/>
		<updated>2025-03-04T08:02:39Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Play consists of picking a tile to add to the current level of your pyramid and a token from its corresponding pool, then flipping over a new tile. Ideally, you find tiles that you want associated with tokens that you want, but sometimes you can only get one or the other.&lt;br /&gt;
&lt;br /&gt;
Color-contiguous regions are scored at the end of each round (4x5,3x4,2x3,1x2) by turning in a token of that color (or two wild tokens). The score awarded is equal to the number of gems printed on the region&#039;s tiles. If you turn in 3 tokens (possibly replacing some with pairs of wild tokens) you score the region twice. &lt;br /&gt;
&lt;br /&gt;
After the first round, subsequent rounds are nested inside the first--covering the inside, but leaving the outside available to score--all visible gems are available to score at the end of each round. &lt;br /&gt;
&lt;br /&gt;
The most rewarded plays are making single-color regions with large numbers of gems around the outer edge.&lt;br /&gt;
&lt;br /&gt;
You can only carry at most 5 tokens from one round to the next--definitely spend the tokens that are unlikely to be better in the next round.  You receive 1 point per wild gem that you carry over.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfinca&amp;diff=23480</id>
		<title>Gamehelpfinca</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfinca&amp;diff=23480"/>
		<updated>2024-12-11T18:09:03Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* GAME PLAY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A finca (&amp;quot;estate&amp;quot; or &amp;quot;farmhouse&amp;quot; in English) is a traditional Spanish property in the picturesque countryside. In this game, you are a farmer on the beautiful island of Mallorca, a mediterranean paradise renowned for its fresh produce markets and landscape dotted with windmills. You will harvest produce on a windmill-shaped rondelle to fulfill the ever-changing demands of the produce markets around the island. In this way, you will earn points and compete for bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== INITIAL PLACEMENT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the start of the game, players take turns placing farmers on the windmill and collecting the produce depicted. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player then moving clockwise, place 1 farmer on any blade of the windmill and collect 1 of the produce types shown there. Continue taking turns until all farmers have been placed. &lt;br /&gt;
&lt;br /&gt;
Any number of farmers can occupy the same blade, but in the initial placement phase you only collect 1 item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME PLAY ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose between moving one of your farmers on the windmill (and collecting produce) OR delivering produce to fulfill the current market demand. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MOVING FARMERS ON THE WINDMILL&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Choose a blade on the windmill where you have at least 1 farmer. &lt;br /&gt;
&lt;br /&gt;
2. Move your farmer clockwise a number of spaces equal to the total # of farmers on that blade.&lt;br /&gt;
*• Example 1: If you are the only farmer on the blade, move 1 space clockwise, because there was only 1 farmer on the blade.&lt;br /&gt;
*• Example 2: If there are 3 farmers on the blade (and at least 1 of them is yours), move 3 spaces clockwise.&lt;br /&gt;
&lt;br /&gt;
3. Collect a quantity of produce shown on the blade equal to the # of farmers on that blade when you add your farmer to it.&lt;br /&gt;
*• Example 1: You moved to a blade with no other farmers on it. Your farmer is now the only farmer on the blade. Collect 1 item of the produce depicted because only 1 farmer is on the blade.&lt;br /&gt;
*• Example 2: You moved to a blade already occupied by 2 farmers. It doesn&#039;t matter who the farmers belong to. When you add your farmer to the blade, there are now 3 farmers on it. Collect 3 of the produce shown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Not Enough Produce in the Supply&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All produce that you collect comes from a limited supply. When there isn&#039;t enough produce in the supply for the active player to collect, ALL PLAYERS return their produce of that type to the supply. Then the active player collects all of the produce they are entitled to due to their windmill placement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Obtaining Donkey Carts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will need donkey carts in order to deliver produce to the markets. You obtain 1 donkey cart each time your farmer crosses the horizontal line dividing the windmill. &lt;br /&gt;
&lt;br /&gt;
Just as with produce, if you are entitled to a cart but no tokens are available, ALL PLAYERS return ALL of their carts to the supply. Then you collect the cart(s) you are entitled to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DELIVERING PRODUCE&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that you have enough produce, it&#039;s time to earn points! There are two opportunities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Market Tiles&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 10 markets on the board. Each market holds a stack of 4 market tiles. They depict 1 or more types of produce and a number from 1-6. The number is both the total number of produce you must deliver and the amount of points you earn.&lt;br /&gt;
 &lt;br /&gt;
*• To make a delivery, return 1 donkey cart and the exact quantity and mix of produce depicted on the market tile. If you don&#039;t have the full amount, you can&#039;t make the delivery.&lt;br /&gt;
&lt;br /&gt;
*• Note that some market tiles have boxes instead of a particular type of produce.  These must be satisfied with a set of the given size, all of which are the same type of produce.  (E.g. A tile with 4 boxes can be matched with 4 almonds or 4 figs, but not by 2 almonds and 2 figs.)&lt;br /&gt;
&lt;br /&gt;
*• You can deliver to multiple markets during the turn. A donkey cart can delivery up to 6 items of produce, distributed to any number of markets you are able to fulfill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Finca Tiles&amp;lt;/b&amp;gt; - Majority Bonus&lt;br /&gt;
&lt;br /&gt;
Paired with each stack of market tiles is a house-shaped finca tile. The finca tile shows 1 or 2 types of produce. As soon as all the market tiles in a stack have been claimed, check to see who has the  majority of the produce type depicted. They win the finca tile. &lt;br /&gt;
&lt;br /&gt;
Where 2 types of produce are depicted, count all the produce of both types to determine the winner. &lt;br /&gt;
&lt;br /&gt;
Each finca tile is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
The game ends after placing the last wooden finca on the board. The player finishes his turn. Then, the players count their victory points. &lt;br /&gt;
&lt;br /&gt;
The player with the most victory points is the winner. &lt;br /&gt;
== VARIATIONS ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SET COMPLETION BONUS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever you collect a set of market tiles of EACH value (1-2-3-4-5-6), you earn a bonus tile - if there are any left! There are only 4 bonus tiles, valued 7, 6, 5 and 4 points. You receive the highest-valued tile out of what remains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACTION TILES&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4 action tiles provide special abilities. Everyone receives the same 4 tiles. You can use ONE tile on your turn. Each can be used ONCE per game. Unused action tiles are each worth 2 points at the end of the game. &lt;br /&gt;
&lt;br /&gt;
*• &amp;lt;b&amp;gt;Move Twice:&amp;lt;/b&amp;gt; After moving 1 farmer and collecting produce on the windmill, you get to move again. You can move the same farmer or a different one. Collect produce and donkey carts like normal.&lt;br /&gt;
*• &amp;lt;b&amp;gt;Place Farmer Anywhere on Windmill:&amp;lt;/b&amp;gt; You may place your farmer on any blade of the windmill. You collect produce as usual, &#039;&#039;but you do not receive a donkey cart when using this action tile.&#039;&#039;&lt;br /&gt;
*• &amp;lt;b&amp;gt;Larger Donkey Cart:&amp;lt;/b&amp;gt; Your donkey cart can deliver up to 10 produce this turn.&lt;br /&gt;
*• &amp;lt;b&amp;gt;Delivery Discount:&amp;lt;/b&amp;gt; You can fulfill a market tile with 1 fewer produce.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenseason&amp;diff=22052</id>
		<title>Gamehelpopenseason</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenseason&amp;diff=22052"/>
		<updated>2024-08-05T12:42:46Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game lasts 11 rounds&lt;br /&gt;
&lt;br /&gt;
(Note that the Frieze and Scoring descriptions here apply to the Horn side of the player board, not the Shield side.)&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The turn comprises of 7 steps&lt;br /&gt;
&lt;br /&gt;
First, refill the inn to 5 cards&lt;br /&gt;
&lt;br /&gt;
Second, move all cards from Stock into Accolades&lt;br /&gt;
&lt;br /&gt;
Third, take two cards from the Inn display into your hand&lt;br /&gt;
&lt;br /&gt;
Fourth, place a single card following placement rules&lt;br /&gt;
&lt;br /&gt;
Fifth, place the other hand card into your Stock&lt;br /&gt;
&lt;br /&gt;
Sixth, potentially trigger actions&lt;br /&gt;
&lt;br /&gt;
Seventh, if you have any you may add a trophy to a card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement Rules===&lt;br /&gt;
&lt;br /&gt;
For step 4, you will be placing a single card on your Wall to an empty location&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t follow ANY placement rules, pick a card to place facedown somewhere instead&lt;br /&gt;
&lt;br /&gt;
The Wall is divided up into Friezes&lt;br /&gt;
&lt;br /&gt;
If a Frieze has a cross through &#039;=&#039; then all the cards in that Frieze must be unique (or hidden)&lt;br /&gt;
&lt;br /&gt;
If a Frieze has a round number on it, its effects trigger if a card is played to it in that round&lt;br /&gt;
&lt;br /&gt;
The Frieze with the cup, if played to in the first 4 rounds, lets you upgrade your Cartouche with the new banner (from 4 to 7)&lt;br /&gt;
&lt;br /&gt;
The Frieze with the four tokens can be completed by round 6, if 3 cards are played there by then, which gains you the four tokens and a penalty token&lt;br /&gt;
&lt;br /&gt;
The Frieze with multiple round options (1-2, 3-4, 5-6) gains you a reward based on the round you played to it, which gains you either a number of Trophies or a wild token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Action Triggering===&lt;br /&gt;
&lt;br /&gt;
Once you have cards played on the top row, you have the chance to trigger extra actions&lt;br /&gt;
&lt;br /&gt;
Each space shows you what action will happen if you are able to trigger it&lt;br /&gt;
&lt;br /&gt;
To trigger it, the card you put to your stock in step 6 must match a card in the top row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trophies===&lt;br /&gt;
&lt;br /&gt;
For step 7, you can place a single Trophy if you have any&lt;br /&gt;
&lt;br /&gt;
A Trophy can only be placed on cards in the 1st or 3rd row, and a card can be given multiple Trophies on different turns&lt;br /&gt;
&lt;br /&gt;
If you place it on the 1st row, you get to trigger one of the actions as long as you did not already trigger that same action in step 6&lt;br /&gt;
&lt;br /&gt;
If you place it on the 3rd row, it will count as an extra card of the same type in your accolades&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 11th round, at which point all Walls will be complete&lt;br /&gt;
&lt;br /&gt;
If anyone is holding a card, this is moved to their Accolades&lt;br /&gt;
&lt;br /&gt;
Reveal all your Accolades and sort them by beings&lt;br /&gt;
&lt;br /&gt;
If you hold a Wild Token, place it on either a card on your Wall or a card in your Accolades and declare the attribute it will represent&lt;br /&gt;
&lt;br /&gt;
Red Trophies are negative points, each card that matches this in your Accolades loses you this many points&lt;br /&gt;
&lt;br /&gt;
Each Accolade card matching a Wall card next to a gold Trophy gains that many points, as well as any Trophies added to it&lt;br /&gt;
&lt;br /&gt;
The wall card next to the plus symbol gives 10 points if you have the most accolades of that type&lt;br /&gt;
&lt;br /&gt;
Facedown Wall cards lose you 5 points&lt;br /&gt;
&lt;br /&gt;
2 points per chosen attribute, regardless of being&lt;br /&gt;
&lt;br /&gt;
4 or 7 points for each set of 5 unique attributes, regardless of being&lt;br /&gt;
&lt;br /&gt;
Three of a kind in the allocated Frieze, score 5 points&lt;br /&gt;
&lt;br /&gt;
Lose 1 point for each copy of an attribute you have the least of, this could be 0&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with less cards in their Accolades wins!&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpturingmachine&amp;diff=21986</id>
		<title>Gamehelpturingmachine</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpturingmachine&amp;diff=21986"/>
		<updated>2024-07-28T16:22:19Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The objective of the game is to be the first player to correctly solve the code, and with the fewest questions asked, or be the only player not eliminated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
A turn consists of four or five stages, with each stage carried out simultaneously.  The stages are:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Compose&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Question&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Deduce&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Verification&#039;&#039;&#039; (Not in all rounds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compose===&lt;br /&gt;
&lt;br /&gt;
In this phase, each player decides on a number for each colour/shape. A number may be used for multiple shapes (e.g. three triangles three squares, two circles).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Question===&lt;br /&gt;
&lt;br /&gt;
Players pick up to three of the &#039;&#039;&#039;Verifiers&#039;&#039;&#039; and see how their &#039;&#039;&#039;Proposal&#039;&#039;&#039; meets their criteria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Important Notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;Verifiers&#039;&#039;&#039; do NOT correspond to colors and/or shapes.  For example:&lt;br /&gt;
## &#039;&#039;Two &#039;&#039;&#039;Verifiers&#039;&#039;&#039; may contain criteria towards the same &#039;&#039;&#039;colour/shape&#039;&#039;&#039;&#039;&#039;, &#039;&#039;or&#039;&#039; &lt;br /&gt;
## &#039;&#039;A single &#039;&#039;&#039;Verifier&#039;&#039;&#039; may ask if &#039;&#039;&#039;Yellow/Square&#039;&#039;&#039; is &#039;&#039;&#039;Even&#039;&#039;&#039;,&#039;&#039;&lt;br /&gt;
## &#039;&#039;Another &#039;&#039;&#039;Verifier&#039;&#039;&#039; may ask if &#039;&#039;&#039;Yellow/Square&#039;&#039;&#039; is &#039;&#039;&#039;greater than&#039;&#039;&#039; &#039;&#039;&#039;three&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
# The &#039;&#039;&#039;Correct&#039;&#039;&#039; and &#039;&#039;&#039;Incorrect&#039;&#039;&#039; answer received does NOT mean the number is right or wrong, but whether or not your proposal passed for that the &#039;&#039;&#039;Verifier.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Deduce===&lt;br /&gt;
&lt;br /&gt;
After completing the &#039;&#039;&#039;Verification&#039;&#039;&#039; step, take some time to figure out (but not declare) if you have found the answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End===&lt;br /&gt;
&lt;br /&gt;
At the end, count to three, then reveal either a &#039;&#039;&#039;thumbs up&#039;&#039;&#039; (if think you know the code) or a &#039;&#039;&#039;thumbs down&#039;&#039;&#039; (if you are not sure of the code)&lt;br /&gt;
&lt;br /&gt;
If everyone pointed down, return to Compose Phase&lt;br /&gt;
&lt;br /&gt;
If at least one person pointed up, move to the Verification Phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Verification===&lt;br /&gt;
&lt;br /&gt;
The correct code will pass the test of ALL verifiers&lt;br /&gt;
&lt;br /&gt;
If one person is correct, they win!&lt;br /&gt;
&lt;br /&gt;
If more than one person is correct, the person who asked the fewest questions wins!&lt;br /&gt;
&lt;br /&gt;
If no one is correct, they are eliminated!&lt;br /&gt;
&lt;br /&gt;
If the second to last person is eliminated, the final player, even though they did not participate in Verification, will win!&lt;br /&gt;
===Meaning of verifiers===&lt;br /&gt;
&lt;br /&gt;
Each of the verifiers tell you that one of the criteria tested is true or not.&lt;br /&gt;
&lt;br /&gt;
Per example if it exist a verifier which tell you if [(b&amp;lt;3) or (y&amp;lt;3) or (p&amp;lt;3)], that assure you that the color tested is &amp;lt;3. By testing 222, in all games that verifier would return true (so it&#039;s useless to ask). If you test 225, it can return true or false. If it return false, then p&amp;lt;3. If it return true, then you don&#039;t know if b&amp;lt;3 or if y&amp;lt;3 or if both are true. If you test 555, it will always return false (so it&#039;s useless to ask).&lt;br /&gt;
&lt;br /&gt;
=== Mode ===&lt;br /&gt;
&lt;br /&gt;
==== Classic ====&lt;br /&gt;
1 card for each verifier. &lt;br /&gt;
&lt;br /&gt;
==== Extreme ====&lt;br /&gt;
2 cards for each verifier but only one valid criterion. &lt;br /&gt;
&lt;br /&gt;
==== Nightmare ====&lt;br /&gt;
You do not know which verifier is associated with which verification card.&lt;br /&gt;
=== Strategy (spoilers) ===&lt;br /&gt;
Each verifier is useful and at the end there is a single solution.&lt;br /&gt;
&lt;br /&gt;
If there is a verifier which test if b&amp;lt;y, b=y, or b&amp;gt;y ; and another test if b&amp;lt;yp, y&amp;lt;bp, or p&amp;lt;by, then if y&amp;lt;bp, that makes the first verifier useless. Same for b&amp;lt;yp. So the second verificator is p&amp;lt;by.&lt;br /&gt;
&lt;br /&gt;
If there is a verifier about the numbers of 4s in the combinaisons, and no others verifiers tell you information about purple, then if p=1, you could have another solution by making p=2. Same for 3&amp;amp;5. So p=4.&lt;br /&gt;
&lt;br /&gt;
For more information, check the following page: [[Tips turingmachine]] .&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcitadels&amp;diff=21330</id>
		<title>Gamehelpcitadels</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcitadels&amp;diff=21330"/>
		<updated>2024-05-25T16:11:42Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: Added colors and symbols for each card type.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Each player starts with 2 gold and 4 district cards.&lt;br /&gt;
* At the start of each round, the crowned player place 0-2 faceup character cards and 1 facedown character card on the table.  These are out of play for the round. &lt;br /&gt;
* Starting with the crowned player, each player secretly chooses a character card. The last player, if with 7 players, also may choose the facedown card.&lt;br /&gt;
* The crowned player calls each rank, from lowest to highest. If someone has the called rank, they must reveal it and take their turn.&lt;br /&gt;
* During your turn, you must first gather either 2 gold or keep 1 district card from a draw of 2.&lt;br /&gt;
* Then, you may use your character ability and may build a district from your hand, paying its cost.&lt;br /&gt;
* Districts have 5 types: noble (gold crown), religious (blue orator), trade (green moneybag), military (red helmet) and unique (purple diamond). Unique districts have abilities.&lt;br /&gt;
* After all characters are called, a new round is started.&lt;br /&gt;
* If a city has 7 districts, it is completed: districts in it cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player builds their 7th district, it is the last round.&lt;br /&gt;
* Players score 1 point for each gold in their districts’ building costs.&lt;br /&gt;
* Players also score 3 points if they have 1 of each type, 2 points for finishing their cities, and 2 points for the first to do so.&lt;br /&gt;
* The player with the most points wins. If there is a tie, the tied player with the highest rank in the last round wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Setups: There are 5 scenarios beside the default one. Players can also randomise or choose the characters and unique districts.&lt;br /&gt;
&lt;br /&gt;
===2 or 3 Players===&lt;br /&gt;
* If there are 3 players, you must use rank 9 characters.&lt;br /&gt;
* Each player gets 2 characters in each round.&lt;br /&gt;
* The game ends when a player build their 8th district instead.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfivethreefive&amp;diff=21310</id>
		<title>Gamehelpfivethreefive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfivethreefive&amp;diff=21310"/>
		<updated>2024-05-25T01:33:31Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[https://boardgamearena.com/tutorial?game=fivethreefive&amp;amp;tutorial=1566 Fast Tutorial]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Five Three Five&#039;&#039;&#039; is a ladder-climbing game. Your goal is to be the first to get rid of all your cards in hand. A round ends when one player runs out of cards, and all other players gain negative points from the cards left in their hands. When any player has reached -20 points or less, the player with the highest points wins! &lt;br /&gt;
&lt;br /&gt;
The game included 65 Weather cards: &lt;br /&gt;
- Rainy card 1-5&lt;br /&gt;
- Cloudy card 7-9&lt;br /&gt;
- Sunny card 11-15&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Card Uses&lt;br /&gt;
!&#039;&#039;&#039;Player&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Copies of each card&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Card Dealt Per Player &#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Undealt Card (left face-down)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|4&lt;br /&gt;
|12 x2 (see below)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|4&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Beginning from the lead player, players take turns clockwise. On your turn, you must perform 1 of the following 4 actions: &#039;&#039;&#039;Lead&#039;&#039;&#039;, &#039;&#039;&#039;Overwrite&#039;&#039;&#039;, &#039;&#039;&#039;Add&#039;&#039;&#039;, &#039;&#039;&#039;Pass&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== 1. Lead ====&lt;br /&gt;
&lt;br /&gt;
The first action of the lead player of each trick must always perform this action. &lt;br /&gt;
&lt;br /&gt;
Plays any one legal meld type, forming the &#039;&#039;&#039;Central Meld&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039; Legal Meld Types &#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Singles&#039;&#039;&#039;: A single card&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Sets&#039;&#039;&#039;: Two or three cards consisting of identical numbers&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Runs&#039;&#039;&#039;:  Two or three cards consisting of consecutive numbers&lt;br /&gt;
&lt;br /&gt;
==== 2. Overwrite ====&lt;br /&gt;
&lt;br /&gt;
Play card(s) that are of the &#039;&#039;&#039;same meld type, equal size, and greater strength&#039;&#039;&#039; than the &#039;&#039;&#039;Central Meld&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
- When playing Singles and Sets: 1s are the lowest strength and 15s are the highest. &lt;br /&gt;
&lt;br /&gt;
- When playing Runs: 15s are the lowest strength and 1s are the highest. &lt;br /&gt;
&lt;br /&gt;
Note: If the &#039;&#039;&#039;Central Meld&#039;&#039;&#039; contains 4 cards, players &#039;&#039;&#039;cannot&#039;&#039;&#039; take the Overwrite action and must either &#039;&#039;&#039;Add&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== 3. Add ====&lt;br /&gt;
&lt;br /&gt;
Play one, two, or three cards to the &#039;&#039;&#039;Central Meld&#039;&#039;&#039;, increasing its &#039;&#039;&#039;overall size&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You must make sure after performing an &#039;&#039;&#039;add&#039;&#039;&#039;, the &#039;&#039;&#039;Central Meld&#039;&#039;&#039; must be consecutive numbers or identical numbers.&lt;br /&gt;
&lt;br /&gt;
You cannot add a run to a set or add a set to a run.&lt;br /&gt;
&lt;br /&gt;
==== 4. Pass ====&lt;br /&gt;
&lt;br /&gt;
If a player &#039;&#039;&#039;cannot or chooses not to &#039;&#039;&#039;play cards, they &#039;&#039;&#039;pass&#039;&#039;&#039;. Once a player passes, they cannot play any more cards to the trick. &lt;br /&gt;
&lt;br /&gt;
==== End of Trick ====&lt;br /&gt;
&lt;br /&gt;
A trick goes around the table multiple times. The trick ends immediately and the last player to play card(s) wins the trick and will lead the next trick, once any of the following happens: &lt;br /&gt;
&lt;br /&gt;
- All but one player passes&lt;br /&gt;
&lt;br /&gt;
- All cards of the same number are in the Central Meld&lt;br /&gt;
&lt;br /&gt;
- A run of 5 cards is in the &#039;&#039;&#039;Central Meld&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- An 8 is played using the &#039;&#039;&#039;Rule of 8s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Rule of 8s&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;one or more 8s&#039;&#039;&#039; are used to &#039;&#039;&#039;Overwrite&#039;&#039;&#039; or &#039;&#039;&#039;Add&#039;&#039;&#039;, the trick ends immediately. &lt;br /&gt;
&lt;br /&gt;
==== End of Round ====&lt;br /&gt;
&lt;br /&gt;
As soon as any player runs out of cards, the round ends immediately. Everyone else takes negative points chips equal to the &#039;&#039;&#039;total point value&#039;&#039;&#039; of the cards remaining in their hand. &lt;br /&gt;
&lt;br /&gt;
If End of game condition has not been reached, start the next round. The player with the least points is the lead player for the next round. If there is a tie, the lead player is the player closest to the previous round&#039;s lead player, clockwise. &lt;br /&gt;
&lt;br /&gt;
The points given for cards are as follows: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Card&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|14&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!Points&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
If any player reaches -20 or fewer points, the game ends. The player with the highest points is the winner. If there is a tie, the player with the fewest cards left in hand is the winner. &lt;br /&gt;
&lt;br /&gt;
== 2-player variant ==&lt;br /&gt;
&lt;br /&gt;
When set up, both players are dealt two separate hands of 12 cards: One 12-card-hand for the first half of the round and one 12-card-hand for the second half. &lt;br /&gt;
&lt;br /&gt;
== Room Options ==&lt;br /&gt;
&lt;br /&gt;
==== Game length ====&lt;br /&gt;
&lt;br /&gt;
When a player reaches -20 or -10 points, the game ends. &lt;br /&gt;
&lt;br /&gt;
For a 2-player game length, you may choose &#039;&#039;&#039;1 round&#039;&#039;&#039; as well. &lt;br /&gt;
&lt;br /&gt;
==== Extra deal in 3-player ====&lt;br /&gt;
&lt;br /&gt;
Deal 16 cards per player, instead of 12 cards.&lt;br /&gt;
&lt;br /&gt;
==== Greater size overwriting ==== &lt;br /&gt;
&lt;br /&gt;
When overwriting the current meld, a meld of greater size may be played as well, ignoring the current meld type.&lt;br /&gt;
&lt;br /&gt;
==== Permanent Pass ====&lt;br /&gt;
&lt;br /&gt;
Once a player passes, the player cannot play any more cards during the same trick.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppraga&amp;diff=21278</id>
		<title>Gamehelppraga</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppraga&amp;diff=21278"/>
		<updated>2024-05-24T03:57:34Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game lasts 16 turns per player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, do the following:&lt;br /&gt;
&lt;br /&gt;
Choose an Action Tile&lt;br /&gt;
&lt;br /&gt;
Perform One Action&lt;br /&gt;
&lt;br /&gt;
Rotate the Crane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Choose an Action Tile===&lt;br /&gt;
&lt;br /&gt;
The action tiles are found in either the red, green, or blue zone, depending on how recently they have been chosen&lt;br /&gt;
&lt;br /&gt;
The tiles have two actions on them, but you only take one out of the pair&lt;br /&gt;
&lt;br /&gt;
All action tile spaces will give a bonus which you can use before or after the tile&lt;br /&gt;
&lt;br /&gt;
If the tile was from the red zone, you must pay to use it&lt;br /&gt;
&lt;br /&gt;
If the tile was from the blue zone, you get points for using it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Perform One Action===&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve picked your tile, you can take one of the two actions depicted on it&lt;br /&gt;
&lt;br /&gt;
Manage Mines - Either gain 1 gold and progress your gold mines by 1 OR gain gold equal to the quantity of gold mines plus all unlocked mine bonuses&lt;br /&gt;
&lt;br /&gt;
Manage Quarries - Either gain 1 stone  and progress your quarries by 1 OR gain stone equal to the quantity of quarries plus all unlocked quarry bonuses&lt;br /&gt;
&lt;br /&gt;
Upgrade - This lets you upgrade an action so it is enhanced in some way when you next select it, it may provide bonuses depending on how you orientate it, it also moves you 1 or 2 spaces on the University track&lt;br /&gt;
&lt;br /&gt;
Construct Wall - To purchase a wall, you must spend the resources shown in the red banner on the tile&lt;br /&gt;
&lt;br /&gt;
Construct Building - To purchase a building, you must be able to spend the resources shown in the red banner on the tile, then it can be placed anywhere in the city where there isn&#039;t already a feature (pre-printed or other tile). To the North of the road, the pre-printed red banners depict additional costs to place there, but provide bonus points. If the building has a cube space, place a cube of your colour on it to show it is yours. Every building is next to a Plaza, when the plaza is surrounded, everyone who surrounds it with at least 1 cube gets one of the two rewards, if you have the most cubes around it you get both rewards.&lt;br /&gt;
&lt;br /&gt;
Construct the King&#039;s Road - Move one space along the road, and either pay 1 egg to get one bonus or don&#039;t pay an egg to get the other (spaces IV and V REQUIRE an egg to proceed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technologies===&lt;br /&gt;
&lt;br /&gt;
Various events may cause you to advance on the Technology track&lt;br /&gt;
&lt;br /&gt;
When you pass an icon space, you can take a technology&lt;br /&gt;
&lt;br /&gt;
I &amp;amp; II technologies are ongoing, whilst III &amp;amp; IV technologies are one off (but can be kept and used later)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Hunger Wall and Vitus Cathedral===&lt;br /&gt;
&lt;br /&gt;
Certain effects found on Wall and Building tiles may advance you on these two tracks&lt;br /&gt;
&lt;br /&gt;
Moving sideways just requires the effect&lt;br /&gt;
&lt;br /&gt;
Moving up within a tier requires a payment of 2 Silver Windows (you can only have a supply of 2 at a time, so if you gain more when you have 2, you lose the excess, so remember to spend them, windows can also be spent to buy an extra action)&lt;br /&gt;
&lt;br /&gt;
Moving up to a new tier requires a depicted additional cost&lt;br /&gt;
&lt;br /&gt;
Some spaces give bonuses, such as points or free movement on the track, but the free movement can only be taken if you can also pay the tier change cost if applicable&lt;br /&gt;
&lt;br /&gt;
The first three players to reach the top gain the rewards in order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Turn===&lt;br /&gt;
&lt;br /&gt;
At the end of your go&lt;br /&gt;
&lt;br /&gt;
Discard down to 2 windows&lt;br /&gt;
&lt;br /&gt;
Rotate the action crane 1 space clockwise&lt;br /&gt;
&lt;br /&gt;
Put your action tile for the turn at the end of the wheel in the red zone&lt;br /&gt;
&lt;br /&gt;
If a tile rotates out of the wheel, place it on the first available green zone space and place a 5 point token on it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 16th round&lt;br /&gt;
&lt;br /&gt;
Count up the points gained during the game&lt;br /&gt;
&lt;br /&gt;
Unfinished Plazas give lower half bonuses to all who have cubes there&lt;br /&gt;
&lt;br /&gt;
Your technology track scores by multiplying it with scoring opportunities on the University track&lt;br /&gt;
&lt;br /&gt;
The Wall and Cathedral give points for the row you&#039;ve reached as well as multiplies the column you&#039;re on by the corresponding symbol you&#039;ve collected&lt;br /&gt;
&lt;br /&gt;
For your personal Wall, gain 4 10 or 18 points if you have 3+ 4+ or 6+ sections&lt;br /&gt;
&lt;br /&gt;
Check for any personal scoring opportunities which may have gained on the V road&lt;br /&gt;
&lt;br /&gt;
For leftover eggs, gain 1/3/6/10 points for 1/2/3/4+ eggs&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
===Amendments===&lt;br /&gt;
&lt;br /&gt;
For those who already know the rules: The following Rules where changed or clarified in agreement with the publisher:&lt;br /&gt;
&lt;br /&gt;
* if an action is upgraded again, both upgrades are available for that turn, but only one can be used per action&lt;br /&gt;
* if an action tile get&#039;s the 5-VP-marker and all spaces in the green area are free it goes to the red area&lt;br /&gt;
* when a plaza is evaluated and other players have to make a decision(like choosing a bonus, selecting a technology), they will not immediately become active.  Instead, they will become active in turn order once the current player finishes his turn. If the current player wants to know their decisions before continuing, he/she can decide to wait for them.&lt;br /&gt;
* The market isn&#039;t automatically refilled immediately, so that the current player can still undo his moves. He/she can trigger the refill anytime. At the end of a turn it will be filled automatically.&lt;br /&gt;
* Most bonuses will be given immediately, because there can be no disadvantage, others(like gold, stone, movements) can be taken manually.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnachopile&amp;diff=21163</id>
		<title>Gamehelpnachopile</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnachopile&amp;diff=21163"/>
		<updated>2024-05-14T07:43:24Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: Added sections listing the contents of the bag and the end of game process.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Get as many chips as you can onto your plate!&lt;br /&gt;
&lt;br /&gt;
Any Chips that haven’t been stolen in between your turns get added to your plate and score points. Watch out for other players trying to steal!&lt;br /&gt;
&lt;br /&gt;
Players take turns in clockwise order.&lt;br /&gt;
&lt;br /&gt;
At the start of your turn, claim any Chips in front of you. Put them onto your Plate to show they have been scored. Chips on your plate can not be stolen, except via spicy cards.  Reach into the Bag and pull out a Chip. Continue doing this until you BUST or decide to STOP.&lt;br /&gt;
&lt;br /&gt;
* BUST. If you pull out a Chip that is the same as another Chip you pulled out this turn, you bust. Place all the Chips you drew this turn back into the Bag and end your turn.&lt;br /&gt;
&lt;br /&gt;
* STOP. If you choose to stop before you bust, place all the Chips you drew in front of you. Take any Chips in front of other players that have the same number.  Keep a separate pile for each type of chip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bag -- There are 54 chips as follows:&lt;br /&gt;
&lt;br /&gt;
6 each of the numbers 1-7.&lt;br /&gt;
&lt;br /&gt;
6 wilds (must be assigned a value between 1 and 7 when drawn.  It keeps that value until it arrives on a plate.&lt;br /&gt;
&lt;br /&gt;
6 spicy chips, (2 each of three types -- Steal, Score, and Return).  Note that any two spicy chips are considered to be the same for rules involving busting, stealing, and scoring.&lt;br /&gt;
&lt;br /&gt;
Steal:  Move one chip from someone else&#039;s plate to yours.&lt;br /&gt;
&lt;br /&gt;
Score:  Move one chip from next to your plate to on your plate.&lt;br /&gt;
&lt;br /&gt;
Return:  Return one chip from someone else&#039;s plate to the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of game.&lt;br /&gt;
&lt;br /&gt;
The game ends when there is one chip left in the bag.  teals any chips that match the ones they have next to their plate, and then all players move the rest of their chips onto their plate.  Then the following steps take place:&lt;br /&gt;
&lt;br /&gt;
# The player whose turn it is steals chips as in &amp;quot;STOP&amp;quot; above, if applicable.&lt;br /&gt;
# Each player combines any chips that are still next to their plate with the chips on their plate.&lt;br /&gt;
# Each player assigns values to their wild chips (in turn order starting with the player who ended the game).&lt;br /&gt;
# For each of the eight types of chip (1-7 and spicy), the player(s) with the most of that type of chip scores 1VP per chip they have.&lt;br /&gt;
# The chip which is left in the bag scores double (The rules do not say what to do if the last chip is a wild....)&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquato&amp;diff=21107</id>
		<title>Gamehelpquato</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquato&amp;diff=21107"/>
		<updated>2024-05-11T02:35:22Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The player with the most after 3 rounds wins. In case of a tie, the first player who played all cards in the last round wins. &lt;br /&gt;
&lt;br /&gt;
[[https://boardgamearena.com/tutorial?game=quato&amp;amp;tutorial=1532 Fast tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Before a round starts, everyone must determine using the green side or the blue side. &lt;br /&gt;
&lt;br /&gt;
The first player must play a &amp;quot;Set&amp;quot;. Then, players take turns to choose to player a &amp;quot;Bigger Set&amp;quot; or pass. &lt;br /&gt;
&lt;br /&gt;
Once all other players choose to pass, the player who plays the card(s) wins the trick and must play a new &amp;quot;Set&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
When only one player still has cards in their hand, the round ends. Players receive scores according to the order they empty their hands. And add up the score earned from &amp;quot;4&amp;quot;s. &lt;br /&gt;
&lt;br /&gt;
==== Set ====&lt;br /&gt;
&lt;br /&gt;
To play cards on your turn, you must play a set of 1 to 4 cards. Each set must be cards of the same number or consecutive numbers. If there is a Leader Set on the table, your set must beat it. &lt;br /&gt;
&lt;br /&gt;
- Set with more cards beat set with fewer cards. &lt;br /&gt;
&lt;br /&gt;
- If the number of card is equal, same number beat sequences. &lt;br /&gt;
&lt;br /&gt;
- If the type is also same, higher card values are stronger. &lt;br /&gt;
&lt;br /&gt;
Exception: 4-4-4-4 is the highest set in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
&lt;br /&gt;
If you choose to pass, you must flip a card from your hand or draw a card from the deck and decide to use the green or blue side. &lt;br /&gt;
&lt;br /&gt;
==== 4s ==== &lt;br /&gt;
&lt;br /&gt;
If you play a set included 4(s) and beat other set, you immediatly receive 1 point. &lt;br /&gt;
&lt;br /&gt;
== 2-player ==&lt;br /&gt;
&lt;br /&gt;
In 2-player game, you don&#039;t receive any point from playing 4. The lead player of the next round is whom doesn&#039;t earn point.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewton&amp;diff=20816</id>
		<title>Gamehelpnewton</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewton&amp;diff=20816"/>
		<updated>2024-04-19T23:34:42Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Many many thanks to dallasstars945 from the BoardGameGeek community for this [https://boardgamegeek.com/filepage/168144/newton-quick-rules-guide rules recap]!]&lt;br /&gt;
=== &#039;&#039;&#039;Game Flow&#039;&#039;&#039; ===&lt;br /&gt;
• Newton is played over &#039;&#039;&#039;6 rounds&#039;&#039;&#039;, with each round having 2 phases – &#039;&#039;&#039;Action Phase&#039;&#039;&#039; and &#039;&#039;&#039;End Round Phase&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• During the &#039;&#039;&#039;Action phase&#039;&#039;&#039;, in clockwise order, players must play 1 card to their Study board and carry out Actions.&lt;br /&gt;
&lt;br /&gt;
• During the &#039;&#039;&#039;End Round&#039;&#039;&#039; phase, players must move 1 of the 5 cards they played during the Action phase below their board which will strengthen their power during the next Action phase and act as a timer for the 6 game rounds.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Victory Points (VP)&#039;&#039;&#039; are earned as bonuses, income each round, and by completing Objectives by the end of the game.&lt;br /&gt;
&lt;br /&gt;
• After 6 rounds, the player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;General Rule&#039;&#039;&#039; – Bonus tokens are activated and taken when stopped on or crossed over, but to gain the benefits of City, University, Ancient Land, Objective and Master spaces, you must stop on them. (See 6 Basic Actions below)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;General Rule&#039;&#039;&#039; – 1 Potion may be spent to represent 1 book of any color when needed. However, unlike books on cards, these books are one use only. Furthermore, books that you purchase using potions can be used only in the turn that you purchase them - you can&#039;t use potions to purchase books to increase your score from Objective tiles at the end of the game.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Easily Missed But Important Rule&#039;&#039;&#039; – Your books count resets to zero at the beginning of each round. During a round, you &#039;possess&#039; only the books shown on the action cards you have played to your Study board so far this round, plus the one or two conferred by the Liebniz and Fahrenheit Master cards. However, these books are never &#039;spent&#039; (unlike potions), so you can use a blue book, say, to pay for a bookshelf tile in one turn of a round (or in two or more different turns), and then to move to an Objective tile in another turn, and also to take a coin from the bonus action of a relevant action card. &lt;br /&gt;
&lt;br /&gt;
Pages 12-16 in the rulebook list detailed descriptions of all symbols, tiles, tokens and cards for you to reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Action Phase&#039;&#039;&#039; ===&lt;br /&gt;
• Starting with the Start player (going clockwise), on their turn, &#039;&#039;&#039;a player will play 1 card from&#039;&#039;&#039; their hand to the left-most open space on their Desk (on Study board), &#039;&#039;&#039;perform actions&#039;&#039;&#039;, and then the next player takes their turn. After all players have played 5 cards, the phase will end and move to the End Round phase (see below.)&lt;br /&gt;
&lt;br /&gt;
• Each card has a &#039;&#039;&#039;Basic Action Symbol&#039;&#039;&#039; on the bottom and (possibly) a &#039;&#039;&#039;Special Effect&#039;&#039;&#039; on the top.&lt;br /&gt;
&lt;br /&gt;
• On their turn, in any order they wish, a player may perform the Basic Action, the Special Effect, and any number of Quick Actions (see Quick Actions below.)&lt;br /&gt;
&lt;br /&gt;
• Performing actions are optional, but you must still play a card on your turn (if you have one). If you don’t, I’m sorry :-(&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Basic Action&#039;&#039;&#039; – the bottom of the card shows 1 of the 6 Action symbols. Including the card you just played, the number of visible symbols of this particular action (on your board) is the “value” of that action you can perform this turn. You can always choose to execute a Basic Action at a lower value if you wish. See under “6 Basic Actions” for more details.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Special Effects&#039;&#039;&#039; – See page 14 of the rulebook for the symbology and execution of the Special Effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Basic Actions&#039;&#039;&#039; ===&lt;br /&gt;
1. Work &#039;&#039;(Ruler and Pencil)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Technology &#039;&#039;(Cog)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Travel &#039;&#039;(Compass)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Lessons &#039;&#039;(Graduation Cap)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Study &#039;&#039;(Book)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Joker &#039;&#039;(Jester Cap)&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;1. Work (Ruler and Pencil)&#039;&#039;&#039; ====&lt;br /&gt;
• Move your &#039;&#039;&#039;Marker forward on the Work track&#039;&#039;&#039; (track board) up to the number of the “Action Value,” earning a number of coins equal to only the spaces you move (even if the “Action Value” is higher.)&lt;br /&gt;
&lt;br /&gt;
• In order to activate the &#039;&#039;&#039;2 Special Spaces&#039;&#039;&#039; or play a &#039;&#039;&#039;Master Card&#039;&#039;&#039; via the Master Space, you &#039;&#039;&#039;must stop&#039;&#039;&#039; on the space.&lt;br /&gt;
&lt;br /&gt;
• In order to move your marker onto the &#039;&#039;&#039;Objective tile&#039;&#039;&#039; at the end, you must have &#039;&#039;&#039;3 Green and 1 Blue&#039;&#039;&#039; Volume showing on your board and/or abilities on Master cards. You will earn points at the end for this tile.&lt;br /&gt;
&lt;br /&gt;
• You may spend &#039;&#039;&#039;Potion tokens&#039;&#039;&#039; to represent 1 missing Volume that you need. Can do this &#039;&#039;&#039;multiple times&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• Even if your marker is on the last space of the &#039;&#039;&#039;Work track&#039;&#039;&#039;, you can still take this action just to earn full coins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2. Technology (Cog) ====&lt;br /&gt;
• Move &#039;&#039;&#039;1 of your Students forward on the Technology track&#039;&#039;&#039; (track board) up to the number of the “Action Value.”&lt;br /&gt;
&lt;br /&gt;
• The tracks will split causing you to &#039;&#039;&#039;choose 1 pathway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• If you &#039;&#039;&#039;don’t have any Students&#039;&#039;&#039; to move legally, you can’t take this action.&lt;br /&gt;
&lt;br /&gt;
• When your Student stops or passes by a &#039;&#039;&#039;Bonus token&#039;&#039;&#039; (circle), activate it, and take it!&lt;br /&gt;
&lt;br /&gt;
• Just like the Work track, your Student must &#039;&#039;&#039;stop on Special/Master&#039;&#039;&#039; &#039;&#039;&#039;spaces&#039;&#039;&#039; to use them.&lt;br /&gt;
&lt;br /&gt;
• There is &#039;&#039;&#039;no limit&#039;&#039;&#039; to the number of Students that can be on the &#039;&#039;&#039;same space&#039;&#039;&#039;, however, there can &#039;&#039;&#039;never be 2 of the same color worker&#039;&#039;&#039; on the same final end space together.&lt;br /&gt;
&lt;br /&gt;
• The final space of each pathway has a &#039;&#039;&#039;highlighted bar&#039;&#039;&#039; next to it for an easy visual.&lt;br /&gt;
&lt;br /&gt;
• Like the Work track above, the &#039;&#039;&#039;4 Objective tiles&#039;&#039;&#039; require the shown Volumes/Potions to move onto the space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3. Travel (Compass) ====&lt;br /&gt;
• Move your &#039;&#039;&#039;Scientist a number of spaces on the Map board&#039;&#039;&#039; up to the number of the “Action Value.”&lt;br /&gt;
&lt;br /&gt;
• If the route your Scientist takes has a &#039;&#039;&#039;coin cost&#039;&#039;&#039;, pay it to the supply now.&lt;br /&gt;
&lt;br /&gt;
• When your Scientist stops on or crosses over a &#039;&#039;&#039;Bonus token&#039;&#039;&#039; (circle), activate it, and take it.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Must stop on City, University, Ancient Land, Objective and Master spaces to use&#039;&#039;&#039;. Mark the space with a cube from your player board (top-bottom, left -right). Earn the VP shown next to the 9th-12th cubes when placed.&lt;br /&gt;
&lt;br /&gt;
• There can’t be more than &#039;&#039;&#039;1 travel cube&#039;&#039;&#039; of the same color on the same space.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;No limit&#039;&#039;&#039; to the number of Scientists that can be on the &#039;&#039;&#039;same space&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• In order to move your marker onto the &#039;&#039;&#039;Objective tile&#039;&#039;&#039;, you must have &#039;&#039;&#039;3 Yellow and 1 Green Volume&#039;&#039;&#039; (and/or potions) showing on your board and/or abilities on Master cards. You will earn points at the end for this tile.&lt;br /&gt;
&lt;br /&gt;
• Once you are &#039;&#039;&#039;out of cubes&#039;&#039;&#039;, you can still take this action, but no more cubes can be placed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4. Lessons (Graduation Cap) ====&lt;br /&gt;
• Take only &#039;&#039;&#039;1 of the face-up Action cards&#039;&#039;&#039; from a row of equal or lesser value compared to your current Action Value and put it in your hand.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Don’t replace the card just yet&#039;&#039;&#039;. This will be done during the End Round phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5. Study (Book) ====&lt;br /&gt;
• Take &#039;&#039;&#039;1 of your Bookshelf tiles&#039;&#039;&#039; (from topmost stack) and place it on your &#039;&#039;&#039;Study board&#039;&#039;&#039; &#039;&#039;(each player has their own)&#039;&#039; over a shelf space on a level that is equal to or less than the number of the “Action Value.” See the left-most part of the Study board to see the levels of the shelves.&lt;br /&gt;
&lt;br /&gt;
• I know that is a tad confusing, but understand that &#039;&#039;&#039;each space of the bookshelf is on LEVEL 1, 2, or 3&#039;&#039;&#039;, and the level is what you compare your “Action Value” to. You also have to have met the requirements of the space!&lt;br /&gt;
&lt;br /&gt;
• If placing the Bookshelf tile &#039;&#039;&#039;uncovers a bonus&#039;&#039;&#039;, take it now.&lt;br /&gt;
&lt;br /&gt;
• The spaces all have a requirement you must meet in order to place there:&lt;br /&gt;
&lt;br /&gt;
–  &#039;&#039;&#039;University/Ancient Land&#039;&#039;&#039; icons mean you just have to have visited the specific space on the map.&lt;br /&gt;
&lt;br /&gt;
–  The &#039;&#039;&#039;Volume (book or tome)&#039;&#039;&#039; requirement means you have to possess the number of colored books shown. See under &#039;Game Flow&#039; above for an important note about this!&lt;br /&gt;
&lt;br /&gt;
–  You can always spend &#039;&#039;&#039;1 potion token in place of 1 needed Volume&#039;&#039;&#039; (book) as many times as needed.&lt;br /&gt;
&lt;br /&gt;
–  You can always spend &#039;&#039;&#039;3 Potion tokens in place of 1 needed University or Ancient Land&#039;&#039;&#039; requirement.&lt;br /&gt;
&lt;br /&gt;
• The &#039;&#039;&#039;Window pane&#039;&#039;&#039; spaces are just there to divide the rows/columns.&lt;br /&gt;
&lt;br /&gt;
• At the end of each segment there is an &#039;&#039;&#039;arrow with a VP value&#039;&#039;&#039;. If this row/column is &#039;&#039;&#039;completely covered&#039;&#039;&#039; during End Round phase, you earn the shown reward on the other side of the arrow.&lt;br /&gt;
&lt;br /&gt;
• The bottom-left corner of the shelves is already filled in for you with Books.&lt;br /&gt;
&lt;br /&gt;
• The &#039;&#039;&#039;5 spaces showing “!”&#039;&#039;&#039; are where you hold &#039;&#039;&#039;up to 5 Income tiles&#039;&#039;&#039; to earn you more rewards during Income.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Can’t place more than 1 tile per turn&#039;&#039;&#039;, and if you don’t have any Bookshelf tiles left, you can’t take this action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 6. Joker (Jester Cap) ====&lt;br /&gt;
• When played, &#039;&#039;&#039;the Joker can represent any other Basic Action&#039;&#039;&#039;, and calculated like normal using the symbols on your board of that chosen type this turn (including the Joker you are playing.)&lt;br /&gt;
&lt;br /&gt;
• However, once on your board (or tucked under), a Joker can’t be included when calculating a Basic Action value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Quick Actions&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;(Perform any number of these on your turn in any order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Flip 2 Cards&#039;&#039;&#039; – Repeatable, spend 1 coin to flip over 2 more cards from any of the 3 Action card rows.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;+1 to Basic Action&#039;&#039;&#039; – 1x per turn, spend 2 coins to boost your “Action Value” of an Action Card by +1. You can’t boost the “Action Value” from an action granted by a tile or Master card.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Buy a Potion&#039;&#039;&#039; – Repeatable, spend 3 coins to take 1 Potion from the supply.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Enroll a new Student&#039;&#039;&#039; – repeatable, spend 5 coins to move 1 of your Students from your supply (not the Track board) to the Start Space of Technology track.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;End Round Phase&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;(When Action Phase is over, all players do this simultaneously)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Choose 1 card from the 5 played this Action Phase&#039;&#039;&#039; and tuck it under your Study board in the left most slot so that only the bottom symbol is showing. The card can no longer be used for its special effect, but still can be used for the symbol.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Take back the other 4 cards&#039;&#039;&#039; you played this round into your hand. They can be played again next Action Phase.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Receive income&#039;&#039;&#039; as shown on your &#039;&#039;&#039;Bookshelf&#039;&#039;&#039;.&lt;br /&gt;
* –  Income Tiles you placed with “!” earn you what they show. You can have max 5 of these showing at a time.&lt;br /&gt;
* –  Rows/Columns that are completely filled with Bookshelf tokens earn what the arrow is pointing to.&lt;br /&gt;
4. All face-up cards in the &#039;&#039;&#039;Action card rows&#039;&#039;&#039; are placed under their deck, and 3 new ones are flipped over.&lt;br /&gt;
* –  If fewer than 3 cards are left to flip over, flip those that are left.&lt;br /&gt;
5. Pass the &#039;&#039;&#039;1st player marker&#039;&#039;&#039; clockwise.&lt;br /&gt;
&lt;br /&gt;
6. If this was the end of round 6, go to &#039;&#039;&#039;End Game&#039;&#039;&#039; now, if not, go back to the &#039;&#039;&#039;Action Phase&#039;&#039;&#039; for the next round and continue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Game End&#039;&#039;&#039; ===&lt;br /&gt;
• &#039;&#039;&#039;After the end of the 6th round&#039;&#039;&#039;, the game will end. (Use the cards placed under your board as a timer.)&lt;br /&gt;
&lt;br /&gt;
• Each player earns &#039;&#039;&#039;additional VP for Objectives spaces&#039;&#039;&#039; they reached &#039;&#039;&#039;and Master cards&#039;&#039;&#039; they played.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Most VP&#039;&#039;&#039; is the winner.&lt;br /&gt;
&lt;br /&gt;
• No tie breaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tokens, Tiles and Cards&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;(see page 12-16 in rulebook for more details)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Please note: some content still needs to be implemented in BGA. Thank you for your patience! - Cranio Creations]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Bonus Tokens&#039;&#039;&#039; - Immediate bonus to the 1st player who stops/crosses them, keeping tile. (Circle tiles-Map/Tech boards)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Specialization Tiles&#039;&#039;&#039; – Must stop on these, gain a bonus of an Income/Development tile to place on Study board.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Development Tiles&#039;&#039;&#039; – Place on 1 of your “free drawers” in 2nd row. If all 5 full, you can replace one you added earlier.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Income/Medicine Tiles&#039;&#039;&#039; – Gives you income during End Round phase. Medicine income tile gives 1 or 3 VP depending on the number of cities showing the Medicine symbol you visited. Place on “!” space on bookshelf, can replace earlier tiles.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Invention Tiles&#039;&#039;&#039; – When stopping on these tiles, take the bonus immediately. Basic Actions of Invention tiles trigger up to the number shown as the “Action Value” and can’t be boosted by spending 2 coins.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;City Tiles&#039;&#039;&#039; – When you place a travel cube on this tile, take the bonus.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Objective Tiles&#039;&#039;&#039; – Earns VP at end of game if your marker is on it. Must meet the 4-Volume requirement to reach the tile.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Master Cards&#039;&#039;&#039; – Play using the Master space of the Work, Technology, and Map tracks and using the 9th bookshelf tile. If grants a Basic Action, must use up to the “Action Value” shown and can’t be boosted by spending 2 coins. VP at bottom.&lt;br /&gt;
&lt;br /&gt;
–  Robert Boyle (0) – Perform a “Study” action with 4-value. Value can be split into multiple bookshelf tiles placed.&lt;br /&gt;
&lt;br /&gt;
–  Tycho Brahe (5) – 2 permanent Blue Volumes.&lt;br /&gt;
&lt;br /&gt;
–  Thomas Browne (1) – Perform a “Lesson” action with 4-value. Value can be split allowing multiple cards taken.&lt;br /&gt;
&lt;br /&gt;
–  Giordano Bruno (4) – Earn 6 coins.&lt;br /&gt;
&lt;br /&gt;
–  Rene Descartes (1) – Perform a “Lesson” action with 1-value. Then take the Basic Action of the card you chose as if you played it. Count the symbol on the card when calculating the “Action Value.”&lt;br /&gt;
&lt;br /&gt;
–  Margaret Cavendish (6) – Permanently remove your topmost 2 bookshelf tiles.&lt;br /&gt;
&lt;br /&gt;
–  Nicolaus Copernicus (2) – Perform a “Study” action with 3-value. Ignore the requirement of the space you cover.&lt;br /&gt;
&lt;br /&gt;
–  Nicola Cusano (4) – Earn 3 Potions&lt;br /&gt;
&lt;br /&gt;
–  Daniel Fahrenheit (6) – 1 Volume of any color (you choose the color each time you need it.)&lt;br /&gt;
&lt;br /&gt;
–  Galileo Galilei (3) – Perform the “Travel” action with 3-value. May place 1 cube on each space you pass.&lt;br /&gt;
&lt;br /&gt;
–  William Gilbert (7) – Place 1 of your Students at the bottom of the Technology Track from your reserve.&lt;br /&gt;
&lt;br /&gt;
–  Edmond Halley (2) – Perform a “Technology” action with 4-value. You can split movement between Students.&lt;br /&gt;
&lt;br /&gt;
–  Christaan Huygens (2) – Perform a “Work” action with 3-value. If you reach the end of the track, ignore the Objective tile requirements.&lt;br /&gt;
&lt;br /&gt;
–  Johannes Kepler (4) – Perform a “Work” action with 6-value. Do not receive coins.&lt;br /&gt;
&lt;br /&gt;
–  Gottfried Leibniz (5) – Permanent 2 Orange Volumes&lt;br /&gt;
&lt;br /&gt;
–  Isaac Newton (5) – Permanent 2 Green Volumes&lt;br /&gt;
&lt;br /&gt;
–  Paracelsus (3) – Perform an action of your choice with 3-value.&lt;br /&gt;
&lt;br /&gt;
–  Blaise Pascal (4) – Perform a “Travel” action with 5-value. You don’t have to pay travel costs.&lt;br /&gt;
&lt;br /&gt;
–  Evangelista Torricelli (2) – Perform a “Technology” action with 3-value. If you reach an Objective tile, ignore the requirements.&lt;br /&gt;
&lt;br /&gt;
–  Maria Winkelmann (2) – Place 1 travel cube on a space of your choice, except the Master space or Objective tile.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmojo&amp;diff=20808</id>
		<title>Gamehelpmojo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmojo&amp;diff=20808"/>
		<updated>2024-04-18T22:04:46Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Round End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Have the LOWEST score. &lt;br /&gt;
&lt;br /&gt;
[[https://boardgamearena.com/tutorial?game=mojo&amp;amp;tutorial=1542 Fast Tutorial]]&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Place a card from your hand onto the previously played card. If your card is ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lower&#039;&#039;&#039; value, end your turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;higher&#039;&#039;&#039; value, draw a new card then end your turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;same&#039;&#039;&#039; value, play again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
When a player has three cards or fewer at their turn end, they trigger round end.  (If there are two players, &amp;quot;two or fewer cards&amp;quot;.) &lt;br /&gt;
&lt;br /&gt;
That player places their remaining cards facedown in front of them. &lt;br /&gt;
&lt;br /&gt;
The remaining players continue to play, but if anyone else reaches three or less cards they do the same. &lt;br /&gt;
&lt;br /&gt;
If it comes round to a player with no hand cards, they instead reveal a facedown card. &lt;br /&gt;
&lt;br /&gt;
When a player reveals their final facedown card, this is the end of a round and that player takes the Mojo card.&lt;br /&gt;
&lt;br /&gt;
Faceup cards and hand cards count for scoring (facedown cards do not).&lt;br /&gt;
&lt;br /&gt;
Out of all of these, for each colour take your highest number, then add together your highest value of each colour and this is your score.&lt;br /&gt;
&lt;br /&gt;
If you hold the Mojo and your score is lower than anyone else, actually score 0.&lt;br /&gt;
&lt;br /&gt;
If you hold the Mojo and someone else has a lower score than you, gain 10 points to your score.&lt;br /&gt;
&lt;br /&gt;
Turn the Mojo to the 0 or +10 side as rewarded, then place it back in the center to start a new round (this determines turn order).&lt;br /&gt;
&lt;br /&gt;
Unless the game end is triggered, play a new round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when a player reaches or exceeds 50 points.&lt;br /&gt;
&lt;br /&gt;
The player(s) with the lowest points, wins!&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmojo&amp;diff=20807</id>
		<title>Gamehelpmojo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmojo&amp;diff=20807"/>
		<updated>2024-04-18T22:01:39Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Round End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Have the LOWEST score. &lt;br /&gt;
&lt;br /&gt;
[[https://boardgamearena.com/tutorial?game=mojo&amp;amp;tutorial=1542 Fast Tutorial]]&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Place a card from your hand onto the previously played card. If your card is ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lower&#039;&#039;&#039; value, end your turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;higher&#039;&#039;&#039; value, draw a new card then end your turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;same&#039;&#039;&#039; value, play again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
When a player has three cards or fewer at their turn end, they trigger round end.  (The rule as implemented is &amp;quot;fewer than three cards&amp;quot;.) &lt;br /&gt;
&lt;br /&gt;
That player places their remaining cards facedown in front of them. &lt;br /&gt;
&lt;br /&gt;
The remaining players continue to play, but if anyone else reaches three or less cards they do the same. &lt;br /&gt;
&lt;br /&gt;
If it comes round to a player with no hand cards, they instead reveal a facedown card. &lt;br /&gt;
&lt;br /&gt;
When a player reveals their final facedown card, this is the end of a round and that player takes the Mojo card.&lt;br /&gt;
&lt;br /&gt;
Faceup cards and hand cards count for scoring (facedown cards do not).&lt;br /&gt;
&lt;br /&gt;
Out of all of these, for each colour take your highest number, then add together your highest value of each colour and this is your score.&lt;br /&gt;
&lt;br /&gt;
If you hold the Mojo and your score is lower than anyone else, actually score 0.&lt;br /&gt;
&lt;br /&gt;
If you hold the Mojo and someone else has a lower score than you, gain 10 points to your score.&lt;br /&gt;
&lt;br /&gt;
Turn the Mojo to the 0 or +10 side as rewarded, then place it back in the center to start a new round (this determines turn order).&lt;br /&gt;
&lt;br /&gt;
Unless the game end is triggered, play a new round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when a player reaches or exceeds 50 points.&lt;br /&gt;
&lt;br /&gt;
The player(s) with the lowest points, wins!&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspellbook&amp;diff=20590</id>
		<title>Gamehelpspellbook</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspellbook&amp;diff=20590"/>
		<updated>2024-03-30T05:23:53Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Learn Spells and gift to your Familiar to gain the most points when the game ends&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
A turn is split into four phases:&lt;br /&gt;
&lt;br /&gt;
Morning&lt;br /&gt;
&lt;br /&gt;
Midday&lt;br /&gt;
&lt;br /&gt;
Evening&lt;br /&gt;
&lt;br /&gt;
Altar&lt;br /&gt;
&lt;br /&gt;
Once a player has finished their Day, the next player goes&lt;br /&gt;
&lt;br /&gt;
You have a Pool with a hard limit of 9 Materia which cannot be exceeded at any point&lt;br /&gt;
&lt;br /&gt;
You start the game with Primary Actions for each phase which are always available even when Spells start to be gained&lt;br /&gt;
&lt;br /&gt;
In each phase only a SINGLE action can be taken, regardless of whether it is a Primary Action or a Spell action&lt;br /&gt;
&lt;br /&gt;
If the Pouch ever empties, put all discarded Materia back in, give it a shake, and keep drawing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Morning===&lt;br /&gt;
&lt;br /&gt;
Take one action from the following:&lt;br /&gt;
&lt;br /&gt;
A single Spell ability which is able to be used in Morning&lt;br /&gt;
&lt;br /&gt;
Take 1 Materia from the seen Altar&lt;br /&gt;
&lt;br /&gt;
Take 2 Materia from the blind Pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midday===&lt;br /&gt;
&lt;br /&gt;
Take one action from the following:&lt;br /&gt;
&lt;br /&gt;
A single Spell ability which is able to be used in Midday&lt;br /&gt;
&lt;br /&gt;
Store 1 Materia from your Pool onto the next space on your Familiar&lt;br /&gt;
&lt;br /&gt;
If a spell allows you to store more Materia than spaces, store all you can then leave the rest where they came from (they are not lost)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Evening===&lt;br /&gt;
&lt;br /&gt;
Take one action from the following:&lt;br /&gt;
&lt;br /&gt;
A single Spell ability which is able to be used in Evening&lt;br /&gt;
&lt;br /&gt;
Learn 1 new spell by spending Materia matching the spell&#039;s colour and to the quantity of its price in the bowl next to it, one of the spent Materia will be used as a marker to show you gained it&lt;br /&gt;
&lt;br /&gt;
3 Materia with the same Rune, regardless of colour, can be used as a wild. This can be repeated as much as you wish, but at least 1 Materia spent MUST match the spell colour&lt;br /&gt;
&lt;br /&gt;
Learn a Spell cannot be used to upgrade a spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altar===&lt;br /&gt;
&lt;br /&gt;
If there are less than 5 Materia at the Altar, refill it from the Pouch to contain 5&lt;br /&gt;
&lt;br /&gt;
If there are 5-9 Materia at the Altar, draw 1 Materia from the Pouch and add it to the Altar&lt;br /&gt;
&lt;br /&gt;
If there are 10+ Materia at the Altar, discard them all and draw 5 fresh Materia from the Pouch and add it to the Altar&lt;br /&gt;
&lt;br /&gt;
This then ends that player&#039;s turn, it is now the next player&#039;s Day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
As mentioned, if a spell has a phase, its effects can ONLY be used in that phase&lt;br /&gt;
&lt;br /&gt;
Otherwise, the effects are either ongoing, instant, or end game&lt;br /&gt;
&lt;br /&gt;
Only Phase based Spells can still activate lower level versions of themselves if desired&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game can end in a number of ways&lt;br /&gt;
&lt;br /&gt;
If a player learns their 7th Spell&lt;br /&gt;
&lt;br /&gt;
If a player fills their Familiar board&lt;br /&gt;
&lt;br /&gt;
Either way, finish the final round so everyone has equal turns&lt;br /&gt;
&lt;br /&gt;
Players earn points based on the highest space obtained for each Spell (This may either be a set amount or based on achieving certain criteria)&lt;br /&gt;
&lt;br /&gt;
Players earn the points shown on the next visible Familiar space not covered&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player who learned the most spells wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most Materia still in their Pool wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, victory is shared!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summarised by https://boardgamearena.com/player?id=90078516&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthreethousandscoundrels&amp;diff=19748</id>
		<title>Gamehelpthreethousandscoundrels</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthreethousandscoundrels&amp;diff=19748"/>
		<updated>2024-01-28T22:29:45Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The games ends after 2 rounds / 8 turns (short) or 3 rounds / 12 turns (long)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
A Player&#039;s turn consists of the following:&lt;br /&gt;
&lt;br /&gt;
Plan&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Scoundrel OR Sheriff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plan===&lt;br /&gt;
&lt;br /&gt;
Pick a card from your hand and place it on a slot&lt;br /&gt;
&lt;br /&gt;
If the card you played matches the slot, this is a normal play&lt;br /&gt;
&lt;br /&gt;
If the card you played does NOT match the slot, this is a bluff&lt;br /&gt;
&lt;br /&gt;
Either way, no one but you knows what you played&lt;br /&gt;
&lt;br /&gt;
Note, if you make a bluff for a card you already have in your hand, you will have to make another bluff e.g. if you put a 3 on the 2 slot, you can&#039;t put a 3 on the 3 slot so would have to bluff again&lt;br /&gt;
&lt;br /&gt;
However, the 0 card does not match a slot and so does not create the issues just discussed&lt;br /&gt;
&lt;br /&gt;
The other important note is that the 6 slot (whether you use an actual 6 or not) does not have an ability associated with it&lt;br /&gt;
&lt;br /&gt;
If you wish to call another player&#039;s bluff, you have 3 henchmen which you can use, you place one of these on a card you think is a bluff, but other players can also send henchmen to the same card, you just can&#039;t have more than one of your own at a card and they can only be played on a player&#039;s most recent card, you can&#039;t call them on anything they previously played. Additionally, you can&#039;t call your own bluff and you can&#039;t move a Henchman if it is already in use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
In an order of your choosing, use abilities which match the slot (not the card) you occupied this turn&lt;br /&gt;
&lt;br /&gt;
Other than gaining money, and abilities acquired throughout the game, there are two abilities discussed below&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A/2 Scout&lt;br /&gt;
&lt;br /&gt;
This lets you look at a safe in advance, and you then place a token of yours on it to show you&#039;ve looked. Once looked, you can view safes again at any time, even if it is later owned by an opponent. You may place any of your tokens on the safe, but if you place a token that matches the safe&#039;s true value, it&#039;s worth an extra point to the stealer (which may or may not be you)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 Steal&lt;br /&gt;
&lt;br /&gt;
You can take any safe, along with all tokens on it, but you are restricted to 1 safe per day cumulative, i.e. you can take 1 safe on day 1 then 1 safe on day 2, or you can take 0 safes on day 1 then 2 safes on day 2, but can&#039;t take 2 on day 1 and 0 on day 2. However, you can swap safes, by stealing above limit, looking at them, then returning a safe of your choice. Regardless of whether you swap steal or straight steal, all tokens remain on their respective safes at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scoundrel or Sheriff===&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, you can either call a Scoundrel or activate the Sheriff&lt;br /&gt;
&lt;br /&gt;
If you pick the Scoundrel option, pay the cost and place the desired Scoundrel on one of your 5 spaces for them, then refill the Saloon. If you wish, and at this point only, you can re-arrange your Scoundrels. In addition, if the new scoundrel doesn&#039;t fit, pick a scoundrel to discard or discard the scoundrel just hired.&lt;br /&gt;
&lt;br /&gt;
If you pick the Sheriff option, or can&#039;t afford a Scoundrel, discard the Saloon&#039;s rightmost scoundrel and refill the Saloon. After which, pick either receive $2, pay $2 or $4 to free 1 or 2 henchmen respectively, or on the final day only spend $12 to buy a safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Day===&lt;br /&gt;
&lt;br /&gt;
The day ends after each player has taken 4 turns&lt;br /&gt;
&lt;br /&gt;
Bluff Check - IMPORTANT non-henchmen marked cards are NOT checked, so could be genuine or could be a bluff, they just aren&#039;t checked&lt;br /&gt;
&lt;br /&gt;
If a card does have one or more henchmen on it, it is checked, flip the card over to see if it was genuine or a bluff&lt;br /&gt;
&lt;br /&gt;
If genuine, all henchmen on the card are sent to jail and are out of commission until recalled by the associated Sheriff action&lt;br /&gt;
&lt;br /&gt;
If bluff, the henchmen owners gain 1 Reputation and gain their henchmen back to their supply, the bluffer loses 1 Reputation&lt;br /&gt;
&lt;br /&gt;
If this were the final day, move to scoring, otherwise&lt;br /&gt;
&lt;br /&gt;
Without revealing them, if they weren&#039;t already revealed, each player shuffles their played cards SEPARETELY, then these shuffled played cards are placed at the end of your deck, NOT shuffled into them, as such your next hand will be completely different from current&lt;br /&gt;
&lt;br /&gt;
The player with the current highest reputation decides who starts the new round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
Once 2 or 3 days have elapsed (for short or long version) the game ends&lt;br /&gt;
&lt;br /&gt;
Reveal safes&lt;br /&gt;
&lt;br /&gt;
Everyone gains points for the safes as stated + 1 point per token that matches that safe&#039;s value&lt;br /&gt;
&lt;br /&gt;
Based on a players reputation, they may gain or lose a certain number of points&lt;br /&gt;
&lt;br /&gt;
Scoundrels may grant extra points&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
===One Last Thing===&lt;br /&gt;
&lt;br /&gt;
It isn&#039;t clear from the rules, but by looking at a picture of the actual board, you can tell that during the game, your reputation can&#039;t go below -2 nor above +6.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthreethousandscoundrels&amp;diff=19747</id>
		<title>Gamehelpthreethousandscoundrels</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthreethousandscoundrels&amp;diff=19747"/>
		<updated>2024-01-28T21:49:51Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: I suspect the other comment was made by someone who made a mistake.  My goal was to leave the warning in there, but make it more targeted.  It should probably be moved to the strategy page anyway, when there is one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The games ends after 2 rounds / 8 turns (short) or 3 rounds / 12 turns (long)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
A Player&#039;s turn consists of the following:&lt;br /&gt;
&lt;br /&gt;
Plan&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Scoundrel OR Sheriff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plan===&lt;br /&gt;
&lt;br /&gt;
Pick a card from your hand and place it on a slot&lt;br /&gt;
&lt;br /&gt;
If the card you played matches the slot, this is a normal play&lt;br /&gt;
&lt;br /&gt;
If the card you played does NOT match the slot, this is a bluff&lt;br /&gt;
&lt;br /&gt;
Either way, no one but you knows what you played&lt;br /&gt;
&lt;br /&gt;
Note, if you make a bluff for a card you already have in your hand, you will have to make another bluff e.g. if you put a 3 on the 2 slot, you can&#039;t put a 3 on the 3 slot so would have to bluff again&lt;br /&gt;
&lt;br /&gt;
However, the 0 card does not match a slot and so does not create the issues just discussed&lt;br /&gt;
&lt;br /&gt;
The other important note is that the 6 slot (whether you use an actual 6 or not) does not have an ability associated with it&lt;br /&gt;
&lt;br /&gt;
If you wish to call another player&#039;s bluff, you have 3 henchmen which you can use, you place one of these on a card you think is a bluff, but other players can also send henchmen to the same card, you just can&#039;t have more than one of your own at a card and they can only be played on a player&#039;s most recent card, you can&#039;t call them on anything they previously played. Additionally, you can&#039;t call your own bluff and you can&#039;t move a Henchman if it is already in use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
In an order of your choosing, use abilities which match the slot (not the card) you occupied this turn&lt;br /&gt;
&lt;br /&gt;
Other than gaining money, and abilities acquired throughout the game, there are two abilities discussed below&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A/2 Scout&lt;br /&gt;
&lt;br /&gt;
This lets you look at a safe in advance, and you then place a token of yours on it to show you&#039;ve looked. Once looked, you can view safes again at any time, even if it is later owned by an opponent. You may place any of your tokens on the safe, but if you place a token that matches the safe&#039;s true value, it&#039;s worth an extra point to the stealer (which may or may not be you)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 Steal&lt;br /&gt;
&lt;br /&gt;
You can take any safe, along with all tokens on it, but you are restricted to 1 safe per day cumulative, i.e. you can take 1 safe on day 1 then 1 safe on day 2, or you can take 0 safes on day 1 then 2 safes on day 2, but can&#039;t take 2 on day 1 and 0 on day 2. However, you can swap safes, by stealing above limit, looking at them, then returning a safe of your choice. Regardless of whether you swap steal or straight steal, all tokens remain on their respective safes at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scoundrel or Sheriff===&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, you can either call a Scoundrel or activate the Sheriff&lt;br /&gt;
&lt;br /&gt;
If you pick the Scoundrel option, pay the cost and place the desired Scoundrel on one of your 5 spaces for them, then refill the Saloon. If you wish, and at this point only, you can re-arrange your Scoundrels. In addition, if the new scoundrel doesn&#039;t fit, pick a scoundrel to discard or discard the scoundrel just hired.&lt;br /&gt;
&lt;br /&gt;
If you pick the Sheriff option, or can&#039;t afford a Scoundrel, discard the Saloon&#039;s rightmost scoundrel and refill the Saloon. After which, pick either receive $2, pay $2 or $4 to free 1 or 2 henchmen respectively, or on the final day only spend $12 to buy a safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Day===&lt;br /&gt;
&lt;br /&gt;
The day ends after each player has taken 4 turns&lt;br /&gt;
&lt;br /&gt;
Bluff Check - IMPORTANT non-henchmen marked cards are NOT checked, so could be genuine or could be a bluff, they just aren&#039;t checked&lt;br /&gt;
&lt;br /&gt;
If a card does have one or more henchmen on it, it is checked, flip the card over to see if it was genuine or a bluff&lt;br /&gt;
&lt;br /&gt;
If genuine, all henchmen on the card are sent to jail and are out of commission until recalled by the associated Sheriff action&lt;br /&gt;
&lt;br /&gt;
If bluff, the henchmen owners gain 1 Reputation and gain their henchmen back to their supply, the bluffer loses 1 Reputation&lt;br /&gt;
&lt;br /&gt;
If this were the final day, move to scoring, otherwise&lt;br /&gt;
&lt;br /&gt;
Without revealing them, if they weren&#039;t already revealed, each player shuffles their played cards SEPARETELY, then these shuffled played cards are placed at the end of your deck, NOT shuffled into them, as such your next hand will be completely different from current&lt;br /&gt;
&lt;br /&gt;
The player with the current highest reputation decides who starts the new round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
Once 2 or 3 days have elapsed (for short or long version) the game ends&lt;br /&gt;
&lt;br /&gt;
Reveal safes&lt;br /&gt;
&lt;br /&gt;
Everyone gains points for the safes as stated + 1 point per token that matches that safe&#039;s value&lt;br /&gt;
&lt;br /&gt;
Based on a players reputation, they may gain or lose a certain number of points&lt;br /&gt;
&lt;br /&gt;
Scoundrels may grant extra points&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptortugasixteensixtyseven&amp;diff=18772</id>
		<title>Gamehelptortugasixteensixtyseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptortugasixteensixtyseven&amp;diff=18772"/>
		<updated>2023-11-06T15:55:19Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
Players will be divided into teams evenly (British and French), if there are an odd number of players, there will be one lone Dutch player. Either way, the team you are on is secret, and you may not reveal your team to the other players&lt;br /&gt;
&lt;br /&gt;
After this, players are randomly distributed to the two boats.&lt;br /&gt;
&lt;br /&gt;
To finish setup, the captain of each ship decides which nationality&#039;s hold the first treasure for their ship starts at&lt;br /&gt;
&lt;br /&gt;
The winner is the team that has the most chests in their team&#039;s holds when the Spanish Armada event card is revealed.  The Dutch team only wins if the British and French teams are tied at the end of the game. If there is no Dutch team, then the Spanish Armada is removed and event deck is shuffled and the game continues until it is no longer tied.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Captain:&#039;&#039;&#039; The person at the front of either ship.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;First Mate:&#039;&#039;&#039; The person on the second space of either ship.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Cabin Boy:&#039;&#039;&#039; The last person on the ship. This may be the first mate or the captain if alone.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Governor:&#039;&#039;&#039; This is the first person in the line on Tortuga.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On your turn there are a number of actions you can perform and they depend on where your character is located.  &#039;&#039;&#039;NOTE:&#039;&#039;&#039; In 2-player games, each player gets 2 actions per turn.&lt;br /&gt;
&lt;br /&gt;
===All Players:===&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;View 2 Event Cards:&#039;&#039;&#039; Secretly view the front of any 2 of the 5 face-down Event cards&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Reveal 1 Event Card:&#039;&#039;&#039; Reveal any 1 of the event cards. Show this card to all players and resolve the consequences listed on the card. Replace the revealed card with the top card from the event deck face-down&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Force another player to reveal one of two event cards:&#039;&#039;&#039; Choose any other player and then select any 2 of the event cards. The player you chose selects either of those 2 event cards, reveals it to all players, and resolves it&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Move:&#039;&#039;&#039; Move your pawn from either ship or Tortuga to an adjoining rowboat. Or, move your pawn from a rowboat to the back of the line on Tortuga or to the back of the line on the adjoining ship&lt;br /&gt;
&lt;br /&gt;
===Captain:===&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Call for an Attack:&#039;&#039;&#039; Successful attacks let you take treasure from the Spanish Galleon. If the Spanish Galleon is out of treasure, successful attacks let you take treasure from the other pirate ship. See “Vote Cards” section for details&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Maroon a player:&#039;&#039;&#039; Maroon any other pawn on your ship to Tortuga&lt;br /&gt;
&lt;br /&gt;
===First Mate:===&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Call for a Mutiny:&#039;&#039;&#039; Successful mutinies maroon your captain to Tortuga. See “Vote Cards” section for details&lt;br /&gt;
&lt;br /&gt;
===Cabin Boy:===&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Move a Treasure:&#039;&#039;&#039; Move 1 treasure token already on your ship from the British treasure hold to the French treasure hold, or vice versa&lt;br /&gt;
&lt;br /&gt;
===Governor:===&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Call for a Brawl:&#039;&#039;&#039; Brawls move the 2 pieces of treasure already on Tortuga to one or both treasure areas on Tortuga. See “Vote Cards” section for details&lt;br /&gt;
&lt;br /&gt;
==Vote Cards==&lt;br /&gt;
Attacks, Mutinies, and Brawls are all types of votes. When a vote is called for, all players participating in the vote will put 1 of their vote cards into the middle. For each type of vote, the top vote card from the vote deck is also added. All cards in the middle are then shuffled and revealed, and the result of the vote is carried out.&lt;br /&gt;
&lt;br /&gt;
After the vote is complete, mix and place all played vote cards face-down at the bottom of the vote deck. Each player who participated in the vote draws a new vote card from the top of the vote deck.&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
The captain of a ship may call for an attack as their action. If the captain is the only player on the ship, they may still call for an attack. Only players on the attacking captain’s ship participate in the vote.&lt;br /&gt;
&lt;br /&gt;
Only the top section of the vote card matters in an attack and contains a cannon, a torch, or water. Every 1 water cancels out 1 torch. If there is at least 1 cannon, and at least 1 “successful” Torch played in the vote, the captain may take 1 piece of treasure from the Spanish Galleon and place it in either hold on their ship.&lt;br /&gt;
&lt;br /&gt;
If the Spanish Galleon is out of treasure the captain may take 1 piece of treasure from either treasure hold on the other pirate ship (Flying Dutchman or Jolly Roger), even if the other ship has no pawns on it, and place it in either hold on their ship.&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Example:&#039;&#039;&#039; If 2 cannons, 1 torch, and 1 water were played, the attack would fail since the water canceled the torch and there were no “successful” torches.&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Example:&#039;&#039;&#039; If 1 cannon, 2 torches, and 1 water were played, the attack would succeed since there is 1 cannon and only 1 of the torches was canceled by water, thus leaving 1 “successful” torch.&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Example:&#039;&#039;&#039; If 2 cannons and 2 torches were played, the attack would succeed. However, you still only take 1 piece of treasure.&lt;br /&gt;
&lt;br /&gt;
===Brawl===&lt;br /&gt;
The governor of Tortuga may call for a brawl as their action. If the governor is the only player on Tortuga, they may still call for a brawl. Only players on Tortuga participate in the vote.&lt;br /&gt;
&lt;br /&gt;
Only the middle section of the vote card matters in a brawl and contains either a British flag or a French flag. If a majority of the revealed cards are British flags, place both pieces of treasure on Tortuga in the British treasure area. If a majority are French flags, place both pieces of treasure on Tortuga in the French treasure area. If there is a tie, place 1 piece of treasure in each area. The two pieces of treasure on Tortuga always remain on Tortuga, but they may be moved to either of the areas on Tortuga in future brawls.&lt;br /&gt;
&lt;br /&gt;
===Mutiny===&lt;br /&gt;
The First Mate of a ship may call for a mutiny as their action. Only players on that ship, except for the captain, participate in the vote.&lt;br /&gt;
&lt;br /&gt;
Only the bottom section of the vote card matters in a mutiny and contains either a skull or a helm. If a majority of the revealed cards have a skull, then the captain on the mutinying ship is marooned to Tortuga. If a majority have a helm or there is a tie, nothing happens.&lt;br /&gt;
&lt;br /&gt;
==Getting Marooned==&lt;br /&gt;
If a pawn on a ship gets marooned to Tortuga, pawns ranked behind it on the same ship will move up to fill in the empty pawn position. If the captain is marooned, the first mate becomes captain. If everyone on a ship has been marooned, the treasure that is on that ship remains on that ship in the same treasure holds. That treasure still counts towards a team’s total treasure unless it is moved later in the game. If a player boards an empty ship, they become captain of that ship.&lt;br /&gt;
&lt;br /&gt;
If you are marooned to Tortuga, your pawn is placed at the back of the line on Tortuga. For example, if Tortuga is currently empty then the “back of the line” is the Governor’s position. For another example, if Tortuga already has 2 pawns on it, the “back of the line” is the “3” position. While on Tortuga you still get turns and you may still perform player actions as normal.&lt;br /&gt;
&lt;br /&gt;
If you are already on Tortuga and you get marooned again, two things happen to you. First, your pawn is moved to the back of the line on Tortuga and pawns that were ranked behind you move up. (If you are &lt;br /&gt;
alone on Tortuga your position does not change). Second, one of your vote cards is chosen at random by another player and placed unseen at the bottom of the vote card deck. You will play with fewer vote cards for the rest of the game. If you are marooned multiple times while on Tortuga, you will lose multiple vote cards. If you lose all of your Vote cards you may still call for a vote if in a position to do so but you will not be able to participate.&lt;br /&gt;
&lt;br /&gt;
==Rowboats==&lt;br /&gt;
Moving to a rowboat takes one action. Therefore, it takes two total actions to get from Tortuga to a ship or from a ship to Tortuga, since you must move to the rowboat as one action, and move to the &lt;br /&gt;
ship or Tortuga as the second action. If there is a pawn currently on a rowboat, no other pawn may move onto that rowboat since each rowboat holds only 1 pawn at a time. If your pawn is on a rowboat, you do not participate in votes. You are allowed to “sit” on the rowboat and perform other actions (e.g., viewing and revealing cards) in order to block other pawns. If you are marooned while on a rowboat, you must return your pawn to the back of the line on Tortuga, but you do not lose a Vote card.&lt;br /&gt;
&lt;br /&gt;
==Ending and Winning the Game==&lt;br /&gt;
As soon as the event deck runs out and the only unrevealed event cards left are the 5 in the row, shuffle those 5 cards and lay them out in a new row. The Spanish Armada card will be one of those final &lt;br /&gt;
5 cards and revealed cards will no longer be replaced.&lt;br /&gt;
&lt;br /&gt;
Immediately when the Spanish Armada is revealed, the team with the most treasure wins the game. You can win with your team regardless of where your pawn is when the game ends.&lt;br /&gt;
&lt;br /&gt;
In games with an odd number of players, if teams are tied when the Spanish Armada card is revealed, the Dutch player wins. &lt;br /&gt;
&lt;br /&gt;
In games with an even number of players, if teams are tied when the Spanish Armada card is revealed, remove the Spanish Armada card from the game and shuffle all discarded and unrevealed event cards into a new event deck. Do not shuffle in cards that are currently in front of a player, such as an Albatross, Letter of Marque, or a Treasure Map. Lay out 5 new event cards in the row and continue playing where you left off. The first team to take the lead wins the game.&lt;br /&gt;
&lt;br /&gt;
==Event Cards==&lt;br /&gt;
In the descriptions below, &#039;&#039;&#039;any player&#039;&#039;&#039; includes yourself. &#039;&#039;&#039;Another player&#039;&#039;&#039; does not include yourself. All card resolutions are mandatory when revealed.&lt;br /&gt;
&lt;br /&gt;
===Helpful Cards (6)===&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Letter of Marque&#039;&#039;&#039; (3)&#039;&#039;&#039;:&#039;&#039;&#039; Revealer moves any player currently on Tortuga or a rowboat to the back of the line of either ship. Revealer may also save this card and use it as a future action.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Pistol&#039;&#039;&#039; (3)&#039;&#039;&#039;:&#039;&#039;&#039; Revealer selects another player. That player is marooned. Pistols cannot be saved to use as a later action.&lt;br /&gt;
&lt;br /&gt;
===Hurtful Cards (6)===&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Albatross&#039;&#039;&#039; (3)&#039;&#039;&#039;:&#039;&#039;&#039; Revealer keeps this card face-up in front of them for the rest of the game. If at any point a ship has 2 total albatross’ on board, all players on that ship are marooned to Tortuga. &#039;&#039;&#039;Example:&#039;&#039;&#039; The first mate revealed an albatross earlier in the game and has it in front of them. If anyone on that first mate’s ship (including themself) reveals another albatross, everyone on that ship (even those players without albatross cards) are marooned to Tortuga. If you possess 2 albatross cards and you enter a ship, everyone on the ship (including you, who just joined the ship) is immediately marooned to Tortuga. You are essentially a walking bomb. Albatross cards have no effect on Tortuga. If more than 1 player enters Tortuga simultaneously because they all were marooned from Albatross cards, they reverse their rank order (Cabin Boy would get best-ranked open pawn spot on Tortuga, Captain would get worst, etc.).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Black Spot&#039;&#039;&#039; (3)&#039;&#039;&#039;:&#039;&#039;&#039; Revealer is marooned.&lt;br /&gt;
&lt;br /&gt;
===Treasure Maps (3)===&lt;br /&gt;
Revealer gives the treasure map to another player. When the player given the card uses a treasure map, it does not count as an action. A player may be given and possess multiple treasure maps. In 2 and &lt;br /&gt;
3-player games, players still must give revealed treasure maps to another player.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Atlantis&#039;&#039;&#039; (1)&#039;&#039;&#039;:&#039;&#039;&#039; Owner may move from one ship to the back of the line on the other ship immediately before any player’s turn (including their own). Using Atlantis does not count as an action. Owner may not use this card to move from Tortuga or a Rowboat to a ship. Discard after use.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;El Dorado&#039;&#039;&#039; (1)&#039;&#039;&#039;:&#039;&#039;&#039; Owner immediately draws 1 extra vote card. In any one future vote, owner may play two vote cards instead of the usual one. Players given El Dorado (including those playing down vote cards from being marooned while on Tortuga) may keep the El Dorado card and not use its ability in order to keep more vote cards in their hand. Discard the El Dorado card after using two cards in a vote.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Fountain of Youth&#039;&#039;&#039; (1)&#039;&#039;&#039;:&#039;&#039;&#039; Owner may choose to not be marooned after revealing a black Spot, getting shot with a pistol, being marooned by their captain, or being marooned from a successful mutiny. Discard after use.&lt;br /&gt;
&lt;br /&gt;
===Starred Cards (3 added into each game at random)===&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Black Powder:&#039;&#039;&#039; Revealer places the explosion token on either rowboat. That rowboat may not be used for the rest of the game. If a player is currently on that rowboat they are marooned to the back of the line on Tortuga. The only way to move to a ship without its rowboat is to use a Letter of Marque or Atlantis.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Cabin Fever:&#039;&#039;&#039; Revealer chooses 1 other player. Revealer and the chosen player’s loyalty cards are shuffled and redistributed to each of them. They each secretly view their new loyalty card.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Crow&#039;s Nest:&#039;&#039;&#039; Revealer places any one player’s hand of vote cards face-down in the vote deck. Revealer then privately searches the entire vote deck for any vote cards to replace the cards that were in that player’s hand. Shuffle the vote deck after completing. Be sure to replace that player’s hand with the same number of vote cards they had when Crow’s Nest was revealed. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Eight Bells:&#039;&#039;&#039; All pawns on the revealer’s boat or island are put into the pouch and drawn out randomly back onto that boat or island. There is no effect if the revealer is alone or is on a rowboat. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Facade:&#039;&#039;&#039; Revealer swaps pawn positions with the player sitting on their right.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Pirate Code:&#039;&#039;&#039; Revealer may not participate in the next two votes (Attack, Mutiny, or Brawl) that they would have been a part of. They may still call for a vote if in a position to do so. If they are alone for a vote, a vote card is still added from the deck. Discard after not participating in the second vote.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Scurvy:&#039;&#039;&#039; All players on the same ship or island as the revealer, including the revealer, lose their next turn. Those players still lose their next turn even if they are moved off of the Scurvy revealer’s ship or island. Players losing their turn may still participate in relevant Brawls, Mutinies, or Attacks called for by non-skipped players. In 2-player games, skipped players miss both actions for their next turn.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Stormy Seas:&#039;&#039;&#039; All treasure on the revealer’s ship is returned to the Spanish Galleon (if on a ship) or the Tortuga treasures are returned to their original starting areas (if on Tortuga). Remember, if there is treasure on the Spanish Galleon, captains can not attack each other’s ships until the treasure on the Galleon is gone. There is no effect if the revealer is on a ship with no treasure or is on a rowboat.&lt;br /&gt;
&lt;br /&gt;
===Game Ender (1)===&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Spanish Armada:&#039;&#039;&#039; The game ends when the Spanish Armada card is revealed. If the Spanish Armada card is the last card left, players may not use an action to view cards or to force other players to reveal cards.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=18241</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=18241"/>
		<updated>2023-10-01T15:24:52Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Place 2 Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Ponte del Diavolo, see &amp;lt;b&amp;gt;[[Tips_pontedeldiavolo|Tips_PonteDelDiavolo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://tesera.ru/images/items/178377/Ponte%20del%20Diavolo.pdf Rules]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges.&lt;br /&gt;
&lt;br /&gt;
=== Definitions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Island&#039;&#039;&#039;: 4 orthogonally adjacent tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandbank&#039;&#039;&#039;: Fewer than 4 orthogonally adjacent tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bridge&#039;&#039;&#039;: Game piece that connects 2 tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039;: Empty space on the board.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
# The first player places 2 light tiles anywhere on the board.&lt;br /&gt;
# The second player chooses to play as the light tile or the dark tile player.&lt;br /&gt;
# Play resumes with the dark tile player.&lt;br /&gt;
&lt;br /&gt;
== Game Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either:&lt;br /&gt;
* 2 tiles of their own colour, &#039;&#039;&#039;or&#039;&#039;&#039;&lt;br /&gt;
* 1 bridge.&lt;br /&gt;
&lt;br /&gt;
=== Place 2 Tiles ===&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board except:&lt;br /&gt;
* Under bridges, or&lt;br /&gt;
* Adjacent to an &#039;&#039;&#039;island&#039;&#039;&#039; of the same colour, even diagonally.&lt;br /&gt;
* Where it would create an island that is adjacent to another tile of the same colour.&lt;br /&gt;
* Where it would create a set of 5 of more connected tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
=== Place 1 Bridge ===&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between 2 tiles of the player&#039;s colour that are 2 spaces from each other in any direction orthogonally or diagonally, or at a &#039;&#039;&#039;[[Gamehelpchess#The_moves_of_the_pieces|knight&#039;s move]]&#039;&#039;&#039;.&lt;br /&gt;
* The centre of a bridge must be over an empty (water) space (knight&#039;s bridge needs both water spaces), not a tile&lt;br /&gt;
* Each tile can have a maximum of one bridge connection.&lt;br /&gt;
* Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player:&lt;br /&gt;
# Is unable to place 2 tiles, and&lt;br /&gt;
# Chooses not to (or is unable to) place a bridge.&lt;br /&gt;
&lt;br /&gt;
The dark tile player can always take an equal number of turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; unlike the printed rules, in the BGA implementation there is an infinite supply of tiles and bridges.&lt;br /&gt;
Thus, the game will only end when a player has fewer than 2 valid squares available for tiles.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via &#039;&#039;&#039;sandbanks&#039;&#039;&#039;) according to a rule of triangular numbers:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!# connected islands&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Score&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|28&lt;br /&gt;
|36&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|66&lt;br /&gt;
|78&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tiebreaks ===&lt;br /&gt;
&lt;br /&gt;
# Most islands.&lt;br /&gt;
# Most bridges.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=18239</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=18239"/>
		<updated>2023-10-01T15:15:51Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Place 2 Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Ponte del Diavolo, see &amp;lt;b&amp;gt;[[Tips_pontedeldiavolo|Tips_PonteDelDiavolo]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://tesera.ru/images/items/178377/Ponte%20del%20Diavolo.pdf Rules]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges.&lt;br /&gt;
&lt;br /&gt;
=== Definitions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Island&#039;&#039;&#039;: 4 orthogonally adjacent tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandbank&#039;&#039;&#039;: Fewer than 4 orthogonally adjacent tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bridge&#039;&#039;&#039;: Game piece that connects 2 tiles of the same colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039;: Empty space on the board.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
# The first player places 2 light tiles anywhere on the board.&lt;br /&gt;
# The second player chooses to play as the light tile or the dark tile player.&lt;br /&gt;
# Play resumes with the dark tile player.&lt;br /&gt;
&lt;br /&gt;
== Game Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either:&lt;br /&gt;
* 2 tiles of their own colour, &#039;&#039;&#039;or&#039;&#039;&#039;&lt;br /&gt;
* 1 bridge.&lt;br /&gt;
&lt;br /&gt;
=== Place 2 Tiles ===&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board except:&lt;br /&gt;
* Under bridges, or&lt;br /&gt;
* Adjacent to an &#039;&#039;&#039;island&#039;&#039;&#039; of the same colour, even diagonally.&lt;br /&gt;
* Where it would create an island that is adjacent to another tile of the same colour.&lt;br /&gt;
&lt;br /&gt;
=== Place 1 Bridge ===&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between 2 tiles of the player&#039;s colour that are 2 spaces from each other in any direction orthogonally or diagonally, or at a &#039;&#039;&#039;[[Gamehelpchess#The_moves_of_the_pieces|knight&#039;s move]]&#039;&#039;&#039;.&lt;br /&gt;
* The centre of a bridge must be over an empty (water) space (knight&#039;s bridge needs both water spaces), not a tile&lt;br /&gt;
* Each tile can have a maximum of one bridge connection.&lt;br /&gt;
* Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player:&lt;br /&gt;
# Is unable to place 2 tiles, and&lt;br /&gt;
# Chooses not to (or is unable to) place a bridge.&lt;br /&gt;
&lt;br /&gt;
The dark tile player can always take an equal number of turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; unlike the printed rules, in the BGA implementation there is an infinite supply of tiles and bridges.&lt;br /&gt;
Thus, the game will only end when a player has fewer than 2 valid squares available for tiles.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via &#039;&#039;&#039;sandbanks&#039;&#039;&#039;) according to a rule of triangular numbers:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!# connected islands&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Score&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|28&lt;br /&gt;
|36&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|66&lt;br /&gt;
|78&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tiebreaks ===&lt;br /&gt;
&lt;br /&gt;
# Most islands.&lt;br /&gt;
# Most bridges.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfaraway&amp;diff=17959</id>
		<title>Gamehelpfaraway</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfaraway&amp;diff=17959"/>
		<updated>2023-09-04T23:33:21Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
You create and satisfy 8 objectives chosen by yourself which are presented across 8 rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Firstly, everyone simultaneously picks a card to be their next region card on their tableau&lt;br /&gt;
&lt;br /&gt;
If a player plays a card which has an Exploration Duration (top left number) higher than the previous card, they gain 1 Sanctuary card + 1 Sanctuary card per Clue in their possession&lt;br /&gt;
&lt;br /&gt;
The final part of the turn is taken in turn order, from lowest to highest Exploration Duration. A player first takes a new Region card of their choice from the supply, then if they gained multiple Sanctuary cards they now have to choose just one to keep&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 8th round&lt;br /&gt;
&lt;br /&gt;
At this point, flip all your regions face down as this is important for how scoring works (Sanctuaries stay face up)&lt;br /&gt;
&lt;br /&gt;
Reveal the rightmost Region card and, if it meets the requirements in the middle right (if any), score it based on the icons in the lower right.  It can be a fixed number, or may be based on how many of certain biomes or icons [counting only icons in the upper right] are face up (at this point, only one card and the sanctuaries are face up).&lt;br /&gt;
&lt;br /&gt;
Then reveal the next rightmost Region card and score it, and so forth until you score all 8 regions&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the cards that were placed earlier will still be upside down and thus will NOT help score cards placed later, so take this into account during the main phase&lt;br /&gt;
&lt;br /&gt;
Once all regions have been scored and are now face up, score the Sanctuaries in whatever order you please&lt;br /&gt;
&lt;br /&gt;
After which, the player with the highest score wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the lowest total Exploration Duration wins!&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrosstarock&amp;diff=17955</id>
		<title>Gamehelpgrosstarock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrosstarock&amp;diff=17955"/>
		<updated>2023-09-04T18:28:35Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Deal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
Grosstarock is a point-trick game for 3 players played with a 78 card tarot deck with a particular emphasis on the last trick.  (It can also be played as a 2-player adaption, which uses a little less skill and more luck.)&lt;br /&gt;
&lt;br /&gt;
== Deal ==&lt;br /&gt;
The Deal and play are counter-clockwise. The Dealer takes an extra three cards (the Talon) into their hand, and discards an equal number face down, which will count for their at the end. They may never discard an Honour (a King, the I or XXI of Trumps, or the ’Scuse/Fool), nor a card that forms part of a declaration (unless necessary). They may only discard trumps if they thereby becomes void in them.&lt;br /&gt;
&lt;br /&gt;
== Declarations ==&lt;br /&gt;
Beginning with the dealer, each player must make any of the following declarations, and be payed for them immediately by the other players.&lt;br /&gt;
&lt;br /&gt;
;Trumps&lt;br /&gt;
: ‘Ten Trumps’ is worth &#039;&#039;&#039;10&#039;&#039;&#039; points; more may be declared for &#039;&#039;&#039;5&#039;&#039;&#039; more each. (&#039;&#039;E.g.&#039;&#039;, ‘Eleven Trumps’ is &#039;&#039;&#039;15&#039;&#039;&#039;, ‘Twelve Trumps’ is &#039;&#039;&#039;20&#039;&#039;&#039;, &#039;&#039;&amp;amp;c.&#039;&#039;) It must be stated whether ‘with’ &#039;&#039;(avec)&#039;&#039; or ‘without’ &#039;&#039;(sans)&#039;&#039; the Pagat (the I of Trumps).&lt;br /&gt;
;Matadors&lt;br /&gt;
: ‘Three Matadors’ consists of the three cards of the Trull (the &#039;Scuse, the I of Trumps, and the XXI of Trumps), for &#039;&#039;&#039;10&#039;&#039;&#039; points. ‘Four Matadors’ adds the XX of Trumps for &#039;&#039;&#039;15&#039;&#039;&#039;, ‘Five Matadors’ the XX and XIX for &#039;&#039;&#039;20&#039;&#039;&#039; , &#039;&#039;&amp;amp;c.&#039;&#039;&lt;br /&gt;
;Cavalry&lt;br /&gt;
: A ‘Cavalry’ is a set of all four Court Cards in one suit for &#039;&#039;&#039;10&#039;&#039;&#039;; a ‘Half Cavalry’ is any three Court Cards in one suit plus the ’Scuse for &#039;&#039;&#039;5&#039;&#039;&#039;, and an ‘Abundant Cavalry’ is all four Courts plus the ’Scuse for &#039;&#039;&#039;15&#039;&#039;&#039;. The suit (and missing card) must be named.&lt;br /&gt;
;Kings&lt;br /&gt;
: ‘Kings’ is all four Kings for &#039;&#039;&#039;10&#039;&#039;&#039;; ‘Half Kings’ is any three plus the ’Scuse for &#039;&#039;&#039;5,&#039;&#039;&#039; and ‘Abundant Kings’ is all four Kings plus the ’Scuse. for &#039;&#039;&#039;15&#039;&#039;&#039;. The missing suit (for Half) must be named.&lt;br /&gt;
&lt;br /&gt;
== Play ==&lt;br /&gt;
&lt;br /&gt;
Eldest leads to the first trick. All must follow in turn with a card of the suit led, if possible; otherwise they must play a Trump; otherwise they may play any card. The player of the highest Trump (if any), or otherwise the highest card of the suit led, wins the trick and places the cards face down in front them. They then leads to the next trick.&lt;br /&gt;
&lt;br /&gt;
The cards rank in the traditional order: In black or ‘straight’ suits, the numerals follow the Courts in descending order; in red or ‘round’ suits, the numerals follow the Courts in ascending order:&lt;br /&gt;
&lt;br /&gt;
♠♣︎ K Q C J 10 9 8 7 6 5 4 3 2 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;♥♦ K Q C J 1 2 3 4 5 6 7 8 9 10&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;XXI, XX, XIX, ... IV, III, II, I&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ’Scuse is the exception to the obligation to follow suit or trump. It may be played at any time and excuses the player. Instead of being collected with the trick, however, it is taken into the player’s own trick pile and another card from the player’s trick pile is given to the winner of the trick instead. Note that if the player of the ’Scuse takes no tricks, they must surrender it to the winner of that trick. If played to the last trick, the ’Scuse is lost the winner of the trick.  The ’Scuse may never be played to the next-to-last trick. On the third-to-last trick, a player who does not have it may demand that it be played.  If led to a trick, the player of the ’Scuse names the ‘led suit.’&lt;br /&gt;
&lt;br /&gt;
Any player who loses a King or the Pagat before the last trick pays &#039;&#039;&#039;5&#039;&#039;&#039; to each other player; if a player wins a trick with the Pagat (but not a King) before the last trick, both other players pay then &#039;&#039;&#039;5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
The following feats are then scored for:&lt;br /&gt;
(&#039;&#039;N.B.&#039;&#039; The lower values in parentheses are for when the game is played without Pots.)&lt;br /&gt;
&lt;br /&gt;
;Tout&lt;br /&gt;
: If a player takes all 25 tricks, both others pay them &#039;&#039;&#039;85&#039;&#039;&#039; (25), as well as the card points.&lt;br /&gt;
;Misère&lt;br /&gt;
: If just one player takes no tricks, each pay them &#039;&#039;&#039;25&#039;&#039;&#039;. Ultimos and cards are not scored; failed ultimos are.&lt;br /&gt;
;Ultimo&lt;br /&gt;
: If a player takes the last trick with the Pagat or King, they receive &#039;&#039;&#039;45&#039;&#039;&#039; (15) from each for a Pagat Ultimo, or &#039;&#039;&#039;40&#039;&#039;&#039; (10) for a King.&lt;br /&gt;
;Failed Ultimo&lt;br /&gt;
: A player who plays a King or Pagat to the last trick but does not win the trick pays the ultimo value to each other player.&lt;br /&gt;
;Last Trick&lt;br /&gt;
: If none of the above has occurred, the player of the last trick receives &#039;&#039;&#039;20&#039;&#039;&#039; (5) from each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pots ==&lt;br /&gt;
The game is usually played with two pots, a King Pot and a Pagat Pot, which increase the bonuses and penalties associated with the relevant Ultimo cards.&lt;br /&gt;
&lt;br /&gt;
At the start of the game and whenever a pot is empty, each player contributes &#039;&#039;&#039;20&#039;&#039;&#039; points to any empty pot.&lt;br /&gt;
&lt;br /&gt;
Before dealing, the Dealer pays &#039;&#039;&#039;5&#039;&#039;&#039; to each pot, and moves them to their right.&lt;br /&gt;
&lt;br /&gt;
A player who loses a King or the Pagat also pays &#039;&#039;&#039;5&#039;&#039;&#039; to the appropriate pot.&lt;br /&gt;
&lt;br /&gt;
A player who wins or loses a King or Pagat Ultimo receives the contents of the appropriate pot, or doubles it, respectively.&lt;br /&gt;
&lt;br /&gt;
A player who wins a &#039;&#039;Tout&#039;&#039; wins the contents of both pots.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the pots are divided evenly.&lt;br /&gt;
&lt;br /&gt;
== Two Player Version ==&lt;br /&gt;
All is as above, except the following.&lt;br /&gt;
* One hand is simply left undealt and out of play. The dealer receives 28 cards; the opponent 25.&lt;br /&gt;
* There are no pots, and the lower ultimo values are used.&lt;br /&gt;
* Misère is not possible, since it would be the same as the other player achieving &amp;lt;i&amp;gt;Tout&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Rather than being scored with payments throughout, at the end of each hand each player’s score is totaled, and the difference between them is recorded for the player that has the higher total.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrosstarock&amp;diff=17954</id>
		<title>Gamehelpgrosstarock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrosstarock&amp;diff=17954"/>
		<updated>2023-09-04T18:27:53Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Declarations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
Grosstarock is a point-trick game for 3 players played with a 78 card tarot deck with a particular emphasis on the last trick.  (It can also be played as a 2-player adaption, which uses a little less skill and more luck.)&lt;br /&gt;
&lt;br /&gt;
== Deal ==&lt;br /&gt;
The Deal and play are counter-clockwise. The Dealer takes an extra three cards (the Talon) into their hand, and discards an equal number face down, which will count for their at the end. They may never discard an Honour (a King, the I or XXI of Trumps, or the ’Scuse), nor a card that forms part of a declaration (unless necessary). They may only discard trumps if they thereby becomes void in them.&lt;br /&gt;
&lt;br /&gt;
== Declarations ==&lt;br /&gt;
Beginning with the dealer, each player must make any of the following declarations, and be payed for them immediately by the other players.&lt;br /&gt;
&lt;br /&gt;
;Trumps&lt;br /&gt;
: ‘Ten Trumps’ is worth &#039;&#039;&#039;10&#039;&#039;&#039; points; more may be declared for &#039;&#039;&#039;5&#039;&#039;&#039; more each. (&#039;&#039;E.g.&#039;&#039;, ‘Eleven Trumps’ is &#039;&#039;&#039;15&#039;&#039;&#039;, ‘Twelve Trumps’ is &#039;&#039;&#039;20&#039;&#039;&#039;, &#039;&#039;&amp;amp;c.&#039;&#039;) It must be stated whether ‘with’ &#039;&#039;(avec)&#039;&#039; or ‘without’ &#039;&#039;(sans)&#039;&#039; the Pagat (the I of Trumps).&lt;br /&gt;
;Matadors&lt;br /&gt;
: ‘Three Matadors’ consists of the three cards of the Trull (the &#039;Scuse, the I of Trumps, and the XXI of Trumps), for &#039;&#039;&#039;10&#039;&#039;&#039; points. ‘Four Matadors’ adds the XX of Trumps for &#039;&#039;&#039;15&#039;&#039;&#039;, ‘Five Matadors’ the XX and XIX for &#039;&#039;&#039;20&#039;&#039;&#039; , &#039;&#039;&amp;amp;c.&#039;&#039;&lt;br /&gt;
;Cavalry&lt;br /&gt;
: A ‘Cavalry’ is a set of all four Court Cards in one suit for &#039;&#039;&#039;10&#039;&#039;&#039;; a ‘Half Cavalry’ is any three Court Cards in one suit plus the ’Scuse for &#039;&#039;&#039;5&#039;&#039;&#039;, and an ‘Abundant Cavalry’ is all four Courts plus the ’Scuse for &#039;&#039;&#039;15&#039;&#039;&#039;. The suit (and missing card) must be named.&lt;br /&gt;
;Kings&lt;br /&gt;
: ‘Kings’ is all four Kings for &#039;&#039;&#039;10&#039;&#039;&#039;; ‘Half Kings’ is any three plus the ’Scuse for &#039;&#039;&#039;5,&#039;&#039;&#039; and ‘Abundant Kings’ is all four Kings plus the ’Scuse. for &#039;&#039;&#039;15&#039;&#039;&#039;. The missing suit (for Half) must be named.&lt;br /&gt;
&lt;br /&gt;
== Play ==&lt;br /&gt;
&lt;br /&gt;
Eldest leads to the first trick. All must follow in turn with a card of the suit led, if possible; otherwise they must play a Trump; otherwise they may play any card. The player of the highest Trump (if any), or otherwise the highest card of the suit led, wins the trick and places the cards face down in front them. They then leads to the next trick.&lt;br /&gt;
&lt;br /&gt;
The cards rank in the traditional order: In black or ‘straight’ suits, the numerals follow the Courts in descending order; in red or ‘round’ suits, the numerals follow the Courts in ascending order:&lt;br /&gt;
&lt;br /&gt;
♠♣︎ K Q C J 10 9 8 7 6 5 4 3 2 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;♥♦ K Q C J 1 2 3 4 5 6 7 8 9 10&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;XXI, XX, XIX, ... IV, III, II, I&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ’Scuse is the exception to the obligation to follow suit or trump. It may be played at any time and excuses the player. Instead of being collected with the trick, however, it is taken into the player’s own trick pile and another card from the player’s trick pile is given to the winner of the trick instead. Note that if the player of the ’Scuse takes no tricks, they must surrender it to the winner of that trick. If played to the last trick, the ’Scuse is lost the winner of the trick.  The ’Scuse may never be played to the next-to-last trick. On the third-to-last trick, a player who does not have it may demand that it be played.  If led to a trick, the player of the ’Scuse names the ‘led suit.’&lt;br /&gt;
&lt;br /&gt;
Any player who loses a King or the Pagat before the last trick pays &#039;&#039;&#039;5&#039;&#039;&#039; to each other player; if a player wins a trick with the Pagat (but not a King) before the last trick, both other players pay then &#039;&#039;&#039;5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
The following feats are then scored for:&lt;br /&gt;
(&#039;&#039;N.B.&#039;&#039; The lower values in parentheses are for when the game is played without Pots.)&lt;br /&gt;
&lt;br /&gt;
;Tout&lt;br /&gt;
: If a player takes all 25 tricks, both others pay them &#039;&#039;&#039;85&#039;&#039;&#039; (25), as well as the card points.&lt;br /&gt;
;Misère&lt;br /&gt;
: If just one player takes no tricks, each pay them &#039;&#039;&#039;25&#039;&#039;&#039;. Ultimos and cards are not scored; failed ultimos are.&lt;br /&gt;
;Ultimo&lt;br /&gt;
: If a player takes the last trick with the Pagat or King, they receive &#039;&#039;&#039;45&#039;&#039;&#039; (15) from each for a Pagat Ultimo, or &#039;&#039;&#039;40&#039;&#039;&#039; (10) for a King.&lt;br /&gt;
;Failed Ultimo&lt;br /&gt;
: A player who plays a King or Pagat to the last trick but does not win the trick pays the ultimo value to each other player.&lt;br /&gt;
;Last Trick&lt;br /&gt;
: If none of the above has occurred, the player of the last trick receives &#039;&#039;&#039;20&#039;&#039;&#039; (5) from each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pots ==&lt;br /&gt;
The game is usually played with two pots, a King Pot and a Pagat Pot, which increase the bonuses and penalties associated with the relevant Ultimo cards.&lt;br /&gt;
&lt;br /&gt;
At the start of the game and whenever a pot is empty, each player contributes &#039;&#039;&#039;20&#039;&#039;&#039; points to any empty pot.&lt;br /&gt;
&lt;br /&gt;
Before dealing, the Dealer pays &#039;&#039;&#039;5&#039;&#039;&#039; to each pot, and moves them to their right.&lt;br /&gt;
&lt;br /&gt;
A player who loses a King or the Pagat also pays &#039;&#039;&#039;5&#039;&#039;&#039; to the appropriate pot.&lt;br /&gt;
&lt;br /&gt;
A player who wins or loses a King or Pagat Ultimo receives the contents of the appropriate pot, or doubles it, respectively.&lt;br /&gt;
&lt;br /&gt;
A player who wins a &#039;&#039;Tout&#039;&#039; wins the contents of both pots.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the pots are divided evenly.&lt;br /&gt;
&lt;br /&gt;
== Two Player Version ==&lt;br /&gt;
All is as above, except the following.&lt;br /&gt;
* One hand is simply left undealt and out of play. The dealer receives 28 cards; the opponent 25.&lt;br /&gt;
* There are no pots, and the lower ultimo values are used.&lt;br /&gt;
* Misère is not possible, since it would be the same as the other player achieving &amp;lt;i&amp;gt;Tout&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Rather than being scored with payments throughout, at the end of each hand each player’s score is totaled, and the difference between them is recorded for the player that has the higher total.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrosstarock&amp;diff=17953</id>
		<title>Gamehelpgrosstarock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrosstarock&amp;diff=17953"/>
		<updated>2023-09-04T18:22:27Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Declarations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
Grosstarock is a point-trick game for 3 players played with a 78 card tarot deck with a particular emphasis on the last trick.  (It can also be played as a 2-player adaption, which uses a little less skill and more luck.)&lt;br /&gt;
&lt;br /&gt;
== Deal ==&lt;br /&gt;
The Deal and play are counter-clockwise. The Dealer takes an extra three cards (the Talon) into their hand, and discards an equal number face down, which will count for their at the end. They may never discard an Honour (a King, the I or XXI of Trumps, or the ’Scuse), nor a card that forms part of a declaration (unless necessary). They may only discard trumps if they thereby becomes void in them.&lt;br /&gt;
&lt;br /&gt;
== Declarations ==&lt;br /&gt;
Beginning with the dealer, each player must make any of the following declarations, and be payed for them immediately by the other players.&lt;br /&gt;
&lt;br /&gt;
;Trumps&lt;br /&gt;
: ‘Ten Trumps’ is worth &#039;&#039;&#039;10&#039;&#039;&#039; points; more may be declared for &#039;&#039;&#039;5&#039;&#039;&#039; more each. (&#039;&#039;E.g.&#039;&#039;, ‘Eleven Trumps’ is &#039;&#039;&#039;15&#039;&#039;&#039;, ‘Twelve Trumps’ is &#039;&#039;&#039;20&#039;&#039;&#039;, &#039;&#039;&amp;amp;c.&#039;&#039;) It must be stated whether ‘with’ &#039;&#039;(avec)&#039;&#039; or ‘without’ &#039;&#039;(sans)&#039;&#039; the Pagat (the I of trump).&lt;br /&gt;
;Matadors&lt;br /&gt;
: ‘Three Matadors’ consists of the three cards of the Trull, for &#039;&#039;&#039;10&#039;&#039;&#039; points. ‘Four Matadors’ adds the XX of Trumps for &#039;&#039;&#039;15&#039;&#039;&#039;, ‘Five Matadors’ the XX and XIX for &#039;&#039;&#039;20&#039;&#039;&#039; , &#039;&#039;&amp;amp;c.&#039;&#039;&lt;br /&gt;
;Cavalry&lt;br /&gt;
: A ‘Cavalry’ is a set of all four Court Cards in one suit for &#039;&#039;&#039;10&#039;&#039;&#039;; a ‘Half Cavalry’ is any three Court Cards in one suit plus the ’Scuse for &#039;&#039;&#039;5&#039;&#039;&#039;, and an ‘Abundant Cavalry’ is all four Courts plus the ’Scuse for &#039;&#039;&#039;15&#039;&#039;&#039;. The suit (and missing card) must be named.&lt;br /&gt;
;Kings&lt;br /&gt;
: ‘Kings’ is all four Kings for &#039;&#039;&#039;10&#039;&#039;&#039;; ‘Half Kings’ is any three plus the ’Scuse for &#039;&#039;&#039;5,&#039;&#039;&#039; and ‘Abundant Kings’ is all four Kings plus the ’Scuse. for &#039;&#039;&#039;15&#039;&#039;&#039;. The missing suit (for Half) must be named.&lt;br /&gt;
&lt;br /&gt;
== Play ==&lt;br /&gt;
&lt;br /&gt;
Eldest leads to the first trick. All must follow in turn with a card of the suit led, if possible; otherwise they must play a Trump; otherwise they may play any card. The player of the highest Trump (if any), or otherwise the highest card of the suit led, wins the trick and places the cards face down in front them. They then leads to the next trick.&lt;br /&gt;
&lt;br /&gt;
The cards rank in the traditional order: In black or ‘straight’ suits, the numerals follow the Courts in descending order; in red or ‘round’ suits, the numerals follow the Courts in ascending order:&lt;br /&gt;
&lt;br /&gt;
♠♣︎ K Q C J 10 9 8 7 6 5 4 3 2 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;♥♦ K Q C J 1 2 3 4 5 6 7 8 9 10&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;XXI, XX, XIX, ... IV, III, II, I&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ’Scuse is the exception to the obligation to follow suit or trump. It may be played at any time and excuses the player. Instead of being collected with the trick, however, it is taken into the player’s own trick pile and another card from the player’s trick pile is given to the winner of the trick instead. Note that if the player of the ’Scuse takes no tricks, they must surrender it to the winner of that trick. If played to the last trick, the ’Scuse is lost the winner of the trick.  The ’Scuse may never be played to the next-to-last trick. On the third-to-last trick, a player who does not have it may demand that it be played.  If led to a trick, the player of the ’Scuse names the ‘led suit.’&lt;br /&gt;
&lt;br /&gt;
Any player who loses a King or the Pagat before the last trick pays &#039;&#039;&#039;5&#039;&#039;&#039; to each other player; if a player wins a trick with the Pagat (but not a King) before the last trick, both other players pay then &#039;&#039;&#039;5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
The following feats are then scored for:&lt;br /&gt;
(&#039;&#039;N.B.&#039;&#039; The lower values in parentheses are for when the game is played without Pots.)&lt;br /&gt;
&lt;br /&gt;
;Tout&lt;br /&gt;
: If a player takes all 25 tricks, both others pay them &#039;&#039;&#039;85&#039;&#039;&#039; (25), as well as the card points.&lt;br /&gt;
;Misère&lt;br /&gt;
: If just one player takes no tricks, each pay them &#039;&#039;&#039;25&#039;&#039;&#039;. Ultimos and cards are not scored; failed ultimos are.&lt;br /&gt;
;Ultimo&lt;br /&gt;
: If a player takes the last trick with the Pagat or King, they receive &#039;&#039;&#039;45&#039;&#039;&#039; (15) from each for a Pagat Ultimo, or &#039;&#039;&#039;40&#039;&#039;&#039; (10) for a King.&lt;br /&gt;
;Failed Ultimo&lt;br /&gt;
: A player who plays a King or Pagat to the last trick but does not win the trick pays the ultimo value to each other player.&lt;br /&gt;
;Last Trick&lt;br /&gt;
: If none of the above has occurred, the player of the last trick receives &#039;&#039;&#039;20&#039;&#039;&#039; (5) from each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pots ==&lt;br /&gt;
The game is usually played with two pots, a King Pot and a Pagat Pot, which increase the bonuses and penalties associated with the relevant Ultimo cards.&lt;br /&gt;
&lt;br /&gt;
At the start of the game and whenever a pot is empty, each player contributes &#039;&#039;&#039;20&#039;&#039;&#039; points to any empty pot.&lt;br /&gt;
&lt;br /&gt;
Before dealing, the Dealer pays &#039;&#039;&#039;5&#039;&#039;&#039; to each pot, and moves them to their right.&lt;br /&gt;
&lt;br /&gt;
A player who loses a King or the Pagat also pays &#039;&#039;&#039;5&#039;&#039;&#039; to the appropriate pot.&lt;br /&gt;
&lt;br /&gt;
A player who wins or loses a King or Pagat Ultimo receives the contents of the appropriate pot, or doubles it, respectively.&lt;br /&gt;
&lt;br /&gt;
A player who wins a &#039;&#039;Tout&#039;&#039; wins the contents of both pots.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the pots are divided evenly.&lt;br /&gt;
&lt;br /&gt;
== Two Player Version ==&lt;br /&gt;
All is as above, except the following.&lt;br /&gt;
* One hand is simply left undealt and out of play. The dealer receives 28 cards; the opponent 25.&lt;br /&gt;
* There are no pots, and the lower ultimo values are used.&lt;br /&gt;
* Misère is not possible, since it would be the same as the other player achieving &amp;lt;i&amp;gt;Tout&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Rather than being scored with payments throughout, at the end of each hand each player’s score is totaled, and the difference between them is recorded for the player that has the higher total.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=17934</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=17934"/>
		<updated>2023-09-02T16:01:46Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Place the map card in the center. Each player gets 4 dimes, 3 pennies, 2 nickels and 1 quarter. Heads play first.&lt;br /&gt;
* On your turn, throw a coin of each kind that you have remaining in your bank. Count how many of them match your side and perform that action. You can perform part of your available actions if you want.&lt;br /&gt;
* If 4 matches, you can place 2 coins. You may also give one matching coin to your opponent to place an extra coin.&lt;br /&gt;
* If 2 or 3 matches, you can place 2 of the matching coins. If 1 matches, you may place the 1 matching coin and/or move a stack to an adjacent space. If none matches, capture the top coin of a stack and place it in your bank and/or move a stack to an adjacent space.&lt;br /&gt;
* Coins can be placed in any empty space, or an occupied space if your rank is lower (dime&amp;lt;penny&amp;lt;nickel&amp;lt;quarter). Spaces with 1 or more coins are called stacks.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The game ends when a player has used all their coins or all spaces are occupied. Game proceeds to scoring.&lt;br /&gt;
* If a coin is on the top of a stack, it controls that space. Score points according to the coin (dime:1, penny:2, nickel:3, quarter:4).&lt;br /&gt;
* For each region, if a player controls a number of spaces strictly more than their opponent, double the points in that region.&lt;br /&gt;
* Score 1 point for each coin remaining in the bank.&lt;br /&gt;
* The player with the most points wins. In case of a tie, the player with the highest value of coins in bank wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Maps: There are 4 maps available with different size of regions. You can also choose at random.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspiritsoftheforest&amp;diff=17895</id>
		<title>Gamehelpspiritsoftheforest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspiritsoftheforest&amp;diff=17895"/>
		<updated>2023-08-25T20:04:57Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The aim is to gain the most majorities across the different Spirit &amp;amp; Power Source types, whilst ensuring you have at least 1 of everything&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you can take a card from either of the far ends of the display situated on any row&lt;br /&gt;
&lt;br /&gt;
If you take a card with two spirit symbols on it, that is all you can take&lt;br /&gt;
&lt;br /&gt;
If you take a card with a single spirit symbol on it (whether or not it has a power source symbol on it), you may take a second card which has a single matching spirit symbol (this card may have been made accessible by taking the first, or from a different row)&lt;br /&gt;
&lt;br /&gt;
If a card you took had a token on it, gain this token and see what it is privately (these can either give an additional symbol for scoring, or the gemstone ones can return a gemstone to you at a later opportunity by discarding it)&lt;br /&gt;
&lt;br /&gt;
After the taken card(s) have been resolved, you may place a gemstone out on a card in the display. This theoretically reserves the card for you, however another player can banish one of their own gemstones to steal it from you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
For each Spirit, whoever has the most spirit symbols on cards and now revealed tokens, gains points equal to the quantity that they have. e.g. player A has 6 Green Spirits and 2 Red Spirits, player B has 4 Green Spirits and 7 Red Spirits, player A gains 6 points for Green Spirits and player B gains 7 points for Red spirits.&lt;br /&gt;
&lt;br /&gt;
If Spirit quantity is tied, tied players get the same points&lt;br /&gt;
&lt;br /&gt;
If a player has no cards of a particular spirit, they lose 3 points (tokens don&#039;t count, just cards)&lt;br /&gt;
&lt;br /&gt;
Power Sources (Fire/Moon/Sun) are scored in the same way as Spirits described above, including negative points for failing to have 1 of each&lt;br /&gt;
&lt;br /&gt;
This then provides final scoring, if there&#039;s a tie, the player with the least total cards wins&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdarkagent&amp;diff=17870</id>
		<title>Gamehelpdarkagent</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdarkagent&amp;diff=17870"/>
		<updated>2023-08-24T05:12:08Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Dark Agent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Dark Agent==&lt;br /&gt;
&lt;br /&gt;
**Note I find this game to be rather interesting, but the instructions were very, very unclear. The following set of instructions are based on the original French rules, testing through play and the original instructions that are at the bottom of this wiki.&lt;br /&gt;
&lt;br /&gt;
The game has a weird media tie in and uses the word “Media” quite a lot. It basically just means continue, but the English translation in the game is skip even though usually you aren’t actually skipping anything There is a tile called the media tile which lets you reposition 3 people, but that’s another thing.&lt;br /&gt;
&lt;br /&gt;
(**An alternate interpretation:  I think the button that says &amp;quot;Skip (MEDIA)&amp;quot; means, &amp;quot;Skip to the end of this phase.  If you&#039;ve played a MEDIA tile this turn, it will take effect after you click here.&amp;quot;**)&lt;br /&gt;
&lt;br /&gt;
Also, if you plan on playing this one player read the notes at the bottom. There are several things you need to be aware of. The rules are quite different if you are trying to win.&lt;br /&gt;
&lt;br /&gt;
===The Objective:===&lt;br /&gt;
&lt;br /&gt;
The goal of Dark Agent is to earn the most victory points by way of sending your secret agents on “capture objective” missions and assassination missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Game Concepts:===&lt;br /&gt;
&lt;br /&gt;
The board is comprised of 7 columns and 6 rows. The top row is the satellite row which can hold a max of 3 satellites per column. The lower 6 rows are filled with agent tiles (agents, spy gear, guards, La Femme Nikita  and what not).&lt;br /&gt;
&lt;br /&gt;
The game is played over the course of 10 rounds. Each round has 2 phases which are carried out on a specific part of the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pick your team:===&lt;br /&gt;
&lt;br /&gt;
The first thing to do is to pick which spy agency you want, they all have different abilities. Pick a good one.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: The Satellite Phase=== &lt;br /&gt;
&lt;br /&gt;
The first part of the game allows you to move your satellites. This is done because the number of satellites in a column lets you know the range (how far down the agent rows you can see). You have 3 satellites that you can position in the different columns and unless you are using a special tile or power, you can’t act on a tile from the agent board that you can’t see with a satellite. So typically you can only operate within the column(s) that your satellites are in. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 2: The Agent Phase===&lt;br /&gt;
&lt;br /&gt;
Once you have finished the satellite phase, you the move to the agent board where you are able to do missions, get secret weapons, deploy agents, kill folks… you know the fun stuff. &lt;br /&gt;
&lt;br /&gt;
Without using modifiers, you can activate one tile/space that each of your satellites can see, taking into account column and range.&lt;br /&gt;
&lt;br /&gt;
Once you have acted upon each of the satellites or passed your turn ends. Your turn also ends if you fail an assassination attempt or a capture event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Game:===&lt;br /&gt;
&lt;br /&gt;
The game ends when all objectives have been captured or time runs out. The winner is determined by the number of victory points captured and the value of their agents currently on the agent board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Moving Satellites:===&lt;br /&gt;
&lt;br /&gt;
When you begin your first turn, you place your 3 satellites in open spaces in columns in the top satellite row. Each section in the satellite row can hold up to 3 satellites with no minimum number. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On following turns you can do one of two things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Option 1: Swap one satellite with another different colored satelite&lt;br /&gt;
&lt;br /&gt;
*Option 2: Move two satellites from their respective columns to empty spaces in a different column.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Satellite Effects:===&lt;br /&gt;
&lt;br /&gt;
Satellites indicate which tiles/spaces you can interact with. You can see 1, 2, 3 or 5 rows down depending on satellite configuration.&lt;br /&gt;
&lt;br /&gt;
The total number of satellites in a column indicates the spaces down you can target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of your satellites only – you can target the first row&lt;br /&gt;
&lt;br /&gt;
One of your satellites + any one other satellite – you can target the first 2 rows&lt;br /&gt;
&lt;br /&gt;
One of your satellites + any two other satellites – you can target the first 3 rows&lt;br /&gt;
&lt;br /&gt;
All 3 of your satellites in one column – you can target all rows in the column.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note* You have a super satellite token, this will allow you to see an entire column, but if you don’t have another satellite which can still target then can’t act in that column. It’s an upgrade. The online version of the game allows you to place it in any space on the satellite board, I assume this is not how it should be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Targeting:===&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 kinds of tiles: Spy Gear, Actions, Missions &amp;amp; People.&lt;br /&gt;
&lt;br /&gt;
===Spy Gear:===&lt;br /&gt;
&lt;br /&gt;
The Spy Gear starts on a pile with the top tile face up. The are then taken and placed into empty squares of the spy board at the end of a players turn. If one on the spy board is targetable, on your turn you can select it  and move it to your board. You can have 3 at any one time. You can’t throw them away.&lt;br /&gt;
&lt;br /&gt;
*Armor – Prevents your agents from being removed from the board if an assassination fails&lt;br /&gt;
Rocket Launcher – Lets you change one rolled die to any number you wish (which should always be 6. In the online game this is auto changed to 6)&lt;br /&gt;
&lt;br /&gt;
*Uniform – This allows low level characters to attack higher level characters that they wouldn’t normally be able to attack. (I think some part of this is broken in the online game. It seems pretty useless, the only time I’ve needed it was when trying to attack Nikita with a level 1 spy)&lt;br /&gt;
&lt;br /&gt;
*Binoculars – These give you +5 to rolls against a chosen mission target&lt;br /&gt;
&lt;br /&gt;
*Jet Pack – Swap one of your agents with a baddie (There are different powers that let you swap things in addition to people. This also gets strange because once you activate a spy you can swap a different guy into their space and use the spy who moved to target the guy in their space)&lt;br /&gt;
&lt;br /&gt;
*Adrenaline – Add the attack amount of the first activated spy to the attack total (this one is super glitchy online, using Russia with 2 shots can get you 130+ to attacks)&lt;br /&gt;
&lt;br /&gt;
*Sniper Rifle – Attack a person anywhere on the agent board&lt;br /&gt;
&lt;br /&gt;
*Satellite Hack – Activate an additional satellite that isn’t yours. &lt;br /&gt;
&lt;br /&gt;
*Inflatable Boat – deploy a spy into an empty space&lt;br /&gt;
&lt;br /&gt;
*Explosives – Allows you to attack a target when there are baddies around it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Actions:===&lt;br /&gt;
&lt;br /&gt;
*Supply: Take the top tile off the Gear Stack&lt;br /&gt;
&lt;br /&gt;
*Support: Deploy a spy into an empty space&lt;br /&gt;
&lt;br /&gt;
*Media: Take 3 tiles (excluding missions) and put them back as you please&lt;br /&gt;
&lt;br /&gt;
*Undercover: Recover your double agent token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Objectives:===&lt;br /&gt;
&lt;br /&gt;
Part of winning the game is getting the missions accomplished. All missions are also worth 6 victory points.&lt;br /&gt;
&lt;br /&gt;
In order to complete a mission you have to activate a spy or double agent then “attack” the mission. To succeed the mission can’t have baddies around it and you need to roll higher than the number in the shield (the defense number). Your roll can be modified by the ability level of a chosen agent(s) or by the binoculars (yellow markers).&lt;br /&gt;
&lt;br /&gt;
In addition to completing the missions you can use them for their special abilities.&lt;br /&gt;
&lt;br /&gt;
If you complete the mission you get to use that ability each round and it lives on your player board. If you use it, it’s a one off and stays in play for other players to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prisoners: Swap one of your people with another person who isn’t yours.&lt;br /&gt;
&lt;br /&gt;
*Science: Spies don’t come off the board on a failure.&lt;br /&gt;
&lt;br /&gt;
*The Big Stick: +3 to attacks&lt;br /&gt;
&lt;br /&gt;
*Command Center: All satellites become Super Satellites (They can target all rows)&lt;br /&gt;
&lt;br /&gt;
*Diplomatic: Shift the board one up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===People:===&lt;br /&gt;
&lt;br /&gt;
People have 2 basic attributes Defense and Level/Victory Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Your spies:&lt;br /&gt;
&lt;br /&gt;
You will start with one spy on the board, you can&#039;t ever lose this guy (even if you fail at something). New spies have to be moved onto the board by using the boat tile or the support action. If you fail an assassination your agent will be removed from the board and their point value will be deducted from your total score. When you replay them you&#039;ll get the points back. You can only play from lowest level to highest level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Double Agent Token:&lt;br /&gt;
&lt;br /&gt;
This is a consumable item that allows you to use a selected baddie as your own agent for missions or assassinations. Once spent it con be regained by selecting the “undercover” tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Defense:&lt;br /&gt;
&lt;br /&gt;
In order to assassinate someone, you have to roll 4 dice and get a higher number than the person’s defensive. The defense is shown in the shield and can either be a number or a number with a “+” sign. Normal number is just that number. A number+ is that number plus the value of a 6 sided die roll (def + 1d6). &lt;br /&gt;
&lt;br /&gt;
If you kill a guy, you put their body into your trophy freezer and you get their level in victory points. The online version counts this as negatives for some reason. &lt;br /&gt;
&lt;br /&gt;
Note*&lt;br /&gt;
There is a mechanic whereby you can’t attack someone at a higher level than you, but I think it might be broken on the online version. It seems that the only restriction is your L1 spy can’t accack Nikita and if you want to you have to use the aforementioned uniform (but she’ll wreck you anyway so there’s no point).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Attacking:&lt;br /&gt;
&lt;br /&gt;
When you want to do the murdering (on mission completing) You are going to select your agent(s) and the target, remember you need a satellite in each column that can target all the tiles you want to use and there will be an attack option at the top of the screen. You will roll the 4 black dice and add your modifiers. These include agent levels and bonuses from equipment or missions.&lt;br /&gt;
&lt;br /&gt;
If you have a level 2 agent you will get to roll 4d6 + 2 against your target. The max on 4 dice is 24 so hitting a level 3 (20 defense) guard isn’t likely. You’ll need to roll 18 which is really high compared to the max. There’s an odds table at the bottom of the game screen.&lt;br /&gt;
&lt;br /&gt;
Killing a guard just gives you victory points, killing a spy gives you VP and you get to take the top tile off the spy gear pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Targeting and Moving:&lt;br /&gt;
&lt;br /&gt;
When you activate an agent they are active for the rest of the turn and the spot the they&#039;re in is targeted. This is legal.&lt;br /&gt;
&lt;br /&gt;
Travis has a Jet pack. He targets his spy and two other people. He kills them both and then uses his jet back to swap with another guy. His spy is still active no matter where he goes, the guy he swapped with is now in a targeted square and is attackable.&lt;br /&gt;
&lt;br /&gt;
Likewise, If you use the diplomacy option the board moves but the targets don’t. So James can target his spy and to other guys kill them and then move all tiles up one so new people are targeted and then kill them. If you had a jet pack and two sniper rifles you could theoretically kill 6 people in one turn.&lt;br /&gt;
&lt;br /&gt;
===Single Player:===&lt;br /&gt;
&lt;br /&gt;
Functionally, single player is the same as multi, but…&lt;br /&gt;
&lt;br /&gt;
If have to 1: capture one objective and 2: kill the badass lady spy but these two things cannot be done before you get 35 points. You have to end the game with 41+ points (the lady and missions are 6 points so if you don’t have 35 points you won’t end up with 41 at the end of your turn). If you capture two objectives, you lose. If you run out of time you loose. If you get the lady and the objective but have less than 41 points at the end you lose.&lt;br /&gt;
&lt;br /&gt;
You must get only 1 objective, kill the lady and have 41+ points.&lt;br /&gt;
&lt;br /&gt;
The game will end as soon as the first of those two things are accomplished. If you haven’t gotten the points yet, you lose. The game will also end if you get two objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note* There are other things that’s I’m sure I left out or didn’t notice, but this set of instructions should give the what you need to know to play the game. I saw it on Kickstarter when I was making this, I really hope they make a better rule book. The official one is missing a few diagrams and clarity.&lt;br /&gt;
&lt;br /&gt;
===Powers:===&lt;br /&gt;
&lt;br /&gt;
=Nation  – 	Inteligence Agency  – 	Agency Power  – 	Description=&lt;br /&gt;
&lt;br /&gt;
France – 	DGSE – 	MEDIA FRIENDLY – 	Use of the MEDIA card does not end the turn, aims can be moved.&lt;br /&gt;
&lt;br /&gt;
UK – 	MI6 – 	GOAL EXCHANGE – 	Can swap the position of goal and/or tactic cards.&lt;br /&gt;
&lt;br /&gt;
GERMANY – 	BND – 	MORE EQUIPMENT – 	Fill equipment reserve with one SUPPLY more.&lt;br /&gt;
&lt;br /&gt;
USA – 	CIA – 	ALLIANCE – 	Engage spotted enemy, sentinels can be double agents.&lt;br /&gt;
&lt;br /&gt;
RUSSIA – 	SVR – 	NO HIERARCHY – 	adrenaline effect is doubled.&lt;br /&gt;
&lt;br /&gt;
ISRAEL – 	MOSSAD – 	SHADOW KILLER – 	Attack an unspotted spy or sentinel.&lt;br /&gt;
&lt;br /&gt;
SWEDEN – 	UNDK – 	BUTTER AND MONEY – 	Can use aim power and attack aim, bonus ATK equal to aims neutralized by other players.&lt;br /&gt;
&lt;br /&gt;
CHINA – 	GUONG BO – 	COPY MASTER – 	Copies the power of all goals acquired by other agencies.&lt;br /&gt;
&lt;br /&gt;
JAPAN – 	NAICHO – 	KAMIKAZE – 	Wound of your spies to gain its level on your ATK +2.&lt;br /&gt;
&lt;br /&gt;
CANADA –  	CSIS – 	PEACE MASTER – 	Can activate an U.N. Peace action during their turn (shift cards up).&lt;br /&gt;
&lt;br /&gt;
EGYPT – 	GIP – 	REVOLUTION – 	Rotate the TDO in the opposite direction of a U.N. Peace action (shift cards down).&lt;br /&gt;
&lt;br /&gt;
VATICAN – 	SWISS GUARD – 	DIVINE – 	Roll dice before acting.&lt;br /&gt;
&lt;br /&gt;
NORWAY – 	NIS – 	HELICO MASTER – 	One free SUPPORT action allowed each turn.&lt;br /&gt;
&lt;br /&gt;
BELGIUM – 	SGRS – 	J.C. VAN DAMME – 	Permanently engages Jean Claude&#039;s Spirit as a +1 ATK spy.&lt;br /&gt;
&lt;br /&gt;
SOUTH KOREA – 	NISK – 	KPOP FAN – 	MEDIA engages all unengaged friendly agents on the field.&lt;br /&gt;
&lt;br /&gt;
BRAZIL –  	ABIN – 	CARNAVAL – 	Shift right or left cards of a line.&lt;br /&gt;
&lt;br /&gt;
==```Original Entry```==&lt;br /&gt;
&lt;br /&gt;
== Description of the game : ==&lt;br /&gt;
&lt;br /&gt;
Players take the role of secret services of nations attempting to eradicate a terrorist threat, an organization known as the UTE.&lt;br /&gt;
UTE is led by Kara, a fighter whose life  was a living hell.&lt;br /&gt;
Kara wants to control the world today. The choice no longer exists, she must be eliminated or she will destroy our way of life.&lt;br /&gt;
Her organization has already infiltrated strategic areas: nuclear submarine, space control center, virology laboratory and the United Nations whose senior official was kidnapped.&lt;br /&gt;
You will have to secure these places and deliver the hostage. You do not know who to trust, secret services are forced to act underground, like terrorists do. Infiltrators may be among your own services. To act underground, it will make the best use of space surveillance satellites to locate agents, targets, tactical or strategic places and control the operations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules&#039;&#039;&#039;&lt;br /&gt;
(NOTE: for easier understanding of the rules it is recommended start game in solo mode to see the board and cards)&lt;br /&gt;
&lt;br /&gt;
The goal is to score victory points (VPs). VPs are shown at the bottom of every card in star symbol. Players get VPs for capturing these cards: objectives (yellow cards), sentinels (soldier picture), agents (tie guys with gun) or Kara terrorist (black girl with bow). Players also get VPs for deploying their own agents to the board.&lt;br /&gt;
Game is played in turns. In every turn all players take actions starting with the player holding First Player token. Game ends after 12 turns or when agreed number of objectives gets captured (from 2 to 5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Board&#039;&#039;&#039;&lt;br /&gt;
Board consists of six rows by seven columns of cards. Top row is for placing satellites. Rows one – five below top row include cards that are played during the match.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Sheet&#039;&#039;&#039;&lt;br /&gt;
Each player gets sheet with three friendly agents (tie guys with gun, VPs and shield in player’s own color), Super Satellite token and optionally Double Agent token or First Player token.&lt;br /&gt;
Each player sheet represents selected nation providing special power, that can be used every turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dices, yellow cubes, equipment cards deck&#039;&#039;&#039;&lt;br /&gt;
Dices are used for attack action. Attacker rolls four dices and compares result with target Defense. Equal or higher number means success. Some targets roll one additional die that increases their Defense.&lt;br /&gt;
Yellow cubes are attack attempt tokens. They are placed on Objective cards for unsuccessful attack (or by Binocular item ability) and get added to next attack roll result.&lt;br /&gt;
Equipment deck shows next item card that will be drawn to refresh board or for certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn order&#039;&#039;&#039;&lt;br /&gt;
- place (relocate) your satellites at selected orbits (vertical rows of the board)&lt;br /&gt;
- make actions with cards on the board, that can be spotted by satellites (selected from the rows where you placed satellites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Satellites&#039;&#039;&#039;&lt;br /&gt;
Satellites are placed in the top row of the board. White satellites are neutral, they are placed by the game engine.&lt;br /&gt;
In the first turn players place satellites freely on any empty spot. During satellite phase players relocate satellites in one of two ways:&lt;br /&gt;
- by swapping one own satellite with another opponent/neutral satellite&lt;br /&gt;
- by relocating exactly two own satellites to any free slots in a different column&lt;br /&gt;
&lt;br /&gt;
Satellites allow to spot (mark) cards on the board, one card for each satellite. A card must be selected in the same column where satellite is located. Depending how many satellites (any color) are located in given column player can choose from top one, top two or top three rows of the column. If there are three same color satellites player can select from any of five rows of this column.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Card actions&#039;&#039;&#039;&lt;br /&gt;
Depending what card gets marked player does the following actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equipment card (with item pictures)&#039;&#039;&lt;br /&gt;
Card is taken to player zone. Can be played immediately or another turn. Generates certain positive effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Friendly agent card (tie guy with gun, VPs on player’s own color)&#039;&#039;&lt;br /&gt;
Agent VP value gets added to player Attack value (for current turn only).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enemy agent card (tie guy with gun, VPs on other player’s color) or&#039;&#039;&lt;br /&gt;
&#039;&#039;Neutral agent card (tie guy with gun, VPs on black) or&#039;&#039;&lt;br /&gt;
&#039;&#039;Kara terrorist card (girl with bow, VPs on black)&#039;&#039;&lt;br /&gt;
Agent marked for capture or other actions. Their Defense is number shown on shield + 1 die roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sentinel card (soldier picture, VPs on black)&#039;&#039;&lt;br /&gt;
Sentinel marked for capture or other actions. Their Defense is number shown on shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special action card (red card)&#039;&#039;&lt;br /&gt;
Generates certain effect. Depending on card - immediately or end of turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Objective card (yellow card)&#039;&#039;&lt;br /&gt;
Objective marked for one of two actions:&lt;br /&gt;
- immediately generates certain effect or&lt;br /&gt;
- marked for capture – objective Defense is number shown on shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capture (attack) action&#039;&#039;&#039;&lt;br /&gt;
Common sequence is as follows:&lt;br /&gt;
- player marks friendly agent, adding their VPs to attack value&lt;br /&gt;
- optionally makes actions that further increase attack value (activates certain items or objectives)&lt;br /&gt;
- marks target for capture&lt;br /&gt;
- selects attack action&lt;br /&gt;
Four dices are rolled and added to attack value. Total attack value is compared with defense value of marked target (number in shield). If target is another agent or Kara terrorist their defense is increased by one die roll. Attack value equal or greater than defense means success. Roll of four equal die numbers always means success.&lt;br /&gt;
On success target gets captured and moves to player sheet. Its VP value gets added to player result.&lt;br /&gt;
On failure friendly agent that was used for attack gets moved back to player sheet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friendly agents&#039;&#039;&#039;&lt;br /&gt;
There is always one first-level friendly agent on the board, one for each player. It cannot be killed or removed from the board.&lt;br /&gt;
To play more friendly agents player needs to mark and use Boat item card or Support special card. Both allow to place the lowest available friendly agent on selected empty spot on the board.&lt;br /&gt;
Before attack action player can mark more than one friendly agent and item/special card/objective card to increase attack value. Attack value is reset to zero at the beginning of every turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective cards&#039;&#039;&#039;&lt;br /&gt;
Objectives can be used to generate certain effect or captured for VPs and permanent bonuses awarded to player who captured them. Objective cannot be used and captured in the same turn though.&lt;br /&gt;
Objective cannot be captured if it is protected by nearby sentinel or non-friendly agent. &amp;quot;Nearby&amp;quot; means side by side horizontally or vertically. To capture objective which is protected player needs to remove (capture) all nearby protectors or to play Explosive item card. Explosive allows to ignore sentinels.&lt;br /&gt;
Unsuccessful capture action puts capture attempt yellow token on the objective. For every subsequent capture attempt the number of yellow tokens is added to attack value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of turn&#039;&#039;&#039;&lt;br /&gt;
After all players take their turns Board gets updated: first row is moved to the bottom as fifth row, rows two-five move up by one row (second row becomes first row)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Player token&#039;&#039;&#039;&lt;br /&gt;
After all players take their turns First Player token moves to the last player. In two player game it moves to the player with the lowest number of VP points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Satellite token&#039;&#039;&#039;&lt;br /&gt;
Allows to upgrade any own satellite to super satellite. Super satellite allows to target any of five rows in selected column. Super satellite cannot be swapped by another player during satellite phase.&lt;br /&gt;
Super satellite token is discarded at the end of turn, it can be used by each player once during entire match.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Agent token&#039;&#039;&#039;&lt;br /&gt;
Double agent token allows to use any non-friendly agent, sentinel or Kara terrorist as player own agent. It adds its VP to player attack value. Token is discarded after use, but can be acquired again by using Undercover special card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other cards and effects&#039;&#039;&#039;&lt;br /&gt;
Explanation provided by game engine. Complete list available in official game rules.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprestinpeace&amp;diff=17734</id>
		<title>Gamehelprestinpeace</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprestinpeace&amp;diff=17734"/>
		<updated>2023-08-07T14:34:43Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Play ghost cards to gain the majority of mansions, or forfeit them to gain powerful psychic assistants.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Ten cards are placed in a line, each one with a random mansion token (yellow for manor, pink for castle) on it. The first nine cards are psychics.&lt;br /&gt;
&lt;br /&gt;
21 cards for each player, with the following distribution: 6 cards worth 1 / 5 cards worth 2 / 4 cards worth 3 / 3 cards worth 4 / 2 cards worth 5 / 1 card worth 6.&lt;br /&gt;
Even-numbered cards are marked with a bat.&lt;br /&gt;
Odd-numbered cards are marked with a serpent.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a hand of five cards.&lt;br /&gt;
&lt;br /&gt;
The game is played over 10 rounds, each corresponding to one of the ten cards, left to right.&lt;br /&gt;
&lt;br /&gt;
* On your turn, play any number of cards from your hand onto your side of that round&#039;s card. (Psychic card effects apply instantly.)&lt;br /&gt;
* At the end of your turn, if the total on your side of the value is higher than your opponent, it is your opponent&#039;s turn.&lt;br /&gt;
* If it is not the case, you must withdraw from the mansion and your opponent wins it (you do not get your cards back).&lt;br /&gt;
&lt;br /&gt;
At the end of each round:&lt;br /&gt;
* Whoever won the mansion takes the manor/castle token and will start the next round.&lt;br /&gt;
* Whoever withdrew takes that round&#039;s psychic card and adds it to their hand, and may play a card face-down to the 10th round card.&lt;br /&gt;
* Each player draws 2 ghost cards.&lt;br /&gt;
&lt;br /&gt;
The 10th round isn&#039;t played like the others: instead, players reveal the face-down cards they have set aside there, to see who wins it.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* You win instantly if you get 4 manors (yellow) or 3 castles (pink).&lt;br /&gt;
* If none of the winning conditions are met after the 10th round, the player who won the 10th round wins the game. (If tied, most mansions wins; if still tied, the game ends in a draw.)&lt;br /&gt;
&lt;br /&gt;
==Psychic Cards==&lt;br /&gt;
&#039;&#039;&#039;NOTE: when a Psychic card applies to a group of cards, it includes the cards played beforehand and after that Psychic card.&#039;&#039;&#039;&lt;br /&gt;
===Level 0===&lt;br /&gt;
* &#039;&#039;You won&#039;t have it&#039;&#039;: Get the psychic card of the round no matter what.&lt;br /&gt;
* &#039;&#039;Auntie, Are You There?&#039;&#039;: Search your deck for any ghost card and immediately put it into play.&lt;br /&gt;
* &#039;&#039;Reveal Yourself!&#039;&#039;: Works as a ghost card worth 1. Also you can look at opponent&#039;s hand until the end of the round.&lt;br /&gt;
* &#039;&#039;Lady in White&#039;&#039;: Works as a ghost card worth 2.&lt;br /&gt;
* &#039;&#039;Sir Nicholas&#039;&#039;: Works as a ghost card worth 3.&lt;br /&gt;
* &#039;&#039;Tripped&#039;&#039;: The next card played by your opponent is randomly drawn from their hand.&lt;br /&gt;
* &#039;&#039;Postponed Wedding&#039;&#039;: Works as a ghost card worth 3 but can only be played in the last round.&lt;br /&gt;
* &#039;&#039;Acro-bats&#039;&#039;: All your even-numbered cards are +1 for this round.&lt;br /&gt;
* &#039;&#039;Ghosssssst&#039;&#039;: All your odd-numbered cards are +1 for this round.&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
* &#039;&#039;Poltergeist&#039;&#039;: Name a value. All cards of that value are +2 for this round.&lt;br /&gt;
* &#039;&#039;Be Gone!&#039;&#039;: Discard a card in play from the opponent.&lt;br /&gt;
* &#039;&#039;You Don&#039;t Scare Me&#039;&#039;: All opponent&#039;s 1 and 2 are not counted for this round.&lt;br /&gt;
* &#039;&#039;Now or Never&#039;&#039;: Works as a ghost card worth 4. However, it will be worth -2 in the last round.&lt;br /&gt;
* &#039;&#039;Two&#039;s More Fun&#039;&#039;: Opponent cannot play cards 1 by 1 for this round.&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
* &#039;&#039;Still Me&#039;&#039;: If you win this round, you can transfer a card in play to the next round.&lt;br /&gt;
* &#039;&#039;Double Vision&#039;&#039;: Copy a ghost card in this round.&lt;br /&gt;
* &#039;&#039;Wraith to the Bottom&#039;&#039;: Name a value. Opponent&#039;s cards of that value are -2 (min 0) for this round.&lt;br /&gt;
* &#039;&#039;I&#039;ll Be Back&#039;&#039;: Return a card in a previous round to your deck.&lt;br /&gt;
* &#039;&#039;Ghost of Christmas Yet to Come&#039;&#039;: Put the first card in your deck to play.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
* &#039;&#039;Let&#039;s Meet at the End&#039;&#039;: Choose a player to return a random card in the 10th round to their hand.&lt;br /&gt;
* &#039;&#039;Bloody Mary&#039;&#039;: Works as a ghost card worth 6. However, you must discard 2 ghost cards from your hand.&lt;br /&gt;
* &#039;&#039;Playing Dead&#039;&#039;: You immediately lose this round. However, you can take back a card played in this round.&lt;br /&gt;
* &#039;&#039;Ghostly Goldfish&#039;&#039;: Works as 2 ghost cards worth 1.&lt;br /&gt;
* &#039;&#039;Private Lounge, Ghost Only&#039;&#039;: Opponent cannot play any psychic cards in this round.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
* &#039;&#039;They Were Never Seen Again&#039;&#039;: Name 2 values. Nobody can play ghost cards of these 2 values until the end of the round.&lt;br /&gt;
* &#039;&#039;I Pity the Ghoul!&#039;&#039;: Name a value. All ghost cards of that value are +3 for this round.&lt;br /&gt;
* &#039;&#039;Creepy Lull&#039;&#039;: The round ends immediately with a tie. The mansion is transferred to the next round. The psychic card is discarded.&lt;br /&gt;
* &#039;&#039;House Swap&#039;&#039;: Switch 2 mansions from the following rounds.&lt;br /&gt;
* &#039;&#039;We&#039;re Worthless&#039;&#039;: All other cards are now worth 1 and lose their effects.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmapsofmisterra&amp;diff=17729</id>
		<title>Gamehelpmapsofmisterra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmapsofmisterra&amp;diff=17729"/>
		<updated>2023-08-06T17:41:00Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Game Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
You are a cartographer mapping out the topography of the mysterious island of Misterra.&lt;br /&gt;
&lt;br /&gt;
As a cartographer, it is your decision to be faithful to the actual topography of the island or bend the rules a little to confirm the presumptions of your sponsor.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, you will be judged by the faithfulness and completion of your map, the regions that you have claimed, and how much or how little you have kowtowed to your sponsor. :)&lt;br /&gt;
&lt;br /&gt;
== Terminologies ==&lt;br /&gt;
&lt;br /&gt;
[[File:island_board.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Island board&amp;lt;/b&amp;gt; represents the actual topography of the island of Misterra. &lt;br /&gt;
&lt;br /&gt;
[[File:parchment_board.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Parchment board&amp;lt;/b&amp;gt; - The map that you are making your sketches. It CAN deviate from &amp;quot;reality&amp;quot;. It all depends on your integrity. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Presumptions cards&amp;lt;/b&amp;gt; - Presumptions made by your sponsors. You can think of these as your individual goals. Keep in mind that they only refer to what are on your parchment board, not &amp;quot;reality&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Claim markers&amp;lt;/b&amp;gt; - Each cartographer can place up to three claim markers. Each of them must be placed on a different type of terrains and claimed areas will be scored at the end.&lt;br /&gt;
&lt;br /&gt;
[[File:sketch_cards.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sketch cards&amp;lt;/b&amp;gt; What you will use to complete your parchment board.&lt;br /&gt;
&lt;br /&gt;
[[File:terrain_tiles.png|150px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Terrain tiles&amp;lt;/b&amp;gt;: Have hazy and clear sides.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn consists of TWO half days -- you perform the same set of actions twice, in the order below:&lt;br /&gt;
&lt;br /&gt;
	1. MOVE your cartographer one spot orthogonally (optional). Except on your very first turn when you will place your cartographer on the beach. You can never move onto an empty spot on the Island Map. &lt;br /&gt;
	&lt;br /&gt;
	Each type of terrain will trigger its own unique effect when you land on them. Detailed below.&lt;br /&gt;
&lt;br /&gt;
	2. CHOOSE a sketch card (mandatory)&lt;br /&gt;
&lt;br /&gt;
	3. MAP  OR CLAIM (optional)&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;b&amp;gt;Mapping&amp;lt;/b&amp;gt; - Place the sketch card on your Parchment board to map. Sketch cards can only be placed orthogonally adjacent to your cartographer on your parchment board, unless if you are on a mountain tile, then you can go one further.&lt;br /&gt;
	&lt;br /&gt;
	Mapping effect on your parchment board - overlapping of sketch cards are very much allowed. The new terrain will replace the existing on your parchment board. Keep in mind that your Presumption Cards score what is on your parchment board, NOT the island board.&lt;br /&gt;
	&lt;br /&gt;
	Mapping effect on the island board - a terrain tile will be placed with its hazy side up when the sketch card is placed on that spot OR a different terrain one was placed over a hazy terrain tile. &lt;br /&gt;
	&lt;br /&gt;
	When a second sketch card of the same terrain is placed. The terrain tile on the Island board will be flipped to its clear side - that terrain becomes permanent (confirmed). Sketch card that differ from the actual island board can still be placed on your parchment board. It will change the terrain only on your parchment board, but will have no effect on the island board.&lt;br /&gt;
		&lt;br /&gt;
	&amp;lt;b&amp;gt;Claiming&amp;lt;/b&amp;gt; - Discard the sketch card that you have just picked up to claim the area. Each area can only be claimed by one player. If areas claimed by different players end up joining, both will score that area at game end.  (The original rules state that neither will score, but that doesn&#039;t seem to be the way it is implemented on BGA.)&lt;br /&gt;
	&lt;br /&gt;
	If you find that laying down your sketch card is not given as an option, check to see if you are on jungle terrain. More on terrain effects below&lt;br /&gt;
	&lt;br /&gt;
== Terrain Effects ==&lt;br /&gt;
&lt;br /&gt;
Terrain effects are triggered immediately when your cartographer lands on them. Note that terrain effects apply whether the terrain tiles are on their hazy or clear sides.&lt;br /&gt;
&lt;br /&gt;
	1. Steppes - allows your cartographer to move again&lt;br /&gt;
&lt;br /&gt;
2. Jungle - prevents you from mapping. Claiming or passing are your only options when you are on a jungle tile.&lt;br /&gt;
&lt;br /&gt;
	3. Mountain - allows you to place a sketch card that is an additional spot away from your cartographer instead of immediately adjacent to them.&lt;br /&gt;
&lt;br /&gt;
	4. Lagoon - allows you to replace a sketch card in the display before picking.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Three conditions can trigger the game end. &lt;br /&gt;
&lt;br /&gt;
	1. All spaces on the island board contained confirmed terrain tiles.&lt;br /&gt;
&lt;br /&gt;
	2. The sketch card deck is empty and there are no more cards in display.&lt;br /&gt;
&lt;br /&gt;
	3. One of the players had filled out all spaces on their Parchment board.&lt;br /&gt;
&lt;br /&gt;
Remaining players will still complete their round so everyone has same number of turns. &lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
All unconfirmed (hazy) terrain tiles on the Island board are removed.&lt;br /&gt;
&lt;br /&gt;
Claim markers on regions shared by multiple players are removed. Nobody score these regions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Scoring&amp;lt;/b&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
	1. Parchment board fidelity: +2 for each terrain tile on your Parchment board matching that on the Island board&lt;br /&gt;
&lt;br /&gt;
	2. Completeness: -1 for each empty spot on your Parchment board&lt;br /&gt;
&lt;br /&gt;
	3. Presumption cards: score by each&#039;s individual criteria&lt;br /&gt;
&lt;br /&gt;
4. Claimed regions: +2 per tile for each region you have claimed&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmapsofmisterra&amp;diff=17728</id>
		<title>Gamehelpmapsofmisterra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmapsofmisterra&amp;diff=17728"/>
		<updated>2023-08-06T17:30:05Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Terrain Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
You are a cartographer mapping out the topography of the mysterious island of Misterra.&lt;br /&gt;
&lt;br /&gt;
As a cartographer, it is your decision to be faithful to the actual topography of the island or bend the rules a little to confirm the presumptions of your sponsor.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, you will be judged by the faithfulness and completion of your map, the regions that you have claimed, and how much or how little you have kowtowed to your sponsor. :)&lt;br /&gt;
&lt;br /&gt;
== Terminologies ==&lt;br /&gt;
&lt;br /&gt;
[[File:island_board.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Island board&amp;lt;/b&amp;gt; represents the actual topography of the island of Misterra. &lt;br /&gt;
&lt;br /&gt;
[[File:parchment_board.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Parchment board&amp;lt;/b&amp;gt; - The map that you are making your sketches. It CAN deviate from &amp;quot;reality&amp;quot;. It all depends on your integrity. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Presumptions cards&amp;lt;/b&amp;gt; - Presumptions made by your sponsors. You can think of these as your individual goals. Keep in mind that they only refer to what are on your parchment board, not &amp;quot;reality&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Claim markers&amp;lt;/b&amp;gt; - Each cartographer can place up to three claim markers. Each of them must be placed on a different type of terrains and claimed areas will be scored at the end.&lt;br /&gt;
&lt;br /&gt;
[[File:sketch_cards.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sketch cards&amp;lt;/b&amp;gt; What you will use to complete your parchment board.&lt;br /&gt;
&lt;br /&gt;
[[File:terrain_tiles.png|150px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Terrain tiles&amp;lt;/b&amp;gt;: Have hazy and clear sides.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn consists of TWO half days -- you perform the same set of actions twice, in the order below:&lt;br /&gt;
&lt;br /&gt;
	1. MOVE your cartographer one spot orthogonally (optional). Except on your very first turn when you will place your cartographer on the beach. You can never move onto an empty spot on the Island Map. &lt;br /&gt;
	&lt;br /&gt;
	Each type of terrain will trigger its own unique effect when you land on them. Detailed below.&lt;br /&gt;
&lt;br /&gt;
	2. CHOOSE a sketch card (mandatory)&lt;br /&gt;
&lt;br /&gt;
	3. MAP  OR CLAIM (optional)&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;b&amp;gt;Mapping&amp;lt;/b&amp;gt; - Place the sketch card on your Parchment board to map. Sketch cards can only be placed orthogonally adjacent to your cartographer on your parchment board, unless if you are on a mountain tile, then you can go one further.&lt;br /&gt;
	&lt;br /&gt;
	Mapping effect on your parchment board - overlapping of sketch cards are very much allowed. The new terrain will replace the existing on your parchment board. Keep in mind that your Presumption Cards score what is on your parchment board, NOT the island board.&lt;br /&gt;
	&lt;br /&gt;
	Mapping effect on the island board - a terrain tile will be placed with its hazy side up when the sketch card is placed on that spot OR a different terrain one was placed over a hazy terrain tile. &lt;br /&gt;
	&lt;br /&gt;
	When a second sketch card of the same terrain is placed. The terrain tile on the Island board will be flipped to its clear side - that terrain becomes permanent (confirmed). Sketch card that differ from the actual island board can still be placed on your parchment board. It will change the terrain only on your parchment board, but will have no effect on the island board.&lt;br /&gt;
		&lt;br /&gt;
	&amp;lt;b&amp;gt;Claiming&amp;lt;/b&amp;gt; - Discard the sketch card that you have just picked up to claim the area. Each area can only be claimed by one player. If areas claimed by different players end up joining, both will score that area at game end.  (Original wiki rules said neither would score, but that doesn&#039;t seem to be the way it is implemented on BGA.)&lt;br /&gt;
	&lt;br /&gt;
	If you find that laying down your sketch card is not given as an option, check to see if you are on jungle terrain. More on terrain effects below&lt;br /&gt;
	&lt;br /&gt;
== Terrain Effects ==&lt;br /&gt;
&lt;br /&gt;
Terrain effects are triggered immediately when your cartographer lands on them. Note that terrain effects apply whether the terrain tiles are on their hazy or clear sides.&lt;br /&gt;
&lt;br /&gt;
	1. Steppes - allows your cartographer to move again&lt;br /&gt;
&lt;br /&gt;
2. Jungle - prevents you from mapping. Claiming or passing are your only options when you are on a jungle tile.&lt;br /&gt;
&lt;br /&gt;
	3. Mountain - allows you to place a sketch card that is an additional spot away from your cartographer instead of immediately adjacent to them.&lt;br /&gt;
&lt;br /&gt;
	4. Lagoon - allows you to replace a sketch card in the display before picking.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Three conditions can trigger the game end. &lt;br /&gt;
&lt;br /&gt;
	1. All spaces on the island board contained confirmed terrain tiles.&lt;br /&gt;
&lt;br /&gt;
	2. The sketch card deck is empty and there are no more cards in display.&lt;br /&gt;
&lt;br /&gt;
	3. One of the players had filled out all spaces on their Parchment board.&lt;br /&gt;
&lt;br /&gt;
Remaining players will still complete their round so everyone has same number of turns. &lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
All unconfirmed (hazy) terrain tiles on the Island board are removed.&lt;br /&gt;
&lt;br /&gt;
Claim markers on regions shared by multiple players are removed. Nobody score these regions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Scoring&amp;lt;/b&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
	1. Parchment board fidelity: +2 for each terrain tile on your Parchment board matching that on the Island board&lt;br /&gt;
&lt;br /&gt;
	2. Completeness: -1 for each empty spot on your Parchment board&lt;br /&gt;
&lt;br /&gt;
	3. Presumption cards: score by each&#039;s individual criteria&lt;br /&gt;
&lt;br /&gt;
4. Claimed regions: +2 per tile for each region you have claimed&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpafterus&amp;diff=17695</id>
		<title>Gamehelpafterus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpafterus&amp;diff=17695"/>
		<updated>2023-08-01T02:39:54Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Game Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
&lt;br /&gt;
Be the first player to 80 points to win.&lt;br /&gt;
&lt;br /&gt;
== Game Play == &lt;br /&gt;
&lt;br /&gt;
The game is divided into 3 phases:&lt;br /&gt;
&lt;br /&gt;
	1. Assembling the Tribe - reveal the top four cards in your desk and arrange them to line up the frames. &lt;br /&gt;
&lt;br /&gt;
* Player gains the resources in the completed frames.&lt;br /&gt;
* Resources are gained from left to right, top to bottom.&lt;br /&gt;
If the closed box contains an arrow, you must pay the resources on the left to gain the benefit on the right&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
	2. Attracting new apes - choose from one of your four discs to declare which primate you would like to gain. 3 resources for a level 1 card and 6 for a level 2 one. &lt;br /&gt;
&lt;br /&gt;
* Blue Flowers for Mandrill (ability: victory points)&lt;br /&gt;
* Orange Fruits for Orangutan (ability: energy)&lt;br /&gt;
* Black Seeds for Gorilla (ability: rage; see below for explanation)&lt;br /&gt;
* Any sources of the same type for Chimpanzee (ability: copying)&lt;br /&gt;
Note that the primate&#039;s ability is not their only ability. It simply means it is their dominant ability.&lt;br /&gt;
&lt;br /&gt;
	Gain the sources on the disc that you have chosen.&lt;br /&gt;
	&lt;br /&gt;
	Optional: Spend 2 resources of the same kind to also gain the bonuses of ONE of your NEIGHBORING players&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	3. Resting&lt;br /&gt;
	&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Discard played cards.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Return disc to face down position.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spending four rages will allow you to remove a card from your deck. This can be done any time HOWEVER the card in your line up will NOT be replaced. Player will immediately gain the rage bonus as depicted on the upper right corner of the card. On BGA, click on the rage icon on upper right corner of card to use rage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tools&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are 3 human tools that each players can activate once per round with the required resources.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcolorado&amp;diff=17694</id>
		<title>Gamehelpcolorado</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcolorado&amp;diff=17694"/>
		<updated>2023-07-31T05:26:53Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Explore the roadmap to Colorado and gain the most valuable Sherriff Badges you can obtain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The turn consists of 3 parts&lt;br /&gt;
&lt;br /&gt;
Call&lt;br /&gt;
&lt;br /&gt;
Action&lt;br /&gt;
&lt;br /&gt;
End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Call===&lt;br /&gt;
&lt;br /&gt;
The player with the Call token picks an opponent and declares a card (value and colour) they want from them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1&lt;br /&gt;
&lt;br /&gt;
If the opponent has this card, they hand it over&lt;br /&gt;
&lt;br /&gt;
If the opponent has cards of either the suit or value declared, they choose one from these to hand over&lt;br /&gt;
&lt;br /&gt;
If the opponent has nothing the Caller wants, a random card is handed to the Caller from the Opponent&#039;s hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2&lt;br /&gt;
&lt;br /&gt;
If the card received is not in the Caller&#039;s play area, they add it to it&lt;br /&gt;
&lt;br /&gt;
If the card received is in the Caller&#039;s play area, they discard it and take a gold nugget&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3&lt;br /&gt;
&lt;br /&gt;
Check the card, played or discarded, to see what actions are available in the Action phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
&lt;br /&gt;
All players take one of the two possible actions depicted on the card given to the Caller&lt;br /&gt;
&lt;br /&gt;
If an action triggers another action, only the player who triggered it gets to perform the bonus action&lt;br /&gt;
&lt;br /&gt;
Once all players have finished any actions or bonus actions, move on to End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End===&lt;br /&gt;
&lt;br /&gt;
Check to see if anyone has values 1 2 and 3 in one colour&lt;br /&gt;
&lt;br /&gt;
If a player does, they discard all three and marks the corresponding flag in a region adjacent to a region which they already hold a flag&lt;br /&gt;
&lt;br /&gt;
Note that mountains prevent adjacency&lt;br /&gt;
&lt;br /&gt;
Then, on the rewards track, mark the first empty box in that area&lt;br /&gt;
&lt;br /&gt;
This is repeated until no player has a 1-2-3 in any colour&lt;br /&gt;
&lt;br /&gt;
After which, all players draw up to 3 cards if they had less than 3&lt;br /&gt;
&lt;br /&gt;
Check to see if anyone has the 7th badge on their track&lt;br /&gt;
&lt;br /&gt;
If not, the caller token is passed leftwards, and a new round begins&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards and Actions in Detail===&lt;br /&gt;
&lt;br /&gt;
There are 6 colours:&lt;br /&gt;
&lt;br /&gt;
Red Dynamite and Green Money link to the Nugget Action&lt;br /&gt;
&lt;br /&gt;
Grey Hats and Purple Beer link to the Card Action&lt;br /&gt;
&lt;br /&gt;
Blue Hoods and Orange Fur link to the Check Action&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nugget Action - EITHER Take one Nugget OR Play a card by paying its Nugget Cost (top left) so 1 or 2 or 3&lt;br /&gt;
&lt;br /&gt;
Card Action - EITHER Draw 3 Cards OR Discard 2 Cards of the same suit to play another card&lt;br /&gt;
&lt;br /&gt;
Check Action - EITHER Tick off a Region Leg connected either to another Leg or a flag OR Tick off a Railroad Leg which matches a previously ticked off Region Leg, when you reach a junction keep going on just one the other is now blocked for you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Roadmap in Detail===&lt;br /&gt;
&lt;br /&gt;
This is made up of 3 main features Flags, Legs (look like bits of paper) and connected paths (dashed lines)&lt;br /&gt;
&lt;br /&gt;
Legs MUST be connected to either other Legs or Flags to mark them&lt;br /&gt;
&lt;br /&gt;
A Leg can NOT be marked if the Flag of that region has not yet been marked&lt;br /&gt;
&lt;br /&gt;
To mark a Flag, an adjacent region (not blocked by mountains) must also have its flag marked&lt;br /&gt;
&lt;br /&gt;
When you mark a Leg, immediately gain its benefit, which mostly relate to the normal actions as described above or could progress you on one of the icons on the lower part of the Rewards Track&lt;br /&gt;
&lt;br /&gt;
The icon on the lefthand pale poking out parchment shows your player icon (Fire, Wheel, Horseshoe, Barrel)&lt;br /&gt;
&lt;br /&gt;
The flag colours indicate what that region is generally good at, without having to analyse it in detail&lt;br /&gt;
&lt;br /&gt;
Red Flag Towns are starting areas&lt;br /&gt;
&lt;br /&gt;
Green Flag Forests have a good balance of Points and Legs&lt;br /&gt;
&lt;br /&gt;
Yellow Flag Deserts are high in points but low in Legs&lt;br /&gt;
&lt;br /&gt;
Blue Flag Lakes are high in Legs and low in Points&lt;br /&gt;
&lt;br /&gt;
A region&#039;s points are earned once all flags and legs in that region are marked&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rewards Track in Detail===&lt;br /&gt;
&lt;br /&gt;
The Rewards Track is shared amongst players, with each player having their own line on each section (Fire, Wheel, Horseshoe, Barrel)&lt;br /&gt;
&lt;br /&gt;
Other than the Tipi Track, all other sections are completed from furthest left to furthest right&lt;br /&gt;
&lt;br /&gt;
When you discover a region, progress on the matching colour flag track&lt;br /&gt;
&lt;br /&gt;
The first player(s) to finish a colour flag&#039;s track in the same turn gain its completion points, anyone in a later turn does not&lt;br /&gt;
&lt;br /&gt;
When you gain points, write the number in the sheriff badge track&lt;br /&gt;
&lt;br /&gt;
The Tipi track starts with the centre box being marked on the first reward, then it&#039;s your choice whether you travel left or right, and can go in the opposite direction at a later point, view the icon at the top of the Tipi track to see what immediate benefit you gain&lt;br /&gt;
&lt;br /&gt;
The Wanted Poster track has an immediate reward ONLY on the second entry&lt;br /&gt;
&lt;br /&gt;
The Tipi, Wanted, and Saloon tracks have a first and second arrival points reward (Tipi has arrival rewards for both left and right ends)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when a player has put a value in their 7th Sheriff Badge (note that this is the badge close to the end of the track, but not the final three)&lt;br /&gt;
&lt;br /&gt;
Each of your Flag Tracks will give you points in the furthest column you have reached&lt;br /&gt;
&lt;br /&gt;
The Sheriff Badges are added up and scored&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If a tie, the player with the most Sheriff Badges in quantity NOT value wins&lt;br /&gt;
&lt;br /&gt;
If still a tie, the player with the most Golden Nuggets wins&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=17662</id>
		<title>Gamehelpzefiria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=17662"/>
		<updated>2023-07-27T03:43:41Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Borea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zefiria is a co-operative game to try to put all the cards in the grid back in the right order as depicted on the goal map card.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, each player choose their Wind Spirit and place it on a corner to start at. Each Wind Spirit has a unique way for its actions of &#039;&#039;&#039;Breeze&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The time track is put to the side based on the number of players and the relevant number of purple round markers is placed on it to determine the game&#039;s length.&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you have 4 action points to spend (5 in 2-player) on two actions which will then vary by character, these are:&lt;br /&gt;
&lt;br /&gt;
Fly - Generally a move type power.&lt;br /&gt;
&lt;br /&gt;
Breeze - Generally a manipulation type power.&lt;br /&gt;
&lt;br /&gt;
You cannot move through or onto the same space as another player.&lt;br /&gt;
&lt;br /&gt;
You cannot manipulate a tile occupied by a player.&lt;br /&gt;
&lt;br /&gt;
If your breeze causes a tile to in effect pass over another during the exchange, for each it passes over this will cost you an extra action point and is known as overflying a tile.&lt;br /&gt;
===Borea===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card of the same colour as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles if at least one of them matches the symbol of your current space.&lt;br /&gt;
&lt;br /&gt;
===Jugo===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card with the same icon as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles if at least one of them matches the colour of your current space.&lt;br /&gt;
&lt;br /&gt;
===Etesia===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card along the diagonals to the one she&#039;s occupying.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap an orthogonally adjacent tile with any other tile.&lt;br /&gt;
&lt;br /&gt;
===Skyron===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap the tile you stand on with any other, then decide which to reside on.&lt;br /&gt;
&lt;br /&gt;
===Austro===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action point to move around the edge of the board (outside the map) to land on an edge space, but cannot move into the central areas.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap tiles in your current row or column.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends on the final round, and scoring is based on how well you managed to put the island back to its true form.&lt;br /&gt;
&lt;br /&gt;
* Gain 1 victory point for each Island card in the right place.&lt;br /&gt;
* &#039;&#039;In Storm Mode, gain 1 victory point for Magical Gem still owned by the Wind Spirits.&#039;&#039;&lt;br /&gt;
* Lose 1 vicotry point for each Island card in the wrong spot, on the right row.&lt;br /&gt;
* Lose 2 VP for each Island card both in the wrong spot and in the wrong row.&amp;lt;br /&amp;gt;&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
SETUP&lt;br /&gt;
&lt;br /&gt;
The Island cars are shuffled and placed in a 5x5 grid. Players pick their individual wind spirit. First player chosen and given the timer card.&lt;br /&gt;
&lt;br /&gt;
PLAY&lt;br /&gt;
&lt;br /&gt;
The first player will remove a time gem then all players and a clockwise order take their turn of the round, each wind spirit has a different movement and breeze they can use to move islands.&lt;br /&gt;
&lt;br /&gt;
GOAL&lt;br /&gt;
&lt;br /&gt;
As a group of wind spirits you are to put the islands back in order.&lt;br /&gt;
&lt;br /&gt;
END GAME&lt;br /&gt;
&lt;br /&gt;
After every player has taken their turn after removing the last time gem.&lt;br /&gt;
&lt;br /&gt;
SCORING&lt;br /&gt;
&lt;br /&gt;
For every island in its proper place scores +1&lt;br /&gt;
For every island and it&#039;s color row not in its place -1&lt;br /&gt;
And every island not in its color row -2&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppook&amp;diff=17592</id>
		<title>Gamehelppook</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppook&amp;diff=17592"/>
		<updated>2023-07-23T22:02:21Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Warriors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
There are 4 different factions, and each player favours 2 of them to succeed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, play a card from your hand&lt;br /&gt;
&lt;br /&gt;
You can either play the card Warrior side (Then optionally use its ability) or coin side&lt;br /&gt;
&lt;br /&gt;
Regardless of which side is chosen, the card is played into the shared 5X5 grid so that it shares a side (not a corner) with at least 1 previously placed card&lt;br /&gt;
&lt;br /&gt;
If you chose a warrior, add up the coins in the chosen space&#039;s row + column, if this equals or exceeds the warrior level then it&#039;s a legal move, if the coin count is lower than the warrior level then it cannot be placed there&lt;br /&gt;
&lt;br /&gt;
In addition, either before or after placing your card, you may move the Piggy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Piggy===&lt;br /&gt;
&lt;br /&gt;
As a free action, you may swap the Piggy with an adjacent card either before or after your main action&lt;br /&gt;
&lt;br /&gt;
The Piggy is classed as a Coin card and thus can contribute to the cost of a Warrior&#039;s level&lt;br /&gt;
&lt;br /&gt;
The Piggy can NOT be swapped with the card the previous player swapped the Piggy with&lt;br /&gt;
&lt;br /&gt;
The Piggy is immune to the Knight and the Mage as well as cards affected by them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Warriors===&lt;br /&gt;
&lt;br /&gt;
Knight - Protects all orthogonal Warriors from other Warrior powers, but does not protect itself&lt;br /&gt;
&lt;br /&gt;
Mage - Swap an orthogonally adjacent card with one from your hand (Warrior or Coin, but NOT Piggy) the new card has to be the same type: Coin for Coin, Warrior 1 for Warrior 1, etc.&lt;br /&gt;
&lt;br /&gt;
Orc - Flip an orthogonally adjacent Warrior to a Coin&lt;br /&gt;
&lt;br /&gt;
Viking - Flip an orthogonally adjacent Coin to a Warrior&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when all cards have been played&lt;br /&gt;
&lt;br /&gt;
After which, add up the levels of each Faction as points for that faction, and whoever has the most points with their 2 factions added together wins!&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the tied players each pick 1 coin card (they can pick the same coin card) and flip it, adding these faction scores to break the tie (This repeats until the tie is broken)&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyinyang&amp;diff=17544</id>
		<title>Gamehelpyinyang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyinyang&amp;diff=17544"/>
		<updated>2023-07-20T22:16:12Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Conditions of application */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Presentation ==&lt;br /&gt;
Yin Yang is a strategy board game where you make up your own rules of combat and regeneration. You secretly define on dominoes the laws by which you fight, then lay them down throughout the game in order to destroy your adversary&#039;s pieces or regenerate your own.&lt;br /&gt;
&lt;br /&gt;
== Aim of the game ==&lt;br /&gt;
To win, you must either reach the opposite Yin-yang corner (the square where the symbol of yin and yang is) with one of your pieces, or force your opponent to have no available actions to play.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Black plays first, then white. During their turn, each player must either:&lt;br /&gt;
* Move one of their pieces&lt;br /&gt;
* Apply one of their laws&lt;br /&gt;
* Move one of their pieces then apply one of their laws. (only in this order)&lt;br /&gt;
&lt;br /&gt;
If they are unable to perform any of these actions, they lose the game.&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
Each domino defines a law. A domino has four slots representing 4 squares on the board, then an arrow pointing to 4 other slots. In each of the first 4 slots, you can insert a white plug, a black plug or leave it empty: together, they represent a cause. In the other 4 slots, which represent an effect, you will insert the same combination of plugs, albeit with one of these modifications:&lt;br /&gt;
&lt;br /&gt;
* One plug has disappeared. This is a destruction law.&lt;br /&gt;
* Two plugs (of the same color) have appeared on previously empty slots. This is a regeneration law.&lt;br /&gt;
* The effect is represented as 2 arrows in a circle. This is an adaptation law.&lt;br /&gt;
&lt;br /&gt;
=== Creation of laws ===&lt;br /&gt;
Before the start of the game, players secretly define 4 laws each. These laws are hidden to your opponent until revealed.&lt;br /&gt;
When a player decides to apply a law for the first time, the law is revealed and placed to the right of the gameboard (from their viewpoint), with the arrow pointing to the right. It is forbidden to reveal a law without applying it in the same turn. Once revealed, the law can be used by its owner at any of their turns, whenever the cause is met.&lt;br /&gt;
&lt;br /&gt;
=== Conditions of application ===&lt;br /&gt;
A law is applicable when on the game board, we can isolate 4 adjacent squares where the placement of the pieces match those of the plugs constituting the cause. In case of a destruction/regeneration law, applying the law means modifying those 4 squares on the board so that it matches the effect of the law.&lt;br /&gt;
&lt;br /&gt;
In case of an adaptation law, you do not modify the placement of the pieces on the board, but one of your own laws (revealed or hidden). Pick one of your dominoes and modify it as you please. It is then hidden until you decide to apply it in a further turn. You can modify the adaptation law itself, like any other law. You can&#039;t change one of your opponent&#039;s laws. You can&#039;t modify a law and apply it in the same turn, since the modification already counts as your action.&lt;br /&gt;
&lt;br /&gt;
The law is always oriented with the arrow to the right. It can&#039;t be rotated.&lt;br /&gt;
&lt;br /&gt;
A law can only be applied on one place at a time.&lt;br /&gt;
&lt;br /&gt;
A law of destruction will always make only one piece disappear, and a law of regeneration will only make two appear.&lt;br /&gt;
&lt;br /&gt;
The application of a law is not compulsory, but remember a player always has to play at least one action per turn. You can&#039;t apply one of your opponent&#039;s laws.&lt;br /&gt;
&lt;br /&gt;
Note that you only have finitely many new pegs available for regeneration (8 for Black, 10 for White).  Once they have been placed, regeneration laws may no longer be applied.&lt;br /&gt;
&lt;br /&gt;
=== Conflicting laws ===&lt;br /&gt;
Two laws are said to be conflicting if they have the same cause, but two different effects. They cannot coexist: it is therefore forbidden to reveal a law which is conflicting with a law already revealed. You will have to modify it with an adaptation law or wait for your opponent to modify them.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvidrasso&amp;diff=17490</id>
		<title>Gamehelpvidrasso</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvidrasso&amp;diff=17490"/>
		<updated>2023-07-18T02:57:05Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Playing to a trick */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Reach 300 Points or more first (500 in a long game).&lt;br /&gt;
&lt;br /&gt;
The cards are 1-9 in 4 suits.&lt;br /&gt;
&lt;br /&gt;
Lowest played in a trick wins.&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, one player chooses the trump suit, and the other chooses the trump rank. The player with the lowest score chooses first.&lt;br /&gt;
&lt;br /&gt;
The trump suit is a suit which beats all other suits whilst a trump rank beats all, as an example, say Hearts are Trump Suit and 7s and Trump Rank, the order would be:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(weak)&#039;&#039; 9 8 6 5 4 3 2 1 9♥ 8♥ 6♥ 5♥ 4♥ 3♥ 2♥ 1♥ 7 &#039;&#039;(strong)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the Trump Suit and Trump Rank are decided, each player gifts a card to the other which goes into their scoring pile, unseen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing to a trick===&lt;br /&gt;
&lt;br /&gt;
A player may either play a card from their hand or a visible card from the shared Strawman row (Facedown cards stay facedown and can&#039;t be used)&lt;br /&gt;
&lt;br /&gt;
The opening player may play anything.&lt;br /&gt;
&lt;br /&gt;
Following this, if a player can follow suit, they may either follow suit or play either type of Trump.&lt;br /&gt;
&lt;br /&gt;
If a player cannot follow suit, they may play any card they wish.&lt;br /&gt;
&lt;br /&gt;
Note that when a card is in the Trump Rank, the suit-following rules of it&#039;s original suit are obeyed.  In other words, in the above example, if one player leads the 7 of clubs, the other player is not required to play a trump, but if they have a club, must play either a club or a trump.&lt;br /&gt;
&lt;br /&gt;
=== Trick resolution ===&lt;br /&gt;
If a trump was played, the stronger trump wins the trick.&lt;br /&gt;
&lt;br /&gt;
If both cards belong to the trump rank, the second card wins.&lt;br /&gt;
&lt;br /&gt;
If there are no trumps in the trick, the strongest card of the led suit wins.&lt;br /&gt;
&lt;br /&gt;
The winner adds both cards to their scoring pile, and any exposed facedown strawmen are revealed.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
The cards score based on their value, e.g. a 5 is worth 5 points and a 7 is worth 7 points.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmue&amp;diff=17441</id>
		<title>Gamehelpmue</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmue&amp;diff=17441"/>
		<updated>2023-07-14T14:06:55Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* The Cards */ Added the values for each card rank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Cards==&lt;br /&gt;
&lt;br /&gt;
There are five different suits with 12 cards each: 0, 1, 1, 2, 3, 4, 5, 6, 7, 7, 8, 9.&lt;br /&gt;
&lt;br /&gt;
The number of triangles on each card shows how many points it is worth when you win the card in a trick. 1s and 9s are worth zero points, 6s and 7s are worth two points, and all other cards are worth one point each.&lt;br /&gt;
&lt;br /&gt;
The 60 total cards are dealt out evenly to all the players.&lt;br /&gt;
&lt;br /&gt;
==The Bidding==&lt;br /&gt;
&lt;br /&gt;
Players bid to become Chief or Vice.  You can think of these as the head of two teams.  They will be the ones to decide trump.&lt;br /&gt;
&lt;br /&gt;
When it is their turn, players can bid by taking one or more cards from their hand and placing them upright in front of them for everyone to see &#039;&#039;&#039;OR&#039;&#039;&#039; the player can pass.  If a player passes on one turn, they can still bid if it comes back to them.  Bidding ends when all players have passed consecutively.  Cards used during the bidding phase remain visible to other players but are still considered part of the hand during play.&lt;br /&gt;
&lt;br /&gt;
Chief is determined by the player who has the greatest number of cards showing.  As the bidding goes around, players can only raise one card more than whatever player currently has the most cards showing.  For example, if the tentative chief has 2 cards showing, other players cannot show more than 3 cards.  Once a player has 3 cards showing, another player may show 4 cards.  A player may pass multiple times and then put down any number of cards in one turn, as long as it doesn&#039;t break the previously stated rule.  If the bidding ends with a tie for Chief, then the hand is not played; and there are negative points for the challenger and positive points for any others that are tied for Chief.&lt;br /&gt;
&lt;br /&gt;
Vice is the person with the second most number of cards showing (Chief being the person with the largest number of cards showing).  However, a tie is decided differently.  If there is a tie in the number of cards for Vice, then the position goes to the person who has the highest number on their card.  If there is still a tie, then the next highest card is compared.  If there is still a tie for Vice when all showing cards are compared, then there is no Vice and no Vice trump.&lt;br /&gt;
&lt;br /&gt;
==Selecting Trump and Partner==&lt;br /&gt;
&lt;br /&gt;
After the Bidding phase, the Vice selects the Vice Trump.  Then the Chief selects the Chief Trump.  Finally, the Chief selects their partner.&lt;br /&gt;
&lt;br /&gt;
In a five player game, there are two people on the Chief team and three people on the Vice team.  Five player games are considered the best because &lt;br /&gt;
&lt;br /&gt;
- in four player, it would be two against two giving a strong advantage to the Chief&#039;s team &lt;br /&gt;
&lt;br /&gt;
- or in six player, two chief players and four vice players makes it much harder for the Chief&#039;s team.&lt;br /&gt;
&lt;br /&gt;
There is an option in the game setup for six people, where the dealer doesn&#039;t play thus enabling five players to play the hand even when there are six people included in the game.&lt;br /&gt;
&lt;br /&gt;
==Tricks==&lt;br /&gt;
&lt;br /&gt;
Cards that are trump (as nominated by the Chief and Vice) form a single &#039;&#039;&#039;trump suit&#039;&#039;&#039;, with the Chief&#039;s trump higher than the Vice&#039;s trump. Cards that belong to both the Chief&#039;s and Vice&#039;s trump are the highest cards in the trump suit (the double trumps).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, the Vice nominates red cards as trump and the Chief nominates 7s. The trump suit will be the red 7s as the highest cards (double trumps), followed by the 7s in other colors (they no longer belong to the suits of their respective colors), followed by the remaining red cards from highest to lowest.&lt;br /&gt;
&lt;br /&gt;
* After the first card is played in a trick you must play a card of the same suit if you can (&#039;&#039;&#039;follow suit&#039;&#039;&#039;).&lt;br /&gt;
* If a trump card is the first card played you must play any trump card if you can.&lt;br /&gt;
* The highest card of the color led wins the trick, unless a trump card was played - in which case the highest trump card wins.&lt;br /&gt;
* If multiple cards of the same rank are played as highest cards the &#039;&#039;&#039;first equal card wins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
First, each player scores the points on the tricks that they won individually.&lt;br /&gt;
&lt;br /&gt;
The chief&#039;s team then add their scores together and compare it to the bid to calculate the team bonus.&lt;br /&gt;
&lt;br /&gt;
If the chief&#039;s team &#039;&#039;&#039;made their bid&#039;&#039;&#039;, they get bonus points as shown on the table (based on how many cards were in trump).&lt;br /&gt;
&lt;br /&gt;
If the chief&#039;s team &#039;&#039;&#039;failed their bid&#039;&#039;&#039;, the points are:&lt;br /&gt;
* The chief loses 10 points for the number of cards overbid&lt;br /&gt;
* The chief&#039;s partner does not gain or lose any bonus points&lt;br /&gt;
* Everyone not on the chief&#039;s team gains 5 points for the number of cards overbid&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptriatri&amp;diff=17159</id>
		<title>Gamehelptriatri</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptriatri&amp;diff=17159"/>
		<updated>2023-06-14T15:14:36Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: Corrected &amp;quot;jem&amp;quot; to &amp;quot;gem&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Over view==&lt;br /&gt;
TriATri is a must-follow trick-taking game.&lt;br /&gt;
&lt;br /&gt;
Of the six cards, one card is used to determine the starting player, and the remaining five cards are used for trick-taking.&lt;br /&gt;
&lt;br /&gt;
This is done three times (three rounds), and the player with the highest score wins (with a special win).&lt;br /&gt;
==What we use==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cards for Fire, Water and Wood&lt;br /&gt;
|Imitation card&lt;br /&gt;
|Cards not used&lt;br /&gt;
|-&lt;br /&gt;
|2players&lt;br /&gt;
|2 to 6 (15 cards) of each color&lt;br /&gt;
|2 cards&lt;br /&gt;
|5 cards&lt;br /&gt;
|-&lt;br /&gt;
|3players&lt;br /&gt;
|2 to 7 (18 cards) of each color&lt;br /&gt;
| 1 card&lt;br /&gt;
|1 card&lt;br /&gt;
|-&lt;br /&gt;
|4players&lt;br /&gt;
|2 to 8 (21 cards) of each color &lt;br /&gt;
|3 cards&lt;br /&gt;
|All cards used &lt;br /&gt;
|}Gems(token): 6 of each color (red (fire), blue (water), green (wood))&lt;br /&gt;
==Doubling、Exchange==&lt;br /&gt;
&#039;&#039;&#039;・Doubling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the highest value card always wins, regardless of its color.&lt;br /&gt;
&lt;br /&gt;
Attributes are 3-skewed, with the previous player&#039;s card doubling the value of their own card.&lt;br /&gt;
&lt;br /&gt;
If the previous player&#039;s card is Fire, then Water is dominant, if it is Water, then Wood is dominant, and if it is Wood, then Fire is dominant attribute.&lt;br /&gt;
&lt;br /&gt;
Only when the player&#039;s own card is [2], the value is quadrupled instead of doubled.&lt;br /&gt;
&lt;br /&gt;
[[File:Imitationcardimage.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;・Exchange&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The card(&amp;quot;imitation&amp;quot; card) on the right is an exception, and can be played at any time.&lt;br /&gt;
&lt;br /&gt;
Of the cards already on the field, it is replaced with the card of the player with the highest value (after taking into account the doubling effect).&lt;br /&gt;
&lt;br /&gt;
If the starting player decides or the starting player plays this, it is treated as a colorless [0].&lt;br /&gt;
==Start player determination==&lt;br /&gt;
All players play a card from their hands at the same time, and the player with the highest numbered card is the starting player.&lt;br /&gt;
&lt;br /&gt;
If there is more than one player with the highest number, the game is handled as follows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・If the two players with the highest numbers are&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dominant color side will be the starting player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・If the player with the highest number is 3 (4-player game))&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who plays another numbered card becomes the starting player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・When the player with the highest number is 3 (3-player game)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return all cards and redeem them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・When two players play an imitation card (2-player game)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return all cards and redeem them.&lt;br /&gt;
==Trick==&lt;br /&gt;
&#039;&#039;&#039;・Gem token selection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The starting player selects one gem from the common inventory or their own hand that the winner of the trick will receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Play card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting with the starting player, a card is played in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
If the player has a card of the color of the selected gem, that card is played.&lt;br /&gt;
&lt;br /&gt;
If not, a card of any color is played.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;imitation&amp;quot; card can be played regardless of its color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Gem winning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After all players have finished playing their cards, the player with the highest number (see below) wins the gem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Decision of victory or defeat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who plays the card with the highest value, including attribute considerations(doubling effect), wins.&lt;br /&gt;
&lt;br /&gt;
If two players play the card with the highest value, the player who plays the card with the dominant attributes wins. (ex. 1)&lt;br /&gt;
&lt;br /&gt;
If the player who played the highest value card has the same attributes or three colors, the player who played the card later wins. (ex. 2,3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
（Example in 4-player game）&lt;br /&gt;
&lt;br /&gt;
(ex. 1) Red 3 ⇒ Blue 6 (treated as 12) ⇒ Green 6 (treated as 12) ⇒ Blue 5 : Green is favored between Blue and Green, so the player with Green 6 wins&lt;br /&gt;
&lt;br /&gt;
(ex 2) Red 4 ⇒ Blue 2 (treated as 8) ⇒ Red 3 ⇒ Blue 4 (treated as 8): Since Blue 2 and Blue 4 are the same color, the player with Blue 4 who played later wins&lt;br /&gt;
&lt;br /&gt;
(ex 3) Red 6 ⇒ Blue 2 (treated as 8) ⇒ Green 4 (treated as 8) ⇒ Red 2 (treated as 8): Since there are three colors (Blue 2, Green 4, and Red 2), the player who played Red 2 later wins&lt;br /&gt;
==Rounds==&lt;br /&gt;
One round ends at the end of five tricks when all cards in the hand have been used.&lt;br /&gt;
&lt;br /&gt;
All cards are mixed and redealt six at a time, leaving the currently held gems untouched, and the next round begins.&lt;br /&gt;
&lt;br /&gt;
After a total of three rounds, the score is calculated, but if a special situation arises, the game ends [immediately].&lt;br /&gt;
==End of game==&lt;br /&gt;
There are three conditions for game termination, which are handled as follows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
・If either player collects two sets of each of the three colors of gems (red, blue, and green)&lt;br /&gt;
&lt;br /&gt;
The player immediately wins the game (100 points is shown in the BGA) *Placement below 2nd place is determined by the normal score calculation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
・When all gems of one color are gone from the common inventory&lt;br /&gt;
&lt;br /&gt;
Perform the trick to the end and calculate the score immediately afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
・If the above two conditions are not met and three rounds are completed&lt;br /&gt;
&lt;br /&gt;
Calculate the score.&lt;br /&gt;
==Score Calculation==&lt;br /&gt;
The following order is calculated according to the type and number of gems you end up with.&lt;br /&gt;
[[File:Image2.png|thumb|Summary of Score Calculations (Japanese)]]&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Calculated sequentially from the top set, with each set not duplicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Geｍ in three color sets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 point per set&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Two-color set gem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-2 points per set&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;・Remaining gems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Points for [the number of gems of that color remaining in the common inventory] for each one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The total score will determine the winner.&lt;br /&gt;
&lt;br /&gt;
If the scores are the same, the winner is the player with the highest number of gems.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaribbeanallfours&amp;diff=17116</id>
		<title>Gamehelpcaribbeanallfours</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaribbeanallfours&amp;diff=17116"/>
		<updated>2023-06-06T18:26:49Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
All Fours is a trick-taking card game, usually played with four players in two-player partnerships, that dates from around the 17th century. There are many rules variations, but the version implemented on Board Game Area as Caribbean All Fours is meant to be an adaptation of the modern game as it is played in Trinidad and Tobago.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
The game plays as described in the &amp;quot;Rules of Card Games&amp;quot; website under the heading &amp;quot;All Fours in Trinidad&amp;quot;: [https://www.pagat.com/allfours/allfours.html link], with the following differences:&lt;br /&gt;
&lt;br /&gt;
* No misdeal: since the game software deals the cards, there is no possibility for a misdeal, no points can be scored for this scenario&lt;br /&gt;
* No revoking/reneging: for simplicity of online gameplay, playing cards illegally is not allowed, and therefore revoking is not necessary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
* High -- 1 point	This point is won by the team of the player who had the highest trump.&lt;br /&gt;
* Low  -- 1 point	This point is won by the team of the player who held the lowest trump that was dealt. It does not matter who wins the trick containing this trump - the point is for the original holders.&lt;br /&gt;
* Jack -- 1 or 3 points	If the jack of trumps wins a trick, or is won in a trick by the partner of the holder, the team with the jacks scores 1 point. If the jack is captured in a trick won by the opponents of the holder, the team capturing the jack scores 3 points for hang jack. If the jack of trumps was not dealt, then of course neither team scores for it.&lt;br /&gt;
* Game -- 1 point	This point goes to the team that wins the more valuable cards in tricks. For this purpose only, the top five cards in each suit have the following values: ace = 4, king = 3, queen = 2, jack = 1, ten = 10; other cards (2-9) have no value. Each team adds up the total value of the cards in their tricks, and whichever team has more scores the game point. If both teams have the same value of cards, no one gets the game point.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The first team to score 14 points is the winner.  Note that the points are scored in order, so that ties are not possible.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
&lt;br /&gt;
The only variation implemented at this time is the alternate trump scoring as played in Tobago (a Two scores two points when turned instead of a Six)&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspiteandmalice&amp;diff=16581</id>
		<title>Gamehelpspiteandmalice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspiteandmalice&amp;diff=16581"/>
		<updated>2023-04-11T18:27:56Z</updated>

		<summary type="html">&lt;p&gt;BillFraser: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to empty your goal pile.&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First, play as many cards as you wish from your hand, side piles and/or goal pile to the central play piles.&lt;br /&gt;
&lt;br /&gt;
Finally, play a single card from you hand to one of your 4 side piles to end your turn (You cannot play a card from your goal pile to this area).&lt;br /&gt;
&lt;br /&gt;
The side piles can be in any order, but you can only use cards in this area from the top (the latest card) of each pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Play Piles===&lt;br /&gt;
&lt;br /&gt;
The piles aren&#039;t suit based, but have to be played from Ace, then 2, and sequentially upwards to Queen, with King or Joker being a wild.&lt;br /&gt;
&lt;br /&gt;
You can play an Ace (or a wild) to an empty pile, or any other card to a pre-existing pile.&lt;br /&gt;
&lt;br /&gt;
There can be at most 3 play piles at any given time.&lt;br /&gt;
===Bonuses===&lt;br /&gt;
&lt;br /&gt;
If you play all 5 hand cards in a single turn, take 5 more cards from the stock and keep going.&lt;br /&gt;
&lt;br /&gt;
If you complete a play pile with a Queen (or a wild acting as a Queen), shuffle the pile into the stock (creating space for a new pile) and take another go.&lt;/div&gt;</summary>
		<author><name>BillFraser</name></author>
	</entry>
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